Posted December 14, 20186 yr The error that I am getting is: [main/ERROR] [FML]: Exception loading model for variant levoment_hammertools:itemwoodsuperaxe#inventory for item "levoment_hammertools:itemwoodsuperaxe", normal location exception: and attached to it Caused by: java.io.FileNotFoundException: levoment_hammertools:models/item/itemwoodsuperaxe.json This is my repository. Why is it looking for a JSON in that place when it should be looking for the Blockstate JSON and then load the OBJ from the path in the Blockstate resource JSON?
December 14, 20186 yr Your folder is named assets.modid it needs to be 2 folders (/assets/modid/) You also have to register your modid with the ObjLoader IIRC. - A common proxy doesn’t make sense - You MUST instantiate your objects in the appropriate registry events. Not doing this can lead to a number of bugs and/or crashes - you’re using a bunch of other bad/outdated code practices that don’t work on modern forge versions About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)
December 14, 20186 yr Author Thanks. That was the problem. The MODID value was incorrect and I needed 2 folders in the resources. Now the models load and display properly. May I ask why a Common Proxy doesn't make sense? I always thought that if a code needs to be executed on both, ClientProxy and ServerProxy, one could always do it from a common place instead of writing the code in each side separately. Plus one could always override methods in subclasses of a Common Proxy. All in all, even though it works now, I think you are right. I must re-write the whole thing from scratch. This is a mod that started in 1.10.2 which I then ported to 1.11.2 and now finally I port it to 1.12.2. But I guess most of the things that most modders did back in the day have changed.
December 14, 20186 yr You might want to look at https://github.com/Cadiboo/Example-Mod/ as it explains stuff like CommonProxy. It also has links at the bottom of the README to other mods (VoidWalker’s mods probably use obj models) Edited December 14, 20186 yr by Cadiboo About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)
December 14, 20186 yr 3 hours ago, Colored Sheep said: May I ask why a Common Proxy doesn't make sense? I always thought that if a code needs to be executed on both, ClientProxy and ServerProxy, one could always do it from a common place instead of writing the code in each side separately. Plus one could always override methods in subclasses of a Common Proxy. If code needs to be executed on both, then it shouldn't be in a proxy at all.
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