Posted May 3, 201213 yr I am using Forge for my mod, and I need to use infinite terrain indicies. I have a 256x256 image, png format, with my two existing ores in the upper left. I assume indicies go: 0-1-2 ... 15 16 etc... Here's my mod_BetterWiring: package net.minecraft.src; import java.util.Random; import net.minecraft.src.BetterWiring.Blocks.*; //import net.minecraft.src.BetterWiring.Items.ItemVanadiumOxide; import net.minecraft.src.forge.*; public class mod_BetterWiring extends BaseMod { public static final Block oreLead = new BlockLeadOre(205,0).setHardness(3F).setResistance(5F).setStepSound(Block.soundStoneFootstep).setBlockName("oreLead"); public static final Block oreSulfur = new BlockSulfurOre(206, 1).setHardness(3F).setResistance(5F).setStepSound(Block.soundStoneFootstep).setBlockName("oreLead"); //public static final Block oreVanadium = new BlockVanadiumOre(205, 0).setHardness(4F).setResistance(8F).setStepSound(Block.soundStoneFootstep).setBlockName("oreVanadium"); //public static final Item VO2 = (new ItemVanadiumOxide(127)).setIconIndex(0).setItemName("vanadiumOxide"); @Override public String getVersion() { return "Private Test for 1.2.5"; } public mod_BetterWiring(){ } @Override public void load() { MinecraftForgeClient.preloadTexture("/BetterWiring/Blocks/terrain.png"); //MinecraftForgeClient.preloadTexture("/BetterWiring/Items/items.png"); ModLoader.registerBlock(oreLead); ModLoader.addName(oreLead,"Lead Ore"); ModLoader.registerBlock(oreSulfur); ModLoader.addName(oreSulfur, "Sulfur Ore"); //Test recipes ModLoader.addRecipe(new ItemStack(oreLead, 1), new Object[] {"XX", Character.valueOf('X'), Item.stick}); ModLoader.addRecipe(new ItemStack(oreSulfur, 1), new Object[] {"X X", Character.valueOf('X'), Item.stick}); System.out.println("Loaded"); } public void generateSurface(World world, Random rand, int chunkX, int chunkZ){ for(int l = 0; l < 9; l++){ int i1 = chunkX + rand.nextInt(16); int j1 = 15+rand.nextInt(27); int k1 = chunkZ + rand.nextInt(16); new WorldGenMinable(oreLead.blockID, 3).generate(world, rand, i1, j1, k1); } //for(int l = 0; l < 9; l++){ // int i1 = chunkX + rand.nextInt(16); // int j1 = 25+rand.nextInt(30); // int k1 = chunkZ + rand.nextInt(16); // new WorldGenMinable(oreSulfur.blockID, 4).generate(world, rand, i1, j1, k1); //} } } and my BlockLeadOre: package net.minecraft.src.BetterWiring.Blocks; import java.util.Random; import net.minecraft.src.Block; import net.minecraft.src.Material; import net.minecraft.src.forge.*; public class BlockLeadOre extends Block implements ITextureProvider{ public BlockLeadOre(int i, int j){ super(i, j, Material.rock); } public int quantityDropped(Random random){ return 1; } public String getTextureFile(){ return "/BetterWiring/Blocks/terrain.png"; } } I am really, really lost with this, the textures are just white with black dots. So, what would happen if I did push that shiny red button over there? ... Really? ... Can I try it? ... Damn.
May 3, 201213 yr You need to place your textures in the correct folders in your mcpc/jars/bin/minecraft.jar. If you don't it won't be able to find the texture file. Hope that helped. http://calclavia.com/uploads/banner.png[/img]
May 4, 201213 yr Author Do I have to make the folders in the jar? So, what would happen if I did push that shiny red button over there? ... Really? ... Can I try it? ... Damn.
May 5, 201213 yr You can use the free software www.7zip.org to open the jar and drag all your textures into the jar. It's better to create a folder inside the jar so it's easier to find your textures among thousands of other files inside, but it doesn't really matter. Just make sure the path is correct. For example, my mod's name is ICBM. So I have a folder called "ICBM" in the jar which contains all my textures. In my case the path of the texture will be "/ICBM/XXX.png". There shouldn't be a problem after doing it correctly. http://calclavia.com/uploads/banner.png[/img]
May 5, 201213 yr You can use the free software www.7zip.org to open the jar and drag all your textures into the jar. It's better to create a folder inside the jar so it's easier to find your textures among thousands of other files inside, but it doesn't really matter. Just make sure the path is correct. For example, my mod's name is ICBM. So I have a folder called "ICBM" in the jar which contains all my textures. In my case the path of the texture will be "/ICBM/XXX.png". There shouldn't be a problem after doing it correctly. What he said, but make sure you give your mod's folder a non-generic name or you'll end up like me, with probably at least 200 lines that have to be changed to rename the freaking folder. I accidentally the everything then NullPointerException.
May 5, 201213 yr You can use the free software www.7zip.org to open the jar and drag all your textures into the jar. It's better to create a folder inside the jar so it's easier to find your textures among thousands of other files inside, but it doesn't really matter. Just make sure the path is correct. For example, my mod's name is ICBM. So I have a folder called "ICBM" in the jar which contains all my textures. In my case the path of the texture will be "/ICBM/XXX.png". There shouldn't be a problem after doing it correctly. What he said, but make sure you give your mod's folder a non-generic name or you'll end up like me, with probably at least 200 lines that have to be changed to rename the freaking folder. In my mod I created a static variable in my BaseMod that gives the texture directories to all items and blocks. I could just change the variable and all the texture paths will change. You should try doing that next time. http://calclavia.com/uploads/banner.png[/img]
May 5, 201213 yr You can use the free software www.7zip.org to open the jar and drag all your textures into the jar. It's better to create a folder inside the jar so it's easier to find your textures among thousands of other files inside, but it doesn't really matter. Just make sure the path is correct. For example, my mod's name is ICBM. So I have a folder called "ICBM" in the jar which contains all my textures. In my case the path of the texture will be "/ICBM/XXX.png". There shouldn't be a problem after doing it correctly. What he said, but make sure you give your mod's folder a non-generic name or you'll end up like me, with probably at least 200 lines that have to be changed to rename the freaking folder. In my mod I created a static variable in my BaseMod that gives the texture directories to all items and blocks. I could just change the variable and all the texture paths will change. You should try doing that next time. Yeah my problem is I just started learning from the beginning with a random idea that I've slowly built into what I have now. I had no clue what I was doing that far back, lol. Even after a few sessions of cleaning things up, I can still look back at some earlier stuff and see the learning progression... Really, if I need to, I could just make a new item that does absolutely nothing different from the classless items except loads textures from a forge spritesheet, but I've been both lazy and busy... I accidentally the everything then NullPointerException.
May 5, 201213 yr You can use the free software www.7zip.org to open the jar and drag all your textures into the jar. It's better to create a folder inside the jar so it's easier to find your textures among thousands of other files inside, but it doesn't really matter. Just make sure the path is correct. For example, my mod's name is ICBM. So I have a folder called "ICBM" in the jar which contains all my textures. In my case the path of the texture will be "/ICBM/XXX.png". There shouldn't be a problem after doing it correctly. What he said, but make sure you give your mod's folder a non-generic name or you'll end up like me, with probably at least 200 lines that have to be changed to rename the freaking folder. In my mod I created a static variable in my BaseMod that gives the texture directories to all items and blocks. I could just change the variable and all the texture paths will change. You should try doing that next time. Yeah my problem is I just started learning from the beginning with a random idea that I've slowly built into what I have now. I had no clue what I was doing that far back, lol. Even after a few sessions of cleaning things up, I can still look back at some earlier stuff and see the learning progression... Really, if I need to, I could just make a new item that does absolutely nothing different from the classless items except loads textures from a forge spritesheet, but I've been both lazy and busy... Hmm where is your mod? I didn't see it yet. Give me a link to a forum post or something. I would like to check it out. http://calclavia.com/uploads/banner.png[/img]
May 7, 201213 yr Author So if the texture files were in the net.minecraft.src.BetterWiring.Blocks package, I would have to make (in the client jar) /BetterWiring/Blocks/terrain.png So, what would happen if I did push that shiny red button over there? ... Really? ... Can I try it? ... Damn.
May 7, 201213 yr Author YAY! It works! But now I have a new problem... The lead ore is called sulfur ore, even though I used the ModLoader.addName(leadOre, "Lead Ore"); Help! So, what would happen if I did push that shiny red button over there? ... Really? ... Can I try it? ... Damn.
May 7, 201213 yr YAY! It works! But now I have a new problem... The lead ore is called sulfur ore, even though I used the ModLoader.addName(leadOre, "Lead Ore"); Help! Sounds like it is being redefined later. Cannot help without seeing source code.
May 9, 201213 yr Haha my mod is using sulfur too. You should use the forge ore dictionary so the ores can be compatible with each other. http://calclavia.com/uploads/banner.png[/img]
May 11, 201213 yr Author How do I do that? I also need to make a block with a tile entity so that it can hold my electronic components. So, what would happen if I did push that shiny red button over there? ... Really? ... Can I try it? ... Damn.
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