Hey i got up to the textures but they just don't seem to work, heres my code for the block
also my texture is called titanium.png
package com.gmail.mixenprix.SkyrimMC.blocks;
import com.gmail.mixenprix.SkyrimMC.help.Reference;
import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.creativetab.CreativeTabs;
public class BlockTitaniumOre extends Block
{
public BlockTitaniumOre()
{
super(Material.iron);
setBlockName("titaniumOre");
setBlockTextureName(Reference.MODID + ":" + getUnlocalizedName().substring(5));
setCreativeTab(CreativeTabs.tabBlock);
}
}
#1 problem is that your block name "titaniumOre" does not match your texture name. You also might want to double check your directories if the name is correct.
Solution: You can either rename your block name as "titanium" or rename your texture file to "titaniumOre".
EDIT: I would also highly recommend keeping your texture file to all lower-case to keep things at the simplest form; Minecraft's source-code works like that.
Can you create a tutorial on changing jump height?
I'd have to look into it but that might be getting into some advanced stuff like ASM and Reflection, which is something I am not really planning on going into.
Again, I'd have to look into this a bit more - it's been a while since I've done this kind of stuff. I would suggest taking a look at BOP's code, or posting it in the Modification Development section - you will probably get faster responses there, than having me look into it.
I made it to lesson 3 ok, but I crash when I try to compile and run. Here is the console log: http://pastebin.com/RDegXbLd
The only error in the code seems to be in the main class file. It says that Reference cannot be resolved to a variable, and it suggest that I rename it, but that is what you have in your code. Here is the source: http://pastebin.com/CaY0Earu
The only thing that might be causing an issue other than that would be that I am using Java SDK 1.7, and JRE 8... Would that be it?
Any help is appreciated. Thank you!
[EDIT]
I manually added the line import com.github.pitothepowerof3.TestMod.help.Reference; to the top of TestMod.java and it fixed the error. Perhaps you should add that to lesson 2/3, because sometimes the autofix doesn't work.
Can you create a tutorial on changing jump height?
MOST LIKELY, you can't change the jump height value without editing the Minecraft's base code; which you don't want to do. Instead, you might want to assign an effect on an item by either wearing it, holding it, or just having it in your inventory. If you know Java (if you don't and you are trying to make a mod, I don't recommend continuing until you know some basics such as methods and parameters), you should be able to find a Minecraft API that handles and checks if the item meets those qualifications. Then, you can make it so if their motion is going positive in Y, you can either multiply it by a float or you can just simply add a specific number of height. Or just give them the jump boost potion effect with infinite duration via game tick.
Another error I found this time was in lesson 4: "setCreativeTab(CreativeTab.tabBlocks);" is wrong. It should be: "setCreativeTabs(CreativeTabs.tabBlock);" And you forgot to mention where it goes, namely in the Block[block name] class file, under the super() statement. Just a heads up.
By the way, this is a great tutorial, it's hard to find good 1.7.10 text tutorials. Kudos.
Another error I found this time was in lesson 4: "setCreativeTab(CreativeTab.tabBlocks);" is wrong. It should be: "setCreativeTabs(CreativeTabs.tabBlock);" And you forgot to mention where it goes, namely in the Block[block name] class file, under the super() statement. Just a heads up.
By the way, this is a great tutorial, it's hard to find good 1.7.10 text tutorials. Kudos.
Thanks for the feedback - the creative tab thing has been on my list to change things. I just haven't got around to changing it.
Another error I found: you want to put your textures in src/resources/assets/[MOD ID]/blocks and /items.
Is there one place I can just list errors? I don't want to spam up your thread. I'm on google hangouts, steam, and I could also just make a copy of the doc, and highlight/edit it as needed. Whatever works best for you, or I can just leave it to you. Anything I can do to help.
Another error I found, you want to put your textures in src/resources/assets/[MOD ID]/blocks and /items. Is there one place I can just list things, I don't want to spam up your thread. I'm on google hangouts, steam, and I could also just make a copy of the doc, and highlight/edit it as needed. Whatever works best for you, or I can just leave it to you. Anything I can do to help.
I appreciate the help. PM may work best if you don't want to spam the thread :).
After following step 11 the names of all items have changed back from names set in lang and all textures are back to being pink and black placeholders.
Everything was working before following that page anyone know why?
Hi, just wanted to say thank you for these tuts! Coming from a strictly c++, c#, and vb.net background, your setup guide for forge and eclipse, was super helpful.
I'm still playing around with blocks and items/tools and trying different things.. haven't delved into the armor/modeling section yet.
I was kinda surprised to see custom textures come up before assigning vanilla ones... is there an easy way to do that for us artistically-challenged? or do I have to copy them into a new png?
Couple Observations:
EnumHelper. My eclipse didn't recognize or find it in net.minecraftforge.common.util, and you answered in this thread to a similiar issue to just import it, so I had to google where it was. I initially assumed we would be creating it like ReferenceHelper. For a guide aimed to be friendly to those without programming backgrounds, it could help to edit in where the classes we're importing are.
In the Tools section, when we're creating the tool classes in the items package, for the shovel it's stated to have modShovel extend ItemShovel, this should be ItemSpade.
Thanks again for these guides! I look forward to the coming future ones!
Hi, just wanted to say thank you for these tuts! Coming from a strictly c++, c#, and vb.net background, your setup guide for forge and eclipse, was super helpful.
I'm still playing around with blocks and items/tools and trying different things.. haven't delved into the armor/modeling section yet.
I was kinda surprised to see custom textures come up before assigning vanilla ones... is there an easy way to do that for us artistically-challenged? or do I have to copy them into a new png?
Couple Observations:
EnumHelper. My eclipse didn't recognize or find it in net.minecraftforge.common.util, and you answered in this thread to a similiar issue to just import it, so I had to google where it was. I initially assumed we would be creating it like ReferenceHelper. For a guide aimed to be friendly to those without programming backgrounds, it could help to edit in where the classes we're importing are.
In the Tools section, when we're creating the tool classes in the items package, for the shovel it's stated to have modShovel extend ItemShovel, this should be ItemSpade.
Thanks again for these guides! I look forward to the coming future ones!
Regarding the textures, what do you mean by assigning vanilla ones? Anyways, I normally don't create my textures as I have some people who make them for me, so in regards to making the textures, I don't have much experience.
Also, thanks for pointing those things out. I haven't looked into the EnumHelper issue yet, but I will since it seems like its causing issues. And the ItemShovel was a blank moment for me - that should be renamed to ItemShovel in my opinion.
Regarding the textures, what do you mean by assigning vanilla ones? Anyways, I normally don't create my textures as I have some people who make them for me, so in regards to making the textures, I don't have much experience.
Also, thanks for pointing those things out. I haven't looked into the EnumHelper issue yet, but I will since it seems like its causing issues. And the ItemShovel was a blank moment for me - that should be renamed to ItemShovel in my opinion.
Like if I wanted to make a new sword and have it use the texture for the vanilla Iron Sword. Or make a block that looks like an existing one, similiar to how vanilla's silverfish spawning blocks Monster Eggs look like stone variants.
No prob and I agree, who the hell uses 'spade' anymore that's not playing poker? lol
Like if I wanted to make a new sword and have it use the texture for the vanilla Iron Sword. Or make a block that looks like an existing one, similiar to how vanilla's silverfish spawning blocks Monster Eggs look like stone variants.
No prob and I agree, who the hell uses 'spade' anymore that's not playing poker? lol
Just copy the Minecraft texture and rename it to whatever block/item you've named.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2366217-custom-grass-block-with-biomes-color
(I didn't want to re-post so I just gave you the forum link)
Remember to watch your back.
also my texture is called titanium.png
package com.gmail.mixenprix.SkyrimMC.blocks;
import com.gmail.mixenprix.SkyrimMC.help.Reference;
import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.creativetab.CreativeTabs;
public class BlockTitaniumOre extends Block
{
public BlockTitaniumOre()
{
super(Material.iron);
setBlockName("titaniumOre");
setBlockTextureName(Reference.MODID + ":" + getUnlocalizedName().substring(5));
setCreativeTab(CreativeTabs.tabBlock);
}
}
#1 problem is that your block name "titaniumOre" does not match your texture name. You also might want to double check your directories if the name is correct.
Solution: You can either rename your block name as "titanium" or rename your texture file to "titaniumOre".
EDIT: I would also highly recommend keeping your texture file to all lower-case to keep things at the simplest form; Minecraft's source-code works like that.
Remember to watch your back.
I'd have to look into it but that might be getting into some advanced stuff like ASM and Reflection, which is something I am not really planning on going into.
Again, I'd have to look into this a bit more - it's been a while since I've done this kind of stuff. I would suggest taking a look at BOP's code, or posting it in the Modification Development section - you will probably get faster responses there, than having me look into it.
The only error in the code seems to be in the main class file. It says that Reference cannot be resolved to a variable, and it suggest that I rename it, but that is what you have in your code. Here is the source: http://pastebin.com/CaY0Earu
The only thing that might be causing an issue other than that would be that I am using Java SDK 1.7, and JRE 8... Would that be it?
Any help is appreciated. Thank you!
[EDIT]
I manually added the line import com.github.pitothepowerof3.TestMod.help.Reference; to the top of TestMod.java and it fixed the error. Perhaps you should add that to lesson 2/3, because sometimes the autofix doesn't work.
MOST LIKELY, you can't change the jump height value without editing the Minecraft's base code; which you don't want to do. Instead, you might want to assign an effect on an item by either wearing it, holding it, or just having it in your inventory. If you know Java (if you don't and you are trying to make a mod, I don't recommend continuing until you know some basics such as methods and parameters), you should be able to find a Minecraft API that handles and checks if the item meets those qualifications. Then, you can make it so if their motion is going positive in Y, you can either multiply it by a float or you can just simply add a specific number of height. Or just give them the jump boost potion effect with infinite duration via game tick.
Remember to watch your back.
By the way, this is a great tutorial, it's hard to find good 1.7.10 text tutorials. Kudos.
Thanks for the feedback - the creative tab thing has been on my list to change things. I just haven't got around to changing it.
Is there one place I can just list errors? I don't want to spam up your thread. I'm on google hangouts, steam, and I could also just make a copy of the doc, and highlight/edit it as needed. Whatever works best for you, or I can just leave it to you. Anything I can do to help.
I appreciate the help. PM may work best if you don't want to spam the thread :).
Everything was working before following that page anyone know why?
-Update-
Fixed
I'm still playing around with blocks and items/tools and trying different things.. haven't delved into the armor/modeling section yet.
I was kinda surprised to see custom textures come up before assigning vanilla ones... is there an easy way to do that for us artistically-challenged? or do I have to copy them into a new png?
Couple Observations:
- In the Tools section, when we're creating the tool classes in the items package, for the shovel it's stated to have modShovel extend ItemShovel, this should be ItemSpade.
Thanks again for these guides! I look forward to the coming future ones!Glad you enjoy them
Regarding the textures, what do you mean by assigning vanilla ones? Anyways, I normally don't create my textures as I have some people who make them for me, so in regards to making the textures, I don't have much experience.
Also, thanks for pointing those things out. I haven't looked into the EnumHelper issue yet, but I will since it seems like its causing issues. And the ItemShovel was a blank moment for me - that should be renamed to ItemShovel in my opinion.
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Like if I wanted to make a new sword and have it use the texture for the vanilla Iron Sword. Or make a block that looks like an existing one, similiar to how vanilla's
silverfish spawning blocksMonster Eggs look like stone variants.No prob
Just copy the Minecraft texture and rename it to whatever block/item you've named.
Hi again.. for the block texture name is it (textures:testblock)? if not what is it?
The specific name of the texture is what you specify in setBlockTextureName(). Is that what you were asking?