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[1.8.9] Cant resolve Error on an easy blockstates Ore Block..


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Posted

Hey Guys,

 

I'm just learning modding for 1.8.9

I want to create a simple BlockOre with an EnumOreType with 3 Types of Ores.

Everything works, except the in Inventory/Hand rendering.

I get the following error:

[23:23:45] [Client thread/ERROR] [FML]: Model definition for location mattech:ore#inventory not found

i googled and tried it for days now but all i found was "Your json files have to be in the wrong place", but i think they are right...

Please help me. Thanks.

Full github repository:

https://github.com/M4tt1z1n/Mattech

Like i said the Block is BlockOre with EnumOreType

 

Mattizin

Posted

Mhh. In my opinion when i Register the Blocks(subblocks) like this with the name  + "Ore" i should be able to reach the json file with name+Ore or im wrong?

for(int i = 0; i < EnumOreType.values().length; i++) 
	{
		registerRender(ModBlocks.ore, i, EnumOreType.values()[i].getName() + "Ore");
	}

Posted

Yeah, thought github link was enough, but here it is:

public static void registerRender(Block block, int meta, String fileName) 
{
	Item item = Item.getItemFromBlock(block);
	Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, meta,
			new ModelResourceLocation(modid + ":" + fileName, "inventory"));
	System.out.println(modid + ":" + fileName);
}

Posted

yeah sorry i had a total brainfart (pls ignore my words about u cant register them, if you are using the metadata correctly you can)

im still not sure what the problem is, but i feel like its bc the capital letters, did you try it?

Posted

So i changed every unlocalizedName (of the oreBlock), jsonfiles (models + blockstates) to lowercase...

Still get this:

[20:59:31] [Client thread/ERROR] [FML]: Model definition for location mattech:ore#inventory not found

See latest Github commit https://github.com/M4tt1z1n/Mattech for my changes.

 

I have no clue what im doing wrong here...

Posted

By default, the only model loaded for an

Item

(including an

ItemBlock

) is the one with its registry name (

Item#getRegistryName

).

 

You're telling Minecraft to use different models for each metadata value of the

Item

form of

ModBlocks.ore

, but you never tell it to load any of these models.

 

To tell Minecraft to load a model other than the default one, call

ModelBakery.registerItemVariants

in preInit. Each argument is either the location of an item model or the location and variant of a blockstates file to load the model from.

 

Don't use

ItemModelMesher#register

, use

ModelLoader.setCustomModelResourceLocation

(for metadata-based models, will call

ModelBakery.registerItemVariants

for you) or

ModelLoader.setCustomMeshDefinition

(for arbitrary

ItemStack

to

ModelResourceLocation

mapping) in preInit.

 

Never use

getUnlocalizedName().substring(5)

anywhere in your code. Unlocalised names can change at any time, registry names are IDs and must not change. As I said before, the default model loaded for an

Item

is the one with its registry name, unlocalised names have nothing to do with models.

 

I suggest using the registry name system to register your

Block

s and

Item

s: Call

setRegistryName

to set the registry name, then call the single argument overload of

GameRegistry.registerBlock

/

registerItem

to register the

Block

/

Item

. Do not use unlocalised names as registry names, but you can use registry names as unlocalised names (this will include your mod ID in the unlocalised name, which will avoid conflicts with other mods).

 

Using registry names now will make it much easier to update to the new registry system in 1.9.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Posted

Ok i think i got the main point of your reply, but can you give me an example how to use the modelbakery for item rendering for blocks with meta?

And how to use registry names instead of unlocalized Names?

Posted

See here for an example of what I'm talking about.

registerBlockItemModelForMeta

(which you can see in the same class) is essentially just a wrapper around

ModelLoader.setCustomModelResourceLocation

.

 

This uses a variant of the block's blockstates file (uses Forge's blockstates format) rather than an item model. To use an item model, use a

ModelResourceLocation

with the model's location and the

"inventory"

variant.

 

Use the

getRegistryName

method to get the registry name of an

Item

or

Block

.

 

Most of my mod's items use this method to set their registry and unlocalised names, but some (e.g. Records) have completely separate unlocalised and registry names that they set manually. I use a similar method for blocks.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Posted
ModelLoader.setCustomModelResourceLocation

must be called in preInit, as I said in my previous post.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Posted

Thank you, that works now. I just have to rewrite my method to register the blockrenderer for the normal blocks(not meta) because mc crashes when i use my method at the moment when it is loaded in pre init. I commented it out to test only the meta Block and that worked :)

Posted

The

RenderItem

instance is created between preInit and init, so you can't access it in preInit. The solution is to use the

ModelLoader

methods instead of the

ItemModelMesher

methods.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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