Posted November 9, 201311 yr Hello all, I am creating a small mod for my friend. All it involves are some minerals and tools and armor for them. The ores generate fine, and the textures for both the blocks (ores) and the items (ingots, shards, etc) work fine. However, when I get to creating the tool set, I come up with a missing texture. Here is my code; all the tools look the same except for some minor details (changing of the texture name, extending a different ItemXXX, etc): package mineral_mod; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.item.EnumToolMaterial; import net.minecraft.item.ItemPickaxe; public class ItemEridiumPick extends ItemPickaxe { public ItemEridiumPick(int par1, EnumToolMaterial par2) { super(par1, par2); this.setCreativeTab(CreativeTabs.tabTools); } @SideOnly(Side.CLIENT) public void registerIcons(IconRegister icon) { itemIcon = icon.registerIcon("mineral_mod" + ":" + "eridiumPick"); } } The directory is assets>mineral_mod.textures.items/blocks. I know it is working because all the other blocks and items that I have are working just fine. My question is; is there another way to assign a texture for a tool that is different than a normal item that I should use? If not, what am I doing incorrectly at the moment? Thank you all for your help, June
November 9, 201311 yr in the class "ItemInfo" you must write: public static final String (itemname)_ICON = "name of the file"; you must place the texture of you mod in: assets."folder source".textures.items the name in the declaration and the file must be the same, example: public static final String (itemname)_ICON = Taladro; assets.Taladro.textures.items.Taladro.png
November 9, 201311 yr Author I don't believe I understand. Do I have to create a new class "ItemInfo"?
November 9, 201311 yr you don't have the class ItemInfo? http://courses.vswe.se/?course=3 that will help you
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