Posted January 24, 201411 yr My mod will not load textures, I have tried 3 times to re arrange the folder and my friend got it working on his system, but I got it back off GitHub and it doesn't work on my system. https://github.com/raginruffalo/BankMe
January 24, 201411 yr Personally, I'm not a fan of setTextureName. Just try using register icons in your safeBlock class instead. If that doesn't work, I'm gonna recommend redowloading the entire repository from GitHub without assuming anything you already have in your dev space is the same. If you really want help, give that modder a thank you. Modders LOVE thank yous.
January 24, 201411 yr Wait, where are your assets placed in your file system? Under the BankMe folder, or just in mcp/src like they should be? If you really want help, give that modder a thank you. Modders LOVE thank yous.
January 24, 201411 yr Author Well, how are they supposed to be, the current folder hierarchy is raginruffalo/BankMe/assets/BankMe/textures/blocks/{whatever texture is here}, so idk what to do if he said it was working with that hierarchy on his system
January 24, 201411 yr Author raginruffalo being under mcp/src which is where my mod classes and such are in the raginruffalo/BankMe folder, and i did try to set them in mcp/src/aseets and so on and that didnt work either
January 24, 201411 yr The correct place for them to be would be forge/mcp/src/assets/bankme(THIS MUST BE LOWERCASE, and don't forget to change that in the code if you haven't already)/textures/blocks/whatever the file is.png You can't have the raginruffalo thing in front. The way your folder is identified is by looking for the part in front of the semi colon and going there, and then the rest of the path is determined by the object type and the actual name. If you really want help, give that modder a thank you. Modders LOVE thank yous.
January 24, 201411 yr Actually, the folder doesn't have to match your modid. Most people like to, but you can just change the texture code to be lowercase and leave the modid in whatever you want. If you really want help, give that modder a thank you. Modders LOVE thank yous.
January 24, 201411 yr /minecraft/assets. I'm doing this away from my computer so I'm bound to forget stuff like that. If you really want help, give that modder a thank you. Modders LOVE thank yous.
January 24, 201411 yr Author Lol it's ok, I got to work, but when I package a release now what folders do I take/ not take for packaging textures?
January 24, 201411 yr The .zip is just like being in the /src/Minecraft folder. It should directly open to the top package of your code and the assets, along with the mcmod.info If you really want help, give that modder a thank you. Modders LOVE thank yous.
January 24, 201411 yr I followed this through (and many other texture tutorials) but I still get an error for block textures. Item textures work fine weirdly enough... Anyway my path is \mcp\src\minecraft\assets\colorama\textures\blocks\blockName.png and in my block code: public blockCO(int par1, Material par2Material) { super(par1, par2Material); setUnlocalizedName("cStone"); setTextureName("colorama:cStone"); } @SideOnly(Side.CLIENT) public void registerIcons(IconRegister reg) { this.blockIcon = reg.registerIcon("colorama:cStone"); } I was looking for a way to just use vanilla textures, but gave up so decided to just copy the texture for now into my mods assets folder. Changed the cobblestone.png to cStone.png and changed my textureNames with it. Didn't work so I tried using Icon Registry, still no dice.
January 24, 201411 yr Author That's not the string I used, I used setTextureName(), so try that and see how it works, you can check ,my GitHub if you need "inspiration"
January 24, 201411 yr To dev909, the setTextureName takes a string without .png. The register icon method wants the string with .png at the end. Additionally, only one is needed, and it's also recommended to only use one. If you really want help, give that modder a thank you. Modders LOVE thank yous.
January 24, 201411 yr Still didn't work. Well nearly every texture I want is vanilla, so how would I just use those textures instead of making a copy in my own assets folder? To dev909, the setTextureName takes a string without .png. The register icon method wants the string with .png at the end. Additionally, only one is needed, and it's also recommended to only use one. I know, its just when none of the methods work I tend to try everything at once
January 24, 201411 yr Still didn't work. Well nearly every texture I want is vanilla, so how would I just use those textures instead of making a copy in my own assets folder? Either: In the registerIcons function use: this.blockIcon = Block.dirt.getIcon(0,0); //for dirt Or: In the constructor use the unlocalized block name: this.setTextureName("minecraft_dirt"); //I'm probably not right on the string, you'll have to look it up 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.
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