robmart Posted May 6, 2016 Posted May 6, 2016 I have a file that is 32 x 16 pixel with two textures in it. I want to specify that the texture is from pixel 17 to pixel 32. Is this possible, and if so how? This is my current code: public static void registerItemRenderer(){ registerItemModel(InitItems.berylloniteGem); } public static void init(Item item, int meta){ RenderItem renderItem = Minecraft.getMinecraft().getRenderItem(); renderItem.getItemModelMesher().register(item, meta, new ModelResourceLocation(item.getUnlocalizedName().substring(5), "inventory")); } Quote
Draco18s Posted May 7, 2016 Posted May 7, 2016 You need a custom TextureAtlastSprite. I do not recommend. Quote 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.
Notunknown Posted May 7, 2016 Posted May 7, 2016 Why can you not split it into two 16x16 files? Quote
robmart Posted May 7, 2016 Author Posted May 7, 2016 On 5/7/2016 at 10:46 AM, Notunknown said: Why can you not split it into two 16x16 files? Because I have a lot of items that change texture depending on the metadata. I figured it would be a lot cleaner to have it this way then to have 17 different image files. Quote
robmart Posted May 7, 2016 Author Posted May 7, 2016 On 5/7/2016 at 3:19 AM, Draco18s said: You need a custom TextureAtlastSprite. I do not recommend. So how would I do this? EDIT: Also, why do you not recommend it? Quote
Draco18s Posted May 7, 2016 Posted May 7, 2016 On 5/7/2016 at 12:19 PM, robmart said: Quote You need a custom TextureAtlastSprite. I do not recommend. So how would I do this? EDIT: Also, why do you not recommend it? Locate the class, TextureAtlasCompass if I recall the class name correctly. It's how vanilla renders the compass texture (there's also one for the clock). This should be sufficient information necessary to display the correct portion of your texture file. The reason I don't recommend it, however, is that if things go south (crashes, bugs, etc) it is very hard to diagnose as the stack trace will not contain this custom class (it will be elsewhere and merely calling properties of said class). For a two-state texture file you're probably fine. Note: I am presuming that these classes still exist for 1.9 based on my knowledge of 1.7.10 and what I know about the changes made to the rendering engine: that is, I assume that there is still a class that interprets a multi-frame texture file for the clock and compass, rather than as an animation. Quote 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.
Notunknown Posted May 7, 2016 Posted May 7, 2016 On 5/7/2016 at 11:30 AM, robmart said: Quote Why can you not split it into two 16x16 files? Because I have a lot of items that change texture depending on the metadata. I figured it would be a lot cleaner to have it this way then to have 17 different image files. You can put all the textures relating to an object in their own folder (I do this for complex models) Quote
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