Posted March 16, 20214 yr new RenderMaterial(AtlasTexture.LOCATION_BLOCKS_TEXTURE, "modid:block/mod_block").getSprite(); I want to create a Sprite with the above code, but it would be minecraft: block / missingno instead. Is there a way to use mod textures as sprite?
March 17, 20214 yr Author After some research, I found that TextureStitchEvent.Pre should be linked to AtlasTexture.LOCATION_BLOCKS_TEXTURE, but I would like to use this Sprite as a dynamic texture in IBakedModel. In other words, is there a way to dynamically associate it with AtlasTexture.LOCATION_BLOCKS_TEXTURE, or any other way? I also looked at how vanilla reads "texture": "modid: block / mod_block", but as far as I can see, it's all tied to AtlasTexture.LOCATION_BLOCKS_TEXTURE, which is confusing.
March 17, 20214 yr Author Keep the question simple. How do I create a TextureAtlasSprite for a texture in assets/modid/textures/block/mod_block.png from the string "modid: block/mod_block"?
March 17, 20214 yr Author Thank you! It was also possible to create a list of ResourceLocations when deserializing Json and register them one by one with TextureStitchEvent.Pre, but it was possible to realize it by recreating a list of RenderMaterials from all ResourceLocations with IModelGeometry # getTextures.
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.