Posted May 4, 201213 yr First of very nice forums. Before I have made the Peacefulpack compatible with forge and used the 256x256 texture files to only use 2 files, so I know how to do that. Right now I'm working on getting another mod forge compatible. I have already placed all the pictures into 2 256x256 files, but there is 1 difference between the mod I'm changing now and the peacefulpack. In this mod I have throwable entities that are textured with RenderSnowball. Right now I have this code for 1 of the items (there are 4 in total that have this): mod_Magicalexperience @MLProp public static int ClusterBottleID = 520; public static Item clusterbottle; public void load() { clusterbottle = new ItemClusterBottle(ClusterBottleID).setIconIndex(11).setItemName("clusterbottle"); ModLoader.addName(clusterbottle, "Cluster Bottle"); MinecraftForgeClient.preloadTexture("/MagicalExp/Items.png"); } public void addRenderer(Map map) { map.put(EntityClusterBottle.class, new RenderSnowball(mod_Magicalexperience.clusterbottle.iconIndex)); } ItemClusterBottle package net.minecraft.src; import net.minecraft.src.forge.*; public class ItemClusterBottle extends Item implements ITextureProvider { public ItemClusterBottle(int i) { super(i); maxStackSize = 64; } public String getTextureFile() { return "/MagicalExp/Items.png"; } public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { if (!par3EntityPlayer.capabilities.isCreativeMode) { par1ItemStack.stackSize--; } par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 0.5F, 0.4F / (itemRand.nextFloat() * 0.4F + 0.8F)); if (!par2World.isRemote) { par2World.spawnEntityInWorld(new EntityClusterBottle(par2World, par3EntityPlayer)); } return par1ItemStack; } } And EntityClusterbottle package net.minecraft.src; import java.util.Random; public class EntityClusterBottle extends EntityThrowable { public EntityClusterBottle(World par1World) { super(par1World); } public EntityClusterBottle(World par1World, EntityLiving par2EntityLiving) { super(par1World, par2EntityLiving); } public EntityClusterBottle(World par1World, double par2, double par4, double par6) { super(par1World, par2, par4, par6); } protected float func_40075_e() { return 0.07F; } protected float func_40077_c() { return 0.7F; } protected float func_40074_d() { return -20F; } /** * Called when the throwable hits a block or entity. */ protected void onImpact(MovingObjectPosition par1MovingObjectPosition) { if (!worldObj.isRemote) { worldObj.playAuxSFX(2002, (int)Math.round(posX), (int)Math.round(posY), (int)Math.round(posZ), 0); for (int i = 3 + worldObj.rand.nextInt(5) + worldObj.rand.nextInt(5); i > 0;) { int j = EntityXPOrb.getXPSplit(i); i -= j; worldObj.createExplosion(null, posX, posY, posZ, rand.nextInt(4)); worldObj.spawnEntityInWorld(new EntityTntbottle(worldObj, posX + rand.nextInt(5), posY, posZ + rand.nextInt(5))); worldObj.spawnEntityInWorld(new EntityTntbottle(worldObj, posX - rand.nextInt(5), posY, posZ + rand.nextInt(5))); worldObj.spawnEntityInWorld(new EntityTntbottle(worldObj, posX + rand.nextInt(5), posY, posZ - rand.nextInt(5))); worldObj.spawnEntityInWorld(new EntityTntbottle(worldObj, posX - rand.nextInt(5), posY, posZ - rand.nextInt(5))); } setDead(); } } } In the inventory all the items look the way they should, but when I throw one of those entities it will show the texture from the vanillan items.png making this bottle a golden apple in the air. How do I get it to load the texture from my items.png? Found out how to fix it. Just copy RenderSnowball, make a new Renderfile and change: this.loadTexture("/gui/items.png"); into this.loadTexture("/MagicalExp/Items.png"); Derp
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