geqo Posted January 23, 2019 Posted January 23, 2019 (edited) I spend on this almost full day and still have no idea what wrong. What i need to do to texture this ItemBlock? Left-top screenshot-part - item model, right - block, left-center - how it looks in game. This is my first attempt to make a mod and everything was fine even until the moment when I decided to texture this block. Edited January 23, 2019 by geqo Quote
Zamion101 Posted January 23, 2019 Posted January 23, 2019 (edited) Use this json instead of your (item/whitelamp.json) { "parent": "<MOD_ID>:block/<BLOCK_NAME>" } also don't forgive blackstates { "variants": { "normal": { "model": "<MOD_ID>:<BLOCK_NAME>" } } } Edit: My opinion don't use MrCrayfish Model Creator. In 0.6.0 version doesn't work UV's and scale correctly. You can use BlockBench Edited January 23, 2019 by Zamion101 Quote Developing Kodev Minecraft Hardcore Mod! If You're Wondering, My Mod Page. http://minecraft.curseforge.com/projects/minecraft-hardcore-mod
geqo Posted January 23, 2019 Author Posted January 23, 2019 25 minutes ago, Zamion101 said: Use this json instead of your (item/whitelamp.json) { "parent": "<MOD_ID>:block/<BLOCK_NAME>" } also don't forgive blackstates { "variants": { "normal": { "model": "<MOD_ID>:<BLOCK_NAME>" } } } Edit: My opinion don't use MrCrayfish Model Creator. In 0.6.0 version doesn't work UV's and scale correctly. You can use BlockBench I used so many variants item/whitelamp.json, and that is not work to. What about mmc - i just tried it because was think what my models wrong. Quote
Zamion101 Posted January 23, 2019 Posted January 23, 2019 (edited) How to register your Models do you use @SubscribeEvent public static void registerModels(ModelRegistryEvent event) and ModelLoader.setCustomModelResourceLocation([ITEM],0,new ModelResourceLocation([ITEM].getRegistryName(),"inventory")); ? Edited January 23, 2019 by Zamion101 Quote Developing Kodev Minecraft Hardcore Mod! If You're Wondering, My Mod Page. http://minecraft.curseforge.com/projects/minecraft-hardcore-mod
geqo Posted January 23, 2019 Author Posted January 23, 2019 8 minutes ago, Zamion101 said: How to register your Models do you use @SubscribeEvent public static void registerModels(ModelRegistryEvent event) and ModelLoader.setCustomModelResourceLocation([ITEM],0,new ModelResourceLocation([ITEM].getRegistryName(),"inventory")); ? I do not register models, I have not seen anything like this in the documentation. Quote
Zamion101 Posted January 23, 2019 Posted January 23, 2019 4 minutes ago, geqo said: I do not register models, I have not seen anything like this in the documentation. https://mcforge.readthedocs.io/en/latest/models/using/#item-models Quote Developing Kodev Minecraft Hardcore Mod! If You're Wondering, My Mod Page. http://minecraft.curseforge.com/projects/minecraft-hardcore-mod
geqo Posted January 23, 2019 Author Posted January 23, 2019 3 minutes ago, Zamion101 said: https://mcforge.readthedocs.io/en/latest/models/using/#item-models Thank you, but have you example of register models code? Quote
Zamion101 Posted January 23, 2019 Posted January 23, 2019 Just now, geqo said: Thank you, but have you example of register models code? @Mod.EventBusSubscriber(modid = "[MOD_ID]") publicclass Registery{ static List<Item> itemList = new ArrayList<>(); public static void registerItem(Item item){ itemList.add(item); } @SubscribeEvent public static void registerModels(ModelRegistryEvent event){ registerRender(); } private static void registerRender() { for(Item tmp : itemList){ if(tmp == null || tmp == Items.AIR)continue; ModelLoader.setCustomModelResourceLocation(tmp,0,new ModelResourceLocation(tmp.getRegistryName(),"inventory")); }} } You must register items in "preInit" @Mod.EventHandler public void preInit(FMLPreInitializationEvent event){ Registery.registerItem([YOUR_ITEM]); } you need the change [MOD_ID] with your mod id! Quote Developing Kodev Minecraft Hardcore Mod! If You're Wondering, My Mod Page. http://minecraft.curseforge.com/projects/minecraft-hardcore-mod
geqo Posted January 23, 2019 Author Posted January 23, 2019 11 minutes ago, Zamion101 said: @Mod.EventHandler public void preInit(FMLPreInitializationEvent event){ Registery.registerItem([YOUR_ITEM]); } you need the change [MOD_ID] with your mod id! How i should create item? Quote
Zamion101 Posted January 23, 2019 Posted January 23, 2019 (edited) You can use Registery.registerItem(new ItemBlock([YOUR_BLOCK]).setRegistryName(Objects.requireNonNull([YOUR_BLOCK].getRegistryName()))); Edited January 23, 2019 by Zamion101 Quote Developing Kodev Minecraft Hardcore Mod! If You're Wondering, My Mod Page. http://minecraft.curseforge.com/projects/minecraft-hardcore-mod
geqo Posted January 23, 2019 Author Posted January 23, 2019 8 minutes ago, Zamion101 said: You can use Registery.registerItem(new ItemBlock([YOUR_BLOCK]).setRegistryName(Objects.requireNonNull([YOUR_BLOCK].getRegistryName()))); Could not load vanilla model parent 'lamps:blocks/whitelamp'. I can't understand how it works, in what order it executes. My main class before adding registermodel: @Mod(modid = Lamps.MODID, name = Lamps.NAME, version = Lamps.VERSION) public class Lamps { public static final String MODID = "lamps"; public static final String NAME = "Lamps mod"; public static final String VERSION = "0.1.0"; } That's all. And i have ModBlocks class @GameRegistry.ObjectHolder(Lamps.MODID) public class ModBlocks { public static Block whitelamp; static { whitelamp = new WhiteLamp(); } @Mod.EventBusSubscriber(modid = Lamps.MODID) public static class RegistrationHandler { @SubscribeEvent public static void registerBlocks(final RegistryEvent.Register<Block> event) { final IForgeRegistry<Block> registry = event.getRegistry(); registry.register(whitelamp); } @SubscribeEvent public static void registerItemBlocks(final RegistryEvent.Register<Item> event) { final IForgeRegistry<Item> registry = event.getRegistry(); final ItemBlock itemwhitelamp = new ItemBlock(whitelamp); itemwhitelamp.setUnlocalizedName(WhiteLamp.NAME); itemwhitelamp.setRegistryName(Lamps.MODID, WhiteLamp.NAME); registry.register(itemwhitelamp); } @SubscribeEvent public static void registerModels(ModelRegistryEvent event) { } } } And one lamp class what extend Block. Why it executes? And how? In main class i have nothing just some variables and it works but without item - i have registered it. Where i can find all events what i need to use? Quote
geqo Posted January 23, 2019 Author Posted January 23, 2019 registerModels method empty because added right now Quote
Zamion101 Posted January 23, 2019 Posted January 23, 2019 1 minute ago, geqo said: registerModels method empty because added right now Looks good but you should use setRegisteryName(WhiteLamp.getRegisteyName()) instead of setRegisteryName(Lamps.MODID, WhiteLamp.NAME) Quote Developing Kodev Minecraft Hardcore Mod! If You're Wondering, My Mod Page. http://minecraft.curseforge.com/projects/minecraft-hardcore-mod
geqo Posted January 23, 2019 Author Posted January 23, 2019 1 minute ago, Zamion101 said: Looks good but you should use setRegisteryName(WhiteLamp.getRegisteyName()) instead of setRegisteryName(Lamps.MODID, WhiteLamp.NAME) I can register models in ModBlocks? Because now it doesn't work anyway. Quote
Zamion101 Posted January 23, 2019 Posted January 23, 2019 2 minutes ago, geqo said: I can register models in ModBlocks? Because now it doesn't work anyway. You can look from my codes My RegistryUtils: https://gist.github.com/Zamion101/2c24d38fc620e575c2037e4d09bce421 My Blocks Class: https://gist.github.com/Zamion101/c9a93cf0229718b7f0c70273896f4358 My BlockBase: https://gist.github.com/Zamion101/939e5656d7a27e38871f12d785f07761 Quote Developing Kodev Minecraft Hardcore Mod! If You're Wondering, My Mod Page. http://minecraft.curseforge.com/projects/minecraft-hardcore-mod
Zamion101 Posted January 23, 2019 Posted January 23, 2019 You should seperates Classes for Annotations 1 more class doesn't drop your fps Quote Developing Kodev Minecraft Hardcore Mod! If You're Wondering, My Mod Page. http://minecraft.curseforge.com/projects/minecraft-hardcore-mod
geqo Posted January 23, 2019 Author Posted January 23, 2019 (edited) 6 minutes ago, Zamion101 said: You should seperates Classes for Annotations 1 more class doesn't drop your fps Dude, this is a tiny problem here, my own language - php, i have almost 3 years expierence and this is first time i use java, and i don't understand what u mean now , and my brain burns. Edited January 23, 2019 by geqo Quote
Zamion101 Posted January 23, 2019 Posted January 23, 2019 You should create new class named RegistrationHandler and write codes inside this class for example class should be like that @Mod.EventBusSubscriber(modid = Lamps.MODID) public class RegistrationHandler{ [...] Methods [...] } Quote Developing Kodev Minecraft Hardcore Mod! If You're Wondering, My Mod Page. http://minecraft.curseforge.com/projects/minecraft-hardcore-mod
geqo Posted January 23, 2019 Author Posted January 23, 2019 3 minutes ago, Zamion101 said: You should create new class named RegistrationHandler and write codes inside this class for example class should be like that @Mod.EventBusSubscriber(modid = Lamps.MODID) public class RegistrationHandler{ [...] Methods [...] } Ok, and i should register blocks, itemblocks and models in it? Quote
Zamion101 Posted January 23, 2019 Posted January 23, 2019 2 minutes ago, geqo said: Ok, and i should register blocks, itemblocks and models in it? Yes. Quote Developing Kodev Minecraft Hardcore Mod! If You're Wondering, My Mod Page. http://minecraft.curseforge.com/projects/minecraft-hardcore-mod
geqo Posted January 23, 2019 Author Posted January 23, 2019 Just now, Zamion101 said: Yes. Then i need only 3 files and only 3 classes - main class, reghandler and block? Quote
Zamion101 Posted January 23, 2019 Posted January 23, 2019 1 minute ago, geqo said: Then i need only 3 files and only 3 classes - main class, reghandler and block? Exactly. But once if you don't know java you must learn. 1 Quote Developing Kodev Minecraft Hardcore Mod! If You're Wondering, My Mod Page. http://minecraft.curseforge.com/projects/minecraft-hardcore-mod
geqo Posted January 23, 2019 Author Posted January 23, 2019 1 minute ago, Zamion101 said: Exactly. But once if you don't know java you must learn. I learn it, by using. Quote
geqo Posted January 23, 2019 Author Posted January 23, 2019 I don't know what changed, i just removed all and write again and now textures work's fine. But item in hand so big. Quote
Zamion101 Posted January 23, 2019 Posted January 23, 2019 1 hour ago, geqo said: I don't know what changed, i just removed all and write again and now textures work's fine. But item in hand so big. It's because MrCrayfish Model Creator. My advice use Blockbench Modeler. Have a nice moddings. Quote Developing Kodev Minecraft Hardcore Mod! If You're Wondering, My Mod Page. http://minecraft.curseforge.com/projects/minecraft-hardcore-mod
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