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


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Posted

here is the error that i keep getting :

Quote

Using missing texture, unable to load examplemod:textures/.png : java.io.FileNotFoundException: examplemod:textures/.png

 

Posted
4 hours ago, WDNinja said:

here is the error that i keep getting :

 

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)
3 hours ago, WDNinja said:

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

it doesn't load the texture

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

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