Jump to content

[1.12.2] Adding a texture to a material


Opengbil

Recommended Posts

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)?

Link to comment
Share on other sites

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?

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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
Link to comment
Share on other sites

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!

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.