Posted October 3, 20169 yr 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 { "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 } } } } assets.primevalforest.models.block.normal_torch.json { "parent": "primevalforest:block/torch_on", "textures": { "torch": "primevalforest:blocks/torch_on" } } assets.primevalforest.models.block.normal_torch_wall.json { "parent": "primevalforest:block/torch_wall", "textures": { "torch": "primevalforest:blocks/torch_on" } } assets.primevalforest.models.block.torch_on.json { "ambientocclusion": false, "textures": { "particle": "#torch" }, "elements": [ { "from": [ 7, 0, 7 ], "to": [ 9, 10, 9 ], "shade": false, "faces": { "down": { "uv": [ 7, 13, 9, 15 ], "texture": "#torch" }, "up": { "uv": [ 7, 6, 9, 8 ], "texture": "#torch" } } }, { "from": [ 7, 0, 0 ], "to": [ 9, 16, 16 ], "shade": false, "faces": { "west": { "uv": [ 0, 0, 16, 16 ], "texture": "#torch" }, "east": { "uv": [ 0, 0, 16, 16 ], "texture": "#torch" } } }, { "from": [ 0, 0, 7 ], "to": [ 16, 16, 9 ], "shade": false, "faces": { "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#torch" }, "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#torch" } } } ] } assets.primevalforest.models.item.torch_on.json { "parent": "item/generated", "textures": { "layer0": "primevalforest:blocks/torch_on" } } 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.
October 3, 20169 yr 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/
October 3, 20169 yr Author 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.
October 3, 20169 yr 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" } } }
October 3, 20169 yr Author 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.
October 3, 20169 yr 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.
October 3, 20169 yr Another possibility is mismatched registry names between the itemBlock and block. Maybe investigate that?
October 3, 20169 yr Also you are registering a renderer twice. Once for the block and itemBlock and then again for the itemBlock. Why?
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.