You're using the lava textures in the TestGas constructor, so it renders with the lava textures.
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So i changed the texture to a custom one of mine and that seemed to work. However, when i place my fluid down it spreads and has blank cracks (screenshot)
TestFluidBlock extends BlockFluidClassic, so it will behave like a vanilla liquid and spread.
I'm not too sure what would cause the fluid to render like that. Is your texture 16 pixels wide and a multiple of 16 pixels high?
Post your latest code and the texture.
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Update: I changed my textures to the default Minecraft diamond block textures (16x16) and they worked fine. However the cracks are still there (screenshot below) and I would like to know how to animate the textures. Any help?w
The gaps appear to be a bug with Forge's fluid model, I've opened an issue here.
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The wiki explains the animation section of the mcmeta format here. You can also look at the mcmeta files of vanilla's animated textures for examples.
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I did what the wiki page said: created a file with a width of 16 pixels and a multiple of 16 pixels in height and I created mcmeta files with the names clorine_still.png.mcmeta and clorine_flow.png.mcmeta! However, the texture failed and produced the default purple,black texture. There is a screenshot of the mcmeta files, their contents, and their names; and the texture images.
[12:50:51] [Client thread/ERROR] [TEXTURE ERRORS/]: +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
[12:50:51] [Client thread/ERROR] [TEXTURE ERRORS/]: The following texture errors were found.
[12:50:51] [Client thread/ERROR] [TEXTURE ERRORS/]: ==================================================
[12:50:51] [Client thread/ERROR] [TEXTURE ERRORS/]: DOMAIN forgedebugmodelfluid
[12:50:51] [Client thread/ERROR] [TEXTURE ERRORS/]: --------------------------------------------------
[12:50:51] [Client thread/ERROR] [TEXTURE ERRORS/]: domain forgedebugmodelfluid is missing 0 textures
[12:50:51] [Client thread/ERROR] [TEXTURE ERRORS/]: domain forgedebugmodelfluid has 1 location:
[12:50:51] [Client thread/ERROR] [TEXTURE ERRORS/]: mod ForgeDebugModelFluid resources at C:\Users\DANIEL\Desktop\1.9.4\bin
[12:50:51] [Client thread/ERROR] [TEXTURE ERRORS/]: -------------------------
[12:50:51] [Client thread/ERROR] [TEXTURE ERRORS/]: The following other errors were reported for domain forgedebugmodelfluid:
[12:50:51] [Client thread/ERROR] [TEXTURE ERRORS/]: -------------------------
[12:50:51] [Client thread/ERROR] [TEXTURE ERRORS/]: Problem: com.google.gson.stream.MalformedJsonException: Use JsonReader.setLenient(true) to accept malformed JSON at line 1 column 14
[12:50:51] [Client thread/ERROR] [TEXTURE ERRORS/]: textures/blocks/clorine_flow.png
[12:50:51] [Client thread/ERROR] [TEXTURE ERRORS/]: textures/blocks/clorine_still.png
[12:50:51] [Client thread/ERROR] [TEXTURE ERRORS/]: ==================================================
[12:50:51] [Client thread/ERROR] [TEXTURE ERRORS/]: +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
The top-level element of a JSON file must be an array or an object, the mcmeta format requires it to be an object. You've got a string followed by a colon as your top-level element, this is a syntax error.
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1) The still fluid animation is 16x16 (what I want) but the flowing animation is only 8x8 (image below) I don't know why because my texture file is 16x16 ^
2) When I am inside the fluid, it has the default underwater texture. Is there anyway I can change this?
net.minecraftforge.fml.common.LoaderException: java.lang.ClassNotFoundException: net.BleachCraft.BleachCraft.ClientProxy
at net.minecraftforge.fml.common.ProxyInjector.inject(ProxyInjector.java:81)
at net.minecraftforge.fml.common.FMLModContainer.constructMod(FMLModContainer.java:548)
The class you specified in your @SidedProxy annotation doesn't exist. ClientProxy is in the net.BleachCraft package, not net.BleachCraft.BleachCraft.
Package names should be all lowercase.
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After changing that to "net.bleachcraft.ClientProxy" and the other one to "net.bleachcraft.CommonProxy", I also changed the package name to just bleachcraft. However, I am still getting other errors.
1) The still fluid animation is 16x16 (what I want) but the flowing animation is only 8x8 (image below) I don't know why because my texture file is 16x16 ^
I'm not entirely sure, post your textures and mcmeta files.
2) When I am inside the fluid, it has the default underwater texture. Is there anyway I can change this?
You'll probably need to subscribe to RenderBlockOverlayEvent and check if the block at the event's position is chlorine. If it is, cancel the event and render your overlay. Look at ItemRenderer#renderWaterOverlayTexture to see how the water overlay is rendered.
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Caused by: java.lang.Error: Unresolved compilation problems:
MODID cannot be resolved
The method getItemFromBlock(Block) in the type Item is not applicable for the arguments (ClorineBlock)
The method setCustomStateMapper(Block, IStateMapper) in the type ModelLoader is not applicable for the arguments (ClorineBlock, new StateMapperBase(){})
at net.bleachcraft.ClientProxy.(ClientProxy.java:15)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at net.minecraftforge.fml.common.ProxyInjector.inject(ProxyInjector.java:64)
at net.minecraftforge.fml.common.FMLModContainer.constructMod(FMLModContainer.java:548)
You have compilation errors, but your IDE was stupid enough to launch Java anyway.
ClorineBlock doesn't extend Block or a subclass, so it can't be used as a Block. It should extend BlockFluidClassic or BlockFluidFinite depending on which fluid behaviour you want.
The MODID variable you're referencing in ClientProxy doesn't exist.
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I thought I created the variable in the bleachCraft.java class:
Public static final String MODID = "BleachCraft"
You're not actually using that in ClientProxy, though. This is a basic Java error.
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You're using the lava textures in the TestGas constructor, so it renders with the lava textures.
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So i changed the texture to a custom one of mine and that seemed to work. However, when i place my fluid down it spreads and has blank cracks (screenshot)
Do you know how to fix this?
TestFluidBlock extends BlockFluidClassic, so it will behave like a vanilla liquid and spread.
I'm not too sure what would cause the fluid to render like that. Is your texture 16 pixels wide and a multiple of 16 pixels high?
Post your latest code and the texture.
Chisel Facades: For all your decorative pipe-hiding needs.
Please don't PM me to ask for help or to join your mod development team. Asking your question in a public thread preserves it for people who are having the same problem in the future. I'm not interested in developing mods with people.
My main/fluid code
my blockstate
my latest fml log
however the testfluid texture in the default purple/black texture and im not sure that the file path is working.
Update: I changed my textures to the default Minecraft diamond block textures (16x16) and they worked fine. However the cracks are still there (screenshot below) and I would like to know how to animate the textures. Any help?w
The gaps appear to be a bug with Forge's fluid model, I've opened an issue here.
Chisel Facades: For all your decorative pipe-hiding needs.
Please don't PM me to ask for help or to join your mod development team. Asking your question in a public thread preserves it for people who are having the same problem in the future. I'm not interested in developing mods with people.
Thanks ! Finally, do you know how to arrange the mcmeta files to animate my fluids?
The wiki explains the animation section of the mcmeta format here. You can also look at the mcmeta files of vanilla's animated textures for examples.
Chisel Facades: For all your decorative pipe-hiding needs.
Please don't PM me to ask for help or to join your mod development team. Asking your question in a public thread preserves it for people who are having the same problem in the future. I'm not interested in developing mods with people.
I did what the wiki page said: created a file with a width of 16 pixels and a multiple of 16 pixels in height and I created mcmeta files with the names clorine_still.png.mcmeta and clorine_flow.png.mcmeta! However, the texture failed and produced the default purple,black texture. There is a screenshot of the mcmeta files, their contents, and their names; and the texture images.
Here is my latest fml log.
My code is the same as before ^
Any help?
The top-level element of a JSON file must be an array or an object, the mcmeta format requires it to be an object. You've got a string followed by a colon as your top-level element, this is a syntax error.
Side note: Chlorine has a 'h' after the 'c'.
Chisel Facades: For all your decorative pipe-hiding needs.
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It worked!
I have 2 last questions:
1) The still fluid animation is 16x16 (what I want) but the flowing animation is only 8x8 (image below) I don't know why because my texture file is 16x16 ^
2) When I am inside the fluid, it has the default underwater texture. Is there anyway I can change this?
I am also organizing the code into multiple classes and I am getting errors that I don't understand
Here are the 5 classes i have made:
Bleachcraft-Main
CommonProxy
ClientProxy
Clorine
ClorineFluid
Here is my latest fml log
Because of these errors, the game obviously crashes on startup. Remember I am a beginner at java and still learning syntax and errors.
The class you specified in your @SidedProxy annotation doesn't exist. ClientProxy is in the net.BleachCraft package, not net.BleachCraft.BleachCraft.
Package names should be all lowercase.
Chisel Facades: For all your decorative pipe-hiding needs.
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After changing that to "net.bleachcraft.ClientProxy" and the other one to "net.bleachcraft.CommonProxy", I also changed the package name to just bleachcraft. However, I am still getting other errors.
Latest FML log
I'm not entirely sure, post your textures and mcmeta files.
You'll probably need to subscribe to RenderBlockOverlayEvent and check if the block at the event's position is chlorine. If it is, cancel the event and render your overlay. Look at ItemRenderer#renderWaterOverlayTexture to see how the water overlay is rendered.
Chisel Facades: For all your decorative pipe-hiding needs.
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Thanks I will post my textures/mcmeta files when I get home but do you know how to fix the errors im having?
You have compilation errors, but your IDE was stupid enough to launch Java anyway.
ClorineBlock doesn't extend Block or a subclass, so it can't be used as a Block. It should extend BlockFluidClassic or BlockFluidFinite depending on which fluid behaviour you want.
The MODID variable you're referencing in ClientProxy doesn't exist.
Chisel Facades: For all your decorative pipe-hiding needs.
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I thought I created the variable in the bleachCraft.java class:
Public static final String MODID = "BleachCraft"
You're not actually using that in ClientProxy, though. This is a basic Java error.
Chisel Facades: For all your decorative pipe-hiding needs.
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Ok I fixed it. Now the only problem I'm haveing is that the fluid is using the default water texture instead of the one I defined.
I included my textures/mcmeta files (for the 8x8 texture glitch from before) and my blockstate file (my others are nearly the same as before.)