when i updated my mod to 1.6.2 my armor for my mod is't there when i put on the armor the armor texture is in the folder in \assets\minecraft\textures\models\armor\ and need this help fast because i need to update my mod
and also here is the armor code this is my mod_class
package net.minecraft.src;
import java.util.Random;
public class mod_PlantCrystalArmor extends BaseMod
{
public static final Item PlantCrystalArmorHelmet = new ItemArmor(2204,EnumArmorMaterial.Plant ,ModLoader.addArmor("PlantCrystalArmor"),0 ).setUnlocalizedName("PlantCrystalHelmet").func_111206_d("PlantCrystalHelmet");
public static final Item PlantCrystalArmorBody = new ItemArmor(2205, EnumArmorMaterial.Plant ,ModLoader.addArmor("PlantCrystalArmor"),1 ).setUnlocalizedName("PlantCrystalBody").func_111206_d("PlantCrystalBody");
public static final Item PlantCrystalArmorPants = new ItemArmor(2206,EnumArmorMaterial.Plant ,ModLoader.addArmor("PlantCrystalArmor"),2 ).setUnlocalizedName("PlantCrystalPants").func_111206_d("PlantCrystalPants");
public static final Item PlantCrystalArmorBoots = new ItemArmor(2207,EnumArmorMaterial.Plant,ModLoader.addArmor("PlantCrystalArmor"), 3 ).setUnlocalizedName("PlantCrystalBoots").func_111206_d("PlantCrystalBoots");
}
public String getVersion()
{
return "1.5.1";
}
}
the helmet chestplate pants and boots icons are the just not the armor texture when u put the armor on I so bassically how do i add armor in the game NEED HELP WITH THIS FAST BECAUSE I NEED TO UPDATE MY MOD
So some of us new forge modders may not be savvy to the intricacies of the forge API. I find it insulting to the modding community that you wouldn't give a fellow modder the information he needs to create his mod.
I am also experiencing this issue, and I promise that I will figure this out, and then promptly give the information to everyone here. jond311, I encourage you to not be like the part of the Minecraft modding community which discourages newer modders. It makes no sense, especially considering the waning interest in Minecraft in recent times, and honestly it's just cruel.
Hey ChimpmunkBadger, My colleague and I figured out how to do this using Forge + Modloader. I would like to share that info with everyone. I suggest updating to Forge and trying this.
Basically, Forge has a hook that if you do not override, it will use the default minecraft texture file path. That function is getArmorTexture and you will see me overriding it in my armor class. Let me explain the string it returns.
return"bms:textures/models/armor/"+path+".png";
This return tells the render code for armor to look in your package under the specified folder path. In the latest version of forge, this is how you tell forge where your armor skins are.
I hope this helps! PM me if you need any additional help.
Hey ChimpmunkBadger, My colleague and I figured out how to do this using Forge + Modloader. I would like to share that info with everyone. I suggest updating to Forge and trying this.
Basically, Forge has a hook that if you do not override, it will use the default minecraft texture file path. That function is getArmorTexture and you will see me overriding it in my armor class. Let me explain the string it returns.
return"bms:textures/models/armor/"+path+".png";
This return tells the render code for armor to look in your package under the specified folder path. In the latest version of forge, this is how you tell forge where your armor skins are.
I hope this helps! PM me if you need any additional help.
Dude thank you so much your really nice i cant try it now but i will soon though anyways thanks you so much
and also here is the armor code this is my mod_class
package net.minecraft.src;
import java.util.Random;
public class mod_PlantCrystalArmor extends BaseMod
{
public static final Item PlantCrystalArmorHelmet = new ItemArmor(2204,EnumArmorMaterial.Plant ,ModLoader.addArmor("PlantCrystalArmor"),0 ).setUnlocalizedName("PlantCrystalHelmet").func_111206_d("PlantCrystalHelmet");
public static final Item PlantCrystalArmorBody = new ItemArmor(2205, EnumArmorMaterial.Plant ,ModLoader.addArmor("PlantCrystalArmor"),1 ).setUnlocalizedName("PlantCrystalBody").func_111206_d("PlantCrystalBody");
public static final Item PlantCrystalArmorPants = new ItemArmor(2206,EnumArmorMaterial.Plant ,ModLoader.addArmor("PlantCrystalArmor"),2 ).setUnlocalizedName("PlantCrystalPants").func_111206_d("PlantCrystalPants");
public static final Item PlantCrystalArmorBoots = new ItemArmor(2207,EnumArmorMaterial.Plant,ModLoader.addArmor("PlantCrystalArmor"), 3 ).setUnlocalizedName("PlantCrystalBoots").func_111206_d("PlantCrystalBoots");
public void load()
{
ModLoader.addName(PlantCrystalArmorBody, "Plant Crystal Chestplate");
ModLoader.addRecipe(new ItemStack(PlantCrystalArmorBody,1), new Object[]{ "* *", "*#*", "***", Character.valueOf('*'), mod_PlantCrystal.PlantCrystal, Character.valueOf('#'), Block.vine});
ModLoader.addName(PlantCrystalArmorHelmet, "Plant Crystal Helmet");
ModLoader.addRecipe(new ItemStack(PlantCrystalArmorHelmet,1), new Object[]{ "***", "*#*", Character.valueOf('*'), mod_PlantCrystal.PlantCrystal, Character.valueOf('#'), Block.vine});
ModLoader.addName(PlantCrystalArmorPants, "Plant Crystal Leggings");
ModLoader.addRecipe(new ItemStack(PlantCrystalArmorPants,1), new Object[]{ "*#*", "* *", "* *", Character.valueOf('*'), mod_PlantCrystal.PlantCrystal, Character.valueOf('#'), Block.vine});
ModLoader.addName(PlantCrystalArmorBoots, "Plant Crystal Boots");
ModLoader.addRecipe(new ItemStack(PlantCrystalArmorBoots,1), new Object[]{ "* *", "*#*", Character.valueOf('*'), mod_PlantCrystal.PlantCrystal, Character.valueOf('#'), Block.vine});
ModLoader.addArmor("PlantCrystalArmor");
}
public String getVersion()
{
return "1.5.1";
}
}
So some of us new forge modders may not be savvy to the intricacies of the forge API. I find it insulting to the modding community that you wouldn't give a fellow modder the information he needs to create his mod.
I am also experiencing this issue, and I promise that I will figure this out, and then promptly give the information to everyone here. jond311, I encourage you to not be like the part of the Minecraft modding community which discourages newer modders. It makes no sense, especially considering the waning interest in Minecraft in recent times, and honestly it's just cruel.
https://gist.github.com/shawndeprey/6396360
Basically, Forge has a hook that if you do not override, it will use the default minecraft texture file path. That function is getArmorTexture and you will see me overriding it in my armor class. Let me explain the string it returns.
return "bms:textures/models/armor/" + path + ".png";
This return tells the render code for armor to look in your package under the specified folder path. In the latest version of forge, this is how you tell forge where your armor skins are.
I hope this helps! PM me if you need any additional help.
Dude thank you so much your really nice i cant try it now but i will soon though anyways thanks you so much