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Posted

So I have a custom portal block, everything but the texture is working. It keeps looking for the texture here:

Using missing texture, unable to load minecraft:textures/blocks/darklandPortal.png

 

In my blocks file:

"public static final BlockDarklandPortal darklandPortal = (BlockDarklandPortal)new BlockDarklandPortal();"

 

Inside my Portal Block Code:

 

 

public BlockDarklandPortal() {

super("darklandPortal", Material.portal, false);

this.setTickRandomly(true);

setBlockName("darklandPortal");

setBlockTextureName("darkmod:/portals/darklandPortal");

setCreativeTab(CreativeTabs.tabBlock);

GameRegistry.registerBlock(this, "darklandPortal");

}

 

 

This should fix it.

First, you should try changing your block file code to

"public static BlockDarklandPortal darklandPortal = new BLockDarklandPortal()"

I have previously had trouble with methods in parenthesis before itself.

Then, for your code:

public BlockDarklandPortal() {
      super("darklandPortal", Material.portal, false);
      this.setTickRandomly(true);
      setBlockName("darklandPortal");
      setBlockTextureName( [YOURMODSCLASS].MODID + ":" +"textures/portals/darklandPortal.png");
      setCreativeTab(CreativeTabs.tabBlock);
      GameRegistry.registerBlock(this, "darklandPortal");
   }

where [YOURMODSCLASS] would be replaced by whatever file contains your mod's mod ID (MODID).

Note that I added .png to the end of your filename.

Also, if you still have trouble but it is looking in the correct folder, make sure png is not capitalized  (PNG). I have learned the hard way that that will break the texture.

Developer of the WIP Rubies mod.

  • Author

This should fix it.

First, you should try changing your block file code to

"public static BlockDarklandPortal darklandPortal = new BLockDarklandPortal()"

I have previously had trouble with methods in parenthesis before itself.

Then, for your code:

public BlockDarklandPortal() {
      super("darklandPortal", Material.portal, false);
      this.setTickRandomly(true);
      setBlockName("darklandPortal");
      setBlockTextureName( [YOURMODSCLASS].MODID + ":" +"textures/portals/darklandPortal.png");
      setCreativeTab(CreativeTabs.tabBlock);
      GameRegistry.registerBlock(this, "darklandPortal");
   }

where [YOURMODSCLASS] would be replaced by whatever file contains your mod's mod ID (MODID).

Note that I added .png to the end of your filename.

Also, if you still have trouble but it is looking in the correct folder, make sure png is not capitalized  (PNG). I have learned the hard way that that will break the texture.

I'm not able to access the modid for some reason, this is how I have it set in my main file:

@Mod(modid = "darkmod" ....)

  • 4 months later...

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