Posted October 4, 20204 yr 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
October 6, 20204 yr Author 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); }
October 9, 20204 yr Author - _ - ... can you please stap criticizing my code and the way I do things. if it works, it works.
October 9, 20204 yr Author 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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