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Posted

Hello people. I am having a hard time rendering obj models in 1.16.1 because the obj model rendering system has changed. It was easier to render obj models in 1.12.2 but now, I have no idea what to do.

 

main mod class:

```

@Mod("testmad")
public class MainShtuff {
    public static Item obese_mon;
    public static Block trol;
    public static Item iTrol;
    public static Block model;
    public static Item iModel;
    public MainShtuff(){
        obese_mon = new Item(new Item.Properties().group(stuff)).setRegistryName("obese_mon");
        trol = new Trol(Block.Properties.create(Material.BAMBOO).hardnessAndResistance(2.0F)).setRegistryName("trol");
        iTrol = new BlockItem(trol, new Item.Properties().group(stuff)).setRegistryName("trol");
        model = new ModelTest(Block.Properties.create(Material.BAMBOO).hardnessAndResistance(10F)).setRegistryName("model");
        iModel = new BlockItem(model, new Item.Properties().group(stuff)).setRegistryName("model");
        //register
        registerItem(obese_mon);
        registerBlock(trol, iTrol);
        registerBlock(model, iModel);

   }
    public void registerItem(Item item){
        ForgeRegistries.ITEMS.register(item);
        OBJLoader.*addDomain???*
    }
    public void registerBlock(Block blok, Item itemblok){
        ForgeRegistries.BLOCKS.register(blok);
        ForgeRegistries.ITEMS.register(itemblok);
    }
    public static ItemGroup stuff = new ItemGroup("stuff"){
        public ItemStack createIcon(){
            return new ItemStack(obese_mon);
        }
    };
}

```

 

and my blockstate json:

```

{
  "forge_marker": 1,
  "variants": {
    "": [{
      "custom":{"flip-v": true},
      "model": "testmad:block/obj/beta.obj",
      "textures": {
        "#None": "testmad:models/beta"
      }}],
    "inventory": [{"model": "testmad:block/model"}]
  }
}

```

 

There is no OBJLoader.addDomain(<modid>) so pls help me

Posted

Ah, thank you. Here is the updated code:

Event handler register:

MinecraftForge.EVENT_BUS.register(new EventHandler());

RegistryEvents:

@SubscribeEvent
public static void registerItemStuff(final RegistryEvent.Register<Item> gameRegistry){
    gameRegistry.getRegistry().register(MainShtuff.obese_mon);
    gameRegistry.getRegistry().register(MainShtuff.iTrol);
    gameRegistry.getRegistry().register(MainShtuff.iModel);
    gameRegistry.getRegistry().register(MainShtuff.pizza);
    gameRegistry.getRegistry().register(MainShtuff.iTrans);
}
@SubscribeEvent
public static void registerBlokStuff(final RegistryEvent.Register<Block> gameRegistry){
    gameRegistry.getRegistry().register(MainShtuff.trol);
    gameRegistry.getRegistry().register(MainShtuff.model);
    gameRegistry.getRegistry().register(MainShtuff.transmutator);
}
Posted
On 10/6/2020 at 1:11 PM, diesieben07 said:

You must also create your registry entries in the events, not in a static initializers.

and, I did everything the examplemod.java file had when it came to registering. The only difference was that the examplemod file had the RegistryEvents as a subclass but I have my mod EventHandler as an independent class file. 

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