Jump to content

Recommended Posts

Posted

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"));
    }

Posted

You need a custom TextureAtlastSprite. I do not recommend.

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
  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.

Posted
  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?

Posted
  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.

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
  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)

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Please read the FAQ (https://forums.minecraftforge.net/topic/125488-rules-and-frequently-asked-questions-faq/) and post log files as described there, using a site such as https://mclo.gs/ and post the link here.  
    • I tried updating the mods in my modpack which caused incompatibilities so i have tried to revert them back to their older versions i was using before. In the logs it doesnt show me any clear incompatibilities except for tfmg & entity texture features, but when i try to remove those it still doesn't work. I have tried removing the forge-client.toml file which was a suggestion i found on  a few other posts. This is the log file i get. [inline log removed] Any help would be appreciated. Thanks in advance
    • I don't use KubeJS, never even heard of it. But after doing what "Ugdhar" suggested earlier in this post with the "config/Mekanism/generator-storage.toml", I tried going into an individual save's serverconfig folder, and just deleting everything except the parcool folder (I have that mod installed.) Then, a bit of loading and temporary freezing later, seems to have worked. Even when quitting to menu and loading back in, or also when quitting to menu, exiting to desktop, and re-launching MC, choose a save and loading it.
    • [Mekanism] Broken tags in Mekanism recipes detected, please check server logs for details. You will be missing some recipes and machines may not accept expected inputs. Do you use KubeJS? It is some kind of bug with it and not fixed A workaround is setting "allowAsyncStreams" to false in the KubeJS common config file https://github.com/KubeJS-Mods/KubeJS/issues/1016   For the rest of your issues, keep deleting these files - now it is the jei-server.toml file If the file is not in config, check the worldsave serverconfig folder These files usually break after updating mods, game crashes or force closing the game    
    • And now to add salt to injury, I keep seing this message in game: [Mekanism] Broken tags in Mekanism recipes detected, please check server logs for details. You will be missing some recipes and machines may not accept expected inputs. What does that mean and how can I fix that too ?
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.