Posted February 5, 20187 yr Code: https://pastebin.com/0qj3JfQP I registered my class to fire the model event and the registry but, it appears it's not firing at all I printed "fire_event" 100 times didn't see it in the console and textures were not re-registered
February 5, 20187 yr Author 36 minutes ago, diesieben07 said: Your registerModels method is static, but you never register it's containing class to the event bus, only an instance of that class. ModelRegistryEvent and model registration in general is also a client-only process and must happen from your client proxy. I work on proxies last I just need it to work for client without people going there is too many classes I am not looking at your code
February 5, 20187 yr Author 4 minutes ago, diesieben07 said: Is it a bug that calling ModelLoader.setCustomModelResourceLocation() in pre-init sometimes glitches out and only does the last call that you made during a for loop. I was using that before the register model event in pre-init. How do you change the static models resource location for the texture in code? Edited February 5, 20187 yr by jredfox
February 5, 20187 yr Author Just now, diesieben07 said: setCustomModelResourceLocation should be called in ModelRegistryEvent only. Please clarify what you mean. Say I want to change the texture of a vanilla item but, I don't want to change the entire model. How do I get the model and from the model change it's resource location and or image? This use to be simple as block/item.setTextureName("");
February 5, 20187 yr Author 4 hours ago, diesieben07 said: Your mod acts like a resource pack, you can just put a new model JSON for a vanilla item in the correct place in your assets. same reason I am saying no to lang files I want to be able to do things in code through an array list
February 5, 20187 yr Author 12 minutes ago, diesieben07 said: No. if it's not your items or you want to make a mass amount of blocks/items then this is the only way to go
February 6, 20187 yr Author 20 hours ago, diesieben07 said: No, it is not. You can generate JSONs using code if you do not want to write them by hand. you can't do that without taking files to the resource pack folder or the jar itself will eventually become corrupt not a good method I would much rather have a static model in code and set them in code.
February 6, 20187 yr Author 1 minute ago, diesieben07 said: What are you even talking about... the only way to output jsons is overwrite the jar file every single time you launch the game or to output to a custom resource pack either solution isn't good I am going to try and make this a suggestion
February 6, 20187 yr Or generate them once and then remove the generation code... 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.
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