Posted March 9, 201510 yr Hey guys, So I'm fairly new to modding, and I have come across a minor problem, that I have been at for about weeks time or so. I'm making custom walls, but they are not rendering their textures. They are showing the correct texture when they are in the inventory, which is a bit odd to me. Here's my custom wall class. package erfurt.blockplus.blocks; public class BlockWallTest extends BlockWall { public BlockWallTest(Block modelBlock) { super(modelBlock); this.setCreativeTab(CreativeTabs.tabBlock); this.setHarvestLevel("pickaxe", 0); } public int getRenderType() { return 32; } public boolean renderAsNormalBlock() { return false; } public boolean isOpaqueCube() { return false; } public boolean canPlaceTorchOnTop(World world, int x, int y, int z) { return true; } @SideOnly(Side.CLIENT) public boolean shouldSideBeRendered(IBlockAccess worldIn, BlockPos pos, EnumFacing side) { return side == EnumFacing.DOWN ? super.shouldSideBeRendered(worldIn, pos, side) : true; } @SideOnly(Side.CLIENT) public void getSubBlocks(Item itemIn, CreativeTabs tab, List list) { BlockWall.EnumType[] aenumtype = BlockWall.EnumType.values(); int i = 1; for (int j = 0; j < i; ++j) { BlockWall.EnumType enumtype = aenumtype[j]; list.add(new ItemStack(itemIn, 1, enumtype.getMetadata())); } } } I have tried to use the getRenderType, but with no luck. However when I use it, it seems like it's somewhat working, I get the invisible wall block thingy, but no texture. When I don't use it, I'm stuck with the purple/black texture error block. Here's my block class. public class BlockPlusBlocks { public static BlockWall stone_brick_wall; public static void init() { stone_brick_wall = (BlockWall) new BlockWallTest(Blocks.cobblestone_wall).setUnlocalizedName("stone_brick_wall").setResistance(30); } public static void register() { GameRegistry.registerBlock(stone_brick_wall, stone_brick_wall.getUnlocalizedName().substring(5)); } public static void registerRenders() { registerRender(stone_brick_wall); } public static void registerRender(Block block) { Item item = Item.getItemFromBlock(block); Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, 0, new ModelResourceLocation(Reference.MOD_ID + ":" + item.getUnlocalizedName().substring(5), "inventory")); } } Here's my blockstate for my new wall, which shold be just like the cobblestone_wall.json file, just with the modifications need to make it another texture. { "variants": { "east=false,north=false,south=false,up=false,west=false": { "model": "bp:stone_brick_wall_post" }, "east=false,north=true,south=false,up=false,west=false": { "model": "bp:stone_brick_wall_n" }, "east=true,north=false,south=false,up=false,west=false": { "model": "bp:stone_brick_wall_n", "y": 90, "uvlock": true }, "east=false,north=false,south=true,up=false,west=false": { "model": "bp:stone_brick_wall_n", "y": 180, "uvlock": true }, "east=false,north=false,south=false,up=false,west=true": { "model": "bp:stone_brick_wall_n", "y": 270, "uvlock": true }, "east=true,north=true,south=false,up=false,west=false": { "model": "bp:stone_brick_wall_ne" }, "east=true,north=false,south=true,up=false,west=false": { "model": "bp:stone_brick_wall_ne", "y": 90, "uvlock": true }, "east=false,north=false,south=true,up=false,west=true": { "model": "bp:stone_brick_wall_ne", "y": 180, "uvlock": true }, "east=false,north=true,south=false,up=false,west=true": { "model": "bp:stone_brick_wall_ne", "y": 270, "uvlock": true }, "east=false,north=true,south=true,up=false,west=false": { "model": "bp:stone_brick_wall_ns" }, "east=true,north=false,south=false,up=false,west=true": { "model": "bp:stone_brick_wall_ns", "y": 90, "uvlock": true }, "east=true,north=true,south=true,up=false,west=false": { "model": "bp:stone_brick_wall_nse" }, "east=true,north=false,south=true,up=false,west=true": { "model": "bp:stone_brick_wall_nse", "y": 90, "uvlock": true }, "east=false,north=true,south=true,up=false,west=true": { "model": "bp:stone_brick_wall_nse", "y": 180, "uvlock": true }, "east=true,north=true,south=false,up=false,west=true": { "model": "bp:stone_brick_wall_nse", "y": 270, "uvlock": true }, "east=true,north=true,south=true,up=false,west=true": { "model": "bp:stone_brick_wall_nsew" }, "east=false,north=false,south=false,up=true,west=false": { "model": "bp:stone_brick_wall_post" }, "east=false,north=true,south=false,up=true,west=false": { "model": "bp:stone_brick_wall_n" }, "east=true,north=false,south=false,up=true,west=false": { "model": "bp:stone_brick_wall_n", "y": 90, "uvlock": true }, "east=false,north=false,south=true,up=true,west=false": { "model": "bp:stone_brick_wall_n", "y": 180, "uvlock": true }, "east=false,north=false,south=false,up=true,west=true": { "model": "bp:stone_brick_wall_n", "y": 270, "uvlock": true }, "east=true,north=true,south=false,up=true,west=false": { "model": "bp:stone_brick_wall_ne" }, "east=true,north=false,south=true,up=true,west=false": { "model": "bp:stone_brick_wall_ne", "y": 90, "uvlock": true }, "east=false,north=false,south=true,up=true,west=true": { "model": "bp:stone_brick_wall_ne", "y": 180, "uvlock": true }, "east=false,north=true,south=false,up=true,west=true": { "model": "bp:stone_brick_wall_ne", "y": 270, "uvlock": true }, "east=false,north=true,south=true,up=true,west=false": { "model": "bp:stone_brick_wall_ns_above" }, "east=true,north=false,south=false,up=true,west=true": { "model": "bp:stone_brick_wall_ns_above", "y": 90, "uvlock": true }, "east=true,north=true,south=true,up=true,west=false": { "model": "bp:stone_brick_wall_nse" }, "east=true,north=false,south=true,up=true,west=true": { "model": "bp:stone_brick_wall_nse", "y": 90, "uvlock": true }, "east=false,north=true,south=true,up=true,west=true": { "model": "bp:stone_brick_wall_nse", "y": 180, "uvlock": true }, "east=true,north=true,south=false,up=true,west=true": { "model": "bp:stone_brick_wall_nse", "y": 270, "uvlock": true }, "east=true,north=true,south=true,up=true,west=true": { "model": "bp:stone_brick_wall_nsew" } } } bp is my modid, might be in the wrong spot, but have tried to move it around with the same result as before. I have also tried to use the cobblestone_wall.json just renamed it to the correct name, just to see if that helped, but it didn't Here's an example of the block files for the blockstate { "parent": "block/wall_n", "textures": { "wall": "blocks/stonebrick" } } I have come to the conclusion that it must be something in my code that's wrong, and I just can't see it. So maybe a pair of fresh eyes could help me out
March 10, 201510 yr Hi This troubleshooting guide might help... http://greyminecraftcoder.blogspot.com.au/2015/03/troubleshooting-block-and-item-rendering.html -TGG
March 10, 201510 yr Author Hi This troubleshooting guide might help... http://greyminecraftcoder.blogspot.com.au/2015/03/troubleshooting-block-and-item-rendering.html -TGG Thanks, I will dive right into it Hope it can help me find the error
April 15, 201510 yr (sry 4 bad English) Hi, I have the same problem. Now, the problem is: BlockWall definies 2 variants: Mossy and normal cobblestone. Vanilla is just ignoring them automatically, but you have to ignore them, too.(Like the POWERED attribute at doors). ModelLoader.setCustomStateMapper(block, (new StateMap.Builder()).addPropertiesToIgnore(new IProperty[] {property}).build()); This is the way I ignore properties in blockstate files.(put it in preInit) But this doesn't worked for me, just for doors.
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