Cleverpanda Posted August 5, 2015 Posted August 5, 2015 All of my items and blocks are rendering as blocks with the "missing texture" texture. I read that when Items do this, it's a model issue but I cant see anything. I'm going to focus on one item and see if you guys can see anything I've missed. My item model is in src/main/resources/assets.minefantasy2.models.item/bluesteel_pick.json It contains: { "parent": "items/iron_pickaxe", "textures": { "layer0": "minefantasy2:items/Tool/bluesteel_pick" } } The texture is in src/main/resources/assets.minefantasy2.textures.items.Tool/bluesteel_pick.png Both of these packages and files show up in my package window in eclipse. Inside the class that registers tools in Init(): http://pastebin.com/w576pEC2 Item class: http://pastebin.com/ntyGpFct My log doesn't have any "Model definition for location X not found" errors or "domain" Texture errors for this. What It looks like in-game: I've been trying to figure this out for days now, please help guys! Quote
rafradek Posted August 5, 2015 Posted August 5, 2015 change your model file to this: { "parent": "builtin/generated", "textures": { "layer0": "minefantasy2:items/Tool/bluesteel_pick" }, "display": { "thirdperson": { "rotation": [ 0, 90, -35 ], "translation": [ 0, 1.25, -3.5 ], "scale": [ 0.85, 0.85, 0.85 ] }, "firstperson": { "rotation": [ 0, -135, 25 ], "translation": [ 0, 4, 2 ], "scale": [ 1.7, 1.7, 1.7 ] } } } Quote
Cleverpanda Posted August 5, 2015 Author Posted August 5, 2015 That is essentially the same thing. But I tried it anyway, And nothing new happened. Quote
delpi Posted August 5, 2015 Posted August 5, 2015 hand write out this instead to rule out an issue in your text manipulation renderItem.getItemModelMesher().register(item, 0, new ModelResourceLocation(MODID + ":" + item.getMaterial().name()+"_pick", "inventory")); I notice in your path to the texture you have a capital. From your code, thinking your modid does as well. Change to all lower caps as well. Those are always things I do first. Lastlly, in eclipse, you have clicked on the project and chosen 'refresh' right? If you don't eclipse won't always recognize any file changes. Do that anytime you add a texture, json, edit, ect. Quote Long time Bukkit & Forge Programmer Happy to try and help
Cleverpanda Posted August 6, 2015 Author Posted August 6, 2015 @delpi Okay results: (I totally forgot to refresh...) Still not working however, I'm now getting a "Model definition for location minefantasy2:bluesteel_pick#inventory not found" error in the log and I /did/ change the location in the json file to lowercase and refreshed the project. Aditionally, I noticed that when I drop the Item, I get a "Item entity ##### has no item?!" error. Manually specifying as much as possible: I changed the line to ItemPickMF bpick = new ItemPickMF("bluesteel_pick", BaseMaterialMF.bluesteel.getToolConversion(), 0); renderItem.getItemModelMesher().register(bpick, 0, new ModelResourceLocation(MODID + ":" + "bluesteel_pick", "inventory")); "Model definition for location minefantasy2:bluesteel_pick#inventory not found" "Item entity ##### has no item?!" Quote
TheGreyGhost Posted August 6, 2015 Posted August 6, 2015 Hi Unfortunately I don't see the problem, but something you could try: A useful breakpoint to solve registration problems is to set a breakpoint at ItemModelMesher:: public IBakedModel getItemModel(ItemStack stack) { Item item = stack.getItem(); IBakedModel ibakedmodel = this.getItemModel(item, this.getMetadata(stack)); } You can then trace in, to compare 1) the model that your item is looking for, against 2) the contents of the registry. Where they don't match, you can usually see why immediately. -TGG Quote
delpi Posted August 6, 2015 Posted August 6, 2015 Based upon your json, I think it should be renderItem.getItemModelMesher().register(bpick, 0, new ModelResourceLocation(MODID + ":" + "items/Tool/bluesteel_pick", "inventory")); or renderItem.getItemModelMesher().register(bpick, 0, new ModelResourceLocation(MODID + ":" + "items/tool/bluesteel_pick", "inventory")); if you changed it to all lower case. Quote Long time Bukkit & Forge Programmer Happy to try and help
Cleverpanda Posted August 7, 2015 Author Posted August 7, 2015 So I added that breakpoint at the method. Nothing happened. It didn't even stop.... I'm confused Quote
Anon10W1z Posted August 8, 2015 Posted August 8, 2015 Do not actually name the folder with dots. Name it with slashes. Quote Maker of the Craft++ mod.
Cleverpanda Posted August 10, 2015 Author Posted August 10, 2015 I set the breakpoint at ItemModelMesher Item is : 1xitem.copper_pick@0 and ibakedmodel is set to: net.minecraftforge.client.model.IFlexibleBakedModel$Wrapper@49e84b0a I don't think the model is correct.. Quote
Cleverpanda Posted August 10, 2015 Author Posted August 10, 2015 Yeah, I really can't figure this out. I really thing it has something to do with "Item entity ### has no item?!" though. But I can't find any solutions for that Quote
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