gabe_oz Posted November 12, 2013 Posted November 12, 2013 Hello, i've been trying to make a mod, but when I try it outside of eclipse, the textures of items or blocks will not work Here is a copy of my main class file package gabe.ne1; import gabe.ne1.blocks.enderblock; import gabe.ne1.items.mrod; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.item.crafting.FurnaceRecipes; import cpw.mods.fml.common.Mod; import cpw.mods.fml.common.Mod.EventHandler; import cpw.mods.fml.common.Mod.Instance; import cpw.mods.fml.common.SidedProxy; import cpw.mods.fml.common.event.FMLInitializationEvent; import cpw.mods.fml.common.event.FMLPostInitializationEvent; import cpw.mods.fml.common.event.FMLPreInitializationEvent; import cpw.mods.fml.common.network.NetworkMod; import cpw.mods.fml.common.registry.GameRegistry; import cpw.mods.fml.common.registry.LanguageRegistry; @Mod(modid=BasicInfo.ID, name=BasicInfo.NAME, version=BasicInfo.VERS) @NetworkMod(clientSideRequired=true, serverSideRequired=false) public class main { // The instance of your mod that Forge uses. @Instance("Main") public static main instance; public static Block enderblock; public static Item mrod; public static Item orthoswand; public static Item diantwand; public static Item invisialwand; // Says where the client and server 'proxy' code is loaded. @SidedProxy(clientSide=BasicInfo.CLIENTPROXY + "ClientProxy", serverSide=BasicInfo.COMMONPROXY + "CommonProxy") public static CommonProxy proxy; @EventHandler public void preInit(FMLPreInitializationEvent event) { // Stub Method } @EventHandler public void load(FMLInitializationEvent event) { proxy.registerRenderers(); enderblock = new enderblock(2500, Material.rock).setUnlocalizedName("enderblock"); GameRegistry.registerBlock(enderblock, BasicInfo.ID + enderblock.getUnlocalizedName().substring(5)); LanguageRegistry.addName(enderblock, "Block of Ender"); mrod = new gabe.ne1.items.mrod(5500).setUnlocalizedName("mrod"); LanguageRegistry.addName(mrod, "Magic Rod"); orthoswand = new gabe.ne1.items.orthoswand(5501).setUnlocalizedName("orthoswand"); LanguageRegistry.addName(orthoswand, "Wand Of Orthos"); diantwand = new gabe.ne1.items.diantwand(5502).setUnlocalizedName("diantwand"); LanguageRegistry.addName(diantwand, "Wand Of Diant"); invisialwand = new gabe.ne1.items.invisialwand(5503).setUnlocalizedName("invisialwand"); LanguageRegistry.addName(invisialwand, "Wand Of Invisial"); } @EventHandler public void postInit(FMLPostInitializationEvent event) { // Stub Method } } And one of my item class files package gabe.ne1.items; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.item.Item; public class diantwand extends Item{ public diantwand(int id) { super(id); this.setCreativeTab(CreativeTabs.tabTools); this.setTextureName("ncrafting:diantwand"); } } Will someone please help me Quote
Draco18s Posted November 12, 2013 Posted November 12, 2013 And where are your textures when you zip things up? Quote 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.
Bedrock_Miner Posted November 12, 2013 Posted November 12, 2013 You need to put the complete assets folder from your mcp into your final mod .zip-file. The Mod .zip-file should include: The mod's packages, the assets folder, the file mcmod.info and the file pack.mcmeta. (pack.mcmeta is not necessary, but you should use it to prevent errors) Quote http://i.imgur.com/wNvtGZw.png[/img] MODS and MODDING TUTORIALS
Stormageddon Posted November 12, 2013 Posted November 12, 2013 I had this exact same problem. (Draco18s knows) You have to make your layout very specific. Mod.zip //or whatever you call your zip folder |__gabe |__ne1 //this folder would contain all of your class files and any sub folder and their class files |__assets |__gabe |__textures |__blocks //this would contain all of your block textures |__items //this would contain all of your item textures I hope that makes sense. It didn't to me the first time, but eventually I figured it out. I hope you get it faster than I did! Quote
gabe_oz Posted November 12, 2013 Author Posted November 12, 2013 huh, that did not work, my modid is ncrafting. = my files in my zip are. to package it i use recompile then reobfuscate. gabe-ne1-(classfiles) assests-ncrafting-textures-blocks/items Quote
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