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Posted

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;
    }
}

 

Screenshot_4.png.fbf1662a137e829ec16cce8f7c0ae24f.png

 

Where should I put the texture file for the model it self (the change of horse texture when I put the armor)?

Posted

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.

Posted
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?

Posted
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;
    }
}

 

Screenshot_5.png.365b14130181c51b72087693327dba56.png

Posted

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).

 

  • Thanks 1
Posted
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!
Screenshot_6.png.a219e17af97c5dd27000b042533cae0f.png

 

The texture is all screwed up tho xd.
Thank you so much!

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