Jump to content

Custom Rendered Block Tutorial?


Recommended Posts

To explain a bit, I've currently got a block that does everything I want it to for my mod, but it's lackluster at best. So, I went into Techne and created a new model that fits in the normal bounds of a vanilla block. I've exported the .java file and put it in my mod workspace. I know that I need to add a tile entity and register the custom model, but all of the tutorials I've found on the subject are so out of date that nothing seems to work correctly.


So, I'm looking for either some help or a link to an existing tutorial that is up to date enough that I can follow it step by step. (The tutorials I found were for modloader too)


Any help is much appreciated! Thanks!


EDIT: Currently using VSWE's lectures, but something is still wrong because I haven't been able to even get an untextured model into the world.

Link to comment
Share on other sites



I put what I used for my same issue in there. Hope it helps!



Minecraft can do ANYTHING, it's coded in Java and you got the full power of Java behind you when you code. So nothing is impossible.

It may be freaking fucking hard though, but still possible ;)


If you create a topic on Modder Support, live by this motto:

I don't want your charity, I want your information
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Create New...

Important Information

By using this site, you agree to our Terms of Use.