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Reloading a single texture/resource (forge 1.20.1)


brickyboy

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For my mod I want to reload a single texture from the assets. (So all resource packs and such). I've succeeded in forcing a client to reload all assets, basically forcing an F3+T, but now I want to know if its possible to reload a single texture or resource. While it would be good to be able to reload models as well (When I say resource I mean sounds, textures, models, those things), I would settle for just being able to reload a texture.

 

I've reloaded all assets using Minecraft.getInstance().reloadResourcePacks(); on the client side.

 

My client is receiving a custom packet that contains a string resource location. This string is turned into an actual ResourceLocation, before being sent to my ResourceReloader.reloadSingleTexture utility function.

What I've tried in my utility function:

Spoiler

Releasing the texture and re-binding using TextureManager

public static void reloadSingleTexture(String resourcePath) {

  TextureManager textureManager = Minecraft.getInstance().getTextureManager();

  ResourceLocation resourceLocation = new ResourceLocation(resourcePath);

  textureManager.release(resourceLocation);

  // Rebind the texture, forcing it to be re-loaded?
  textureManager.bindForSetup(resourceLocation);
}
Spoiler

Make a new texture object and add that using TextureManager

public static void reloadSingleTexture(String resourcePath) {

    TextureManager textureManager = Minecraft.getInstance().getTextureManager();
  
    ResourceLocation resourceLocation = new ResourceLocation(resourcePath);

  	// Just some unimportant error prevention
    AbstractTexture texture = textureManager.getTexture(resourceLocation);
    if (texture == null) {
      return;
    }

    textureManager.release(resourceLocation);

  	// Make a new texture object?
    SimpleTexture newTexture = new SimpleTexture(resourceLocation);
  
  	// Re-add the texture?
    textureManager.register(resourceLocation, newTexture);
}

 

Resources I've looked at:

 

Reloading all textures, and outdated (somewhere around 1.9-1.12)

 

Maybe a "new way" with forge to reload textures? Seems mostly for testing and not for use as a part of your mod:

https://gist.github.com/Gegy/148be244454fe667ade6c09cc6d5145e

 

Havent looked much at this one, but it seems to be reloading groups/namespaces of textures somehow? Also outdated - 1.12

https://www.curseforge.com/minecraft/mc-mods/resource-reloader


Isn't super helpful, since fabric, but also seems to just be mixin the keyboard so that F3+T works in GUI's, nothing very useful:

https://modrinth.com/mod/f3-t-everywhere

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I think my issue may be that the block model needs to be re-baked when the texture gets changed, but I can't find any info on how to do that either (other than an entire reload of assets like F3+T). Any info someone can give on reloading a texture or re-baking a model would be helpful.

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Ok since I'm pretty sure reloading a single resource is not really possible, I'm now asking for more info on how to simply reload less resources. I found this mod:

https://www.curseforge.com/minecraft/mc-mods/resource-reloader

That seems to be using FMLClientHandler.instance().refreshResources(type); to reload a single registry/group of resources, but since the mod is 1.12 I'm wondering what the 1.20.1 equivalent of this is and how these groups/registries work. Like how to get a group/registry from a resource location maybe? Any info would be helpful.

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A friend found this code, but I don't know where. It seems to be very outdated, maybe from 1.12? and so uses TextureManager$loadTexture and TextureManager$deleteTexture which both don't seem to exist anymore. It also uses Minecraft.getMinecraft().mcDataDir.getCanonicalPath() which I replaced with the resource location of my texture .getPath()? Not sure if thats entirely correct.

String textureName = "entitytest.png";
File textureFile = null;
try {
  textureFile = new File(Minecraft.getMinecraft().mcDataDir.getCanonicalPath(), textureName);
} catch (Exception ex) {

}

if (textureFile != null && textureFile.exists()) {
  ResourceLocation MODEL_TEXTURE = Resources.OTHER_TESTMODEL_CUSTOM;

  TextureManager texturemanager = Minecraft.getMinecraft().getTextureManager();
  texturemanager.deleteTexture(MODEL_TEXTURE);
  Object object = new ThreadDownloadImageData(textureFile, null, MODEL_TEXTURE, new ImageBufferDownload());
  texturemanager.loadTexture(MODEL_TEXTURE, (ITextureObject)object);

  return true;
} else {
  return false;
}

 

Then I've been trying to go through the source code of the reload resource packs from minecraft, to see if I can "cache" some data and simply reload some textures and swap them out, but I can't seem to figure out where exactly its "loading" the texture files and such.

Minecraft$reloadResourcePacks(bool) seems to be mainly controlling the loading screen, and using this.resourcePackRepository.reload(); which is PackRepository$reload(), but that function seems to be using this absolute confusion of a line List<String> list = this.selected.stream().map(Pack::getId).collect(ImmutableList.toImmutableList()); and then this.discoverAvailable() and this.rebuildSelected. The rebuild selected seemed promising, but it seems to just be going through each pack and doing this to them? pack.getDefaultPosition().insert(list, pack, Functions.identity(), false); e.g. putting them into a list of packs and returning that into this.selected? Where do the textures actually get baked/loaded/whatever?

Any info on how Minecraft reloads resource packs or how the texture manager works would be appreciated!

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    • A friend found this code, but I don't know where. It seems to be very outdated, maybe from 1.12? and so uses TextureManager$loadTexture and TextureManager$deleteTexture which both don't seem to exist anymore. It also uses Minecraft.getMinecraft().mcDataDir.getCanonicalPath() which I replaced with the resource location of my texture .getPath()? Not sure if thats entirely correct. String textureName = "entitytest.png"; File textureFile = null; try { textureFile = new File(Minecraft.getMinecraft().mcDataDir.getCanonicalPath(), textureName); } catch (Exception ex) { } if (textureFile != null && textureFile.exists()) { ResourceLocation MODEL_TEXTURE = Resources.OTHER_TESTMODEL_CUSTOM; TextureManager texturemanager = Minecraft.getMinecraft().getTextureManager(); texturemanager.deleteTexture(MODEL_TEXTURE); Object object = new ThreadDownloadImageData(textureFile, null, MODEL_TEXTURE, new ImageBufferDownload()); texturemanager.loadTexture(MODEL_TEXTURE, (ITextureObject)object); return true; } else { return false; }   Then I've been trying to go through the source code of the reload resource packs from minecraft, to see if I can "cache" some data and simply reload some textures and swap them out, but I can't seem to figure out where exactly its "loading" the texture files and such. Minecraft$reloadResourcePacks(bool) seems to be mainly controlling the loading screen, and using this.resourcePackRepository.reload(); which is PackRepository$reload(), but that function seems to be using this absolute confusion of a line List<String> list = this.selected.stream().map(Pack::getId).collect(ImmutableList.toImmutableList()); and then this.discoverAvailable() and this.rebuildSelected. The rebuild selected seemed promising, but it seems to just be going through each pack and doing this to them? pack.getDefaultPosition().insert(list, pack, Functions.identity(), false); e.g. putting them into a list of packs and returning that into this.selected? Where do the textures actually get baked/loaded/whatever? Any info on how Minecraft reloads resource packs or how the texture manager works would be appreciated!
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