Posted February 13, 201411 yr Hello I'm currently working on a mod, but for the life of me, I can't get the textures to work! I've watched tons of tutorials, but none of them seem to solve my problem. If someone could just correct my code (or whatever), that would be fantastic. Error: 2014-02-13 16:26:15 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: minecraft:textures/blocks/MISSING_ICON_TILE_1001_nuke_side.png 2014-02-13 16:26:15 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: minecraft:textures/blocks/MISSING_ICON_TILE_1001_nuke_top.png 2014-02-13 16:26:15 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: minecraft:textures/blocks/MISSING_ICON_TILE_1001_nuke_bottom.png Current Code: package Nukes; import java.util.Random; import net.minecraft.block.Block; import net.minecraft.item.Item; import net.minecraft.util.Icon; import net.minecraft.world.Explosion; import net.minecraft.world.World; import net.minecraft.block.material.Material; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.item.EntityTNTPrimed; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.projectile.EntityArrow; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; public class Blocknuke extends Block { private Icon field_94393_a; private Icon field_94392_b; public Blocknuke() { super(1001,Material.circuits); this.setCreativeTab(CreativeTabs.tabRedstone); this.setStepSound(Block.soundStoneFootstep); this.setUnlocalizedName("nuke"); this.setResistance(0.0F); this.setHardness(1.0F); this.setLightValue(0.0F); } @SideOnly(Side.CLIENT) /** * From the specified side and block metadata retrieves the blocks texture. Args: side, metadata */ public Icon getIcon(int par1, int par2) { return par1 == 0 ? this.field_94392_b : (par1 == 1 ? this.field_94393_a : this.blockIcon); } /** * Called whenever the block is added into the world. Args: world, x, y, z */ public void onBlockAdded(World par1World, int par2, int par3, int par4) { super.onBlockAdded(par1World, par2, par3, par4); if (par1World.isBlockIndirectlyGettingPowered(par2, par3, par4)) { this.onBlockDestroyedByPlayer(par1World, par2, par3, par4, 1); par1World.setBlockToAir(par2, par3, par4); } } /** * Lets the block know when one of its neighbor changes. Doesn't know which neighbor changed (coordinates passed are * their own) Args: x, y, z, neighbor blockID */ public void onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5) { if (par1World.isBlockIndirectlyGettingPowered(par2, par3, par4)) { this.onBlockDestroyedByPlayer(par1World, par2, par3, par4, 1); par1World.setBlockToAir(par2, par3, par4); } } /** * Returns the quantity of items to drop on block destruction. */ public int quantityDropped(Random par1Random) { return 1; } /** * Called upon the block being destroyed by an explosion */ public void onBlockDestroyedByExplosion(World par1World, int par2, int par3, int par4, Explosion par5Explosion) { if (!par1World.isRemote) { EntityTNTPrimed entitytntprimed = new EntityTNTPrimed(par1World, (double)((float)par2 + 0.5F), (double)((float)par3 + 0.5F), (double)((float)par4 + 0.5F), par5Explosion.getExplosivePlacedBy()); entitytntprimed.fuse = par1World.rand.nextInt(entitytntprimed.fuse / 4) + entitytntprimed.fuse / 8; par1World.spawnEntityInWorld(entitytntprimed); } } /** * Called right before the block is destroyed by a player. Args: world, x, y, z, metaData */ public void onBlockDestroyedByPlayer(World par1World, int par2, int par3, int par4, int par5) { this.primeTnt(par1World, par2, par3, par4, par5, (EntityLivingBase)null); } /** * spawns the primed tnt and plays the fuse sound. */ public void primeTnt(World par1World, int par2, int par3, int par4, int par5, EntityLivingBase par6EntityLivingBase) { if (!par1World.isRemote) { if ((par5 & 1) == 1) { EntityTNTPrimed entitytntprimed = new EntityTNTPrimed(par1World, (double)((float)par2 + 0.5F), (double)((float)par3 + 0.5F), (double)((float)par4 + 0.5F), par6EntityLivingBase); par1World.spawnEntityInWorld(entitytntprimed); par1World.playSoundAtEntity(entitytntprimed, "random.fuse", 1.0F, 1.0F); } } } /** * Called upon block activation (right click on the block.) */ public boolean onBlockActivated(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer, int par6, float par7, float par8, float par9) { if (par5EntityPlayer.getCurrentEquippedItem() != null && par5EntityPlayer.getCurrentEquippedItem().itemID == Item.flintAndSteel.itemID) { this.primeTnt(par1World, par2, par3, par4, 1, par5EntityPlayer); par1World.setBlockToAir(par2, par3, par4); par5EntityPlayer.getCurrentEquippedItem().damageItem(1, par5EntityPlayer); return true; } else { return super.onBlockActivated(par1World, par2, par3, par4, par5EntityPlayer, par6, par7, par8, par9); } } /** * Triggered whenever an entity collides with this block (enters into the block). Args: world, x, y, z, entity */ public void onEntityCollidedWithBlock(World par1World, int par2, int par3, int par4, Entity par5Entity) { if (par5Entity instanceof EntityArrow && !par1World.isRemote) { EntityArrow entityarrow = (EntityArrow)par5Entity; if (entityarrow.isBurning()) { this.primeTnt(par1World, par2, par3, par4, 1, entityarrow.shootingEntity instanceof EntityLivingBase ? (EntityLivingBase)entityarrow.shootingEntity : null); par1World.setBlockToAir(par2, par3, par4); } } } /** * Return whether this block can drop from an explosion. */ public boolean canDropFromExplosion(Explosion par1Explosion) { return false; } @SideOnly(Side.CLIENT) /** * When this method is called, your block should register all the icons it needs with the given IconRegister. This * is the only chance you get to register icons. */ public void registerIcons(IconRegister par1IconRegister) { this.blockIcon = par1IconRegister.registerIcon(this.getTextureName() + "_side"); this.field_94393_a = par1IconRegister.registerIcon(this.getTextureName() + "_top"); this.field_94392_b = par1IconRegister.registerIcon(this.getTextureName() + "_bottom"); } } Any help is appreciated! PS: The mod doesn't crash, and the block carries out all of it's other functions. Also, I'm fairly sure I've put the textures in the assets/... etc
February 13, 201411 yr You need to setTextureName() to getTextureName(). That's why it says you have a missing tile name in the error log. Simply add setTextureName("modid:blocktexturename") to the constructor. If you really want help, give that modder a thank you. Modders LOVE thank yous.
February 14, 201411 yr Author Sorry for taking so long to reply! So what your saying is (Sorry, I'm very haven't learnt all the terminology): Change this.blockIcon = par1IconRegister.registerIcon(this.getTextureName() + "_side"); this.field_94393_a = par1IconRegister.registerIcon(this.getTextureName() + "_top"); this.field_94392_b = par1IconRegister.registerIcon(this.getTextureName() + "_bottom"); to this.blockIcon = par1IconRegister.registerIcon(this.getTextureName() + "_side"); this.field_94393_a = par1IconRegister.registerIcon(this.getTextureName() + "_top"); this.field_94392_b = par1IconRegister.registerIcon(this.getTextureName() + "_bottom"); this.blockIcon = par1IconRegister.registerIcon(this.setTextureName("modid:nuke")); this.field_94393_a = par1IconRegister.registerIcon(this.setTextureName("modid:nuke")); this.field_94392_b = par1IconRegister.registerIcon(this.setTextureName("modid:nuke")); ?
February 14, 201411 yr No what he's saying is you only need to change the constructor: public Blocknuke() { super(1001,Material.circuits); this.setCreativeTab(CreativeTabs.tabRedstone); this.setStepSound(Block.soundStoneFootstep); this.setUnlocalizedName("nuke"); this.setResistance(0.0F); this.setHardness(1.0F); this.setLightValue(0.0F); setTextureName("modid:nuke") } And also you need to change modid to your actual modid http://i.imgur.com/iacT01q.png[/img]
February 14, 201411 yr Author No what he's saying is you only need to change the constructor: public Blocknuke() { super(1001,Material.circuits); this.setCreativeTab(CreativeTabs.tabRedstone); this.setStepSound(Block.soundStoneFootstep); this.setUnlocalizedName("nuke"); this.setResistance(0.0F); this.setHardness(1.0F); this.setLightValue(0.0F); setTextureName("modid:nuke") } And also you need to change modid to your actual modid Ok, So part of the problem has been fixed (Thank you), but the problem persists. Error: 2014-02-14 17:49:19 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: nukes:textures/blocks/nuke_bottom.png 2014-02-14 17:49:19 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: nukes:textures/blocks/nuke_side.png 2014-02-14 17:49:19 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: nukes:textures/blocks/nuke_top.png
February 15, 201411 yr Author Where did you put your textures? Give me the path, or image of Eclipse path. Link: https://www.dropbox.com/s/8f5hi8ubvgwn8wf/Screen%20Shot%202014-02-14%20at%206.12.00%20PM.png
February 15, 201411 yr nukes != nuke_mod If you really want help, give that modder a thank you. Modders LOVE thank yous.
February 15, 201411 yr Author ? Change a folder? If so, which? In the assets, or the actual mod itself?
February 15, 201411 yr Author Like mardiff said, change your path name nuke_mod to nukes Thank you, I've changed the directory, and nothing's changed... I wish I could provide more info, but like I said, nothing's changed. Would it help if I uploaded the mod itself?
February 16, 201411 yr I had the same issue but just fixed it, have you tried moving your assets folder into the src folder? That did it for me.
February 16, 201411 yr Correct(?) assets are in the "bin/miecraft" folder. Also remember to use all lowercase (for compatibility with Linux/Unix/etc.). So if your modid is "nukes" stuff goes into "bin/miecraft/assets/nukes" (f.e. textures for block with setTextureName("nukes:nuke") go into "bin/miecraft/assets/nukes/textures/blocks/nuke.png").
February 16, 201411 yr Author Correct(?) assets are in the "bin/miecraft" folder. Also remember to use all lowercase (for compatibility with Linux/Unix/etc.). So if your modid is "nukes" stuff goes into "bin/miecraft/assets/nukes" (f.e. textures for block with setTextureName("nukes:nuke") go into "bin/miecraft/assets/nukes/textures/blocks/nuke.png"). Thank you so much! It works now!!!
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