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[RESOLVED] [1.7.10] Multi-texture metablock


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Posted

I have a single-texture metablock and a multi-texture simple block. How to create a multi-texture metablock?

Each sub-block from this metablock has its texture for the top and bottom faces and other for the sides. If these were just single-texture sub-blocks, I'd have no problem, as I already made some, but the problem is that these sub-blocks are multi texture.

 

A multi-texture block uses an array that stores each face texture, and getIcon returns the faces, while on the other hand a metablock uses an array storing the sub-blocks, and returns their [single] texture. The biggest problem is the last step, getIcon method, which returns the sub-block single texture OR the simple block faces textures. I tried to make so that both arrays are returned, but I don't have any clue of how to return these two values, considering that return can't return more than one value.

 

I searched for this but didn't found anything recent or comprehensible. I tried to do it by myself, but it can't be done with the conventional way (like with metablock and multi-texture block created separately), because the values in the array would overlap each other, or the array with the metablocks would have no relation with the one with the textures, etc.

 

I then looked in BlockLog class and found some different methods there, like getTopIcon and getSideIcon. I searched for these methods and found this thread. But when I added the getTopIcon and getSideIcon to my block class, I get an error saying that "The method getTopIcon(int) of type ExampleMultiTexMetaBlock must override or implement a supertype method". If I remove @Override, the error is gone, but it isn't called.

 

I searched for the getTopIcon and getSideIcon methods in Minecraft code and only BlockLog and BlockRotatedPillar use these methods. Should I extend one of them?

 

I tried everything I know I could, but the only results I get are:

1) NullPointerException;

2) Only one sub-block and with single texture;

3) All sub-blocks but with single texture;

4) Only one sub-block and with the textures of the others sub-blocks;

Posted

Show your code.

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

Show your code.

 

Ok, here's the textures part:

 

 

private IIcon[] icon;

   

@Override

public IIcon getIcon(int side, int meta)

{       

    if (meta >= icon.length)

        meta = 0;

       

        return icon[meta];

}   

   

@Override

public void registerBlockIcons(IIconRegister reg)

{

    icon = new IIcon[sUBNAMES.length];

       

    for (int i = 0; i < icon.length; i++)

    {

        icon[ i ] = reg.registerIcon(this.getTextureName() + "_" + SUBNAMES);

    }

}

 

 

SUBNAMES is a String[] with the sub-blocks' names.

 

That's the same code of a single-texture metablock, and the result is all sub-blocks working with no problem but with only one texture on all faces.

Posted

Depending on how many textures / sub-blocks you have, you may need to make more block classes, but the general gist of it is #getIcon gives you both the FACE and the META, where the META would determine the sub-block, and the FACE which side of the block you need to get the texture for. You need to use both of these values to figure out ONE texture to return, e.g. the top texture of an oak log.

 

This assumes, of course, that you have registered all of the textures; I'll use a double-array for the example.

IIcon[][] icons;

icons = new IIcon[num_sub_blocks];
for (i = 0; i < num_sub_blocks; ++i) {
  icons[i] = new IIcon[num_textures_per_block]; // e.g 1 for side, 1 for top, 1 for bottom = 3 textures per block
  for (j = 0; j < num_textures_per_block; ++j) {
      icons[i][j] = register texture for this sub-type and side combination
  }
}

#getIcon(int side, int meta) {
int type = meta % num_sub_blocks; // determine which sub-block to use
// if you had a texture for every side, you could return icons[type][side]

// since side == 0 is the bottom side and side == 1 is the top side,
// let's assume we registered 0 as the bottom, 1 as the top, and 2 as the side texture
if (side < 2) {
  return icons[type][side]; // returns bottom or top texture of the specific sub-block
}
return icons[type][2]; // return side texture of the specific sub-block
}

Posted

Depending on how many textures / sub-blocks you have, you may need to make more block classes, but the general gist of it is #getIcon gives you both the FACE and the META, where the META would determine the sub-block, and the FACE which side of the block you need to get the texture for. You need to use both of these values to figure out ONE texture to return, e.g. the top texture of an oak log.

 

This assumes, of course, that you have registered all of the textures; I'll use a double-array for the example.

 

Oh, a multidimensional array, of course! How didn't I thought in that! I did tried to return an array with these two values, but not this way, and I got errors, and even tried using a map, but no success.

 

I followed the way you suggested, and there's a type mismatch in icons = new IIcon[num_sub_blocks]; line. Adding a second [num_sub_blocks] fixed that.

 

Now I tested it, and it finally worked! \o/  That was just what I needed!

gwr75qN.png

 

Many thanks! =D

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