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Posted

Hi there,

 

I've been adding a custom shield to my mod. It's working fine and all, however I can't seem to get my custom textures working.

 

I believe the problem lies in that the default way the shield is rendered uses materials that take in an AtlasTexture. Now I've tried using the same texture altas sprite that the ShieldModel, which is `AtlasTexture.LOCATION_BLOCKS_TEXTURE`, but that doesn't work.

 

I'm going to keep searching, but asking here if someone knows the answer. Is there an existing AtlasTexture that I can use that will have my texture baked into it? Or do I need to register my own (and how to go about that)?

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Posted

You need to stitch your texture into the atlas during TextureStitchEvent.Pre.

Some tips:

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The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

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1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

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Posted
7 hours ago, DavidM said:

You need to stitch your texture into the atlas during TextureStitchEvent.Pre.

Thanks worked!

 

Code below for those that would like it:

 

@Mod.EventBusSubscriber
public class ModAtlasTextures {

    @SubscribeEvent
    public static void onTextureStitchEvent(TextureStitchEvent.Pre event) {
        if (event.getMap().getTextureLocation() == LOCATION_BLOCKS_TEXTURE) {
            event.addSprite(ModShieldItemStackTileEntityRenderer.LOCATION_SHIELD_BASE_NO_PATTERN);
        }
    }
}

 

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