Jump to content

[1.9][SOLVED]How to load entity texture using absolute path?


horsewithnoname

Recommended Posts

Hello there!

 

I'm making a mod that allows people to customize player-like entities. I want them to be able to pick a skin (like players format skin) from my mod's config directory. Also I want the skins to be animated (cycle through the skins something like obfuscated text in minecraft).

 

One thing I noticed about texture "loading" for entities is that you can only use ResourceLocation instances to point out where the texture is located via Render#getEntityTexture or so. Which is reduces the scope of textures location only to current classpath (currently loaded jars).

 

So, the question is: How can I load texture using absolute path? Or is it even possible with minecraft's architecture?

 

Thank you for attention! :)

Blockbuster – simple machinimas and cinematics for Minecraft
Link to comment
Share on other sites

If you're going to that much trouble, then you might even be able to implement it as a URI-based resource loader that would copy in files from a remote Internet server that you control. Then you could update your skins at home, and your players would get the new versions without updating their mods. Such a setup might also keep the mod installation simple for your players.

 

I'd be interested to see what you end up with, if you care to share later.

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.

Link to comment
Share on other sites

If you're going to that much trouble, then you might even be able to implement it as a URI-based resource loader that would copy in files from a remote Internet server that you control.

 

I think it would be overkill to make skins via internet for my mod. All I want to do is simply add ability to change skins (plainly putting .png files in the config folder).

 

If I'll implement it via internet, then I'll have to write a website (that would allow users to upload their skins) and REST API (for browsing and downloading skins). That's seems like overkill to me, but it also will add complexity to mod usage (as you'll have to upload skin first, and then find it in the game via GUI).

 

It will only make sense if I'll implement it for some other existent service like skindex. Hm, good idea, I'll look into that.

Blockbuster – simple machinimas and cinematics for Minecraft
Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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



×
×
  • Create New...

Important Information

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