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Posted

So I know 1.5 changed how minecraft handles textures, but I cant really anywhere where it tells me how to change them. I read somewhere that each block/item has its own file but the website was sketchy(said current version was 1.8.1, so I dont really trust it). Any help is appreciated

Posted

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

Here's a tutorial you can read.

 

Each block/item does have its own file, and those files must be saved in a Block or Item folder within a Textures folder within your mod folder.

 

The method used to register icons is:

 

public void updateIcons(IconRegister par1iconregister){
	this.blockIcon = par1iconregister.registerIcon("[texture name, without .png]");
}

 

An example of different textures on different sides:

 

@SideOnly(Side.CLIENT)
    private Icon top;
@SideOnly(Side.CLIENT)
    private Icon bottom;

       @SideOnly(Side.CLIENT)
        public Icon getIcon(int par1, int par2)
        {
            return par1 == 0 ? this.bottom: (par1 == 1 ? this.top: this.blockIcon);
        }
        
        @SideOnly(Side.CLIENT)
        public void registerIcons(IconRegister par1IconRegister)
        {
            this.blockIcon = par1IconRegister.registerIcon("[texture name]");
            this.top = par1IconRegister.registerIcon("[texture name]");
            this.bottom= par1IconRegister.registerIcon("[texture name]");
        }

Posted
  On 6/19/2013 at 4:58 PM, Mtshaw113 said:

Thank you, that will be helpful soon but how big do the files need to be? Im wondering like do they need to be 16x16 px or maybe 256x256 px or what

 

As big or as small as you want.  As by default all items and blocks use 16x16 textures your icon files would be...

*Drum roll*

16x16!

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

Ok So i got all that too work, now my problem is that my texture wont load onto my block, and my block is an ore, which wont spawn, but its in the creative menu.

 

EventManager Code:

Error on Line 32, i think its because im not specifing what block to spawn the correct way.

 

  Reveal hidden contents

 

 

And now the ore/block file:

 

  Reveal hidden contents

 

 

So I dont know if my block should extend Block or BlockOre, and my texture wont come up.

 

Posted
  On 6/19/2013 at 4:43 PM, Nethseaar said:

Here's a tutorial you can read.

 

Each block/item does have its own file, and those files must be saved in a Block or Item folder within a Textures folder within your mod folder.

 

The method used to register icons is:

 

public void updateIcons(IconRegister par1iconregister){
	this.blockIcon = par1iconregister.registerIcon("[texture name, without .png]");
}

 

An example of different textures on different sides:

 

@SideOnly(Side.CLIENT)
    private Icon top;
@SideOnly(Side.CLIENT)
    private Icon bottom;

       @SideOnly(Side.CLIENT)
        public Icon getIcon(int par1, int par2)
        {
            return par1 == 0 ? this.bottom: (par1 == 1 ? this.top: this.blockIcon);
        }
        
        @SideOnly(Side.CLIENT)
        public void registerIcons(IconRegister par1IconRegister)
        {
            this.blockIcon = par1IconRegister.registerIcon("[texture name]");
            this.top = par1IconRegister.registerIcon("[texture name]");
            this.bottom= par1IconRegister.registerIcon("[texture name]");
        }

In your first set of code, what do u put in the (texture name, without .png) part

Posted
  On 6/20/2013 at 10:14 PM, Mtshaw113 said:

  Quote

Here's a tutorial you can read.

 

Each block/item does have its own file, and those files must be saved in a Block or Item folder within a Textures folder within your mod folder.

 

The method used to register icons is:

 

public void updateIcons(IconRegister par1iconregister){
	this.blockIcon = par1iconregister.registerIcon("[texture name, without .png]");
}

 

An example of different textures on different sides:

 

@SideOnly(Side.CLIENT)
    private Icon top;
@SideOnly(Side.CLIENT)
    private Icon bottom;

       @SideOnly(Side.CLIENT)
        public Icon getIcon(int par1, int par2)
        {
            return par1 == 0 ? this.bottom: (par1 == 1 ? this.top: this.blockIcon);
        }
        
        @SideOnly(Side.CLIENT)
        public void registerIcons(IconRegister par1IconRegister)
        {
            this.blockIcon = par1IconRegister.registerIcon("[texture name]");
            this.top = par1IconRegister.registerIcon("[texture name]");
            this.bottom= par1IconRegister.registerIcon("[texture name]");
        }

In your first set of code, what do u put in the (texture name, without .png) part

Are you freaking kidding.

it says what to put, The name of the texture.

 

It's really self explanatory.

Legend of Zelda Mod[updated September 20th to 3.1.1]

Extra Achievements(Minecraft 1.8!)[updated April 3rd to 2.3.0]

Fancy Cheeses[updated May 8th to 0.5.0]

Posted
  On 6/20/2013 at 10:28 PM, dude22072 said:

  Quote

  Quote

Here's a tutorial you can read.

 

Each block/item does have its own file, and those files must be saved in a Block or Item folder within a Textures folder within your mod folder.

 

The method used to register icons is:

 

public void updateIcons(IconRegister par1iconregister){
	this.blockIcon = par1iconregister.registerIcon("[texture name, without .png]");
}

 

An example of different textures on different sides:

 

@SideOnly(Side.CLIENT)
    private Icon top;
@SideOnly(Side.CLIENT)
    private Icon bottom;

       @SideOnly(Side.CLIENT)
        public Icon getIcon(int par1, int par2)
        {
            return par1 == 0 ? this.bottom: (par1 == 1 ? this.top: this.blockIcon);
        }
        
        @SideOnly(Side.CLIENT)
        public void registerIcons(IconRegister par1IconRegister)
        {
            this.blockIcon = par1IconRegister.registerIcon("[texture name]");
            this.top = par1IconRegister.registerIcon("[texture name]");
            this.bottom= par1IconRegister.registerIcon("[texture name]");
        }

In your first set of code, what do u put in the (texture name, without .png) part

Are you freaking kidding.

it says what to put, The name of the texture.

 

It's really self explanatory.

Ok so it says ("[texture name, without .png]"); What does the "without .png" represent after the comma? My texture name is oreJuli, so do I do ("[oreJuli, *SOMETHING*]")? and what is the Something

Posted
  On 6/20/2013 at 11:21 PM, Mtshaw113 said:

  Quote

  Quote

  Quote

Here's a tutorial you can read.

 

Each block/item does have its own file, and those files must be saved in a Block or Item folder within a Textures folder within your mod folder.

 

The method used to register icons is:

 

public void updateIcons(IconRegister par1iconregister){
	this.blockIcon = par1iconregister.registerIcon("[texture name, without .png]");
}

 

An example of different textures on different sides:

 

@SideOnly(Side.CLIENT)
    private Icon top;
@SideOnly(Side.CLIENT)
    private Icon bottom;

       @SideOnly(Side.CLIENT)
        public Icon getIcon(int par1, int par2)
        {
            return par1 == 0 ? this.bottom: (par1 == 1 ? this.top: this.blockIcon);
        }
        
        @SideOnly(Side.CLIENT)
        public void registerIcons(IconRegister par1IconRegister)
        {
            this.blockIcon = par1IconRegister.registerIcon("[texture name]");
            this.top = par1IconRegister.registerIcon("[texture name]");
            this.bottom= par1IconRegister.registerIcon("[texture name]");
        }

In your first set of code, what do u put in the (texture name, without .png) part

Are you freaking kidding.

it says what to put, The name of the texture.

 

It's really self explanatory.

Ok so it says ("[texture name, without .png]"); What does the "without .png" represent after the comma? My texture name is oreJuli, so do I do ("[oreJuli, *SOMETHING*]")? and what is the Something

no, he was just using proper grammar.

Legend of Zelda Mod[updated September 20th to 3.1.1]

Extra Achievements(Minecraft 1.8!)[updated April 3rd to 2.3.0]

Fancy Cheeses[updated May 8th to 0.5.0]

Posted

Oh :) Sorry. I didnt know he was using proper grammer, thought it meant something. Ok now can any help with my problem about the EventManager class? Line 32, I need to specify the block to spawn, and Im trying to do that, but the package its in is mtshaw113.juli and I cant find out to how to make it specify the block, which is mtshaw113.juli.oreJuli(Sorry if Im not using proper grammer and confusing you guys, I write badly)

Posted

Try this:

 

 

  Reveal hidden contents

 

 

Everything should be compatible, and changeable to suit your mod and it's needs

Posted
  On 6/21/2013 at 12:04 AM, Mtshaw113 said:

Oh :) Sorry. I didnt know he was using proper grammer, thought it meant something. Ok now can any help with my problem about the EventManager class? Line 32, I need to specify the block to spawn, and Im trying to do that, but the package its in is mtshaw113.juli and I cant find out to how to make it specify the block, which is mtshaw113.juli.oreJuli(Sorry if Im not using proper grammer and confusing you guys, I write badly)

mtshaw113.juli.oreJuli.blockID

Legend of Zelda Mod[updated September 20th to 3.1.1]

Extra Achievements(Minecraft 1.8!)[updated April 3rd to 2.3.0]

Fancy Cheeses[updated May 8th to 0.5.0]

Posted
  On 6/19/2013 at 5:32 PM, Draco18s said:

  Quote

Thank you, that will be helpful soon but how big do the files need to be? Im wondering like do they need to be 16x16 px or maybe 256x256 px or what

 

As big or as small as you want.  As by default all items and blocks use 16x16 textures your icon files would be...

*Drum roll*

16x16!

 

Almost. ;) Minecraft actually indeed is capable of handling non-power-of-two textures, but by default it doesn't. I THINK by default it also only takes 16x16... a respective mod would thus easily allow you to circumvent these limits.

Posted

It handles squares. Anything that is a square is good, because it looks up the size of the icon. So regardless of how big your icon is, it is designed to draw from the start to the end, not just 16 pixels.

The only reason it can't handle a square is because it complains about non-squares... and I don't know how to get around that.

Read my thoughts on my summer mod work and tell me what you think!

http://www.minecraftforge.net/forum/index.php/topic,8396.0.html

 

I absolutely love her when she smiles

Posted

Protip: Remove all that SideOnly(Client) bullshit

Icon exists on the server {its empty but it exists} so tyhere is NO reason for you to use SideOnly

Seriously, If you're using SideOnly in your code. You're doing it wrong.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Posted
  On 6/22/2013 at 3:42 AM, LexManos said:

Protip: Remove all that SideOnly(Client) bullshit

Icon exists on the server {its empty but it exists} so tyhere is NO reason for you to use SideOnly

Seriously, If you're using SideOnly in your code. You're doing it wrong.

Wait, really? I don't want to doubt someone who clearly knows more about this than I do, but my computer is severely lacking in, well, everything, and I want my mod to work optimally both for my sake and any other poor soul out there who has never run minecraft past tiny render distance without crashing.

Can anyone else confirm?

Read my thoughts on my summer mod work and tell me what you think!

http://www.minecraftforge.net/forum/index.php/topic,8396.0.html

 

I absolutely love her when she smiles

Posted

What is there to confirm?

I told you that you should not be using it.

I'm the one who wrote the system...

What more do you want?

 

This has nothing to do with resource or efficiency. This is straight up proper coding.

 

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Posted
  On 6/22/2013 at 4:19 AM, redria7 said:

  Quote

Protip: Remove all that SideOnly(Client) bullshit

Icon exists on the server {its empty but it exists} so tyhere is NO reason for you to use SideOnly

Seriously, If you're using SideOnly in your code. You're doing it wrong.

Wait, really? I don't want to doubt someone who clearly knows more about this than I do, but my computer is severely lacking in, well, everything, and I want my mod to work optimally both for my sake and any other poor soul out there who has never run minecraft past tiny render distance without crashing.

Can anyone else confirm?

I do generally run in Tiny (it doesn't crash but it runs very slowly otherwise). While an extra empty field on server would use memory unnecessarily, though, it seems to me that it would be negligible, and less work than fixing all the icon code to be client-only. Not to mention that it could cause problems down the line.

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

Posted
  On 6/22/2013 at 3:42 AM, LexManos said:

Protip: Remove all that SideOnly(Client) bullshit

Icon exists on the server {its empty but it exists} so tyhere is NO reason for you to use SideOnly

Seriously, If you're using SideOnly in your code. You're doing it wrong.

Thank you for the tip  :) I'm new, and following tutorials for some of the things I do not know.

Posted
  On 6/21/2013 at 7:05 PM, HydroBane said:

Try this:

 

 

  Reveal hidden contents

 

 

Everything should be compatible, and changeable to suit your mod and it's needs

Im getting an error under mtshaw113.juli.oreJuli.blockID, Cannot make a static reference to the non-static field mtshaw113.juli.oreJuli.blockID

Posted
  On 6/22/2013 at 9:21 PM, ObsequiousNewt said:
I do generally run in Tiny (it doesn't crash but it runs very slowly otherwise). While an extra empty field on server would use memory unnecessarily, though, it seems to me that it would be negligible, and less work than fixing all the icon code to be client-only. Not to mention that it could cause problems down the line.

The 4 bytes you save by having the transfomrer strip it out is negated by the processing time and KB's {albeit temporary memory} used to rebuild the modified class.

 

Seriously. The SideOnly annotation is designed ONLY for Vanilla classes so that we can merge the client and servers code base and still know how to emulate the exact runtime environment.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Posted
  On 6/23/2013 at 6:12 PM, Mtshaw113 said:

  Quote

Try this:

 

 

  Reveal hidden contents

 

 

Everything should be compatible, and changeable to suit your mod and it's needs

Im getting an error under mtshaw113.juli.oreJuli.blockID, Cannot make a static reference to the non-static field mtshaw113.juli.oreJuli.blockID

Any help? Wish Lex could answer everything for noobs, it'd make stuff easier  :P

Posted
  On 6/25/2013 at 3:39 AM, Mtshaw113 said:

  Quote

  Quote

Try this:

 

 

  Reveal hidden contents

 

 

Everything should be compatible, and changeable to suit your mod and it's needs

Im getting an error under mtshaw113.juli.oreJuli.blockID, Cannot make a static reference to the non-static field mtshaw113.juli.oreJuli.blockID

Any help? Wish Lex could answer everything for noobs, it'd make stuff easier  :P

He can't (well, doesn't have time to.) That's why we're here. Your ore block should be static, why isn't it?

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

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