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Posted (edited)

Hi, I was programming my mod, and I encountered a problem with textures. Recently, I renamed one of the package declarations, and eclipse messed up my class files, deleting the main mod reference file and my event subscriber class. Before, the textures worked, but now, they are just purple and black. Here is my GitHub: https://github.com/PulseBeat02/King-Mammoth-Mod

Edited by PulseBeat_02
Posted

Log file?

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted
23 minutes ago, PulseBeat_02 said:

Hi, I was programming my mod, and I encountered a problem with textures. Recently, I renamed one of the package declarations, and eclipse messed up my class files, deleting the main mod reference file and my event subscriber class. Before, the textures worked, but now, they are just purple and black. Here is my GitHub: https://github.com/PulseBeat02/King-Mammoth-Mod

You never register any models...

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted
4 minutes ago, PulseBeat_02 said:

Ye, that's why I commented it out so it won't run.

Uhhh then what is the problem. If you don't register models of course the items look like that.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted
1 minute ago, PulseBeat_02 said:

Should the ModItems class contain all of my items and I should make a loop to register them in the registerModels?

Yes that is an appropriate way to do it. You'll also want to do that with all of your Blocks that have Items.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted

@Animefan8888 It looks like the sword texture is loading, but nothing else.

 

hmm.thumb.PNG.8b7fc3b587e1c8a1dd79b1373045d541.PNG

 

Here's my updated code:

 

ModItems.java:

package pulsebeat_02.kingmammoth.init;

import pulsebeat_02.kingmammoth.item.MammothCore;
import pulsebeat_02.kingmammoth.item.MammothFur;
import pulsebeat_02.kingmammoth.item.MammothSword;
import pulsebeat_02.kingmammoth.item.armor.ItemKingMammothArmor;
import pulsebeat_02.kingmammoth.item.crown.KingMammothCrown;
import pulsebeat_02.kingmammoth.materials.KingMammothMaterials;

import net.minecraft.inventory.EntityEquipmentSlot;
import net.minecraft.item.Item.ToolMaterial;
import net.minecraftforge.fml.common.registry.GameRegistry.ObjectHolder;
import pulsebeat_02.kingmammoth.KingMammoth;

@ObjectHolder(KingMammoth.MODID)
public class ModItems {
	
	public static MammothSword mammoth_sword = new MammothSword(ToolMaterial.DIAMOND);
	
	public static ItemKingMammothArmor king_mammoth_boots = new ItemKingMammothArmor(KingMammothMaterials.mammoth_armor, EntityEquipmentSlot.FEET, "king_mammoth_boots");
	public static ItemKingMammothArmor king_mammoth_leggings = new ItemKingMammothArmor(KingMammothMaterials.mammoth_armor, EntityEquipmentSlot.LEGS, "king_mammoth_leggings");
	public static ItemKingMammothArmor king_mammoth_chestplate = new ItemKingMammothArmor(KingMammothMaterials.mammoth_armor, EntityEquipmentSlot.CHEST, "king_mammoth_chestplate");
	
	public static KingMammothCrown king_mammoth_crown = new KingMammothCrown(KingMammothMaterials.crown_model_material, EntityEquipmentSlot.HEAD);
	
	public static MammothFur mammoth_fur = new MammothFur();
	
	public static MammothCore mammoth_core = new MammothCore();

}

 

ModelRegistrationHandler.java:

package pulsebeat_02.kingmammoth.client;

import net.minecraft.client.renderer.block.model.ModelResourceLocation;
import net.minecraft.item.Item;
import net.minecraftforge.client.event.ModelRegistryEvent;
import net.minecraftforge.client.model.ModelLoader;
import net.minecraftforge.fml.common.Mod.EventBusSubscriber;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
import net.minecraftforge.fml.relauncher.Side;
import pulsebeat_02.kingmammoth.KingMammoth;
import pulsebeat_02.kingmammoth.init.ModItems;

@EventBusSubscriber(value = Side.CLIENT, modid = KingMammoth.MODID)
public class ModelRegistrationHandler {

	@SubscribeEvent
	public static void registerModels(ModelRegistryEvent event) {
		
		registerModel(ModItems.mammoth_sword, 0);
		
		registerModel(ModItems.king_mammoth_boots, 1);
		registerModel(ModItems.king_mammoth_leggings, 2);
		registerModel(ModItems.king_mammoth_chestplate, 3);
		
		registerModel(ModItems.king_mammoth_crown, 4);
		
		registerModel(ModItems.mammoth_core, 5);
		
		registerModel(ModItems.mammoth_fur, 6);
		
	}

	private static void registerModel(Item item, int meta) {
		
		ModelLoader.setCustomModelResourceLocation(item, meta,
				new ModelResourceLocation(item.getRegistryName(), "inventory"));
	}

}

 

Still the black and purple textures.

Posted
8 minutes ago, PulseBeat_02 said:

@Animefan8888 After adding a logger statement, i noticed that the logger statement isn't printing something out, which probably means that the code probably did not run, or not being called. How would I fix this?

Can you update your github?

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted
1 hour ago, PulseBeat_02 said:

public static MammothSword mammoth_sword = new MammothSword(ToolMaterial.DIAMOND);

Don't use static initializers. Because they can be called at unpredictable times, Forge won't necessarily associate them with the correct mod.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted
1 minute ago, PulseBeat_02 said:

If I remove the static initializer, I can't register the model because it's in a separate class. Getters and Setters perhaps?

First, nice tab complete.

Second, I don't think that's how it works.

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

Posted
20 minutes ago, PulseBeat_02 said:

Updated it

Ok the problem is the items you are registering are not the same items you are registering models for. Read up on the ObjectHolder annotation on the forge docs. 

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted
10 hours ago, PulseBeat_02 said:

If I remove the static initializer, I can't register the model because it's in a separate class. Getters and Setters perhaps?

That would be wrong. First, the object holder annotation will fill the values in for you, and second you can initialize them with a value from anywhere you like, you just can do that from a static place. The fields can still be static, but you can't call new there.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted
2 hours ago, PulseBeat_02 said:

Ahh, I see what you are all saying. After adding @ObjectHolder("name here") to all the items, the textures were finally fixed and working. Thank you!

You can also just apply it to a class. But it requires that the field names match the object's registry name exactly (except for cAse).

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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