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[1.10.2] [SOLVED] Block missing texture in inventory


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Posted

Hi,

 

I'm having a huge problem with my block: It renders perfectly fine in the world, but it does not render in inventory. It just shows a 2D plane with the missing texture texture and when holding in hand it is a cube with missing texture.

 

My block extends the BlockTorch and just adds some custom stuff to it.

Then  I have this code:

 

BlockList.torchOn = new BlockTorch();
BlockList.torchOn.setUnlocalizedName(Constants.MOD_ID.toLowerCase() + "." + "torch_on");
BlockList.torchOn.setRegistryName("torch_on");
GameRegistry.register("torch_on");
ItemBlock itemBlock = new ItemBlock(BlockList.torchOn);
GameRegistry.register(itemBlock.setRegistryName(BlockList.torchOn.getRegistryName()));

 

On the client this will also be called:

/** block */
ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(BlockList.torchOn), 0, new ModelResourceLocation(BlockList.torchOn.getRegistryName(), "inventory"));

/** item block*/
ModelLoader.setCustomModelResourceLocation(itemBlock, 0, new ModelResourceLocation(itemBlock.getRegistryName(), "inventory"));

 

I hope I posted above everything correct, cause I simplified the code, so no one has to worry about the automatic system which does exactly that from above in the background. (quite a lot of code in the background for achieving this, because I wanted it to work fine with all my blocks and subfolder stuff for the stone blocks)

 

Here are the json files now:

assets.primevalforest.blockstates.torch_on.json

 

  Reveal hidden contents

 

 

assets.primevalforest.models.block.normal_torch.json

 

  Reveal hidden contents

 

 

assets.primevalforest.models.block.normal_torch_wall.json

 

  Reveal hidden contents

 

 

assets.primevalforest.models.block.torch_on.json

 

  Reveal hidden contents

 

 

assets.primevalforest.models.item.torch_on.json

 

  Reveal hidden contents

 

 

There are NO errors in the fml-client-log... the torch_on name isn't even mentioned (checked multiply times, even with the search function of notepad++). Also checked multiply times the console... no errors.

 

So, what am I doing wrong here?

 

Thx in advance.

Bektor

Developer of Primeval Forest.

Posted

I had this weird issue where when I fixed the

Item

model for a

Block

, the

Item

ALREADY in my inventory stayed the black-purple box, but the SAME

Item

had a model in the creative tab. Maybe this is happening to you too.

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

Posted
  On 10/3/2016 at 1:14 PM, larsgerrits said:

I had this weird issue where when I fixed the

Item

model for a

Block

, the

Item

ALREADY in my inventory stayed the black-purple box, but the SAME

Item

had a model in the creative tab. Maybe this is happening to you too.

Nope, seems not to be.

Developer of Primeval Forest.

Posted

If you are specifying a variant default as inventory, you have to define it in the blockstates json file otherwise it has no model definition to reference and therefore will not render in slot as it's missing that variant.

 

Check your console log for the MissingModelVariantException that shows up.

 

The fix is simpler still:

{
     "forge_marker": 1,
     "defaults": {
          "textures": {
               "all" "primevalforest:blocks/torch_on"
    	},
    	"model": "cube_all"
    },
    "variants": {
    	"facing": {
		"up": { "model": "primevalforest:normal_torch" },
        	"east": { "model": "primevalforest:normal_torch_wall" },
        	"south": { "model": "primevalforest:normal_torch_wall", "y": 90 },
        	"west": { "model": "primevalforest:normal_torch_wall", "y": 180 },
        	"north": { "model": "primevalforest:normal_torch_wall", "y": 270 }
    	},
        "inventory": { "model": "priemevalforest:normal_torch" }
    }
}

Posted
  On 10/3/2016 at 4:18 PM, swordkorn said:

If you are specifying a variant default as inventory, you have to define it in the blockstates json file otherwise it has no model definition to reference and therefore will not render in slot as it's missing that variant.

 

Check your console log for the MissingModelVariantException that shows up.

 

The fix is simpler still:

{
     "forge_marker": 1,
     "defaults": {
          "textures": {
               "all" "primevalforest:blocks/torch_on"
    	},
    	"model": "cube_all"
    },
    "variants": {
    	"facing": {
		"up": { "model": "primevalforest:normal_torch" },
        	"east": { "model": "primevalforest:normal_torch_wall" },
        	"south": { "model": "primevalforest:normal_torch_wall", "y": 90 },
        	"west": { "model": "primevalforest:normal_torch_wall", "y": 180 },
        	"north": { "model": "primevalforest:normal_torch_wall", "y": 270 }
    	},
        "inventory": { "model": "priemevalforest:normal_torch" }
    }
}

This does not work. :(

 

And to this

MissingModelVariantException

: Read the last 4 sentences of my problem. ;)

 

EDIT: Your edit does also not work.

Developer of Primeval Forest.

Posted

If you specify in your modelLoader to look for a variant of name "inventory" it REQUIRES that variant to render in the inventory.

 

You miss it out and it's not our problem when it fails to render.

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  | 1.12.2             | WoolToString-1.12.2-1.0.0.jar                 | None                                     |     | L     | zombieawareness          | 1.12.1-1.11.16     | zombieawareness-1.12.1-1.11.16.jar            | None                                     |     | L     | betteranimalsplus        | 9.0.1              | betteranimalsplus-1.12.2-9.0.1.jar            | None                                     |     | L     | orelib                   | 3.6.0.1            | OreLib-1.12.2-3.6.0.1.jar                     | None                                     |     Loaded coremods (and transformers):  DCLoadingPlugin (DummyCoreUnofficial-2.4.112.3.jar)   DummyCore.ASM.DCASMManager HCASM (HammerLib-1.12.2-2.0.6.23.jar)   com.zeitheron.hammercore.asm.HammerCoreTransformer     Profiler Position: N/A (disabled)     Is Modded: Definitely; Server brand changed to 'fml,forge'     Type: Dedicated Server (map_server.txt)
    • Hey! I noticed you're trying to register your alexandrite item and possibly set its resource location manually with setId(...). I wanted to help clarify a few things that might simplify your code and avoid errors. ✅ The issue: You're using setId(...) inside the item registration like this:   public static final RegistryObject<Item> ALEXANDRITE = ITEMS.register("alexandrite", () -> new Item(new Item.Properties().useItemDescriptionPrefix() .setId(ResourceKey.create(Registries.ITEM, ResourceLocation.fromNamespaceAndPath(TutorialMod.MOD_ID, "alexandrite"))))); But: Item.Properties does not have a setId(...) method — this line will either fail or do nothing meaningful. useItemDescriptionPrefix() is mostly used for translation keys (like "item.modid.name") but isn't needed unless you have a very specific reason. 🛠 The fix: You only need to register your item like this:   public static final RegistryObject<Item> ALEXANDRITE = ITEMS.register("alexandrite", () -> new Item(new Item.Properties())); Forge automatically handles the ResourceLocation (modid:alexandrite) based on the name passed into .register(...), so there’s no need to manually assign it. 📝 For the texture: Make sure you have this file in your resources: src/main/resources/assets/tutorialmod/models/item/alexandrite.json { "parent": "item/generated", "textures": { "layer0": "tutorialmod:item/alexandrite" } } And your texture PNG goes here: src/main/resources/assets/tutorialmod/textures/item/alexandrite.png 🌍 For the name in-game: Add this to your en_us.json under: src/main/resources/assets/tutorialmod/lang/en_us.json { "item.tutorialmod.alexandrite": "Alexandrite" }   Note: if im wrong about the issues you are encountering, i apologize.
    • 🛠️ Fix for Transparent or Clipping Item Render Issues When Held in First Person (Forge 1.20+) Hey everyone! I recently ran into a frustrating bug while making a custom item (a rocket) for my Forge mod, and I’m sharing the fix because it’s a bit obscure — and it worked wonders. 💥 The Problem: My item rendered semi-transparent and see-through — but only in first person. It also clipped through nearby blocks when held, unlike default items like swords or leads. The texture file was confirmed to be fully opaque (alpha 255), so the issue wasn’t the PNG itself. Interestingly, when no texture was present and the default purple-black checkerboard appeared, the clipping issue disappeared. ✅ The Fix: I ended up resolving it by randomly trying something I found on a Forge forum post about block rendering. I added this property to my item's model JSON — even though it's typically only used for blocks: { "parent": "item/generated", "textures": { "layer0": "farbeyond:item/rocket_item" }, "render_type": "minecraft:cutout" } Boom. That single line forced the item to render using a proper opaque (cutout) layer, removing all the unwanted transparency and clipping behavior in first person. 🙌 Credit: I originally found the "render_type" trick mentioned here, in a block rendering context: 👉 https://forums.minecraftforge.net/topic/149644-1201-help-with-transparent-blocks/ Even though it was meant for blocks, I thought, why not try it on an item? And it worked! Big thanks to the poster — this fix wouldn’t have happened without that tip. Hopefully this helps anyone else stuck on a weird rendering bug like I was. This isn’t a common item solution, so feel free to share it further. I’d love to know if it works for you too.
    • Use Java 21 instead of Java 24   Also make a test without modernfix
    • Ive been on this world for 2 days now, my computer blue screens pretty often so maybe that has something to do with it. maybe just incompatible mods like a lot of people so im hoping someone more knowledgeable can help me find what i need to get rid of. thank you! paste bin
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