Posted March 8, 20196 yr In the Client proxy I called use OBJLoader.INSTANCE.addDomain then send to FMLCommonSetupEvent and the json file I think that is not wrong. please help !!!!https://github.com/thepdone/mysrc
March 9, 20196 yr Looks like the issue is in ModelBakery#loadModel, specifically, where ".json" is appended to the resource path. In 1.12.2, this was not done: 1.13.2: iresource = this.resourceManager.getResource(new ResourceLocation(location.getNamespace(), "models/" + location.getPath() + ".json")); 1.12.2 iresource = this.resourceManager.getResource(this.getModelLocation(location)); which means you should be seeing a message like: [minecraft/ModelBakery]: Unable to load model: ':block/some_model.obj' referenced from: some_blockstate: java.io.FileNotFoundException: mod_id:models/block/some_model.obj.json Edit: Oops.. not entirely correct. While hat was true, seems I didn't follow the rabbit hole deep enough as getModelLocation actually does what is in 1.13.2, just with one less method. Edited March 9, 20196 yr by lehjr
March 9, 20196 yr IIRC you need to call obj loader.add domain earlier. Try putting it in your mods initialiser (inside a proxy of course). Putting it in a static initialiser in your statically subscribed ClientEventSubsciber (or the initialiser of a non static one) should work Edited March 9, 20196 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)
March 11, 20196 yr On 3/9/2019 at 5:59 PM, Cadiboo said: IIRC you need to call obj loader.add domain earlier. Try putting it in your mods initialiser (inside a proxy of course). Putting it in a static initialiser in your statically subscribed ClientEventSubsciber (or the initialiser of a non static one) should work I've tried and can't get it to work. I threw together a basic test out of the MDK and bits from ModelLoaderRegistryDebug out of Forge 1.10.2 debug. The Blockstate json probably isn't quite right as I'm a little hazy on the syntax changes for 1.13.2, but should be good enough for testing: https://github.com/lehjr/Forge-1.13.2-OBJ-Test
March 13, 20196 yr Author On 3/12/2019 at 5:28 AM, lehjr said: I've tried and can't get it to work. I threw together a basic test out of the MDK and bits from ModelLoaderRegistryDebug out of Forge 1.10.2 debug. The Blockstate json probably isn't quite right as I'm a little hazy on the syntax changes for 1.13.2, but should be good enough for testing: https://github.com/lehjr/Forge-1.13.2-OBJ-Test Thank you but your method is not available.
March 13, 20196 yr 58 minutes ago, zlappedx3 said: Thank you but your method is not available. Care to elaborate?
March 13, 20196 yr Author 1 hour ago, lehjr said: Care to elaborate? Yes which method do you use ? I just download your src and use only But not yet write more.
March 13, 20196 yr 9 minutes ago, zlappedx3 said: Yes which method do you use ? I just download your src and use only But not yet write more. That's just a stand alone test to see whether or not the obj model is loading. For help and bug reports, it's always best to see things in their simplest form. Since none of the Forge test/debugging mods have been ported, it's possible there's something still missing in order for the OBJ models to be loaded from blockstate files.
March 13, 20196 yr Custom model loaders have not been implemented, as such you can't load .obj models right now. Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support. 1.12 -> 1.13 primer by williewillus. 1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support. http://www.howoldisminecraft1710.today/
March 14, 20196 yr On 3/13/2019 at 12:20 PM, larsgerrits said: Custom model loaders have not been implemented, as such you can't load .obj models right now. Actually, the model loaders are there and implemented. You can load the models just fine manually (I'm this right now). However, this is not the desired behavior if you want to be able to override the model with a resource pack.
March 15, 20196 yr Author On 3/13/2019 at 11:20 PM, larsgerrits said: Custom model loaders have not been implemented, as such you can't load .obj models right now. Okey Thank You
April 12, 20196 yr On 3/14/2019 at 7:23 PM, lehjr said: Actually, the model loaders are there and implemented. You can load the models just fine manually (I'm this right now). However, this is not the desired behavior if you want to be able to override the model with a resource pack. lehjr, I would like to know how you've achieved this. I know OBJ models worked in 1.12, but I also know 1.13 was a pretty large rewrite. Trying to load OBJ models I'm getting errors telling me it cannot load a .obj.json file, so it *almost* knows what file to load, but it's getting the extension wrong.
April 12, 20196 yr 4 hours ago, DoctorLOGiQ said: lehjr, I would like to know how you've achieved this. I know OBJ models worked in 1.12, but I also know 1.13 was a pretty large rewrite. Trying to load OBJ models I'm getting errors telling me it cannot load a .obj.json file, so it *almost* knows what file to load, but it's getting the extension wrong. For now, you can do this in the model bake event. You’ll also need to register the model textures manually as well in the texture stitch event.
April 13, 20196 yr Alright, thank you. If you have any code you don't mind sharing that would be a huge help; if not I will try look into it myself. But digging through Minecraft's code isn't... the best
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