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I have made a custom fluid, but for some reason the blockstate is not working.

 

blockstate file:

Spoiler

{
    "forge_marker": 1,
	"variants": {
	    "fluids": {
		    "model": "forge:fluid",
			"custom": { "fluid": "molten_invar" }
			}
	}
}

 

fluidclass:

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public class FluidLiquid extends Fluid{

	public FluidLiquid(String registryname, ResourceLocation still, ResourceLocation flowing) {
		super(registryname, still, flowing);
		
		setUnlocalizedName(registryname);
		
		
	}

}

 

fluidblock class:

Spoiler

public class FluidSolid extends BlockFluidClassic{

	public FluidSolid(String registryname, Fluid fluid, Material material) {
		super(fluid, material);
		
		setUnlocalizedName(registryname);
		setRegistryName(registryname);
		setCreativeTab(Utilities.WINNETRIETERRACOTTAEXPANSION);
		
	}

	@Override
	public EnumBlockRenderType getRenderType(IBlockState state) {
		
		return EnumBlockRenderType.MODEL;
	}
}

 

i made a renderHandler class:

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public class RenderHandler {
	
	public static void registerCustomMeshesAndStates(ResourceLocation registryname, Block blockreference) {
		
		ModelLoader.setCustomMeshDefinition(Item.getItemFromBlock(blockreference), new ItemMeshDefinition() {
			
			@Override
			public ModelResourceLocation getModelLocation(ItemStack stack) {
				
				return new ModelResourceLocation(registryname, "fluid");
			}
		});
		
		ModelLoader.setCustomStateMapper(blockreference, new StateMapperBase() {
			
			@Override
			protected ModelResourceLocation getModelResourceLocation(IBlockState state) {
				
				return new ModelResourceLocation(registryname, "fluid");
			}
		});
	}

}

 

a fluidinit class:

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public class FluidInit {
	
	public static void registerFluids() {
		
		
		if (Loader.isModLoaded("immersiveengineering")) {
			
			registerFluid(ModFluidReference.invar_fluid = new FluidLiquid("molten_invar", 
					new ResourceLocation(References.PREFIX + "blocks/liquid_invar_still"), 
					new ResourceLocation(References.PREFIX + "blocks/liquid_invar_flow")));
		}
		
	}
	
	public static void registerFluid(Fluid fluid) {
		
		FluidRegistry.registerFluid(fluid);
		FluidRegistry.addBucketForFluid(fluid);
	}

}

 

inside the blockregistry event:

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if (Loader.isModLoaded("immersiveengineering")) {
			event.getRegistry().registerAll(
					
					ModBlockReference.invar_block = new BlockInvar(new ResourceLocation(References.PREFIX + "block_invar")),
					ModBlockReference.bronze_block = new BlockBronze(new ResourceLocation(References.PREFIX + "block_bronze")),
					ModBlockReference.tin_block = new BlockTin(new ResourceLocation(References.PREFIX + "block_tin")),
					ModBlockReference.solder_block = new BlockSolder(new ResourceLocation(References.PREFIX + "block_solder")),
					
					ModBlockReference.molten_invar = new FluidSolid("winnetriesexpansionmod:molten_invar", ModFluidReference.invar_fluid, Material.LAVA)
					
					);
			
		}

 

Btw it is registering just the blockstate isn't loading, so i have purple/black squared textures

here the client class:

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@EventBusSubscriber
public class ClientProxy implements IProxy{
	
	private static final String DEFAULT_VARIANT = "default";
	private static final String NORMAL_VARIANT = "normal";

	@SubscribeEvent
	public static void onModelRegister(ModelRegistryEvent event) {
		
		
		RenderHandler.registerCustomMeshesAndStates(new ResourceLocation(References.PREFIX + "molten_invar"), ModBlockReference.molten_invar);
		
		
		for (Item item : ForgeRegistries.ITEMS.getValuesCollection()) {
			if (item.getRegistryName().getResourceDomain().equals(References.MOD_ID)) {
				registerItemModel(item);
			}
		}
		
		for (Block block : ForgeRegistries.BLOCKS.getValuesCollection()) {
			if (block.getRegistryName().getResourceDomain().equals(References.MOD_ID) && !(block instanceof BlockWinnetrieSlab.Double)) {
				registerBlockModel(block);
			}
		}
		
		
	}
	
	@Override
	public void PreInit(FMLPreInitializationEvent event) {
		// TODO Auto-generated method stub
		//RenderHandler.registerCustomMeshesAndStates(new ResourceLocation(References.PREFIX + "molten_invar"), ModBlockReference.molten_invar);
		
	}

	@Override
	public void Init(FMLInitializationEvent event) {
		// TODO Auto-generated method stub
		
		
	}

	@Override
	public void PostInit(FMLPostInitializationEvent event) {
		// TODO Auto-generated method stub
		
	}

	@Override
	public void ServerStarting(FMLServerStartingEvent event) {
		// TODO Auto-generated method stub
		
	}

	public static void registerItemModel(Item item) {
		
		ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(item.getRegistryName(), NORMAL_VARIANT));
		
	}
	
	public static void registerItemSlab(Item item) {
		
		ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(item.getRegistryName(), DEFAULT_VARIANT));
		
	}
    public static void registerBlockModel(Block block) {
		
		ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(block), 0, new ModelResourceLocation(block.getRegistryName(), NORMAL_VARIANT));
		
	}

}

 

and at last the main mod class:

Spoiler

@Mod(modid = References.MOD_ID, name = References.NAME, version = References.VERSION, dependencies=References.DEPENDENCIES)
public class Wtemod {
	
	@Instance
	public static Wtemod instance;
	
	private static File configDir;
	public static File getConfigDir() {

        return configDir;

    }
	static { FluidRegistry.enableUniversalBucket(); }
	
	@SidedProxy(clientSide = References.CLIENT_PROXY_CLASS, serverSide = References.SERVER_PROXY_CLASS)
	public static IProxy proxy;
	
	@EventHandler
	public void PreInit(FMLPreInitializationEvent event)
	{
		
		//entities & networking
		
		configDir = new File(event.getModConfigurationDirectory() + "/" + References.MOD_ID);
        configDir.mkdirs();
        ConfigHandler.init(new File(configDir.getPath(), References.MOD_ID + ".cfg"));
        
        
        FluidInit.registerFluids();
		
	}
	
	@EventHandler
	public void Init(FMLInitializationEvent event)
	{
		//registry events
		
		ModRecipes.init();
		GameRegistry.registerWorldGenerator(new WinnetrieWorldGenerator(), 10);
		if (Loader.isModLoaded("immersiveengineering")) {
			ModIEAddon.init();
		}
	}
	
	@EventHandler
	public void PostInit(FMLPostInitializationEvent event)
	{
		//inter-mod stuff
	}
	@EventHandler
    public void serverStarting(FMLServerStartingEvent event)
    {
		//server commands registering
    }

	
}

 

I have searched this forum for similar problems but none apply to me (as far as i know). I don't why is doesn' tload the blockstate

Btw the blockstate file is inside assets/winnetriesexpansionmod/blockstates  package

the textures with the mcmeta files are at assets/winnetriesexpansionmod/textures/blocks

the texture files are called :   liquid_invar_flow.png, liquid_invar_flow.png.mcmeta, liquid_invar_still.png, liquid_invar_still.png.mcmeta

 

 

Posted (edited)

Well, found out that i misspelled something in the blockstate. I had "fluids" instead of "fluid"

The fluid has now a texture in game.

1 more weird thing is when the fluid is flowing, his texture looks like it is zoomed in by a x2 factor

 

Edit: I've added a screenshot

2019-04-27_19.03.43.png

Edited by winnetrie
Posted (edited)

Can anyone help me with this? I only need to know why the flowing liquid texture is zoomed in. the texture is 16 x 512

 

EDIT: I just tried to make the texture 32 x 512, because i have to try something.

This seems to fix the texture problem, now the flowing texture has the appropriate texture format 16 x 16 and not 8 x 8.

I'm not sure this is the right way to do it nor do i know why this happens.

Edited by winnetrie

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