Posted November 19, 20168 yr Hi I'm developing a mod that will contain a lot of texture variations of the same block. The way I'm doing this isn't good, I mean it's VERY long to copy, paste and rename the .json blockstate files for each block variation. So, I know it's possible to have multiple blocks using the same blockstate JSON file, but I don't know how to do this. I'm a beginner at modding (I'm OK with Java). All my files can be found here : https://github.com/Franckyi/Roads Can someone help me ? [EDIT] I'm using 1.10.2 version of Minecraft and 2099 version of Forge. [EDIT2] In the Github repository, I haven't done all the .json files for the "LineSolid" variations of the blocks.
November 19, 20168 yr Author Sorry but I didn't understand everything ^^ I have to create a new class that extends StateMapperBase ? But then when will I call it ?
November 19, 20168 yr Author Oh yeah, sorry I'm blind. Then what do I put in the getModelResourceLocation(IBlockState state) method ?
November 19, 20168 yr Author Ok, but then : I have to register my Block (and my ItemBlock) only one time for all variants ? If true, I don't know how to set up the constructor of my Block. I explain : The Block that I create has 3 properties : the Color, the State and the Extra. All those properties are in basic enums. This is how I was creating all my blocks before : package com.franckyi.roads.blocks; import java.util.ArrayList; import java.util.List; import com.franckyi.roads.Reference; import com.franckyi.roads.RoadsMod; import net.minecraft.block.Block; import net.minecraft.block.material.Material; public class BlockAsphalt extends Block { public BlockAsphalt(AsphaltBlockColor color, AsphaltBlockState state, AsphaltBlockExtra extra) { super(Material.ROCK); setUnlocalizedName( Reference.RoadsBlocks.ASPHALT.getUnlocalizedName() + color.color + state.state + extra.extra); setRegistryName(Reference.RoadsBlocks.ASPHALT.getRegistryName() + color.color + state.state + extra.extra); setCreativeTab(RoadsMod.tab); } public static List<Block> getAllBlocks() { List<Block> list = new ArrayList<Block>(); for (AsphaltBlockColor color : AsphaltBlockColor.values()) { for (AsphaltBlockState state : AsphaltBlockState.values()) { for (AsphaltBlockExtra extra : AsphaltBlockExtra.values()) { list.add(new BlockAsphalt(color, state, extra)); } } } return list; } private enum AsphaltBlockColor { LIGHT("Light"), MEDIUM("Medium"), DARK("Dark"); private String color; AsphaltBlockColor(String color) { this.color = color; } } private enum AsphaltBlockState { NORMAL("Normal"), DAMAGED("Damaged"), BROKEN("Broken"); private String state; AsphaltBlockState(String state) { this.state = state; } } private enum AsphaltBlockExtra { NONE(""), LINESOLID("LineSolid"); private String extra; AsphaltBlockExtra(String extra) { this.extra = extra; } } } This is how I was registering Blocks : package com.franckyi.roads.blocks; import java.util.List; import net.minecraft.block.Block; import net.minecraft.client.renderer.block.model.ModelResourceLocation; import net.minecraft.item.Item; import net.minecraft.item.ItemBlock; import net.minecraftforge.client.model.ModelLoader; import net.minecraftforge.fml.common.registry.GameRegistry; public class RoadsBlocks { public static List<Block> asphalts; public static void init() { asphalts = BlockAsphalt.getAllBlocks(); } public static void register() { for (Block asphalt : asphalts) { registerBlock(asphalt); } } private static void registerBlock(Block block) { GameRegistry.register(block); ItemBlock item = new ItemBlock(block); item.setRegistryName(block.getRegistryName()); GameRegistry.register(item); } public static void registerRenders() { for (Block asphalt : asphalts) { registerRender(asphalt); } } private static void registerRender(Block block) { ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(block), 0, new ModelResourceLocation(block.getRegistryName(), "inventory")); } } So now, I know I'll not register the renders like this, but using the ModelLoader.setCustomStateMapper() method. I have to create a new StateMapperBase for this method : package com.franckyi.roads.blocks; import net.minecraft.block.state.IBlockState; import net.minecraft.client.renderer.block.model.ModelResourceLocation; import net.minecraft.client.renderer.block.statemap.StateMapperBase; public class AsphaltStateMapper extends StateMapperBase { @Override protected ModelResourceLocation getModelResourceLocation(IBlockState state) { return new ModelResourceLocation("BlockAsphalt" + state.getProperties().get("COLOR") + state.getProperties().get("STATE") + state.getProperties().get("EXTRA"), "inventory"); } } That means that in my Block constructor, I must add the properties to the BlockState, but that means that I have to create a new Block for every properties combination possible, no ? PS : all the sources are in the first post, if you need.
November 19, 20168 yr Author But by default, all blocks have only one blockstate, right ? So how can I say that this block has different parameters ?
November 19, 20168 yr Author Ok, I'll look at this. Thanks a lot for helping, a lot of people would give up with me
November 19, 20168 yr Warning: StateMapperBase is marked @SideOnly(Client). You cannot operate with it in common code. 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.
November 19, 20168 yr I'm already using a proxy, but thanks for reminding me It's one of those things I bumped into without realizing it and had to do some refactoring. 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.
November 20, 20168 yr Author Hey, it's me again. I had trouble with the StateMapperBase class and I saw this tutorial : http://bedrockminer.jimdo.com/modding-tutorials/basic-modding-1-8/blockstates-and-metadata/ And it works well, I just had to create the 9 different blocks with 3 "colors" and 3 "states", then to add the "extra" property to all these blocks (because as I saw, there can be only 16 different variations of a block, and 3 colors * 3 states * 2 extras = 18 blocks (and there will be more than 2 extras in the future)). I updated my github repository : https://github.com/Franckyi/Roads All blocks variants are registered in the game and in my custom creative tab. I still have a small problem : As you can see, everything goes well for the "extra=none" variant. But textures in inventory for "extra=linesolid" variants are missing whereas they aren't for the world block, and I don't have any errors in the console. Can someone help me ? (you can look at the source to check file names and content). [EDIT] : I saw that my blockstate files name had uppercase letter (and I only used lowercase letters in my registry/unlocalized names so I'll don't have to change everything if I update my mod to 1.11). But it didn't solve the problem. (I still don't know why I didn't have errors before I changed that, it ignores blockstates files name's case ?)
November 20, 20168 yr You need to supply an item model. 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.
November 20, 20168 yr Author Already done, for all blocks and all variants. Well, maybe I've done a bad formatting on some files. I'll check that.
November 20, 20168 yr [me=Draco18s]looks at your Git repo[/me] private static void registerRender(Block block, int meta, String file) { Minecraft.getMinecraft().getRenderItem().getItemModelMesher() .register(Item.getItemFromBlock(block), meta, new ModelResourceLocation(Reference.MODID + ":" + file, "inventory")); } Why are you still using the ModelMesher? You should be using ModelLoader.setCustomModelResourceLocation(...) 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.
November 20, 20168 yr Author Yeah, I know there is a better way to do that. In the tutorial (outdated at this point) it registers like tkat. I change it now But the bug is still here...and it does that with all custom blocks now (I updated my repository). [EDIT] Alright, I think I know where I'm wrong. I forgot a bracket in ItemBlock models.
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