Posted January 12, 201312 yr My problem is: I'm trying to make a new glass, but this isn't transparent! With ML, it works, but with Forge, no... Images: Original Texture: http://moddingbr.com/forum/uploads/imgs/small_moddingbr_1358027006__vidroamarelo.png[/img] In-game texture: http://moddingbr.com/forum/uploads/imgs/small_moddingbr_1358026926__2013-01-12_194000.png[/img] Codes: MainClass: package mod.teste.mods; import net.minecraft.block.Block; import net.minecraft.block.BlockPane; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.src.BaseMod; import net.minecraft.src.ModLoader; import cpw.mods.fml.common.Mod; import cpw.mods.fml.common.Mod.Init; import cpw.mods.fml.common.Mod.PostInit; import cpw.mods.fml.common.Mod.PreInit; import cpw.mods.fml.common.event.FMLInitializationEvent; import cpw.mods.fml.common.event.FMLPostInitializationEvent; import cpw.mods.fml.common.event.FMLPreInitializationEvent; import cpw.mods.fml.common.network.NetworkMod; import cpw.mods.fml.common.registry.GameRegistry; import cpw.mods.fml.common.registry.LanguageRegistry; @Mod(modid = "Decorative Blocks", name = "Decorative Blocks", version = "3.0") @NetworkMod(clientSideRequired = true, serverSideRequired = false) public class MainClass extends BaseMod { public static Block vidroamarelo; @PreInit public void load(FMLPreInitializationEvent event) { } @Init public void load(FMLInitializationEvent event) { vidroamarelo = new BlockVidros(220, 0, Material.glass, true).setBlockName("Blocotut").setCreativeTab(CreativeTabs.tabBlock); GameRegistry.registerBlock(vidroamarelo); LanguageRegistry.addName(vidroamarelo, "Vidro Amarelo"); } @PostInit public void load(FMLPostInitializationEvent event) { } @Override public String getVersion() { // TODO Auto-generated method stub return null; } @Override public void load() { // TODO Auto-generated method stub } } BlockVidros: package mod.teste.mods; import java.util.Random; import net.minecraft.block.Block; import net.minecraft.block.BlockGlass; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; public class BlockVidros extends Block { public BlockVidros(int par1, int par2, Material par3Material, boolean par4) { super(par1, par2, par3Material); this.setCreativeTab(CreativeTabs.tabBlock); } public String getTextureFile() { return "/vidroscoloridos/vidroamarelo.png"; } /** * Returns the quantity of items to drop on block destruction. */ public int quantityDropped(Random par1Random) { return 1; } /** * Returns which pass should this block be rendered on. 0 for solids and 1 for alpha /** * Is this block (a) opaque and (b) a full 1m cube? This determines whether or not to render the shared face of two * adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block. */ public boolean isOpaqueCube() { return false; } }
January 12, 201312 yr Wrong forum. There's an EAQ for a reason. Read it! "Note that failure to read this will make you look idiotic. You don't want that do you?" -- luacs1998 First rule of bug reports: More information is always better. Oh, and logs OR IT DIDN'T HAPPEN!!
January 13, 201312 yr Clearer screenshot please ? Use the F2 in game. You could try changing the texture of your new glass to the texture of the vanilla glass aka. "/terrain.png", and the iconIndex is 50. Then post another screenshot of that.
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