Posted March 16, 20178 yr Hello, Simple question, is there any way to simplify the loading of textures to items with variants? I have one item that has dozens of variants, and all I really need is for each variant to have a separate texture - I don't want to have to create a json file for each of them, as it would virtually be just a copy paste of the same, save for changing the ending of the texture name to a different number. There is no model to speak of, just textures that need to be displayed in the inventory screen. Any guidance would be appreciated. I do pony stuff :3
March 16, 20178 yr Author 4 minutes ago, diesieben07 said: Against intuition Items can actually be bound to use a blockstate json. If you don't provide an item model, forge will fall back to look for a blockstate json and the specified variant in there. So there is no way to purely by code register multiple textures for a single item with metadata-dependent variations? Still need the json file one way or another, and maintain the register + .png + blockstate.json update? I do pony stuff :3
March 16, 20178 yr Author 3 minutes ago, diesieben07 said: Yes, bypassing the JSON is a bad idea. Having it all in one file is pretty concise: { "forge_maker": 1, "defaults": { "model": "cube_all" } "variants": { "item_a": [{ "textures": { "all": "my_texture.png" } }], "item_b": [{ "textures": { "all": "my_other_texture.png" } }] } } Okay, thanks for your time and the example! I do pony stuff :3
March 16, 20178 yr Note that for 2D item models, you need to copy the item/generated vanilla json and put it inside your block models folder to use as a parent: https://github.com/Draco18s/ReasonableRealism/tree/master/src/main/resources/assets/harderores/models/block/item https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/resources/assets/harderores/blockstates/largedust.json#L4 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.
March 19, 20178 yr Author Just one fast follow up question On 17.03.2017 at 0:23 AM, Draco18s said: Note that for 2D item models, you need to copy the item/generated vanilla json and put it inside your block models folder to use as a parent: https://github.com/Draco18s/ReasonableRealism/tree/master/src/main/resources/assets/harderores/models/block/item https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/resources/assets/harderores/blockstates/largedust.json#L4 If I did it like this, would it be extendable by other mods? As in, could I easily add more subitems with a separate json file that uses the mod I'm making now as an API/library? I do pony stuff :3
March 19, 20178 yr Other mods? No. Other items in the same mod? Yes. 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.
March 21, 20178 yr Author On 17.03.2017 at 0:23 AM, Draco18s said: Note that for 2D item models, you need to copy the item/generated vanilla json and put it inside your block models folder to use as a parent: https://github.com/Draco18s/ReasonableRealism/tree/master/src/main/resources/assets/harderores/models/block/item https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/resources/assets/harderores/blockstates/largedust.json#L4 I attempted doing what you suggested, but failed. Maybe I'm missing something... registerItems() is called in pre-init, while registerItemModels() in init of the client public final class PonyPowersItemManager { public static Item itemSpell; public static void registerItems(){ itemSpell = new ItemSpell().setRegistryName(PonyPowers.MODID, "itemspell"); registerItem(itemSpell); } public static void registerItemModels(){ //Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(itemSpell,0,new ModelResourceLocation(itemSpell.getRegistryName().toString(), "inventory")); registerItemModel(itemSpell, 0); registerItemModel(itemSpell, 1); } private static void registerItemModel(Item item, int variantID) { ModelLoader.setCustomModelResourceLocation(item, variantID, new ModelResourceLocation(item.getRegistryName().toString(), "spell_type="+variantID)); } private static void registerItem(Item i){ GameRegistry.register(i.setUnlocalizedName(i.getRegistryName().toString())); } } in assets/ponypowers/models/block/item/generated.json { "__comment": "Allows blockstates files to use basic item models", "parent": "minecraft:item/generated" } in assets/ponypowers/blockstates/itemspell.json { "forge_marker": 1, "defaults": { "model": "ponypowers:item/generated" }, "variants": { "spell_type": { "0": {"textures": {"layer0": "ponypowers:items/itemspell0"} }, "1": {"textures": {"layer0": "ponypowers:items/itemspell1"} } } } } And the textures are there Edited March 21, 20178 yr by Zethariel I do pony stuff :3
March 21, 20178 yr Author 2 minutes ago, diesieben07 said: All ModelLoader methods must be called in preInit. Yup, that fixed it, thanks! I do pony stuff :3
March 22, 20178 yr Author Can the predicate/overrides be texture exclusive, or must they be done only via models, like the compass is? I was thinking along the lines of: { "forge_marker": 1, "defaults": { "model": "ponypowers:item/generated" }, "variants": { "spell_type": { "0": { "textures": {"layer0": "ponypowers:items/itemspell0"}, "overrides": [ {"predicate": {"state": 0}, "texture": "ponypowers:items/itemspell00"}, {"predicate": {"state": 1}, "texture": "ponypowers:items/itemspell00"} ] }, "1": { "textures": {"layer0": "ponypowers:items/itemspell1"}, "overrides": [ {"predicate": {"state": 0}, "texture": "ponypowers:items/itemspell10"}, {"predicate": {"state": 1, "texture": "ponypowers:items/itemspell11} ] }, } } } I do pony stuff :3
March 22, 20178 yr "predicate"s are specifically items. You can't use them in blockstates. 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.
March 22, 20178 yr Author 3 minutes ago, Draco18s said: "predicate"s are specifically items. You can't use them in blockstates. Shame. But thanks. I do pony stuff :3
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