Jump to content

[1.15.2] "Using missing texture, unable to load" my texture


Recommended Posts

Posted
  On 6/6/2020 at 3:47 PM, WDNinja said:

here is the error that i keep getting :

 

Expand  

You're texture should be in resources/assets/modid"/textures/items.

It's sad how much time mods spend saying "x is no longer supported on this forum. Please update to a modern version of Minecraft to receive support".

Posted (edited)
  On 6/7/2020 at 4:02 PM, WDNinja said:

now it is on that location but when i try to put:

it doesn't load the texture

Expand  

I have no idea what you mean, update your git repo.

Edited by Novârch

It's sad how much time mods spend saying "x is no longer supported on this forum. Please update to a modern version of Minecraft to receive support".

Posted (edited)

Minecraft not understanding .mtl

# WaveFront *.mtl file (generated by Cinema 4D)

newmtl MI_WEP_WindmillShuriken
Kd 0.80000001192093 0.80000001192093 0.80000001192093
map_Kd -o 0.000 1.000 wdns3dnm:model/windmill_shuriken
illum 7

remove the -o stuff , and the illum 7 and you only need  0.800.  The kd map should be pointing to a texture

Edited by blinky000
Posted

Howdy

For what it's worth, here is an example of a mtl, obj, and json which work together correctly (all are in models\block)

# Blender MTL File: 'mbe21_ter_gem.blend'
# Material Count: 1

newmtl Material
Ns 323.999994
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.0 0.0 0.0
Ni 1.450000
d 1.000000
illum 2
map_Kd minecraftbyexample:model/mbe21_ter_gem

 

# Blender v2.80 (sub 75) OBJ File: 'mbe21_ter_gem.blend'
# www.blender.org
mtllib mbe21_ter_gem.mtl
o Gem
v 0.000000 1.000000 0.000000
v -0.500000 0.000000 -0.500000
v 0.500000 0.000000 -0.500000
v 0.500000 -0.000000 0.500000
v -0.500000 -0.000000 0.500000
v 0.000000 -1.000000 -0.000000
vt 0.125000 0.000000
vt 0.000000 0.500000
vt 0.250000 0.500000

vt 0.375000 0.000000
vt 0.250000 0.500000
vt 0.500000 0.500000

vt 0.625000 0.000000
vt 0.500000 0.500000
vt 0.750000 0.500000

vt 0.875000 0.000000
vt 0.750000 0.500000
vt 1.000000 0.500000

vt 0.125000 1.000000
vt 0.000000 0.500000
vt 0.250000 0.500000

vt 0.375000 1.000000
vt 0.250000 0.500000
vt 0.500000 0.500000

vt 0.625000 1.000000
vt 0.500000 0.500000
vt 0.750000 0.500000

vt 0.875000 1.000000
vt 0.750000 0.500000
vt 1.000000 0.500000
vn 0.0000 0.4472 -0.8944
vn 0.8944 0.4472 0.0000
vn 0.0000 0.4472 0.8944
vn -0.8944 0.4472 0.0000
vn 0.0000 -0.4472 -0.8944
vn 0.8944 -0.4472 -0.0000
vn 0.0000 -0.4472 0.8944
vn -0.8944 -0.4472 -0.0000
usemtl Material
s 1
f 1/1/1 3/2/1 2/3/1
f 1/4/2 4/5/2 3/6/2
f 1/7/3 5/8/3 4/9/3
f 1/10/4 2/11/4 5/12/4
f 6/13/5 2/14/5 3/15/5
f 6/16/6 3/17/6 4/18/6
f 6/19/7 4/20/7 5/21/7
f 6/22/8 5/23/8 2/24/8

 

{
  "loader": "forge:obj",
  "flip-v": true,
  "ambientToFullbright": false,
  "__comment": "flip-v may be required if your texture appears mirrored.  See OBJloader::read() for other flags.  currently the available options are",
  "__comment1": "detectCullableFaces (default true) = try to convert faces to Directional Quads (EAST, WEST, etc) instead of just general quads",
  "__comment2": "diffuseLighting (default false) = attempt to apply the direction-dependent lighting as per vanilla blocks.  Currently does nothing.",
  "__comment3": "flipV (default false) = mirror the texture sheet top-->bottom (if your textures appear upside-down)",
  "__comment4": "ambientToFullbright (default true) = always render at maximum world illumination (combinedLight) regardless of the actual skylight or blocklight present",
  "__comment5": "materialLibraryOverrideLocation (default null) = use this path/filename for the material library file .mtl",
  "model" : "minecraftbyexample:models/block/mbe21_ter_gem.obj"
}

 

with a texture file mbe21_ter_gem.png in textures\model

 

 

Posted

Howdy

 

I had a look and your mod is completely broken.

 

I'm currently working on an example mod for projectiles.  I'll paste your shuriken model into that and upload it so you at least have a working starting point to get you going.

 

-TGG

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



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hi everyone, I'm currently developing a Forge 1.21 mod for Minecraft and I want to display a custom HUD overlay for a minigame. My goal: When the game starts, all players should see an item/block icon (from the base game, not a custom texture) plus its name/text in the HUD – similar to how the bossbar overlay works. The HUD should appear centered above the hotbar (or at a similar prominent spot), and update dynamically (icon and name change as the target item changes). What I've tried: I looked at many online tutorials and several GitHub repos (e.g. SeasonHUD, MiniHUD), but most of them use NeoForge or Forge versions <1.20 that provide the IGuiOverlay API (e.g. implements IGuiOverlay, RegisterGuiOverlaysEvent). In Forge 1.21, it seems that neither IGuiOverlay nor RegisterGuiOverlaysEvent exist anymore – at least, I can't import them and they are missing from the docs and code completion. I tried using RenderLevelStageEvent as a workaround but it is probably not intended for custom HUDs. I am not using NeoForge, and switching the project to NeoForge is currently not an option for me. I tried to look at the original minecraft source code to see how elements like hearts, hotbar etc are drawn on the screen but I am too new to Minecraft modding to understand. What I'm looking for: What is the correct way to add a custom HUD element (icon + text) in Forge 1.21, given that the previous overlay API is missing? Is there a new recommended event, callback, or method in Forge 1.21 for custom HUD overlays, or is everyone just using a workaround? Is there a minimal open-source example repo for Forge 1.21 that demonstrates a working HUD overlay without relying on NeoForge or deprecated Forge APIs? My ideal solution: Centered HUD element with an in-game item/block icon (from the base game's assets, e.g. a diamond or any ItemStack / Item) and its name as text, with a transparent background rectangle. It should be visible to the players when the mini game is running. Easy to update the item (e.g. static variable or other method), so it can change dynamically during the game. Any help, code snippets, or up-to-date references would be really appreciated! If this is simply not possible right now in Forge 1.21, it would also help to know that for sure. Thank you very much in advance!
    • The simple answer is there is not an easy way. You would need to know how to program in Java, as well as at least some familiarity with how Forge works so you could port the differences. You would also need the sourcecode for the original mod, and permission from the author to modify it, if they did not use some sort of open source license. So it's not impossible, but it would take some effort, but doing so would open up a whole new world of possibilities for you!
    • Does it still crash if you remove holdmyitems? Looks like that mod doesn't work on a server as far as I can tell from the error.  
    • Crashes the server when trying to start. Error code -1. Log  
  • Topics

×
×
  • Create New...

Important Information

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