July 25, 20187 yr 2 minutes ago, Animus_Surge said: No code errors after fixing a bunch of errors, and my game crashes with the following: Where are you calling ModelLoader.setCustom... VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator.
July 25, 20187 yr Author 1 minute ago, Animefan8888 said: Where are you calling ModelLoader.setCustom... in the ItemLightBridge class file Forge 1.8.9 and below are not supported in the forums anymore. Please upgrade to a later version. My experimental mod: new GitHub page to be created... (Add your favorite TCGs in MC! [WIP]) When asking for assistance with modding or making mods, paste the log (located in .minecraft/logs folder for mod users or in the console for mod makers).
July 25, 20187 yr Post all relevant code, please. Then we might find the error faster. My Projects: Cruelars Triforcemod (1.12 release; 1.14 alpha soon coming) Important: As my mod is on at least 10 different third party sites without my permission, I want to warn you about that with a link to StopModReposts
July 25, 20187 yr 2 minutes ago, Animus_Surge said: in the ItemLightBridge class file Patient: Ouch doctor it hurts Doctor: Where does it hurt. Patient: Right there Doctor: Where is there? VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator.
July 25, 20187 yr Author The item class file (ItemLightBridge) package net.overgrownportal.item; import net.minecraft.item.Item; import net.minecraftforge.client.model.ModelLoader; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; import net.overgrownportal.mod.OvergrownPortal; import net.minecraft.client.renderer.block.model.ModelResourceLocation; import net.minecraft.client.renderer.texture.SimpleTexture; import net.minecraft.creativetab.*; public class ItemLightBridge extends Item{ public static final Item itemLightBridge = null; public ItemLightBridge() { setRegistryName("overgrownportal:itemlightbridge"); setUnlocalizedName(OvergrownPortal.MODID + ".itemlightbridge"); ModelLoader.setCustomModelResourceLocation(itemLightBridge, 0, new ModelResourceLocation(getRegistryName(), getUnlocalizedName())); } @SideOnly(Side.CLIENT) public void initModel() { ModelLoader.setCustomModelResourceLocation(this, 0, new ModelResourceLocation(getRegistryName(), "inventory")); } public static void init() { // TODO Auto-generated method stub } } ModItems class file: package net.overgrownportal.item; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; import net.minecraft.item.Item; import net.minecraftforge.fml.common.registry.GameRegistry; public class ModItems{ @GameRegistry.ObjectHolder("overgrownportal:itemlightbridge") public static final Item ItemLightBridge = null; @SideOnly(Side.CLIENT) public static void initModels() { } } and the JSON file: { "parent":"item/generated", "textures":{ "layer0": "overgrownportal:items/itemlightbridge" } } Edited July 25, 20187 yr by Animus_Surge Forge 1.8.9 and below are not supported in the forums anymore. Please upgrade to a later version. My experimental mod: new GitHub page to be created... (Add your favorite TCGs in MC! [WIP]) When asking for assistance with modding or making mods, paste the log (located in .minecraft/logs folder for mod users or in the console for mod makers).
July 25, 20187 yr What's about CommonProxy and ClientProxy Quote And the registration in the CommonProxy: @Mod.EventBusSubscriber public class CommonProxy { ... @SubscribeEvent public static void registerItems(RegistryEvent.Register<Item> event) { event.getRegistry().register(new SimpleTexturedItem()); ... } } Also in ClientProxy: @Mod.EventBusSubscriber(Side.CLIENT) public class ClientProxy extends CommonProxy { ... @SubscribeEvent public static void registerModels(ModelRegistryEvent event) { ModBlocks.initModels(); ModItems.initModels(); } } (Quote from the Tutorial I posted) My Projects: Cruelars Triforcemod (1.12 release; 1.14 alpha soon coming) Important: As my mod is on at least 10 different third party sites without my permission, I want to warn you about that with a link to StopModReposts
July 25, 20187 yr 1 minute ago, Animus_Surge said: The item class file (ItemLightBridge) You're passing a null item into setCustomModelResourceLocation. VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator.
July 25, 20187 yr Author 1 minute ago, Animefan8888 said: You're passing a null item into setCustomModelResourceLocation. What does it need to be instead? Forge 1.8.9 and below are not supported in the forums anymore. Please upgrade to a later version. My experimental mod: new GitHub page to be created... (Add your favorite TCGs in MC! [WIP]) When asking for assistance with modding or making mods, paste the log (located in .minecraft/logs folder for mod users or in the console for mod makers).
July 25, 20187 yr Use this instead of using itemLightBridge My Projects: Cruelars Triforcemod (1.12 release; 1.14 alpha soon coming) Important: As my mod is on at least 10 different third party sites without my permission, I want to warn you about that with a link to StopModReposts
July 25, 20187 yr Author 2 minutes ago, _Cruelar_ said: What's about CommonProxy and ClientProxy package net.overgrownportal.mod; import net.minecraft.item.Item; import net.minecraftforge.event.RegistryEvent; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; import net.overgrownportal.item.ItemLightBridge; @Mod.EventBusSubscriber public class CommonProxy { @SubscribeEvent public static void registerItems(RegistryEvent.Register<Item> event) { event.getRegistry().register(new ItemLightBridge()); } } package net.overgrownportal.mod; import net.minecraftforge.client.event.ModelRegistryEvent; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; import net.overgrownportal.item.ModItems; import net.minecraftforge.fml.relauncher.Side; @Mod.EventBusSubscriber(Side.CLIENT) public class ClientProxy extends CommonProxy { @SubscribeEvent public static void registerModels(ModelRegistryEvent event) { ModItems.initModels(); } } Forge 1.8.9 and below are not supported in the forums anymore. Please upgrade to a later version. My experimental mod: new GitHub page to be created... (Add your favorite TCGs in MC! [WIP]) When asking for assistance with modding or making mods, paste the log (located in .minecraft/logs folder for mod users or in the console for mod makers).
July 25, 20187 yr The Proxies are fine My Projects: Cruelars Triforcemod (1.12 release; 1.14 alpha soon coming) Important: As my mod is on at least 10 different third party sites without my permission, I want to warn you about that with a link to StopModReposts
July 25, 20187 yr Quote @SideOnly(Side.CLIENT) public void initModel() { ModelLoader.setCustomModelResourceLocation(this, 0, new ModelResourceLocation(getRegistryName(), "inventory")); } Quote from the Tutorial Where you got that with public static final Item itemLightBridge = null; My Projects: Cruelars Triforcemod (1.12 release; 1.14 alpha soon coming) Important: As my mod is on at least 10 different third party sites without my permission, I want to warn you about that with a link to StopModReposts
July 25, 20187 yr 9 minutes ago, Animus_Surge said: ModelLoader.setCustomModelResourceLocation Do NOT in any circumstance reference this outside of the client proxy class. public ItemLightBridge() { setRegistryName("overgrownportal:itemlightbridge"); setUnlocalizedName(OvergrownPortal.MODID + ".itemlightbridge"); //you know, this line here: ModelLoader.setCustomModelResourceLocation(itemLightBridge, 0, new ModelResourceLocation(getRegistryName(), getUnlocalizedName())); //DO NOT DO THIS AT ALL EVER } Edited July 25, 20187 yr 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.
July 25, 20187 yr Author It worked when I replaced itemLightBridge with (this). Just now, _Cruelar_ said: Where you got that with public static final Item itemLightBridge = null; I removed it when I replaced itemLightBridge with (this). Forge 1.8.9 and below are not supported in the forums anymore. Please upgrade to a later version. My experimental mod: new GitHub page to be created... (Add your favorite TCGs in MC! [WIP]) When asking for assistance with modding or making mods, paste the log (located in .minecraft/logs folder for mod users or in the console for mod makers).
July 25, 20187 yr Author 2 minutes ago, Draco18s said: Do NOT in any circumstance reference this outside of the client proxy class So do I put it in the client proxy class? Forge 1.8.9 and below are not supported in the forums anymore. Please upgrade to a later version. My experimental mod: new GitHub page to be created... (Add your favorite TCGs in MC! [WIP]) When asking for assistance with modding or making mods, paste the log (located in .minecraft/logs folder for mod users or in the console for mod makers).
July 25, 20187 yr No you put it in initModel() in your Item call that in initModels in your ModItems which you call in your registerModels() in your ClientProxy Edited July 25, 20187 yr by _Cruelar_ My Projects: Cruelars Triforcemod (1.12 release; 1.14 alpha soon coming) Important: As my mod is on at least 10 different third party sites without my permission, I want to warn you about that with a link to StopModReposts
July 25, 20187 yr Author package net.overgrownportal.item; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; import net.minecraft.client.renderer.block.model.ModelResourceLocation; import net.minecraft.item.Item; import net.minecraft.util.ResourceLocation; import net.minecraftforge.client.model.ModelLoader; import net.minecraftforge.fml.common.registry.GameRegistry; public class ModItems{ @GameRegistry.ObjectHolder("overgrownportal:itemlightbridge") public static final Item ItemLightBridge = null; @SideOnly(Side.CLIENT) public static void initModels() { ModelLoader.setCustomModelResourceLocation(ItemLightBridge, 0, new ModelResourceLocation(getRegistryName(), getUnlocalizedName())); } private static String getUnlocalizedName() { // TODO Auto-generated method stub return null; } private static ResourceLocation getRegistryName() { // TODO Auto-generated method stub return null; } } scratch that thought I have one of those in my initModel already Edited July 25, 20187 yr by Animus_Surge Forge 1.8.9 and below are not supported in the forums anymore. Please upgrade to a later version. My experimental mod: new GitHub page to be created... (Add your favorite TCGs in MC! [WIP]) When asking for assistance with modding or making mods, paste the log (located in .minecraft/logs folder for mod users or in the console for mod makers).
July 25, 20187 yr 4 minutes ago, _Cruelar_ said: No you put it in initModel() in your Item call that in initModels in your ModItems which you call in your registerModels() in your ClientProxy No, this is dumb. There is no reason for it to be here. None. At all. You can call the method without having to ask the class to do it: ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(item.getRegistryName())) instead of: item.initModels() There is literally no reason to ask the item class to do this. Bam Quote private static String getUnlocalizedName() { // TODO Auto-generated method stub return null; } private static ResourceLocation getRegistryName() { // TODO Auto-generated method stub return null; } WHY ARE THESE METHODS RETURNING NULL!? No one told you to add these methods, so why did you? Edited July 25, 20187 yr 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.
July 25, 20187 yr 1 minute ago, Animus_Surge said: Like this? Who told you to do anything with those methods? VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator.
July 25, 20187 yr Author 1 minute ago, Draco18s said: No, this is dumb. There is no reason for it to be here. None. At all. You can call the method without having to ask the class to do it: ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(item.getRegistryName())) instead of: item.initModels() There is literally no reason to ask the item class to do this. Bam WHY ARE THESE METHODS RETURNING NULL!? No one told you to add these methods, so why did you? Just now, Animefan8888 said: Who told you to do anything with those methods? I just removed them Forge 1.8.9 and below are not supported in the forums anymore. Please upgrade to a later version. My experimental mod: new GitHub page to be created... (Add your favorite TCGs in MC! [WIP]) When asking for assistance with modding or making mods, paste the log (located in .minecraft/logs folder for mod users or in the console for mod makers).
July 25, 20187 yr This is a link to my ModelRegistryEvent for a WIP mod if you trace it back you will see how it all comes together. I feel it might be easier than explaining it all to you with a back and forth. VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator.
July 25, 20187 yr 12 minutes ago, Animus_Surge said: I just removed them And once you have read it and possibly have questions come back and ask and I will answer. VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator.
July 26, 20187 yr 21 hours ago, Draco18s said: ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(item.getRegistryName())) instead of: item.initModels() There is literally no reason to ask the item class to do this. In the guide of which I posted the link to uses item.initModels so I wanted to keep it like that for the explanation. Yes there's no reason to do that in the Item class and a central method would be better but both ways work perfectly fine as long you don't make mistakes. My Projects: Cruelars Triforcemod (1.12 release; 1.14 alpha soon coming) Important: As my mod is on at least 10 different third party sites without my permission, I want to warn you about that with a link to StopModReposts
July 26, 20187 yr 15 minutes ago, _Cruelar_ said: In the guide of which I posted the link to uses item.initModels so I wanted to keep it like that for the explanation. Doesn't mean its a good way to do it 15 minutes ago, _Cruelar_ said: Yes there's no reason to do that in the Item class and a central method would be better but both ways work perfectly fine as long you don't make mistakes. As long as you don't make mistakes is the important bit. If you never put the code in your item class you can't make a mistake that's basically invisible until you compile and distribute and someone says "it crashes my server." 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.
July 26, 20187 yr For beginner's it's easier to see the ModelLoader thing in the Item that goes with it as code with ItemVariants can be easily forgotten while using an general method for it. 11 minutes ago, Draco18s said: someone says "it crashes my server." How should it do that if it's made like the guide says you to do that, I always like it to learn new things about how things can go wrong so I can avoid using these things. My Projects: Cruelars Triforcemod (1.12 release; 1.14 alpha soon coming) Important: As my mod is on at least 10 different third party sites without my permission, I want to warn you about that with a link to StopModReposts
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