Jump to content

[1.15.2] Textures not applied to model


Spyeedy

Recommended Posts

I'm using forge blockstates, and the file is as follows. (Please ignore that I used the same model for all the variants)

Spoiler

{
	"forge_marker": 1,
	"defaults": {
		"textures": {
			"0": "block/oak_planks",
			"1": "block/oak_log_top",
			"2": "block/oak_log"
		}
	},
	"variants": {
		"north=false,south=false,west=false,east=false": { "model": "spyplaytest:block/wood_table" },
		"north=true,south=true,west=true,east=true": { "model": "spyplaytest:block/wood_table" },

		"north=true,south=false,west=false,east=false": { "model": "spyplaytest:block/wood_table" },
		"north=false,south=true,west=false,east=false": { "model": "spyplaytest:block/wood_table" },
		"north=false,south=false,west=true,east=false": { "model": "spyplaytest:block/wood_table" },
		"north=false,south=false,west=false,east=true": { "model": "spyplaytest:block/wood_table" },

		"north=true,south=true,west=false,east=false": { "model": "spyplaytest:block/wood_table" },
		"north=true,south=false,west=true,east=false": { "model": "spyplaytest:block/wood_table" },
		"north=true,south=false,west=false,east=true": { "model": "spyplaytest:block/wood_table" },

		"north=false,south=true,west=true,east=false": { "model": "spyplaytest:block/wood_table" },
		"north=false,south=true,west=false,east=true": { "model": "spyplaytest:block/wood_table" },

		"north=false,south=false,west=true,east=true": { "model": "spyplaytest:block/wood_table" },

		"north=true,south=true,west=true,east=false": { "model": "spyplaytest:block/wood_table" },
		"north=true,south=true,west=false,east=true": { "model": "spyplaytest:block/wood_table" },
		"north=true,south=false,west=true,east=true": { "model": "spyplaytest:block/wood_table" },

		"north=false,south=true,west=true,east=true": { "model": "spyplaytest:block/wood_table" }
	}
}

 

I'm not too sure why my textures set in the default section is not applied to the model.
 

The texture path is correct.

Edited by Spyeedy

width=620 height=260http://www.startrek.com/uploads/assets/articles/61c89a9d73c284bda486afaeaf01cdb27180359b.jpg[/img]

Till next time. Thank you for delivering funny scenes to Star Trek as Chekov :) . Will always remember you

Link to comment
Share on other sites

6 minutes ago, Spyeedy said:

I'm using forge blockstates, and the file is as follows.

What does the model file look like? Also is there anything in the console?

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.

Link to comment
Share on other sites

9 minutes ago, Animefan8888 said:

What does the model file look like? Also is there anything in the console?

No, the console doesn't seem to be complaining about the textures, even though there is the purple-black-checkered texture all over my model.

As for my model, it's as follow,

Spoiler

{
	"parent": "block/block",
	"textures": {
		"particle": "#0"
	},
	"elements": [
		{
			"name": "NW_leg",
			"from": [0, 0, 0],
			"to": [2, 14, 2],
			"faces": {
				"north": {"uv": [0, 0, 2, 14], "texture": "#0"},
				"east": {"uv": [0, 0, 2, 14], "texture": "#0"},
				"south": {"uv": [0, 0, 2, 14], "texture": "#0"},
				"west": {"uv": [0, 0, 2, 14], "texture": "#0"},
				"down": {"uv": [0, 0, 2, 2], "texture": "#0"}
			}
		},
		{
			"name": "NE_leg",
			"from": [14, 0, 0],
			"to": [16, 14, 2],
			"faces": {
				"north": {"uv": [0, 0, 2, 14], "texture": "#0"},
				"east": {"uv": [0, 0, 2, 14], "texture": "#0"},
				"south": {"uv": [0, 0, 2, 14], "texture": "#0"},
				"west": {"uv": [0, 0, 2, 14], "texture": "#0"},
				"down": {"uv": [0, 0, 2, 2], "texture": "#0"}
			}
		},
		{
			"name": "SW_leg",
			"from": [0, 0, 14],
			"to": [2, 14, 16],
			"faces": {
				"north": {"uv": [0, 0, 2, 14], "texture": "#0"},
				"east": {"uv": [0, 0, 2, 14], "texture": "#0"},
				"south": {"uv": [0, 0, 2, 14], "texture": "#0"},
				"west": {"uv": [0, 0, 2, 14], "texture": "#0"},
				"down": {"uv": [0, 0, 2, 2], "texture": "#0"}
			}
		},
		{
			"name": "SE_leg",
			"from": [14, 0, 14],
			"to": [16, 14, 16],
			"faces": {
				"north": {"uv": [0, 0, 2, 14], "texture": "#0"},
				"east": {"uv": [0, 0, 2, 14], "texture": "#0"},
				"south": {"uv": [0, 0, 2, 14], "texture": "#0"},
				"west": {"uv": [0, 0, 2, 14], "texture": "#0"},
				"down": {"uv": [0, 0, 2, 2], "texture": "#0"}
			}
		},
		{
			"name": "top",
			"from": [0, 14, 0],
			"to": [16, 16, 16],
			"faces": {
				"north": {"uv": [0, 0, 16, 2], "texture": "#2"},
				"east": {"uv": [0, 0, 16, 2], "texture": "#2"},
				"south": {"uv": [0, 0, 16, 2], "texture": "#2"},
				"west": {"uv": [0, 0, 16, 2], "texture": "#2"},
				"up": {"uv": [0, 0, 16, 16], "texture": "#1"},
				"down": {"uv": [0, 0, 16, 16], "texture": "#1"}
			}
		}
	]
}

 

I didn't define any textures in my model as I wanted to apply the textures in the blockstate file, as I had other blocks registered that used the same model but different set of textures.

Edited by Spyeedy

width=620 height=260http://www.startrek.com/uploads/assets/articles/61c89a9d73c284bda486afaeaf01cdb27180359b.jpg[/img]

Till next time. Thank you for delivering funny scenes to Star Trek as Chekov :) . Will always remember you

Link to comment
Share on other sites

2 minutes ago, Ugdhar said:

awwww, this is going to suck a lot :(. Well then, they should've removed the Forge Blockstate JSON section from the docs

width=620 height=260http://www.startrek.com/uploads/assets/articles/61c89a9d73c284bda486afaeaf01cdb27180359b.jpg[/img]

Till next time. Thank you for delivering funny scenes to Star Trek as Chekov :) . Will always remember you

Link to comment
Share on other sites

Just now, Ugdhar said:

Here's another link with some changes since the big rewrite, I think they still apply. Hope it helps!

https://gist.github.com/williewillus/353c872bcf1a6ace9921189f6100d09a

Your earlier link relates to 1.15, this one is for 1.13/1.14, which I'm not developing for. But thanks for helping, or rather, mentioning that 1.15 no longer has forge blockstates :)

width=620 height=260http://www.startrek.com/uploads/assets/articles/61c89a9d73c284bda486afaeaf01cdb27180359b.jpg[/img]

Till next time. Thank you for delivering funny scenes to Star Trek as Chekov :) . Will always remember you

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.



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • So im full into world generation right now, carving shit for a dimension I'm doing. I understand what the CarvingMask is, if i understand correctly, an array of bits that, for each chunk, marks wether the block the bit represent is (1) or isn't (0) carved. But I'm not seeing what uses it can have. Under what circumstances is good to make and keep track of a carvingmask?
    • Yes, it is possible. You should develop the API as a separate project. Wether you want your mod to have the API integrated or have a dependency on it is up to you. I'd say that for testing the API integration, you should have it separated and add it as a dependency to your mod (at least, thats how I've done it in the past).   I recall there is also option to compile different parts of your project on different jars. Either way, thats more of a forgegradle question, if i understand it correctly
    • forge simply won't boot up no matter how many mods are installed, i tried only the 1.20.1 and 1.20.6 versions and the same thing happened: nothing. the only thing that shows up in the logs is this   [14jun.2024 11:07:34.757] [main/INFO] [cpw.mods.modlauncher.Launcher/MODLAUNCHER]: ModLauncher running: args [--username, {MINECRAFT_USERNAME}, --version, 1.20.1, --gameDir, C:\Users\{COMPUTER_USERNAME}\AppData\Roaming\com.modrinth.theseus\profiles\s, --assetsDir, C:\Users\{COMPUTER_USERNAME}\AppData\Roaming\com.modrinth.theseus\meta\assets, --assetIndex, 5, --uuid, {MINECRAFT_UUID}, --accessToken, ????????, --clientId, c4502edb-87c6-40cb-b595-64a280cf8906, --xuid, 0, --userType, msa, --versionType, release, --width, 854, --height, 480, --launchTarget, forgeclient, --fml.forgeVersion, 47.2.17, --fml.mcVersion, 1.20.1, --fml.forgeGroup, net.minecraftforge, --fml.mcpVersion, 20230612.114412] [14jun.2024 11:07:34.765] [main/INFO] [cpw.mods.modlauncher.Launcher/MODLAUNCHER]: ModLauncher 10.0.9+10.0.9+main.dcd20f30 starting: java version 17.0.11 by Azul Systems, Inc.; OS Windows 10 arch amd64 version 10.0 [14jun.2024 11:07:34.946] [main/WARN] [net.minecraftforge.fml.loading.FMLConfig/CORE]: Configuration file C:\Users\{COMPUTER_USERNAME}\AppData\Roaming\com.modrinth.theseus\profiles\s\config\fml.toml is not correct. Correcting [14jun.2024 11:07:34.948] [main/INFO] [net.minecraftforge.fml.loading.FMLConfig/CORE]: Incorrect key [earlyWindowSkipGLVersions] was corrected from null to [] [14jun.2024 11:07:34.948] [main/INFO] [net.minecraftforge.fml.loading.FMLConfig/CORE]: Incorrect key [earlyWindowSquir] was corrected from null to false [14jun.2024 11:07:34.970] [main/INFO] [net.minecraftforge.fml.loading.ImmediateWindowHandler/]: Loading ImmediateWindowProvider fmlearlywindow [14jun.2024 11:07:35.208] [main/INFO] [EARLYDISPLAY/]: Trying GL version 4.6   i tried in two different computers and had the same results help.....
    • Get the latest drivers from their website - do not update via system
    • https://paste.ee/p/2yikd  After installing curse forge and running 1.20.1 with 0 mods, only forge 47.3.1, this report is being yielded. Vanilla minecraft is not crashing, and I initially thought it was a mod issue, but it is clear now there is some sort of interaction between forge and my computer occurring.  Here are my computer specs for anyone wondering: TUF gaming A15 ASUS running Windows 11 Processor: AMD Ryzen 7 4800H with Radeon Graphics, fully updated (31.0.12014.6) Graphics: NVIDIA GeFORCE GTX 1660 Ti, fully updated game-ready drivers (32.0.15.5599)  I have been told this an error code related to graphics drivers, but both my integrated and dedicated drivers are entirely up to date. My AMD drivers have no version to roll back to and have never previously encountered this issue. I am seriously confused by this because I have never had an issue with running forge in the past and frequently play modded MC. This issue was exactly the same when I ran 1.19.2 with Forge version 43.2.0,  again with no mods.  Please help!!
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

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