Posted May 30, 20196 yr I am trying to add a new type of horse armor. I have managed to register the item and it shows up. But whenever I put it on a horse is turns white. public class MaterialReference { public static final HorseArmorType WOOD = EnumHelper.addHorseArmor(Reference.MODID + ":" + "wood", Reference.MODID + ":" + "horse_armor_wood", 500); } public class WoodHorseArmor extends Item{ public WoodHorseArmor(){ setCreativeTab(CreativeTabs.COMBAT); setUnlocalizedName(Reference.MODID + "." + "woodhorsearmor"); setRegistryName("woodhorsearmor"); } @Override public HorseArmorType getHorseArmorType(ItemStack stack){ return MaterialReference.WOOD; } } Where should I put the texture file for the model it self (the change of horse texture when I put the armor)?
May 30, 20196 yr With the current parameters you are passing to the method the game would look for your textures in assets/modid/horse_armor_wood. Pass an actual texture path to your second parameter.
June 2, 20196 yr Author On 5/31/2019 at 12:03 AM, V0idWa1k3r said: With the current parameters you are passing to the method the game would look for your textures in assets/modid/horse_armor_wood. Pass an actual texture path to your second parameter. I tried to put a specific file path. I even tried to put the png directly to the modid folder but it didn't work . Are you sure there is no ctx associated with this type of textures?
June 2, 20196 yr 5 minutes ago, Opengbil said: Are you sure there is no ctx associated with this type of textures? What is "ctx associated with this type of textures"? Show what you've tried.
June 2, 20196 yr Author 2 hours ago, Opengbil said: I tried to put a specific file path. I even tried to put the png directly to the modid folder but it didn't work . Are you sure there is no ctx associated with this type of textures? "Minecraft identifies resources using ResourceLocations. A ResourceLocation contains two parts: a namespace and a path. It generally points to the resource at assets/<namespace>/<ctx>/<path>, where ctx is a context-specific path fragment that depends on how the ResourceLocation is being used." public class MaterialReference { public static final HorseArmorType WOOD = EnumHelper.addHorseArmor(Reference.MODID + ":" + "wood", Reference.MODID + ":" + "horse_armor_wood", 2); } public class WoodHorseArmor extends Item{ public WoodHorseArmor(){ setCreativeTab(CreativeTabs.COMBAT); setUnlocalizedName(Reference.MODID + ":" + "wood_horse_armor"); setRegistryName("wood_horse_armor"); } @Override public HorseArmorType getHorseArmorType(ItemStack stack){ return MaterialReference.WOOD; } }
June 2, 20196 yr As I've said On 5/31/2019 at 12:03 AM, V0idWa1k3r said: With the current parameters you are passing to the method the game would look for your textures in assets/modid/horse_armor_wood. Your file isn't horse_armor_wood. It's horse_armor_wood.png(I presume anyway since you have file extensions hidden it may be any other image extension - and it has an image extension because it has an image thumbnail).
June 2, 20196 yr Author 6 hours ago, V0idWa1k3r said: As I've said Your file isn't horse_armor_wood. It's horse_armor_wood.png(I presume anyway since you have file extensions hidden it may be any other image extension - and it has an image extension because it has an image thumbnail). Finally Worked! The texture is all screwed up tho xd. Thank you so much!
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