Jump to content

Recommended Posts

Posted

I have been trying to get my texture to render for my Gargoyle but it always shows up as the missing texture purple and black squares or no texture at all and all I can see is the hit box. I have not been able to find a fix for this. Please help me.

 

The texture is at Medieval Aesthetics 1.6.4/mcp/src/minecraft/assets/medievalaesthetics/textures/blocks/modelgargoyle1texture.png

Here is the render class

package Phantom329.MedievalAesthetics.TileEntity;

import org.lwjgl.opengl.GL11;

import Phantom329.MedievalAesthetics.blockmodels.ModelGargoyle1;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.ResourceLocation;

public class TileEntityGargoyle1Renderer extends TileEntitySpecialRenderer
{
private static final ResourceLocation Gargoyle1 = new ResourceLocation( "medievalaesthetics:textures/blocks/modelgargoyle1texture.png" );
private final ModelGargoyle1 model = new ModelGargoyle1();

public void renderAModelAt( TileEntityGargoyle1 parTileEntityGargoyle1, double par2, double par4, double par6, float par8 )
{
	int metadata = parTileEntityGargoyle1.getBlockMetadata();
	int rotationAngle = 0;

	if( metadata % 4 == 0 )
		rotationAngle = 0;
	if( metadata % 4 == 1 )
		rotationAngle = 270;
	if( metadata % 4 == 2 )
		rotationAngle = 180;
	if( metadata % 4 == 3 )
		rotationAngle = 90;

	GL11.glPushMatrix();
	GL11.glTranslated( (float) par2 + 0.5F, (float) par4 + 1.5F, (float) par6 + 0.5F );
	GL11.glScalef( 1F, -1F, -1F );
	GL11.glRotatef( rotationAngle * 90, 0F, 1F, 0F );
	this.bindTexture( Gargoyle1 );
	this.model.renderAll();
	GL11.glPopMatrix();
}

@Override
public void renderTileEntityAt( TileEntity parTileEntity, double par2, double par4, double par6, float par8 )
{
	this.renderAModelAt( (TileEntityGargoyle1) parTileEntity, par2, par4, par6, par8 );
	this.bindTexture( Gargoyle1 );
}

}

Aegis Gaming Staff

 

Creating a better gaming experience

for gamers, by gamers.

Posted

Can we see the code you use to register your entity? Misuse of entity IDs can sometimes cause texture issues according to my experience.

"Thinking that coding is the nerdy IT guy at work rebooting your computer is like thinking that music is what happens when the piano tuner comes round." - Ed Rex

Posted

Your ResourceLocation starts with

medievalaesthetics

but your texture is in

MedievalAesthetics/...

That might be the problem.

 

I acually fixed that before, that wasn't the problem.

Aegis Gaming Staff

 

Creating a better gaming experience

for gamers, by gamers.

Posted

Can we see the code you use to register your entity? Misuse of entity IDs can sometimes cause texture issues according to my experience.

 

Do you mean the block declaration? Here is that code.

 

public static Block Gargoyle1 = new Gargoyle1( 1101, Material.rock ).setUnlocalizedName( "Gargoyle1" );

Aegis Gaming Staff

 

Creating a better gaming experience

for gamers, by gamers.

Posted

Can we see the code you use to register your entity? Misuse of entity IDs can sometimes cause texture issues according to my experience.

 

Do you mean the block declaration? Here is that code.

 

public static Block Gargoyle1 = new Gargoyle1( 1101, Material.rock ).setUnlocalizedName( "Gargoyle1" );

 

Block != Entity

 

We're looking for this:

public TileEntity createNewTileEntity(World par1World) { ... }

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

@Override

public TileEntity createNewTileEntity(World world)

{

return new TileEntityGargoyle1();

}

Aegis Gaming Staff

 

Creating a better gaming experience

for gamers, by gamers.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Please read the FAQ and post logs as described there.
    • Upon starting the server I get; [main/ERROR] [minecraft/Main]: Failed to start the minecraft server net.minecraftforge.fml.LoadingFailedException: Loading errors encountered: [     Framework (framework) has failed to load correctly §7java.lang.NoClassDefFoundError: net/minecraft/client/gui/components/toasts/Toast ] I suspect there is a (possibly a few) client-only mods installed on my server. Any help would be appreciated! (Yes I know there are a lot of mods...) Here is the crash log:   https://paste.ee/p/pRz5mhMl#s=0
    • That's basically what the failure does, my apologies for failing to specify.  It just tries again on the next tick until it detects the entities for that chunk are loaded, and then tries to load the entity.  From there it gets into different failure states depending on what goes wrong, but in short, if the entity fails to load once the entity list becomes available, the request is cleared and must be resubmitted by the end user.  There should be few cases where that actually happens. Yes, that is my understanding of forceloading.  That's why on a successful summon, it removes the forceload.  Otherwise it does just leave the chunks loaded long term. Thank you for your help, any knowledge is useful!  I don't often mess with forceloading and my prior experience is 1.16 so I'm also a bit out of my depth haha.
    • I will have to do more research about 1.18 chunk loading. You were unclear about how your code manages with the entity load failure. If you simply used a loop, I suggest submitting a tick task to the next tick which does the same thing, checking if the entities are loaded and if so teleporting the right one else submitting another tick task etc. Also I think forceloading permanently force loads the chunk, and it only starts to unload when you make a subsequent call to mark the chunk as not forceloaded. I may be completely wrong, I dont know much about 1.18, most of my experience is 1.20. Good luck I hope you figure it out after all this time 😅
    • i managed to fix it by reinstalling the modpack and re-add all the extra mods I've had previously.
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.