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[1.9.4] Custom Hopper with same model and texture as vanilla hopper?


GamrCorps

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I currently have a custom hopper which uses the exact same code as the vanilla hopper (accomplished by having BlockAdvancedHopper extend BlockHopper and TileEntityAdvancedHopper extend TileEntityHopper), but it is going gain additional functionality down the road. How do I make it  so the custom hopper uses the same models and textures as the vanilla hopper? I have not been able to find anything on the subject, which is why I'm asking here. I'm using version 1.9.4 Forge. The block works just fine, the problem is just the model and texture.

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The hopper uses the same baked model system as regular blocks, you can change your block's model and textures from its blockstates file.

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.

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Try providing the location of hopper model through ModelLoader.setCustomModelResourceLocation(...),

and bind hopper state mapper using

ModelLoader.setCustomStateMapper((Your Block), (new StateMap.Builder()).ignore(new IProperty[] {BlockHopper.ENABLED}).build());

(Gotten from BlockModelShapes#registerAllBlocks)

 

This will ensure that the model will be identical to the vanilla hopper model in any case.

 

If you want to make your model modifiable in resourcepacks, you should copy the model, textures, and blockstates file for the hopper.

 

EDIT: first parameter of setCustomStateMapper should be your block, sorry for the previous mistake.

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

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Try providing the location of hopper model through ModelLoader.setCustomModelResourceLocation(...),

and bind hopper state mapper using

ModelLoader.setCustomStateMapper((Your Block), (new StateMap.Builder()).ignore(new IProperty[] {BlockHopper.ENABLED}).build());

(Gotten from BlockModelShapes#registerAllBlocks)

 

This will ensure that the model will be identical to the vanilla hopper model in any case.

 

If you want to make your model modifiable in resourcepacks, you should copy the model, textures, and blockstates file for the hopper.

 

EDIT: first parameter of setCustomStateMapper should be your block, sorry for the previous mistake.

 

How would I go about implementing ModelLoader#setCustomResourceLocation?

 

I tried

        ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(MyMod.instance.hopper), 0, new ModelResourceLocation("block/hopper"));

but it threw a NullPointerException.

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Ok, I have sorted out most of the problems, I just need to figure out how to correctly reference and assign the model names. Here is the current code:

   ModelLoader.setCustomModelResourceLocation(TestMod.instance.hopperItemBlock, 0, new ModelResourceLocation("models/block/hopper_down"));
        ModelLoader.setCustomModelResourceLocation(TestMod.instance.hopperItemBlock, 0, new ModelResourceLocation("models/block/hopper_side"));
        ModelLoader.setCustomStateMapper(TestMod.instance.hopper, (new StateMap.Builder()).ignore(new IProperty[]{BlockHopper.ENABLED}).build());
    

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How do I make it  so the custom hopper uses the same models and textures as the vanilla hopper?

I've tried both extending the class and copying the code but neither change the model or texture of the block.

 

This amuses me.  I read this as "I want to use the same textures, but when I tried that, it used the same textures (achieving the effect I want): Something is wrong."

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.

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