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using this method public int getBlockTextureFromSideAndMetadata(int i, int j)


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Posted

k so im making my mod and my machines im making are running of 1 id,  how can i change this method so that , depending on the blocks metadata it will select the right texture  heres what i tried which didnt work at all

 

 

@SideOnly(Side.CLIENT)

public int getBlockTextureFromSideAndMetadata(int i, int j, World world, int x, int y, int z)

{

int meta = world.getBlockMetadata(x, y, z);

// If no metadata is set, then this is an icon.

if (j == 0 && i == 3) {

return 0 * meta ;

}

 

if (i == j) {

if (!isActive)

return 0 + 1 * meta - 1;

else

return 1 * meta;

}

 

switch (i) {

case 0:

return 3 * meta;

case 1:

return 4 * meta;

default:

return 2 * meta;

}

}

 

Or what other method do i need to use to set the texture,  remember it has to work with orientation code too

 

thanks

Posted

k so im making my mod and my machines im making are running of 1 id,  how can i change this method so that , depending on the blocks metadata it will select the right texture  heres what i tried which didnt work at all

 

 

@SideOnly(Side.CLIENT)

public int getBlockTextureFromSideAndMetadata(int i, int j, World world, int x, int y, int z)

{

int meta = world.getBlockMetadata(x, y, z);

// If no metadata is set, then this is an icon.

if (j == 0 && i == 3) {

return 0 * meta ;

}

 

if (i == j) {

if (!isActive)

return 0 + 1 * meta - 1;

else

return 1 * meta;

}

 

switch (i) {

case 0:

return 3 * meta;

case 1:

return 4 * meta;

default:

return 2 * meta;

}

}

 

Or what other method do i need to use to set the texture,  remember it has to work with orientation code too

 

thanks

 

I don't know what that code is suppose to be doing, but 'i' tells you the meta, and 'j' tells you which face you need to return.

 

You could do something like this:

 

//Where does this blocks textures start

int OffSet = 0;

return OffSet + (i * 6) + j;

 

That could work if there is a different texture for every side and meta possibility, in order. Otherwise you will need some logic to determine the situational texture to use.

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