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[1.6.4] Textures not working


raginruffalo

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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.

 

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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.

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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.

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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.

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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 :P

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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.

 

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DO NOT PM ME WITH PROBLEMS. No help will be given.

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