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[SOLVED] [1.7.10] Metadata issues (not multitextured)


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Posted

I've made a metadata block that's just an "upgraded" wool (only with 4 colours at the moment) and can't get them to display properly (placeholder texture). The textures are all named as: reinforcedFabric_<colour>.png

 

Most of the tutorials I've looked at seem to use a multitextured block. Is this a requirement for metadata blocks?

 

ReinforcedFabric.java

public class ReinforcedFabric extends Block {
    protected ReinforcedFabric(String unlocalizedName, Material material) {
        super(material);
        this.setBlockName(unlocalizedName);
        this.setCreativeTab(CreativeTabs.tabBlock);
        this.setHardness(2.0F);
        this.setResistance(6.0F);
        this.setStepSound(soundTypeGravel);
    }
    
    @Override
    public void registerBlockIcons(IIconRegister reg) { }
    
    @Override
    public int damageDropped(int meta) {
        return meta;
    }
    
    @Override
    public void getSubBlocks(Item item, CreativeTabs tab, List list) {
        for (int i = 0; i < 4; i ++) {
            list.add(new ItemStack(item, 1, i));
        }
    }
}

 

ItemBlockReinforcedFabric.java

public class ItemBlockReinforcedFabric extends ItemBlockWithMetadata {
    public ItemBlockReinforcedFabric(Block block) {
        super(block, block);
    }
    
    @Override
    public String getUnlocalizedName(ItemStack stack) {
        switch (stack.getItemDamage()) {
        case 0:
            return this.getUnlocalizedName() + "_white";
        case 1:
            return this.getUnlocalizedName() + "_black";
        case 2:
            return this.getUnlocalizedName() + "_gray";
        case 3:
            return this.getUnlocalizedName() + "_red";
        default:
            return this.getUnlocalizedName();
        }
    }
}

 

Registry

GameRegistry.registerBlock(reinforcedFabric = new ReinforcedFabric("reinforcedFabric", Material.cloth), ItemBlockReinforcedFabric.class, "reinforcedFabric");

 

 

Posted

Removed that, throws a java.io.FileNotFoundException: minecraft:textures/blocks/MISSING_ICON_BLOCK_181_reinforcedFabric.png. Obviously it wasn't throwing that before since it wasn't even trying to register it.

 

How do I setup registerBlockIcons for meta data or is the default still ok?

 

Edit: Solved, sorry, really stupid oversight on my part. Fixed as below. All the textures are the same but they're loading and I can fix that bit.

 

    @Override
public void registerBlockIcons(IIconRegister register)
{
	this.blockIcon = register.registerIcon("Omega:reinforcedFabric");
}

Posted

The default implementation of

registerBlockIcons

registers ONE texture.  If you want to register more than one, you have to override it and do it yourself.

 

Most of the tutorials I've looked at seem to use a multitextured block. Is this a requirement for metadata blocks?

 

No, metadata does not imply multi-texture.  On the other hand multitexture does imply metadata block.

(Albeit you can have more than one texture on a block, but only one texture per face.  So I'm calling that a single-texture block, unlike wool which has 16 textures and displays one at at time on all faces).

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.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

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

Posted

Thanks for the explanation. Yeah I've changed my registerBlockIcons somewhat. I've also changed to a naming system of unlocalizedName + metaID for the time being since it's easier to work with.

 

EDIT: Working as below. Excuse the hard coded registerBlockIcons, still working on a proper iterative method.

 

public class ReinforcedFabric extends Block {

protected int numberOfTextures = 4;

    protected ReinforcedFabric(String unlocalizedName, Material material) {
        super(material);
        this.setBlockName(unlocalizedName);
        this.setBlockTextureName(Omega.MODID + ":" + unlocalizedName + "_white");
        this.setCreativeTab(Omega.omegaCreativeTab);
        this.setHardness(2.0F);
        this.setResistance(6.0F);
        this.setStepSound(soundTypeGravel);
    }
    
    @SideOnly(Side.CLIENT)
    private IIcon[] icons;
    
    @SideOnly(Side.CLIENT)
    @Override
    public IIcon getIcon(int par1, int par2)
    {
    	return icons[par2];
    }
    
    @SideOnly(Side.CLIENT)
    @Override
public void registerBlockIcons(IIconRegister register)
{
    	icons = new IIcon[numberOfTextures];
    	 
    	icons[0] = register.registerIcon(Omega.MODID + ":" + this.getUnlocalizedName() + "_white");
    	icons[1] = register.registerIcon(Omega.MODID + ":" + this.getUnlocalizedName() + "_black");
    	icons[2] = register.registerIcon(Omega.MODID + ":" + this.getUnlocalizedName() + "_gray");
    	icons[3] = register.registerIcon(Omega.MODID + ":" + this.getUnlocalizedName() + "_red");
}
    
    @Override
    public int damageDropped(int meta) {
        return meta;
    }
    
@Override
    public void getSubBlocks(Item item, CreativeTabs tab, List list) {
	for (int i = 0; i < 4; i++)
	{
	list.add(new ItemStack(item, 1, i));
	}
    }
}

 

Posted

Well, it's not, if you use

getTextureName()

instead of

getUnlocalizedName()

, like you should.

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.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

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

Posted

Well, it's not, if you use

getTextureName()

instead of

getUnlocalizedName()

, like you should.

 

Can I ask the reasoning behind this? Is it just a coder QOL thing in case you end up needing to change texture file names but don't want to/can't easily change the unlocalized name?

 

EDIT: or another thing I just thought of is so you can change texture names in an update without it breaking everyone's items, assuming I'm understanding how that would work correctly.

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