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Posted

I know this may seem arbitrary, but I'm having an issue.  I've checked around on the forums, searching for an answer, and none of the other posts/solutions seem to work.  When creating/testing my mod, all of my textures load just fine. I can see the separate blocks and what their respective textures are.  However, after I put my mod into my minecraft, my textures refuse to load.  I've checked all my other mods, and they have their textures saved in the same format of "assets\[MODNAME]\textures\blocks\"  I can't figure out why it won't load my textures.  Please help, thanks.

Posted

Are your folder/files named in all lower case?

Are you registering the texture files in all lower case?

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

Yes and yes.  Everything works just fine when running my mod in Eclipse.  It's not until I recompile/reobf and then put the zip into my mods folder in minecraft that the textures don't show up.

Posted

Screenshot of zip directory layout needed at this point.

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

It won't let me attach the screenshot for some reason.  But the layout (if I understand you correctly) is stormcassidy.zip\stormcassidy\morecolors\assets\morecolors\textures\blocks\  And in the "blocks" folder are all of my textures.  All lowercase.

Posted

When I save, I generally do it like this. I always make my packages wade.[Name of mod] so when I package my mod, I always zip the folder after wade. So say I did the package wade.kittens. I would zip the folder kittens. Hope that helps.

 

 

 

EDIT: so you would do the folder morecolors

Posted

Hi

 

This might help give more diagnostic info:

Change the vanilla source code to add two println statements as below.  Then copy us your logs for

(1) startup during development environment

(2) startup when packaged into a zip

 

-TGG

 

FolderResourcePack 
    protected boolean makeFullPath(String par1Str)
    {
        System.out.println("FolderResourcePack.makeFullPath:" + this.basePath + " , " + par1Str);   // add this
        return (new File(this.basePath, par1Str)).isFile();
    }

FileResourcePack
    protected boolean makeFullPath(String par1Str)
    {
        System.out.println("FileResourcePack.makeFullPath:" + this.basePath + " , " + par1Str);  // add this
        return (new File(this.basePath, par1Str)).isFile();
    }

 

Posted
Capture.png

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

YSPilot - When I try to zip the folder that appears after my name, minecraft crashes because Forge relies on stormcassidy.morecolors to find my class files. If "stormcassidy." isn't there, it can't find my class files.

 

TheGreyGhost - "makeFullPath" methods don't exist in either one of the FolderResourcePack or FileResourcePack files.  They each have a different method that seems to do the same thing, but the FileResourcePack one implements a try/catch inside the method; presumably in case it can't find the file.  Also, I don't entirely feel comfortable messing with the original source code unless I know EXACTLY where I'm putting my edits so that I don't break Minecraft or anything.

 

Draco18s - Yeah there's two. Only because that's the way Eclipse has it listed; being assets.morecolors.textures.blocks and then all my png files.

Posted
  On 11/8/2013 at 7:46 AM, Stormageddon said:

Draco18s - Yeah there's two. Only because that's the way Eclipse has it listed; being assets.morecolors.textures.blocks and then all my png files.

 

But your assets shouldn't be inside your main package at all.

 

Should be:

src/stormcassidy/morecolors/MainModClass.java

src/assets/morecolors/textures/[etc]

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

Draco18s - It is like that inside of Eclipse. If I try to make it like you said, forge suddenly can't find my main class. And according to all the tutorials I've seen, and the layouts of all of the other mods I already have installed, my layout should be stormcassidy/morecolors/assets/morecolors/textures where the first morecolors folder contains all of my class files.

 

Something I just realized...I use one generic block class (NewBlock) to create all of my new blocks and just assign the texture inside of the main class file

 

(i.e.: public static Block newBlock = new NewBlock(ID, Material).setTextureName(String).

 

Could that be what's causing the issue? I would change it around to check, but I have quite a few new blocks created...so that would be rather time consuming if it didn't work.

Posted
  On 11/8/2013 at 10:33 PM, Stormageddon said:

Draco18s - It is like that inside of Eclipse. If I try to make it like you said, forge suddenly can't find my main class

 

Leave the main class alone!  Move the TEXTURES.

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

I never touched the main class. I only ever moved my assets folder that contains my textures.  Now, for some reason the damn forum still won't let me upload attachments, so I'm going to try my best to explain every little detail.

 

stormcassidy.zip\stormcassidy\morecolors\        contains:

assets folder  <-- This right here contains my textures.  If I put it here, forge and minecraft run, but fail to load the textures.  If I put it ANYWHERE else, forge suddenly can't find my

                                                main class.

client folder

CommonProxy.class

MoreColors$1.class      <-- I have no idea what this is, because it doesn't show up in eclipse.

MoreColors.class      <-- This is my main class right here.  I NEVER MOVED IT.

MoreColorsInfo.class

NewBlock.class

 

That is my layout.  The client folder simply contains ClientProxy.class so it's not important in this matter.

 

 

Posted
  On 11/9/2013 at 7:58 AM, diesieben07 said:

3) Go straight to jail, do not pass Go, do not collect 4000$.

 

You made me lol.  And...

 

THANK THE LORD ALMIGHTY IT'S FINALLY WORKING!!

 

I had to do:

 

stormcassidy.zip

|__stormcassidy

    |__morecolors

          |__MoreColors.class

|__assets

    |__morecolors

          |__textures

 

And...as of right now...I feel EXTREMELY retarded for not realizing this CRUCIAL difference between my format and the format of the other mods I have installed. >.< Anyways...thanks to all of you for the help!

Posted

Not to sound completely full of myself, but you did what I told you to do, FINALLY.

 

  On 11/8/2013 at 3:12 PM, Draco18s said:

Should be:

src/stormcassidy/morecolors/MainModClass.java

src/assets/morecolors/textures/[etc]

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

diesieben07 - It is the same layout that you said.  Only difference is that I don't have com/example/ because that's not what my package name indicates.

 

Draco18s - Yeah...when you said "src" I was dumb enough to put an extra folder src.  So when I zipped everything up, my layout ended up being something like src.zip/src/stormcassidy/... and that's why it wasn't working when I did that.

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             | 4.16.1.302         | jei_1.12.2-4.16.1.302.jar                     | None                                     |     | L     | keepinginventory         | 2.4                | KeepingInventory-1.12.2-2.4.jar               | None                                     |     | L     | libraryex                | 1.2.1              | LibraryEx-1.12.2-1.2.1.jar                    | None                                     |     | L     | netherex                 | 2.2.4              | NetherEx-1.12.2-2.2.4.jar                     | None                                     |     | L     | recipehandler            | 0.13               | NoMoreRecipeConflict-0.13(1.12.2).jar         | None                                     |     | L     | nei                      | 2.4.3              | NotEnoughItems-1.12.2-2.4.3.245-universal.jar | None                                     |     | L     | thaumadditions           | 12.6.6             | ThaumicAdditions-1.12.2-12.6.6.jar            | None                                     |     | L     | thaumicbases             | 3.3.500.6r         | thaumicbases-3.3.500.6r.jar                   | None                                     |     | L     | thaumictinkerer          | 1.12.2-5.0-620a0c5 | thaumictinkerer-1.12.2-5.0-620a0c5.jar        | None                                     |     | L     | thaumicwaila             | 1.12.2-0.0.2       | ThaumicWaila-1.12.2-0.0.2.jar                 | None                                     |     | L     | tumbleweed               | 1.12-0.4.7         | tumbleweed-1.12-0.4.7.jar                     | None                                     |     | L     | villagespawnpoint        | 1.5                | villagespawnpoint_1.12.2-1.5.jar              | None                                     |     | L     | wawla                    | 2.6.275            | Wawla-1.12.2-2.6.275.jar                      | None                                     |     | L     | wooltostring             | 1.12.2             | WoolToString-1.12.2-1.0.0.jar                 | None                                     |     | L     | zombieawareness          | 1.12.1-1.11.16     | zombieawareness-1.12.1-1.11.16.jar            | None                                     |     | L     | betteranimalsplus        | 9.0.1              | betteranimalsplus-1.12.2-9.0.1.jar            | None                                     |     | L     | orelib                   | 3.6.0.1            | OreLib-1.12.2-3.6.0.1.jar                     | None                                     |     Loaded coremods (and transformers):  DCLoadingPlugin (DummyCoreUnofficial-2.4.112.3.jar)   DummyCore.ASM.DCASMManager HCASM (HammerLib-1.12.2-2.0.6.23.jar)   com.zeitheron.hammercore.asm.HammerCoreTransformer     Profiler Position: N/A (disabled)     Is Modded: Definitely; Server brand changed to 'fml,forge'     Type: Dedicated Server (map_server.txt)
    • Hey! I noticed you're trying to register your alexandrite item and possibly set its resource location manually with setId(...). I wanted to help clarify a few things that might simplify your code and avoid errors. ✅ The issue: You're using setId(...) inside the item registration like this:   public static final RegistryObject<Item> ALEXANDRITE = ITEMS.register("alexandrite", () -> new Item(new Item.Properties().useItemDescriptionPrefix() .setId(ResourceKey.create(Registries.ITEM, ResourceLocation.fromNamespaceAndPath(TutorialMod.MOD_ID, "alexandrite"))))); But: Item.Properties does not have a setId(...) method — this line will either fail or do nothing meaningful. useItemDescriptionPrefix() is mostly used for translation keys (like "item.modid.name") but isn't needed unless you have a very specific reason. 🛠 The fix: You only need to register your item like this:   public static final RegistryObject<Item> ALEXANDRITE = ITEMS.register("alexandrite", () -> new Item(new Item.Properties())); Forge automatically handles the ResourceLocation (modid:alexandrite) based on the name passed into .register(...), so there’s no need to manually assign it. 📝 For the texture: Make sure you have this file in your resources: src/main/resources/assets/tutorialmod/models/item/alexandrite.json { "parent": "item/generated", "textures": { "layer0": "tutorialmod:item/alexandrite" } } And your texture PNG goes here: src/main/resources/assets/tutorialmod/textures/item/alexandrite.png 🌍 For the name in-game: Add this to your en_us.json under: src/main/resources/assets/tutorialmod/lang/en_us.json { "item.tutorialmod.alexandrite": "Alexandrite" }   Note: if im wrong about the issues you are encountering, i apologize.
    • 🛠️ Fix for Transparent or Clipping Item Render Issues When Held in First Person (Forge 1.20+) Hey everyone! I recently ran into a frustrating bug while making a custom item (a rocket) for my Forge mod, and I’m sharing the fix because it’s a bit obscure — and it worked wonders. 💥 The Problem: My item rendered semi-transparent and see-through — but only in first person. It also clipped through nearby blocks when held, unlike default items like swords or leads. The texture file was confirmed to be fully opaque (alpha 255), so the issue wasn’t the PNG itself. Interestingly, when no texture was present and the default purple-black checkerboard appeared, the clipping issue disappeared. ✅ The Fix: I ended up resolving it by randomly trying something I found on a Forge forum post about block rendering. I added this property to my item's model JSON — even though it's typically only used for blocks: { "parent": "item/generated", "textures": { "layer0": "farbeyond:item/rocket_item" }, "render_type": "minecraft:cutout" } Boom. That single line forced the item to render using a proper opaque (cutout) layer, removing all the unwanted transparency and clipping behavior in first person. 🙌 Credit: I originally found the "render_type" trick mentioned here, in a block rendering context: 👉 https://forums.minecraftforge.net/topic/149644-1201-help-with-transparent-blocks/ Even though it was meant for blocks, I thought, why not try it on an item? And it worked! Big thanks to the poster — this fix wouldn’t have happened without that tip. Hopefully this helps anyone else stuck on a weird rendering bug like I was. This isn’t a common item solution, so feel free to share it further. I’d love to know if it works for you too.
    • Use Java 21 instead of Java 24   Also make a test without modernfix
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