Posted February 28, 201411 yr Hey guys. This is a question that has come up before I know, but I have scoured the forums and applied every tip I can find, but my custom mob is still rendering with no texture. Using the current 1.6.4 recommended Forge version. I'm getting the dreaded error: 14:41:14 - 2014-02-28 14:41:14 [WARNING] [Minecraft-Client] Failed to load texture: ellitopiabears:textures/mobs/pig_bear.png 14:41:14 - java.io.FileNotFoundException: ellitopiabears:textures/mobs/pig_bear.png My mod is a modified PigZombie that looks like a bear. Here's the code: package net.ellitopia.ellitopiabears.renderer.entity; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.ellitopia.ellitopiabears.EllitopiaBears; import net.ellitopia.ellitopiabears.client.model.ModelPigBear; import net.minecraft.client.renderer.entity.RenderBiped; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLiving; import net.minecraft.entity.monster.EntityPigZombie; import net.minecraft.util.ResourceLocation; @SideOnly(Side.CLIENT) public class RenderPigBear extends RenderBiped { private static final ResourceLocation zombiePigmanTextures = new ResourceLocation(EllitopiaBears.MODID, "textures/mobs/pig_bear.png"); public RenderPigBear() { super(new ModelPigBear(), 0.5F, 1.0F); } @Override protected void func_82421_b() { this.field_82423_g = new ModelPigBear(1.0F, true); this.field_82425_h = new ModelPigBear(0.5F, true); } protected ResourceLocation func_110863_a(EntityPigZombie par1EntityZombie) { return zombiePigmanTextures; } @Override protected ResourceLocation func_110856_a(EntityLiving par1EntityLiving) { return this.func_110863_a((EntityPigZombie)par1EntityLiving); } @Override protected ResourceLocation getEntityTexture(Entity par1Entity) { return this.func_110863_a((EntityPigZombie)par1Entity); } } Texture image is stored at mcp\src\minecraft\assets\ellitopiabears\textures\mobs\pig_bear.png What am I missing?
February 28, 201411 yr Try using back slashes in the ResourceLocation definition Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support. 1.12 -> 1.13 primer by williewillus. 1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support. http://www.howoldisminecraft1710.today/
February 28, 201411 yr Author I did think that was possible, but back-slash is an illegal escape character in this context. I tried it with a double back-slash to get around this, but still no joy. I'm glad this isn't as obvious as I thought it might be!
February 28, 201411 yr Can you see the actual texture in your eclipse environment? Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support. 1.12 -> 1.13 primer by williewillus. 1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support. http://www.howoldisminecraft1710.today/
February 28, 201411 yr Author I'm not using Eclipse, I'm using Netbeans, but yes I can see it. After your last reply I spotted this other thread: http://www.minecraftforge.net/forum/index.php/topic,12895.0.html That suggests forge has my basePath wrong... but I'm not sure how to fix it, and my attempt to output the basePath didn't work... but it seems like I'm heading in the right direction. Any further welcome!
February 28, 201411 yr Hi Did you try the suggestions in this post? http://www.minecraftforge.net/forum/index.php/topic,11963.msg62174.html#msg62174 -TGG
February 28, 201411 yr Author I did see that thread, but I couldn't see how to apply it to my code (above). I have no File to parse, only a ResourceLocation which doesn't point to a resource, or a string with no context. How would I use the code in that thread in the context of my code above?
March 1, 201411 yr Hi When you use a ResourceLocation, Forge converts it to a full path using this code FolderResourcePack:: protected boolean makeFullPath(String par1Str) { return (new File(this.basePath, par1Str)).isFile(); } If you find the vanilla FolderResourcePack and put a breakpoint in there, then look at the value of this.basePath, it will show you what the base path is. You might need to "continue" a couple of times until the right ResourcePath comes up because there are several different ones and only one of them is yours (you will know it when you see it). Alternatively add the following line and then look in the console output after running FolderResourcePack:: protected boolean makeFullPath(String par1Str) { System.out.println("FolderResourcePack::makeFullPath basePath = " + this.basePath); // ToDo: debugging, remove return (new File(this.basePath, par1Str)).isFile(); } -TGG
March 1, 201411 yr Author That would be a great suggestion, if this was calling a file from the Resource Pack, and if my FolderResourcePack class had a method called makeFullPath... in fact I searched the source and didn't find ANY file with makeFullPath in. So now I'm more confused. I swear this is easier in 1.7.2
March 2, 201411 yr Ah, I see. I just had a look and they've obviously changed the handling of Resources yet again. Try a breakpoint in SimpleReloadableResourceManager::getResource and look in this.domainResourceManagers - see screenshot https://www.dropbox.com/s/7v3xouub45cxk4e/ScreenShot.png alternatively FolderResourcePack:: protected InputStream getInputStreamByName(String par1Str) throws IOException { return new BufferedInputStream(new FileInputStream(new File(this.resourcePackFile, par1Str))); // breakpoint here } --> look in this.resourcePackFile (may need to continue several times until you find the right one). or alternatively protected InputStream getInputStreamByName(String par1Str) throws IOException { System.out.println("this.resourcePackFile:" + this.resourcePackFile.toString()); // todo: debugging only, remove return new BufferedInputStream(new FileInputStream(new File(this.resourcePackFile, par1Str))); } -TGG
March 2, 201411 yr Author BINGO! I output the absolute path from the simple reloaded and found it was looking in mcp/bin/minecraft. I put the assets in there and everything sparked into life! When I deobfuscated I had to manually transfer the assets and the mod info file, but I now have a working mod! Thanks for the help people, especially TGG.
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