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[Resolved] textures not rendering properly on placed blocks?


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Posted

Greetings! i am working on my first mod and am having a bit of difficulty with my textures. I am working on a multi-textured block and the textures appear fine on the item in the hotbar but placed in the world, they have the "magic pink" texture that fills up the rest of my texture file.

 

I know the textures are loaded because the block appears fine in the hotbar. Here are the classes involved and an image of the problem.

 

nz7ykyM.png

 

StairBlockGlass.java

package stairsnslabs.blocks;

import java.util.Random;

import net.minecraft.block.Block;
import net.minecraft.enchantment.EnchantmentHelper;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.stats.StatList;
import net.minecraft.world.World;
import stairsnslabs.CommonProxy;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

public class StairBlockGlass extends StairBlock {

public StairBlockGlass(int id, Block block, int par3) {
	super(id, block, par3);
}

protected boolean isBreakable() {
	return true;
}

protected boolean canSilkHarvest() {
	return true;
}

public int quantityDropped(Random par1Random) {
	return 0;
}

@SideOnly(Side.CLIENT)
public int getRenderBlockPass()	{
	return 0;
}

public boolean renderAsNormalBlock() {
	return false;
}

public boolean isOpaqueCube() {
	return false;
}

public int getBlockTextureFromSide(int side) {
	switch(side) {
		case 0: return 2;
		case 1: return 1;
		case 2: return 2;
		case 3: return 3;
		case 4: return 2;
		default: return 2;
	}
}

@Override
public String getTextureFile() {
	return CommonProxy.BLOCK_PNG;
}

public void harvestBlock(World par1World, EntityPlayer par2EntityPlayer, int par3, int par4, int par5, int par6) {
	if (this.isBreakable()){ 
		par2EntityPlayer.addStat(StatList.mineBlockStatArray[this.blockID], 1);
		par2EntityPlayer.addExhaustion(0.025F);

		if (this.canSilkHarvest() && EnchantmentHelper.getSilkTouchModifier(par2EntityPlayer))
		{
			ItemStack var9 = this.createStackedBlock(par6);

			if (var9 != null)
			{
				this.dropBlockAsItem_do(par1World, par3, par4, par5, var9);
			}
		}
		else
		{
			if (par1World.provider.isHellWorld)
			{
				par1World.setBlockWithNotify(par3, par4, par5, 0);
				return;
			}

			int var7 = EnchantmentHelper.getFortuneModifier(par2EntityPlayer);
			this.dropBlockAsItem(par1World, par3, par4, par5, par6, var7);
		}
	}
}

}

 

StairBlock.java

package stairsnslabs.blocks;

import net.minecraft.block.Block;
import net.minecraft.block.BlockStairs;
import net.minecraft.creativetab.CreativeTabs;

public class StairBlock extends BlockStairs {

public StairBlock(int id, Block block, int par3) {
	super(id, block, par3);
	this.setCreativeTab(CreativeTabs.tabBlock);
	this.useNeighborBrightness[id] = true;
}

}

 

CommonProxy.java

package stairsnslabs;

public class CommonProxy {
    public static String ITEMS_PNG = "/stairsnslabs/items.png";
    public static String BLOCK_PNG = "/stairsnslabs/blocks.png";
    
    // Client stuff
    public void registerRenderers() {
    	
    }
}

 

ClientProxy.java

package stairsnslabs.client;

import net.minecraftforge.client.MinecraftForgeClient;
import stairsnslabs.CommonProxy;

public class ClientProxy extends CommonProxy {
        
    @Override
    public void registerRenderers() {
            MinecraftForgeClient.preloadTexture(ITEMS_PNG);
            MinecraftForgeClient.preloadTexture(BLOCK_PNG);
    }
    
}

Posted

try overriding getTextureFromSideAndMetadata() method. The one that you use (getBlockTextureFromSide) in your class determines the looks of the block in your inventory.

You may just do something like this:

public int getTextureFromSideAndMetadata(int side, int metadata) {

return this.getBlockTextureFromSide(side);

}

Posted

Thank you for the reply mokonaModoki but it did not work, I borrowed a method from BlockFurnace

 

public int getBlockTexture(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5) {}

 

and that seemed to do the trick.

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