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[1.10.2] trying to use ModelLoader instead of the model mesher


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Posted

This code works fine

public class ModBlocksInit {

	public static ArrayList<Block> blockList = new ArrayList<Block>();
	public static ModBlockPlanksEW planksEW;
	public static ItemBlock planksEWItem;
	
	public static void init(){
		blockList.add(new ModBlock("brick_ew",Material.ROCK,"ModBlockBrick_ew",Main.CREATIVE_TAB));
		blockList.add(new ModBlock("blueMarble",Material.ROCK,"ModBlockBlueMarble",Main.CREATIVE_TAB));
		blockList.add(new ModBlock("blocktudor1",Material.CLAY,"BlockTudor1",Main.CREATIVE_TAB));
		blockList.add(new ModBlockTudorSet1());
		

	}
	
	public static void register(){
		Iterator<Block> it = blockList.iterator();
		while(it.hasNext()){
			Block block = it.next();
			GameRegistry.register(block);// registers the block
			
			// creates item from the block and registers it
			ItemBlock item = new ItemBlock(block);
			item.setRegistryName(block.getRegistryName());
			GameRegistry.register(item);
		}

	}
	
	public static void registerRenders(){
		Iterator<Block> it = blockList.iterator();
		while(it.hasNext()){
			Block block = it.next();
			Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(Item.getItemFromBlock(block),0,new ModelResourceLocation(block.getRegistryName(),"inventory"));

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

 

 

but when i try to use the ModelLoader line, i get no textures in the inventory

Posted

The registerRenders is being called in init

 

public class CommonProxy {

    public void preInit(FMLPreInitializationEvent e) {
    	ModItemsInit.init();
    	ModItemsInit.register();
    	ModBlocksInit.init();
    	ModBlocksInit.register();
    	//System.out.println("++++++++++++++++++++++++++++++++++++++++++++++pre-init()");
    }

    public void init(FMLInitializationEvent e) {
    	ModItemsInit.registerRenders();
    }

    public void postInit(FMLPostInitializationEvent e) {

    }
}

 

Putting it in preInit() crashes.  So am i using ModelLoder in the wrong method ?  Everything i read, said render is in Init().

Posted (edited)
11 hours ago, diesieben07 said:

ModelLoader must be used in preInit.

And after your item and block creation.  I.e. last.

Also, if it crashes post the fucking crash log and the code that actually crashes.

Edited by Draco18s

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.

Posted

in preInit() i put all

 

        ModItemsInit.init();
        ModItemsInit.register();
        ModBlocksInit.init();
        ModBlocksInit.register();
        ModBlocksInit.registerRenders();

 

everything is now working,  after you strong reminder, i was prompted to  READ THE DAMN CRASH LOG! :S it was crashing in the item render, so left that call out till i fix it.  Now on to registering a block with varients.  Thank you for your help.

Posted (edited)
19 minutes ago, blinky000 said:

Now on to registering a block with varients.  Thank you for your help.

Basically this:

https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/hardlib/client/ClientEasyRegistry.java#L45-L54

You need to know all the valid states the block can be in (as an item) and then register an item variant model for it:

https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/hardlib/client/ClientEasyRegistry.java#L161-L168

Be aware that that class is effectively a ClientProxy class and I did stuff the way I did so that I had main class syntax similar to 1.7's GameRegistry.RegisterBlock(...) (And it was written before the registry events were added)

 

The important bits are to determine the variant string for the blockstate variant and register an item model (the usual way) with that string.

Edited by Draco18s
  • Like 1

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.

Posted
package com.steveT.yabm.init;

import java.util.ArrayList;
import java.util.Iterator;

import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.block.state.BlockStateContainer;
import net.minecraft.block.state.IBlockState;
import net.minecraft.client.renderer.block.model.ModelBakery;
import net.minecraft.client.renderer.block.model.ModelResourceLocation;
import net.minecraft.client.renderer.block.statemap.DefaultStateMapper;
import net.minecraft.client.renderer.block.statemap.StateMapperBase;
import net.minecraft.item.Item;
import net.minecraft.item.ItemBlock;
import net.minecraftforge.fml.common.registry.GameRegistry;
import net.minecraftforge.client.model.ModelLoader;

import com.google.common.collect.ImmutableList;
import com.steveT.yabm.Main;
import com.steveT.yabm.blocks.ModBlock;
import com.steveT.yabm.blocks.ModBlockPlanksEW;
import com.steveT.yabm.blocks.ModBlockTudorSet1;


public class ModBlocksInit {

	public static ArrayList<Block> blockList = new ArrayList<Block>();
	public static ModBlockPlanksEW planksEW;
	
	public static void init(){
		blockList.add(new ModBlock("brick_ew",Material.ROCK,"ModBlockBrick_ew",Main.CREATIVE_TAB));
		blockList.add(new ModBlock("blueMarble",Material.ROCK,"ModBlockBlueMarble",Main.CREATIVE_TAB));
		blockList.add(new ModBlock("blocktudor1",Material.CLAY,"BlockTudor1",Main.CREATIVE_TAB));
		blockList.add(new ModBlockTudorSet1());
		

	}
	
	public static void register(){
		Iterator<Block> it = blockList.iterator();
		while(it.hasNext()){
			Block block = it.next();
			GameRegistry.register(block);// registers the block
			
			// creates item from the block and registers it
			ItemBlock item = new ItemBlock(block);
			item.setRegistryName(block.getRegistryName());
			GameRegistry.register(item);
		}
		planksEW = new ModBlockPlanksEW();
		//GameRegistry.register(planksEW);
		ItemBlock item = new ItemBlock(planksEW);
		item.setRegistryName(planksEW.getRegistryName());
		GameRegistry.register(item);
		GameRegistry.register(planksEW);

		
		

		StateMapperBase b = new DefaultStateMapper();
		BlockStateContainer bsc = planksEW.getBlockState();

		ImmutableList<IBlockState> values = bsc.getValidStates();
		for(IBlockState state : values) {
			String str = b.getPropertyString(state.getProperties());
			_registerBlockItemModelForMeta(planksEW, planksEW.getMetaFromState(state), str);
			
		}
	}
	

	private static void _registerBlockItemModelForMeta(Block block, int metadata, String variant) {
		final Item item = Item.getItemFromBlock(block);
		if (item != null) {
			_registerItemModelForMeta(item, metadata, variant);
		}
	}
	
	private static void _registerItemModelForMeta(Item item, int metadata, String variant) {
		ModelResourceLocation res = new ModelResourceLocation(item.getRegistryName(), variant);
		_registerItemModelForMeta(item, metadata, res);
	}

	private static void _registerItemModelForMeta(Item item, int metadata, ModelResourceLocation modelResourceLocation) {
		ModelLoader.setCustomModelResourceLocation(item, metadata, modelResourceLocation);
}
	

	
	public static void registerRenders(){
		Iterator<Block> it = blockList.iterator();
		while(it.hasNext()){
			Block block = it.next();
			//Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(Item.getItemFromBlock(block),0,new ModelResourceLocation(block.getRegistryName(),"inventory"));
			ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(block), 0, new ModelResourceLocation(block.getRegistryName(),"inventory"));
		}
	}
}

 

using your code(hope that's ok) i was able to get all the different states in the inventory, but the all have the same name , and only place the meta 0 block. I must not be registering my block (planksEW) correctly ( i remember in a different post of yours ; 1 block 1 item) and i only have one block

Posted

That's because you're using ItemBlock. The base ItemBlock class doesn't give a shit about metadata.  You want ItemMultiTexture or create your own (look at ItemCloth as an example).

  • Like 1

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.

Posted

Changed the ItemBlock to  ItemMultiTexture item = new ItemMultiTexture(planksEW, planksEW, ModBlockPlanksEW.subTypes);

added the subTypes string array to the ModBlockPlanksEW

 

And now all is good , thank you.

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