Jump to content

[1.8, solved] ISmartBlockModel issue; item is textured, block is not


Elyon

Recommended Posts

I am trying to implement the example provided with Pull Request 1518.

 

At this point, the block renders with the missing texture (image) texture. The item renders the redstone block patches only on the top face of the slime block, as well. Clearly I am doing something wrong.

 

I have gone over the code a few times, but I cannot seem to spot any problems that would be causing this behaviour.

 

The entire code is in this gist. Any recommendations (towards resolving the issue, or about the code in general) will be appreciated.

 

Related question: The item renders normally in first-person, but in third-person the block is a full cubic metre in the player's hand. How would I go about fixing this?

 

Follow-up question: Is there any way to silence the "

[Client thread/ERROR]: Model definition for location two-science-life:pot#normal not found

" console messages when using runtime-baked models?

Link to comment
Share on other sites

You're back!  Long time no post...

 

This link might help with troubleshooting the block appearance

http://greyminecraftcoder.blogspot.com.au/2015/03/troubleshooting-block-and-item-rendering.html

 

This mod might help for the cubic metre problem:

http://www.planetminecraft.com/mod/item-transform-helper---interactively-rotate-scale-translate/

 

The "Blocks" and four subtopics on this page might help

http://greyminecraftcoder.blogspot.com.au/p/list-of-topics.html

 

Also this tutorial  post on the smart models

http://www.minecraftforge.net/forum/index.php/topic,28714.0.html

 

-TGG

 

 

Link to comment
Share on other sites

Gee, I did not expect anyone to remember me here. I am flattered :)

 

I had a look at the articles you have written (your site is not new to me, by the way), but alas, none of the troubleshooting steps provided a solution.

I was, however, able to move the block registry to CommonProxy#preInit(), which rid me of one of the model definition errors - namely the item model definition error.

 

I believe ISmartBlockModel (or at least the reference example using it) is a tad different than what your troubleshooting guide covers.

At least, there seems to be no block model file, only an item model file and a (fairly empty) blockstates file, as is visible in the gist I linked in the original post.

 

Should I have a block model file, despite the lack of one such file in the pull request provided example?

If so, what would the meaningful contents of that file be, considering I will not be defining any custom models or textures (rather, I am reusing vanilla textures on a regular old cube).

 

 

Edit: Solution

Changing the proxies and the event handler to be more in line with the most current version of the example (as seen in the repository master) fixed the untextured block issue.

This removed the need to have any model- or blockstate files, as well.

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.

Guest
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.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I create my mod pack,yesterday my mod pack is fine but i add one mod and error. I'm delete this mmod but minecraft is still stop on CONFIG_LOAD then I tried to delete config and restart it but again. If you can pleace help me. https://imgur.com/ngZBzuv
    • game crashes before even opening (log:https://mclo.gs/M8xvX7c)
    • I have created a custom entity that extends "TamableAnimal", but I am wanting to have it spawn in the ocean. I have it spawning right now, but it spawns way too frequently even with weight set to 1. I am guessing it is because it is rolling in the spawn pool of land animals since TameableAnimal extends Animal and is different than WaterAnimal, and since no land animals spawn in the ocean it just fills every inch up with my custom entity. I have followed basic tutorials for spawning entities with Forge, but I feel like I am missing something about how to change what spawn pool this custom entity ends up in. Is it possible to change that or do I need to refactor it to be based off of WaterAnimal to get those spawn? My biome modifier JSON file: { "type": "forge:add_spawns", "biomes": "#minecraft:is_ocean", "spawners": { "type": "darwinsmysticalmounts:water_animal", "weight": 20, "minCount": 1, "maxCount": 1 } } My client event: event.register(ModEntityTypes.WATER_ANIMAL.get(), SpawnPlacements.Type.NO_RESTRICTIONS, Heightmap.Types.MOTION_BLOCKING_NO_LEAVES, WaterWyvernEntity::checkCustomWaterAnimalSpawnRules, SpawnPlacementRegisterEvent.Operation.REPLACE); And the actual custom spawn rule that makes it spawn in the water: public static boolean checkCustomWaterAnimalSpawnRules(EntityType<WaterAnimalEntity> pAnimal, LevelAccessor pLevel, MobSpawnType pSpawnType, BlockPos pPos, RandomSource pRandom) { return pPos.getY() > pLevel.getSeaLevel() - 16 && pLevel.getFluidState(pPos.below()).is(FluidTags.WATER); }  
    • Starting today, I am unable to load my modded minecraft world. Forge crash log initially said it was a specific mod called Doggy Talents, which I disabled. Then it blamed JEI, and when that was disabled it blamed another mod so I assume it's something more than a specific mod. Minecraft launcher log claims "Exit Code 1". Nothing had changed since last night when it was working fine Forge Log: https://pastebin.com/S1GiBGVJ Client Log: https://pastebin.com/aLwuGUNL  
    • I am using AMD, yes. I downloaded the website's drivers and am still having the issue. I also used the Cleanup Utility just in case. 
  • Topics

×
×
  • Create New...

Important Information

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