Jump to content

Recommended Posts

Posted

Hello,

I'm attempting to create a mod with blocks and items rendered using .obj files. I have been able to successfully render a block from an .obj file, but rendering an item is proving to be much more difficult, and it relentlessly shows up as the pink and black texture in game. I cannot figure out what I am doing wrong. 

 

Here is my item's class:

public ItemSonicScrewdriver() {
        setRegistryName("itemsonicscrewdriver");
        setUnlocalizedName(OperationBlueBox.MODID + ".itemsonicscrewdriver");
    }

    @SideOnly(Side.CLIENT)
    public void initModel() {
        ModelLoader.setCustomModelResourceLocation(this, 0, new ModelResourceLocation(getRegistryName(), "inventory"));
    }

 

And here's how I've registered it in my ModItems class, which is then used in my ClientProxy:

@GameRegistry.ObjectHolder("operationbluebox:itemsonicscrewdriver")
    public static ItemSonicScrewdriver itemSonicScrewdriver;

    @SideOnly(Side.CLIENT)
    public static void initModels() {
        itemSonicScrewdriver.initModel();
    }

I've also tried using someone's block states file that seemed to work for them:

  Reveal hidden contents

And I have made sure to place the .obj and .mtl files in my models/block folder. All help is appreciated.

Posted
  On 7/6/2017 at 4:25 AM, Matryoshika said:

You have to call OBJLoader.INSTANCE.addDomain(MODID) before you register you models

Expand  

I have done so in my ClientProxy, so I'm sure this can't be the issue ... unless I did it wrong somehow.

@Override
    public void preInit(FMLPreInitializationEvent event) {
        super.preInit(event);

        OBJLoader.INSTANCE.addDomain(OperationBlueBox.MODID);
    }

    @SubscribeEvent
    public static void registerModels(ModelRegistryEvent event) {
        ModBlocks.initModels();
        ModItems.initModels();
    }

 

I also find it weird that after running the Minecraft client, this shows in my console, which makes it seem as though it has loaded the .obj model, even though it does not show up in-game:

[FML]: OBJLoader.MaterialLibrary: key 'Ns' (model: 'operationbluebox:models/block/itemsonicscrewdriver.mtl') is not currently supported, skipping
[10:28:08] [main/INFO] [FML]: OBJModel: A color has already been defined for material 'itemsonicscrewdriver' in 'operationbluebox:models/block/itemsonicscrewdriver.mtl'. The color defined by key 'Ks' will not be applied!
[10:28:08] [main/INFO] [FML]: OBJLoader.MaterialLibrary: key 'Ke' (model: 'operationbluebox:models/block/itemsonicscrewdriver.mtl') is not currently supported, skipping
[10:28:08] [main/INFO] [FML]: OBJLoader.MaterialLibrary: key 'Ni' (model: 'operationbluebox:models/block/itemsonicscrewdriver.mtl') is not currently supported, skipping
[10:28:08] [main/INFO] [FML]: OBJLoader.MaterialLibrary: key 'illum' (model: 'operationbluebox:models/block/itemsonicscrewdriver.mtl') is not currently supported, skipping

 

Posted (edited)

The errors are fine. It's just extra fanciness that the ObjLoader won't support
Is the item a purple/black cube?
Or is it just "empty"?

Oh, and you should put the OBjLoader#addDomain call inside the registerModels method, before you call ModBlocks.initModels().

Edited by Matryoshika

Also previously known as eAndPi.

"Pi, is there a station coming up where we can board your train of thought?" -Kronnn

Published Mods: Underworld

Handy links: Vic_'s Forge events Own WIP Tutorials.

Posted (edited)

Check that the obj file is decorated at some point with the field usemtl itemsonicscrewdriver and that the mtl is decorated with the field newmtl itemsonicscrewdriver and that there is a definition for said material. 

 

To rule out whether it is a problem taking root in the way the JSON file is written or a problem in the obj and mtl files, remove temporarily the application of the texture in the JSON file and try to apply the texture in the mtl file instead by decorating at the end of the material definition (in the mtl file) with map_Kd operationbluebox:items/sonicscrewdrivertexture.

 

Edit: Does your object extends from item or from block? Because the model appears to be loaded from the block models according to the log, but the naming used gives the impression that it is an item. If it is a block, it also needs to be registered as an item as far as I'm concerned. Sometimes, when one fails to register the item form of a block, the texture appears well in the inventory and when in hand, but when the block is placed in the world, the texture is purple and black. And no error appears on the log. That's why I ask.

Edited by ctbe
Posted

So my .obj file was exported from blender, and has the field mtllib itemsonicscrewdriver.mtl which seems to work, since it does give information on the .mtl file in the console log. Section of my .obj file:

  Reveal hidden contents

And I already did have the map_Kd operationbluebox:items/sonicscrewdrivertexture in my .mtl file. Is this problematic to have the texture applied in both the .mtl file and the .json blockstate file? I tried running the mod once with only the texture defined in the .json, and once with it only defined in the .mtl, but neither worked. My .mtl file:

  Reveal hidden contents

 

And I'm trying to register this model as an item only, but I'm also trying to have it use a blockstate file in order to add rotations and other information to the model. 

 

I'm pretty certain that the model isn't working because I've done something wrong with the .json in the blockstates folder, but I'm not entirely sure.

Posted (edited)

Hi there,

 

EDiT:

So, I have to pull back my "having probably the same problem" reply, because I found what was wrong at my side: î 

Thats right. As some might have noticed, my mod may end up with something that starts with "ianus".  And while being sad that nothing worked at my side, I noticed that the blockfile.json for that .obj I created was oddly out of sorting, at the very bottom of its folder, while it should have been somewhere in the middle. 

Turns out, I somehow hit the stargate-key at my keyboard when writing the blockstates filename, so instead of   i   I got an   î  .... now try to spot this with monitors keep on growing and growing. 

 

Anyway, one thing from my original post remains: 

 

Regarding the "no error log", I had a similiar experience, but than one of the veterans from forge pointed out that I do use a forge version where the model problem log output was broken.

At the moment my forge is... 2402. You may try updating, if you haven't, to get some more error output.

 

Now... hoping for helping hands too,

 

Confused Merlin

Edited by ConfusedMerlin
found my problem, and its unlikely to be his too
  • 7 months later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • The specific issue is that items in my inventory wont stack properly. For instance, if I punch a tree down to collect wood, the first block I collected goes to my hand. So when I punch the second block of wood to collect it, it drops, but instead of stacking with the piece of wood already in my hand, it goes to the second slot in my hotbar instead. Another example is that I'll get some dirt, and then when I'm placing it down later I'll accidentally place a block where I don't want it. When I harvest it again, it doesn't go back to the stack that it came from on my hotbar, where it should have gone, but rather into my inventory. That means that if my inventory is full, then the dirt wont be picked up even though there should be space available in the stack I'm holding. The forge version I'm using is 40.3.0, for java 1.18.2. I'll leave the mods I'm using here, and I'd appreciate it if anybody can point me in the right direction in regards to figuring out how to fix this. I forgot to mention that I think it only happens on my server but I'm not entirely sure. PLEASE HELP ME! LIST OF THE MODS. aaa_particles Adorn AdvancementPlaques AI-Improvements AkashicTome alexsdelight alexsmobs AmbientSounds amwplushies Animalistic another_furniture AppleSkin Aquaculture aquamirae architectury artifacts Atlas-Lib AutoLeveling AutoRegLib auudio balm betterfpsdist biggerstacks biomancy BiomesOPlenty blockui blueprint Bookshelf born_in_chaos Botania braincell BrassAmberBattleTowers brutalbosses camera CasinoCraft cfm (MrCrayfish’s Furniture Mod) chat_heads citadel cloth-config Clumps CMDCam CNB cobweb collective comforts convenientcurioscontainer cookingforblockheads coroutil CosmeticArmorReworked CozyHome CrabbersDelight crashexploitfixer crashutilities Create CreativeCore creeperoverhaul cristellib crittersandcompanions Croptopia CroptopiaAdditions CullLessLeaves curios curiouslanterns curiouslights Curses' Naturals CustomNPCs CyclopsCore dannys_expansion decocraft Decoration Mod DecorationDelightRefurbished Decorative Blocks Disenchanting DistantHorizons doubledoors DramaticDoors drippyloadingscreen durabilitytooltip dynamic-fps dynamiclights DynamicTrees DynamicTreesBOP DynamicTreesPlus Easy Dungeons EasyAnvils EasyMagic easy_npc eatinganimation ecologics effective_fg elevatorid embeddium emotecraft enchantlimiter EnchantmentDescriptions EnderMail engineersdecor entityculling entity_model_features entity_texture_features epicfight EvilCraft exlinefurniture expandability explosiveenhancement factory-blocks fairylights fancymenu FancyVideo FarmersDelight fast-ip-ping FastSuite ferritecore finsandtails FixMySpawnR Forge Middle Ages fossil FpsReducer2 furnish GamingDeco geckolib goblintraders goldenfood goodall H.e.b habitat harvest-with-ease hexerei hole_filler huge-structure-blocks HunterIllager iammusicplayer Iceberg illuminations immersive_paintings incubation infinitybuttons inventoryhud InventoryProfilesNext invocore ItemBorders itemzoom Jade jei (Just Enough Items) JetAndEliasArmors journeymap JRFTL justzoom kiwiboi Kobolds konkrete kotlinforforge lazydfu LegendaryTooltips libIPN lightspeed lmft lodestone LongNbtKiller LuckPerms Lucky77 MagmaMonsters malum ManyIdeasCore ManyIdeasDoors marbledsarsenal marg mcw-furniture mcw-lights mcw-paths mcw-stairs mcw-trapdoors mcw-windows meetyourfight melody memoryleakfix Mimic minecraft-comes-alive MineTraps minibosses MmmMmmMmmMmm MOAdecor (ART, BATH, COOKERY, GARDEN, HOLIDAYS, LIGHTS, SCIENCE) MobCatcher modonomicon mods_optimizer morehitboxes mowziesmobs MutantMonsters mysticalworld naturalist NaturesAura neapolitan NekosEnchantedBooks neoncraft2 nerb nifty NightConfigFixes nightlights nocube's_villagers_sell_animals NoSeeNoTick notenoughanimations obscure_api oculus oresabovediamonds otyacraftengine Paraglider Patchouli physics-mod Pillagers Gun PizzaCraft placeableitems Placebo player-animation-lib pneumaticcraft-repressurized polymorph PrettyPipes Prism projectbrazier Psychadelic-Chemistry PuzzlesLib realmrpg_imps_and_demons RecipesLibrary reeves-furniture RegionsUnexplored restrictedportals revive-me Scary_Mobs_And_Bosses selene shetiphiancore ShoulderSurfing smoothboot
    • Hi everyone, I'm currently developing a Forge 1.21 mod for Minecraft and I want to display a custom HUD overlay for a minigame. My goal: When the game starts, all players should see an item/block icon (from the base game, not a custom texture) plus its name/text in the HUD – similar to how the bossbar overlay works. The HUD should appear centered above the hotbar (or at a similar prominent spot), and update dynamically (icon and name change as the target item changes). What I've tried: I looked at many online tutorials and several GitHub repos (e.g. SeasonHUD, MiniHUD), but most of them use NeoForge or Forge versions <1.20 that provide the IGuiOverlay API (e.g. implements IGuiOverlay, RegisterGuiOverlaysEvent). In Forge 1.21, it seems that neither IGuiOverlay nor RegisterGuiOverlaysEvent exist anymore – at least, I can't import them and they are missing from the docs and code completion. I tried using RenderLevelStageEvent as a workaround but it is probably not intended for custom HUDs. I am not using NeoForge, and switching the project to NeoForge is currently not an option for me. I tried to look at the original minecraft source code to see how elements like hearts, hotbar etc are drawn on the screen but I am too new to Minecraft modding to understand. What I'm looking for: What is the correct way to add a custom HUD element (icon + text) in Forge 1.21, given that the previous overlay API is missing? Is there a new recommended event, callback, or method in Forge 1.21 for custom HUD overlays, or is everyone just using a workaround? Is there a minimal open-source example repo for Forge 1.21 that demonstrates a working HUD overlay without relying on NeoForge or deprecated Forge APIs? My ideal solution: Centered HUD element with an in-game item/block icon (from the base game's assets, e.g. a diamond or any ItemStack / Item) and its name as text, with a transparent background rectangle. It should be visible to the players when the mini game is running. Easy to update the item (e.g. static variable or other method), so it can change dynamically during the game. Any help, code snippets, or up-to-date references would be really appreciated! If this is simply not possible right now in Forge 1.21, it would also help to know that for sure. Thank you very much in advance!
    • The simple answer is there is not an easy way. You would need to know how to program in Java, as well as at least some familiarity with how Forge works so you could port the differences. You would also need the sourcecode for the original mod, and permission from the author to modify it, if they did not use some sort of open source license. So it's not impossible, but it would take some effort, but doing so would open up a whole new world of possibilities for you!
    • Does it still crash if you remove holdmyitems? Looks like that mod doesn't work on a server as far as I can tell from the error.  
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.