Posted June 26, 20178 yr I've added a new block to the game, which is fully functional. It has its own block model and textures, which also works fine. But now, I'm trying to give its ItemBlock a model, and it's just not working. I've noticed that quite a few things about item and block registration have changed in Forge for 1.12; how would I properly register an item model? Currently, I'm simply creating an ItemBlock from my block class and registering it with the GameRegistry.findRegistry(Item.class) registry. Then I have a JSON file in my assets/<mod>/models/item folder (using the actual mod ID, not literally "<mod>") which simply defines the model parent to be the block model that already works. But the item isn't showing up; it's just the standard purple-and-black "not found" texture instead. So then I tried adding a call, after registering the item with FML, to ModelBakery.registerItemVariants passing only one registry name to it, in hopes that would work out; it didn't change anything. No errors, just also no item model. I'm probably missing a step or two; what am I missing? Edited June 26, 20178 yr by IceMetalPunk Solved Whatever Minecraft needs, it is most likely not yet another tool tier.
June 26, 20178 yr Hey, I hope this will help you : @SideOnly(Side.CLIENT) public static void initClient(ItemModelMesher mesher) { Item item = Item.getItemFromBlock(YOUR_BLOCK); ModelResourceLocation model = new ModelResourceLocation("modName:" + "blockName", "inventory"); ModelLoader.registerItemVariants(item, model); mesher.register(item, 0, model); } Note : this needs to be called from your ClientProxy class, from the FMLInitializationEvent event.
June 26, 20178 yr Author That helps, but what is the ItemModelMesher instance passed as an argument? I assume I can't just create a new instance of it and use that; where does it come from? Whatever Minecraft needs, it is most likely not yet another tool tier.
June 26, 20178 yr Simply : @Override public void init(FMLInitializationEvent event) { super.init(event); ItemModelMesher mesher = Minecraft.getMinecraft().getRenderItem().getItemModelMesher(); YourClass.initClient(mesher); }
June 26, 20178 yr Author Yeah, about 4 minutes after posting, I found it myself Thank you, it seems to work now! Whatever Minecraft needs, it is most likely not yet another tool tier.
June 26, 20178 yr Why are you using the ModelMesher? If you're going to do it this way (and not the Registry events) then 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.
June 26, 20178 yr 2 minutes ago, Draco18s said: Why are you using the ModelMesher? If you're going to do it this way (and not the Registry events) then you should be using ModelLoader.setCustomModelResourceLocation Well, I made it this way and it worked so I didn't look further, but it's probably better using the events anyway, you are right.
June 26, 20178 yr Author 2 minutes ago, Draco18s said: Why are you using the ModelMesher? If you're going to do it this way (and not the Registry events) then you should be using ModelLoader.setCustomModelResourceLocation Dylem's solution seems to work just fine; when I tried switching the code to ModelLoader.setCustomModelResourceLocation(this.itemBlock, 0, model) [this.itemBlock is of course the ItemBlock instance], it doesn't work, it just shows the purple-and-black undefined model instead again... Whatever Minecraft needs, it is most likely not yet another tool tier.
June 26, 20178 yr Just now, IceMetalPunk said: Dylem's solution seems to work just fine; when I tried switching the code to ModelLoader.setCustomModelResourceLocation(this.itemBlock, 0, model) [this.itemBlock is of course the ItemBlock instance], it doesn't work, it just shows the purple-and-black undefined model instead again... ModelLoader needs to be called during PreInit, not Init. 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.
June 26, 20178 yr Author 2 minutes ago, Draco18s said: ModelLoader needs to be called during PreInit, not Init. Ah! And now it works! So what's the main benefit to using ModelLoader rather than ItemModelMesher? They seem to work equally well, just with registration occurring at different times. Is there a benefit under the hood I'm not aware of? Whatever Minecraft needs, it is most likely not yet another tool tier.
June 26, 20178 yr Well, I'll let you take a quick look at this class for ideal model registration (credit : choonster) : https://github.com/Choonster-Minecraft-Mods/TestMod3/blob/4ee9f6de57453c7c28893bd655960662593ff96c/src/main/java/choonster/testmod3/client/model/ModModelManager.java
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