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Posted

so i started to make a minecraft mod...... again and it's on 1.10.2 but the textures that are bigger than 16x16 will not load, they are multiples of 16x16 , it worked in 1.7.10.

i feel like it's something simple i am missing

jason

{
    "parent": "builtin/generated",
    "textures": {
        "layer0": "mmfim:items/itemwood_pickaxe_basic"
    },
    "display": {
        "thirdperson": {
            "rotation": [ -90, 0, 0 ],
            "transition": [ 0, 1, -3 ],
            "scale": [ 0.55, 0.55, 0.55 ]
},
        "firstperson": {
            "rotation": [ 0, -135, 25 ],
            "transition": [ 0, 4, 2 ],
            "scale": [ 1.7, 1.7, 1.7 ]
        }
    }
}

 

Posted (edited)

1) You do not need the display tags if you use item/generated (or item/handheld for tools) instead of builtin/generated

2) Show your log

3) Show where you register your item models

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
25 minutes ago, Draco18s said:

1) You do not need the display tags if you use item/generated (or item/handheld for tools) instead of builtin/generated

2) Show your log

3) Show where you register your item models

package mysticmyles.FortniteItemsMod.init;

import mysticmyles.FortniteItemsMod.Reference;
import mysticmyles.FortniteItemsMod.items.itemmedkit;
import mysticmyles.FortniteItemsMod.items.itemwood_pickaxe_basic;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.block.model.ModelResourceLocation;
import net.minecraft.item.Item;
import net.minecraftforge.fml.common.registry.GameRegistry;

public class ModItems {
	
	public static Item wood_pickaxe_basic;
	public static Item medkit;

	public static void init() {
		
		wood_pickaxe_basic = new itemwood_pickaxe_basic();
		medkit = new itemmedkit();
	
	}
	
	public static void register() {
		GameRegistry.register(wood_pickaxe_basic);
		GameRegistry.register(medkit);
		
	}
	
	public static void registerRenders() {
		registerRender(wood_pickaxe_basic);
		registerRender(medkit);
	}
	
	private static void registerRender(Item item) {
		Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, 0, new ModelResourceLocation(item.getRegistryName(), "inventory"));
		
	}
}

 

Posted
56 minutes ago, TheMysticMinecart Myles said:

getItemModelMesher

Problematic Code #2

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

new ModelResourceLocation(item.getRegistryName(), ...

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
22 minutes ago, Draco18s said:

new ModelResourceLocation(item.getRegistryName(), ...

and it's has a error can you fill in the ... please ?

private static void registerRender(Item item) {
		ModelLoader.setCustomModelResourceLocation ( item, 0, new ModelResourceLocation(item.getRegistryName("mysticmyles.FortniteItemsMod:item/itemmedkit"), "inventory"));

 

....PNG

Posted

Convert it to a string..toString()

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

Why are you giving an argument to getRegistryName() ?

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

Posted
2 minutes ago, DaemonUmbra said:

Why are you giving an argument to getRegistryName() ?

That too.

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

Hmm

args.png

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 (edited)
19 minutes ago, Draco18s said:

Hmm

args.png

like this then

private static void registerRender(Item item) {
        ModelLoader.setCustomModelResourceLocation ( item, 0, new ModelResourceLocation(item.getRegistryName().toString(), "inventory"));
        

 

Edited by TheMysticMinecart Myles
missed a part
Posted
21 minutes ago, TheMysticMinecart Myles said:

like this then

private static void registerRender(Item item) {
        ModelLoader.setCustomModelResourceLocation ( item, 0, new ModelResourceLocation(item.getRegistryName().toString(), "inventory"));
        

 

nope still texture less blocks that are not actually blocks but items

Posted

Okay, so i'ma explain what you gotta do to register, because its a pain. (BTW its JSON not Jason)

 

You need a class annotated with EventBusSubscriber, and a static method annotated with SubscribeEvent. The arguments are a ModelRegistryEvent.

 In that method you have the ModelLoader#setCustomModelResourceLocation method. Also since i'm guessing you're newer to forge you should set up proxies (look up tutorials if you have not made a proxy before) and I think you'r supposed to annotate your registry methods with SideOnly(value = Side.CLIENT) as I think it crashes trying to load them server side.

Posted
12 minutes ago, Big_Bad_E said:

Okay, so i'ma explain what you gotta do to register, because its a pain. (BTW its JSON not Jason)

 

You need a class annotated with EventBusSubscriber, and a static method annotated with SubscribeEvent. The arguments are a ModelRegistryEvent.

 In that method you have the ModelLoader#setCustomModelResourceLocation method. Also since i'm guessing you're newer to forge you should set up proxies (look up tutorials if you have not made a proxy before) and I think you'r supposed to annotate your registry methods with SideOnly(value = Side.CLIENT) as I think it crashes trying to load them server side.

i have proxies set up the client proxy the server proxy and the common proxy interface it's just this i am stuck on

in what class do i put

@EventBussSubscriber 

and i think this is the second thing you said to do

@SubscribeEvent

public static ModelRegistryEvent

 

or is that not right

Posted (edited)
44 minutes ago, TheMysticMinecart Myles said:

@EventBussSubscriber 

The one with your event handlers.

 

Whatever calls this:

 

4 hours ago, TheMysticMinecart Myles said:

registerRenders() { ... }

 

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
34 minutes ago, Draco18s said:

The one with your event handlers.

 

Whatever calls this:

 

 

ok it's in with the event handlers but is says disallowed for this location

package mysticmyles.FortniteItemsMod;

import mysticmyles.FortniteItemsMod.init.ModItems;
import mysticmyles.FortniteItemsMod.proxy.CommonProxy;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.Mod.EventBusSubscriber;
import net.minecraftforge.fml.common.Mod.EventHandler;
import net.minecraftforge.fml.common.Mod.Instance;
import net.minecraftforge.fml.common.SidedProxy;
import net.minecraftforge.fml.common.event.FMLInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPostInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;

@Mod(modid = Reference.MOD_ID, name = Reference.NAME, version = Reference.VERSION, acceptedMinecraftVersions = Reference.ACCEPTED_VERSIONS)
public class Fortnite {
	@EventBusSubscriber 
	

	@Instance
	public static Fortnite instance;
	
	@SidedProxy(clientSide = Reference.CLIENT_PROXY_CLASS, serverSide = Reference.SERVER_PROXY_CLASS)
	public static CommonProxy proxy;
	
	@EventHandler
	public void preInit(FMLPreInitializationEvent event)
	{
		System.out.println("Pre Init");
		
		ModItems.init();
		ModItems.register();
	}
	
	@EventHandler
	public void Init(FMLInitializationEvent event)
	{
		System.out.println("Init");
		proxy.init();
	}
	
	@EventHandler
	public void postInit(FMLPostInitializationEvent event)
	{
		System.out.println("Post Init");
	}
}

and where does the other one go 

Posted
21 minutes ago, TheMysticMinecart Myles said:

ok it's in with the event handlers but is says disallowed for this location


package mysticmyles.FortniteItemsMod;

import mysticmyles.FortniteItemsMod.init.ModItems;
import mysticmyles.FortniteItemsMod.proxy.CommonProxy;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.Mod.EventBusSubscriber;
import net.minecraftforge.fml.common.Mod.EventHandler;
import net.minecraftforge.fml.common.Mod.Instance;
import net.minecraftforge.fml.common.SidedProxy;
import net.minecraftforge.fml.common.event.FMLInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPostInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;

@Mod(modid = Reference.MOD_ID, name = Reference.NAME, version = Reference.VERSION, acceptedMinecraftVersions = Reference.ACCEPTED_VERSIONS)
public class Fortnite {
	@EventBusSubscriber 
	

	@Instance
	public static Fortnite instance;
	
	@SidedProxy(clientSide = Reference.CLIENT_PROXY_CLASS, serverSide = Reference.SERVER_PROXY_CLASS)
	public static CommonProxy proxy;
	
	@EventHandler
	public void preInit(FMLPreInitializationEvent event)
	{
		System.out.println("Pre Init");
		
		ModItems.init();
		ModItems.register();
	}
	
	@EventHandler
	public void Init(FMLInitializationEvent event)
	{
		System.out.println("Init");
		proxy.init();
	}
	
	@EventHandler
	public void postInit(FMLPostInitializationEvent event)
	{
		System.out.println("Post Init");
	}
}

and where does the other one go 

No, EventBusSubscriber annotates the class you use to register your items, blocks, models, etc...

The SubscribeEvent annotation goes over the method in which you regiser your items, blocks, models, etc...

If you want to register models you have to make the arguments ModelRegistryEvent.

 

I think what you have to do before you get into modding is to go and learn Java on your own. I know it's a response everyone gives but you obviously don't understand what I'm saying, you will be a lot less frustrated if you go and work with other Java projects and learn a bit more. Maybe try Spigot if you want to MC related projects. 

  • Like 1
Posted
17 minutes ago, Big_Bad_E said:

No, EventBusSubscriber annotates the class you use to register your items, blocks, models, etc...

The SubscribeEvent annotation goes over the method in which you regiser your items, blocks, models, etc...

If you want to register models you have to make the arguments ModelRegistryEvent.

 

I think what you have to do before you get into modding is to go and learn Java on your own. I know it's a response everyone gives but you obviously don't understand what I'm saying, you will be a lot less frustrated if you go and work with other Java projects and learn a bit more. Maybe try Spigot if you want to MC related projects. 

Spigot the plugins for servers?, i guess i will look up how to make spigot plugins and continue working with 1.7.10 for now  

Posted

I don't know if there is an official Forge stance on this but I would recommend Sponge over Spiggot.

Also note that if you use 1.7.10 you will NOT receive any support on these forums, 1.7.10 is an ancient version.

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

Posted
12 minutes ago, DaemonUmbra said:

I don't know if there is an official Forge stance on this but I would recommend Sponge over Spiggot.

Also note that if you use 1.7.10 you will NOT receive any support on these forums, 1.7.10 is an ancient version.

yeah i know that found out a while back 

also thx for the suggestion will learn sponge over spiggot

  • 4 weeks later...
Posted
On 6/29/2018 at 5:37 PM, TheMysticMinecart Myles said:

yeah i know that found out a while back 

also thx for the suggestion will learn sponge over spiggot

I've personally never used Sponge, and sorry this is so late, but I seriously suggest starting a LOT simpler and learning a lot more about Java. Forge is not something you can learn easily, I've been trying for months and have barely scratched the surface.

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