caroke Posted May 30, 2016 Posted May 30, 2016 Hello, i need your help again, I have made a custom pressure plate but i dont know how to add a render and i can't find anything that could help me. Here is my class: public class BlockClearInventory extends BlockPressurePlate { public static final PropertyBool POWERED = PropertyBool.create("powered"); private final BlocClearInventory.Sensitivity sensitivity; protected BlockClearInventory() { super(Material.wood,BlockPressurePlate.Sensitivity.MOBS); this.setDefaultState(this.blockState.getBaseState().withProperty(POWERED, Boolean.valueOf(false))); this.sensitivity = BlockClearInventory.Sensitivity.MOBS; setUnlocalizedName("plate_clear_inventory"); setCreativeTab(BlockList.creativeTabBlock); GameRegistry.registerBlock(this,this.getUnlocalizedName().substring(5)); LanguageRegistry.addName(this, "Vide inventaire"); } public void onEntityCollidedWithBlock(World worldIn, BlockPos pos, IBlockState state, Entity entityIn) { if (!worldIn.isRemote) { int i = this.getRedstoneStrength(state); if (i == 0) { if(entityIn instanceof EntityPlayer){ ((EntityPlayer) entityIn).inventory.clear(); } this.updateState(worldIn, pos, state, i); } } } public void registerRenders(){ Item item = Item.getItemFromBlock(this); Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, 0, new ModelResourceLocation(Reference.MODID + ":"+item.getUnlocalizedName().substring(5), "inventory")); } } I also have the 3 json file in the right assets. So if someone could give me some tips because i'm stuck right now, i would appreciate it. Sorry about my english Quote
caroke Posted May 30, 2016 Author Posted May 30, 2016 Hello, i need your help again, I have made a custom pressure plate but i dont know how to add a render and i can't find anything that could help me. Here is my class: public class BlockClearInventory extends BlockPressurePlate { public static final PropertyBool POWERED = PropertyBool.create("powered"); private final BlocClearInventory.Sensitivity sensitivity; protected BlockClearInventory() { super(Material.wood,BlockPressurePlate.Sensitivity.MOBS); this.setDefaultState(this.blockState.getBaseState().withProperty(POWERED, Boolean.valueOf(false))); this.sensitivity = BlockClearInventory.Sensitivity.MOBS; setUnlocalizedName("plate_clear_inventory"); setCreativeTab(BlockList.creativeTabBlock); GameRegistry.registerBlock(this,this.getUnlocalizedName().substring(5)); LanguageRegistry.addName(this, "Vide inventaire"); } public void onEntityCollidedWithBlock(World worldIn, BlockPos pos, IBlockState state, Entity entityIn) { if (!worldIn.isRemote) { int i = this.getRedstoneStrength(state); if (i == 0) { if(entityIn instanceof EntityPlayer){ ((EntityPlayer) entityIn).inventory.clear(); } this.updateState(worldIn, pos, state, i); } } } public void registerRenders(){ Item item = Item.getItemFromBlock(this); Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, 0, new ModelResourceLocation(Reference.MODID + ":"+item.getUnlocalizedName().substring(5), "inventory")); } } I also have the 3 json file in the right assets. So if someone could give me some tips because i'm stuck right now, i would appreciate it. Sorry about my english Quote
Draco18s Posted May 30, 2016 Posted May 30, 2016 Don't register your renderers there. You must do it in your client proxy or you will crash the dedicated server. Do not use item.getUnlocalizedName().substring(5) this is awful awful awful, should never be done, and if you got it from a tutorial, go punch that person in the face for being an idiot. This is why setRegistryName and getRegistryName exist. 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.
Draco18s Posted May 30, 2016 Posted May 30, 2016 Don't register your renderers there. You must do it in your client proxy or you will crash the dedicated server. Do not use item.getUnlocalizedName().substring(5) this is awful awful awful, should never be done, and if you got it from a tutorial, go punch that person in the face for being an idiot. This is why setRegistryName and getRegistryName exist. 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.
jeffryfisher Posted May 30, 2016 Posted May 30, 2016 Where is the class "BlocClearInventory"? Doesn't your parent class already have a PropertyBool POWERED? And a sensitivity? You don't use yours; why is it there? If you need help rendering, then start by posting your JSON files. Depending on what you want to do, you might be able to use vanilla models and textures. The mesher is deprecated. Search for past discussions on what to use instead. Quote The debugger is a powerful and necessary tool in any IDE, so learn how to use it. You'll be able to tell us more and get better help here if you investigate your runtime problems in the debugger before posting.
jeffryfisher Posted May 30, 2016 Posted May 30, 2016 Where is the class "BlocClearInventory"? Doesn't your parent class already have a PropertyBool POWERED? And a sensitivity? You don't use yours; why is it there? If you need help rendering, then start by posting your JSON files. Depending on what you want to do, you might be able to use vanilla models and textures. The mesher is deprecated. Search for past discussions on what to use instead. Quote The debugger is a powerful and necessary tool in any IDE, so learn how to use it. You'll be able to tell us more and get better help here if you investigate your runtime problems in the debugger before posting.
caroke Posted May 31, 2016 Author Posted May 31, 2016 I didnt know about setRegistryName and getRegistryName, i will use it thx I call registerRender in the client proxy is this wrong? My bad i send the wrong block code. This class is just a copy of BlockPressurePlate class: public class BlocClearInventory extends BlockBasePressurePlate { public static final PropertyBool POWERED = PropertyBool.create("powered"); private final BlocClearInventory.Sensitivity sensitivity; protected BlocClearInventory() { super(Material.wood); this.setDefaultState(this.blockState.getBaseState().withProperty(POWERED, Boolean.valueOf(false))); this.sensitivity = BlocClearInventory.Sensitivity.MOBS; setRegistryName("plate_clear_inventory"); setCreativeTab(BlockList.creativeTabBlock); register(); } protected int getRedstoneStrength(IBlockState state) { return ((Boolean)state.getValue(POWERED)).booleanValue() ? 15 : 0; } protected IBlockState setRedstoneStrength(IBlockState state, int strength) { return state.withProperty(POWERED, Boolean.valueOf(strength > 0)); } protected int computeRedstoneStrength(World worldIn, BlockPos pos) { AxisAlignedBB axisalignedbb = this.getSensitiveAABB(pos); List <? extends Entity > list; switch (this.sensitivity) { case EVERYTHING: list = worldIn.getEntitiesWithinAABBExcludingEntity((Entity)null, axisalignedbb); break; case MOBS: list = worldIn.<Entity>getEntitiesWithinAABB(EntityLivingBase.class, axisalignedbb); break; default: return 0; } if (!list.isEmpty()) { for (Entity entity : list) { if (!entity.doesEntityNotTriggerPressurePlate()) { return 15; } } } return 0; } /** * Convert the given metadata into a BlockState for this Block */ public IBlockState getStateFromMeta(int meta) { return this.getDefaultState().withProperty(POWERED, Boolean.valueOf(meta == 1)); } /** * Convert the BlockState into the correct metadata value */ public int getMetaFromState(IBlockState state) { return ((Boolean)state.getValue(POWERED)).booleanValue() ? 1 : 0; } protected BlockState createBlockState() { return new BlockState(this, new IProperty[] {POWERED}); } public static enum Sensitivity { EVERYTHING, MOBS; } public void onEntityCollidedWithBlock(World worldIn, BlockPos pos, IBlockState state, Entity entityIn) { if (!worldIn.isRemote) { int i = this.getRedstoneStrength(state); if (i == 0) { if(entityIn instanceof EntityPlayer){ ((EntityPlayer) entityIn).inventory.clear(); } this.updateState(worldIn, pos, state, i); } } } @Override public boolean isOpaqueCube() { return false; } @Override public boolean isFullCube() { return false; } public void register(){ GameRegistry.registerBlock(this,this.getRegistryName()); LanguageRegistry.addName(this, "Vide inventaire"); } public void registerRenders(){ Item item = Item.getItemFromBlock(this); Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, 0, new ModelResourceLocation(Reference.MODID+":"+item.getRegistryName(), "inventory")); } the other one was just a test. Here are the json file: blockstates: { "variants": { "normal": { "model": "mod:plate_clear_inventory"} } } models.block: { "parent": "block/pressure_plate", "textures": { "particle": "mod:blocks/plate_clear_inventory", "down":"mod:blocks/plate_clear_inventory", "up":"mod:blocks/plate_clear_inventory", "north":"mod:blocks/plate_clear_inventory", "east":"mod:blocks/plate_clear_inventory", "south":"mod:blocks/plate_clear_inventory", "west":"mod:blocks/plate_clear_inventory" } } models.item: { "parents": "mod:block/plate_clear_inventory", "elements": [ { "from": [ 1, 0, 1 ], "to": [ 15, 1, 15 ], "faces": { "down": { "uv": [ 1, 1, 15, 15 ], "texture": "mod:blocks/plate_clear_inventory", "cullface": "down" }, "up": { "uv": [ 1, 1, 15, 15 ], "texture": "mod:blocks/plate_clear_inventory" }, "north": { "uv": [ 1, 15, 15, 16 ], "texture": "mod:blocks/plate_clear_inventory" }, "south": { "uv": [ 1, 15, 15, 16 ], "texture": "mod:blocks/plate_clear_inventory" }, "west": { "uv": [ 1, 15, 15, 16 ], "texture": "mod:blocks/plate_clear_inventory" }, "east": { "uv": [ 1, 15, 15, 16 ], "texture": "mod:blocks/plate_clear_inventory" } } } ] } Right now, there is no render in game. i think my json file are wrong but i cant find any example even in minecraft file, i can't understand how they did it. plate_clear_inventory.png is just a 16*16 image. here are some error when i launch the game: [09:39:14] [Client thread/ERROR] [FML]: Model definition for location mod:plate_clear_inventory#powered=false not found [09:39:14] [Client thread/ERROR] [FML]: Model definition for location mod:plate_clear_inventory#powered=true not found Quote
Degubi Posted May 31, 2016 Posted May 31, 2016 I suggest you to check this: https://mcforge.readthedocs.io/en/latest/blockstates/forgeBlockstates/ With this, you don't need pressure plate models(only if you want to change the shape), so you can use the vanilla model and change it's texture in the defaults section. Quote
caroke Posted May 31, 2016 Author Posted May 31, 2016 well thanks to your link, I can make a pressure plate texture but still doesnt work on my block I have try to create a new one who only extends Block and it work but i need to have same properties as pressure plate, i will keep trying some stuff and see if it want to work. Quote
Choonster Posted May 31, 2016 Posted May 31, 2016 Your blockstates file must include every possible variant of the block, i.e. every combination of property values. Your pressure plate has a single property called powered with two possible values ( true and false ), so you need a variant called powered=false and one called powered=true . This page introduces blockstates files. Quote 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.
Draco18s Posted May 31, 2016 Posted May 31, 2016 I call registerRender in the client proxy is this wrong? Yes. Because you have a common class ( BlocClearInventory ) that contains sided code ( registerRenders references Minecraft.getMinecraft() ). As soon as the server reads your block class from the disk, it needs to make sure that the class is valid code. This includes loading every class referenced by your class. This means that it will then attempt to load the Minecraft class, which won't exist. This is not a question of "where is it called from." This is a question of "does the code exist." Your class contains CLIENT SIDE ONLY code. The mere existence of that code crashes the dedicated server, even if you never call the function from anywhere ever. This is why the registerRenders code must be moved out of the block class and into the ClientProxy. 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.
caroke Posted June 1, 2016 Author Posted June 1, 2016 Thanks everyone for all tips, i now almost have the block i wanted but its enough for what i need to do. Quote
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