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Posted

Hello everyone.

I have been trying to set a custom texture for my particle, but I don't know how to get the TextureAtlasSprite required for setParticleTexture().

After some research I read that TextureMap.registerSprite() is supposed to return a TextureAtlasSprite but you have to use it in a TextureStitchEvent.Pre.

Dose anyone know how this works or if there is a different way to get a TextureAtlasSprite Object?

 

Thanks in advance.

Edited by SaltStation

  • Author
Just now, diesieben07 said:

What you described is the proper way to register a texture-sheet sprite that isn't used for a block or item.

If this is not the proper way to get a TextureAtlasSprite, do you know how to get one pointing at a custom location.

  • Author
Just now, diesieben07 said:

Uhm... it is the proper way...

Ok I still dont know how use the TextureStitchEvent.Pre how do you use it properly?

  • Author

This might be a bit frustrating, but I dont know how to get to the TextureMap after I have subscribed to the EventBus.

 

  • Author

I think I am doing something wrong.

I subscribed to the EventBus in my class and tryed to get the AtlasSprite with this method:

@SubscribeEvent
    public TextureAtlasSprite registerSprite(ResourceLocation location){
        return TextureMap.registerSprite(location);
    }

But .registerSprite is still used in a static context.

Edited by SaltStation
Missclick

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