Posted December 29, 20186 yr 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 December 29, 20186 yr by SaltStation
December 29, 20186 yr 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.
December 29, 20186 yr 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?
December 29, 20186 yr Author Ok my compiler tells me I cannot use .registerSprite(LOCATION) in a static context.
December 29, 20186 yr Author This might be a bit frustrating, but I dont know how to get to the TextureMap after I have subscribed to the EventBus.
December 29, 20186 yr 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 December 29, 20186 yr by SaltStation Missclick
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