samrg472 Posted November 15, 2012 Posted November 15, 2012 So how do I go about loading a texture that is not on the classpath? I'm aware of the RenderEngine.allocateAndSetupTexture method. But unsure of what to do after I get the int. Unless RenderEngine.allocateAndSetupTexture is all I need? (Yes I know RenderEngine.allocateAndSetupTexture is a static, just pretend RenderEngine is the instance or RenderEngine (ForgeHooksClient.engine())) Note: These textures WILL NEVER be on the classpath Quote
LexManos Posted November 15, 2012 Posted November 15, 2012 You just need to be able to get the resource, they dont need to be in the class path, if they arnt you need to specify the full path. Quote I do Forge for free, however the servers to run it arn't free, so anything is appreciated. Consider supporting the team on Patreon
samrg472 Posted November 16, 2012 Author Posted November 16, 2012 I can easily get the resource via FileInputStream and easily get the BufferedImage. It just comes down to the steps after that. Which is exactly what to do with them. I retrieved the RenderEngine instance as usual and stored it in an engine variable. yadda yadda....moving on to the silly part. BufferedImage bi = readTextureImage(new FileInputStream(fullpath)) int i = engine.allocateAndSetupTexture(bi) Now what? Theres not much to do with the i variable. And I know full path exists. I did an input stream null check. Got the BufferedImage. allocated it and set it up. But theres nothing to do with the i integer. I have also used some reflection and manually put the integer and string path into the textureMap variable with no luck. Quote
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