So will minecraft throw a fit if it does not find a png file this way or can I just use the Icon methods in the block and item classes? On a side note I did some looking and found unloclaizedName is used as a key to get the display name for items and blocks from the language files now instead of them being directly assigned in the block and item class. Looks as if all the display names are acquired from these files now. Thank you for your helpful response.
You'll simply get the white "missing texture". I would advise strongly to use the IconRegister method, it's made for mod use and unlikely to change because Dinnerbone felt like it
setUnlocalizedName sets the string under which mc will attempt to find a png file. It will first look in the vanilla textures, then in the mod folder (as per mod id).
So would the words in between the " " be the png file? And where would I put the texture?
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Maker of GemMod, and supporter of Jerry's Mod! Download it here!
You'll simply get the white "missing texture". I would advise strongly to use the IconRegister method, it's made for mod use and unlikely to change because Dinnerbone felt like it
Thank you. I was hoping this was the case as I had planned to use the IconRegister method exclusively. Just wanted to be sure as I have alot to change and didn't want to redo any of it twice. Thanx again
Alright, so I've been supplying this thread as a reference for people who are having trouble with 1.5, and they're not getting it. I think I found the point of confusion, however.
the /mods folder needs to go inside the zip folder containing your mod. So if your mod is called LotsOBlocks or whatever, your zip folder will need to be filled with at least two folders at its root, LotsOBlocks and mods. The mods folder will contain all the folders that contain your textures.
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"Don't pay any attention to the critics. Don't even ignore them." -Nicolas Negroponte
I have problem with textures. If I start minecraft, console writes : "[WARNING] [Minecraft-Client] TextureManager.createTexture called for file mods/UnrealBiomes/textures/blocks/BoostBlock.png, but that file does not exist. Ignoring."
In all of my items and blocks. But I have all textures in mcp_folder\jars\mods\UnrealBiomes\textures
What can I do?
The proper directory is mcp_folder/jars/mods/YourModsZipFile/mods/YourModsName/textures
So for you, it is mcp_folder/jars/mods/UnrealBiomes.zip/mods/UnrealBiomes/textures
Thank you. Now it works for normal blocks..... But... It still doesn't work for items and multi-textured blocks
Stlill the same problem....
...when you're developing, you put the mods folder in the same place as your source code
/mcp_folder/src/minecraft/mods/UnrealBiomes/textures/blocks/BoostBlock.png
When you compile your mod, place it in the root of your zip file
unrealbioms.zip/mods/textures/blocks/boostblock.png
...when you're developing, you put the mods folder in the same place as your source code
/mcp_folder/src/minecraft/mods/UnrealBiomes/textures/blocks/BoostBlock.png
When you compile your mod, place it in the root of your zip file
unrealbioms.zip/mods/textures/blocks/boostblock.png
Actually while developing I have found that the best spot for the textures is in mcp_folder/eclipse/Minecraft/bin
just dump the mods folder in there and your good to go
Please fix the beginner's tutorial in Forge Wiki and get rid of all depracated/old/unused/error methods. It would make our lives easier, instead of asking ourselves, " WTF did I do wrong?".
Now recently I had This post placed on my thread ----> Tiny texture oddness <---- And I am wondering if you mind taking a look.
I have fallowed your Tuts to a T, and others have had no problems.
You'll simply get the white "missing texture". I would advise strongly to use the IconRegister method, it's made for mod use and unlikely to change because Dinnerbone felt like it
So would the words in between the " " be the png file? And where would I put the texture?
Thank you. I was hoping this was the case as I had planned to use the IconRegister method exclusively. Just wanted to be sure as I have alot to change and didn't want to redo any of it twice. Thanx again
What is TSAPPHIRE supposed to be?/What should i replace it with?
Anyone?
the /mods folder needs to go inside the zip folder containing your mod. So if your mod is called LotsOBlocks or whatever, your zip folder will need to be filled with at least two folders at its root, LotsOBlocks and mods. The mods folder will contain all the folders that contain your textures.
-Nicolas Negroponte
The proper directory is mcp_folder/jars/mods/YourModsZipFile/mods/YourModsName/textures
So for you, it is mcp_folder/jars/mods/UnrealBiomes.zip/mods/UnrealBiomes/textures
RSMC - A massive RPG mod which adds skills and tons of content to Minecraft, one block at a time!
...when you're developing, you put the mods folder in the same place as your source code
/mcp_folder/src/minecraft/mods/UnrealBiomes/textures/blocks/BoostBlock.png
When you compile your mod, place it in the root of your zip file
unrealbioms.zip/mods/textures/blocks/boostblock.png
thanks for the help guys, you made my life easier.
BTW does anyone know how to render custom particles? ForgeHooksClient.bindTexture() was removed and there is no Forge hooks on RenderGlobal.class
I'm rendering customized (re-colored) particles in there
ForgeHooksClient.bindTexture() may be gone but you can just call renderer.renderEngine.bindTexture() with renderer being the RenderGlobal instance
thanks!
No mod name or anything...just that.
Found out what the problem was, I was using old methods...
Mobs and custom models are not affected by the update, just regular blocks and items.
Actually while developing I have found that the best spot for the textures is in mcp_folder/eclipse/Minecraft/bin
just dump the mods folder in there and your good to go
public void registerIcons(IconRegister par1IconRegister)
{
this.blockIcon = par1IconRegister.registerIcon(Tutorial.modid + ":" + this.getUnlocalizedName2());
}
public void registerIcons(IconRegister par1IconRegister)
{
this.itemIcon = par1IconRegister.registerIcon(Tutorial.modid + ":" + this.getUnlocalizedName2());
}