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Posted

alright this happened for a second time It's not the same reason though I checked everything I could think of and I still have no idea why the texture won't render

blockbase.PNG

blockstates json.PNG

modblocks.PNG

models block json.PNG

models item json.PNG

registry handler 2.PNG

registry handler.PNG

texture.PNG

Posted (edited)

First ALL Items has Model so DON'T use IHasModel.

Second use ModelLoader#setCustomModelMesher instead of Main#proxy#registerItemRender (Use in init stage)
 

ModelLoader.setCustomModelResourceLocation([YOUR_ITEM],0,new ModelResourceLocation([YOUR_ITEM].getRegistryName(),"inventory"));

And while registering items/blocks use List! don't use toArray() and you must enter your array size new Block[0] creates array with 0 size use new Block[ModBlocks.BLOCKS.size] !

 

@Draco18s anoher IHasModel user!

Edited by Zamion101

Developing Kodev Minecraft Hardcore Mod!

If You're Wondering, My Mod Page. http://minecraft.curseforge.com/projects/minecraft-hardcore-mod

Posted
1 minute ago, diesieben07 said:

ModelLoader.setCustomModelResourceLocation. And it must be called in ModelRegistryEvent, not init.

You're rigth sorry my bad.

 

3 minutes ago, diesieben07 said:

No magic or intermediary lists needed.

Lists is more clear than adding all blocks staticly, don't you think like that?

 

Developing Kodev Minecraft Hardcore Mod!

If You're Wondering, My Mod Page. http://minecraft.curseforge.com/projects/minecraft-hardcore-mod

Posted

I don't know most of what you guys said felt like suggestions rather than the answer for the actual problem can you address the cause of the problem and how to fix it specifically? ofcourse I take suggestions too but I wan't to know the cause and answer of the problem itself.

Posted

Okay I grew tired of thinking about this I didn't want to appear as some sort of idiot as it felt to be something obvious I googled it but still don't understand what you guys mean how do I call it in "ModelRegistryEvent"?

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