But may I ask why you need this info?
1. post code and stack traces to https://pastebin.com/
2. post images to http://imgur.com/
3. explain your problem like you would to a kid. (where is a lot of context that you take for granted and you don't even know that you are not including it)
You can use github just fine for jars (github has 10 gigs of limit and it has nothing against uploading compiled copies), but make sure to use https://rawgit.com/ as you are doing that for comparability and faster downloads.
Your workspace is badly set up.
Open console and call:
gradlew setupDecompWorkspace eclipse --refresh-dependencies
Or use a bat file like this.
You need to use a block state and a forge json.
For an example you need to add a "direction" state with type of EnumFacing, than use model rotation in json for each direction case.
I do not have the exact example of this. But this is the closest json I have to what you need.
Personal suggestion is that you should be able to create a really simple game before doing a mod that has something more functional than a hopper.
And I don't mean purely in programming, but also planning, concept art, style design and coding discipline in general.
It may sound a little bit overkill but it really helps when you get to actually coding as you will be able to concentrate just on that and not in 20 design and feature mechanic decisions.
Caused by: java.io.FileNotFoundException: E:\Program Files (x86)\Curse\Instances\Oink (The system cannot find the file specified)
Mc might not have permissions to read from that folder. Not sure though.
Maybe try running mc as administrator.
The rendering of tile entitys in 1.10+ is really broken and is inherently relying on block state models. (take a look at piston tile entity code as an example)
You can try to imitate that code and compensate with block brightness for non static parts.
How do I "normalize" the texture properly?
You mean adding normals to the model to render the model with shading?
Dang I hate this I want IItemRender back this new render system is a headache. However if I can figure out a way to switch the blockstate on open and close I may be able to use http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-tools/2715476-block-models-json-model-animator
maybe I can do it in the tile entity using the on open and on close methods. Ether way Ill keep digging and thanks for the advice.
You can sill use a "weird" hacky thing that is called the TileEntityItemStackRenderer. You can override and call it in a child/parent way in order to use it as a hook (aka the good old IItemRender)
Here is a working (but not finished) example.
BUT PLEASE! Use this as a last option as it is a bit slower than a json model due to the hook being badly coded. (we can't do much about that)
Also it is highly recommended to use render lists when rendering to make the performance gap a bit smaller.
Edit: if you are going to use this method than please note that you will need to check if an item is using a "IItemRenderer" for every single item that is rendered every single frame.
So because of that you need to make sure that you have a lighting fast system for checking that. This is my solution.
Take a look at Cactus block code.
best thing you can do is add a breakpoint here and inspect step by step exactly what happens.
Well... I am quite heartbroken even though I quit Minecraft some time ago. Almost like a part of me is taken away.
I can't express with words how much I appreciate this community and the game as a whole. It quite profoundly changed my life path and enabled me to find life long friends.
Kinda scary to think that this will likely be my last post ever on this site... immortalized until the site inevitably goes down. It's especially scary considering this is an almost 5 years old account. 5 years ago I was a different person...
Who knows maybe in the future i'll look back at this post and will wish I said something else.
I'll be honest. I dread thinking that the best alternative is Reddit what is an absolute toxic mess of a community when compared to this site...
Never stop being creative guys and gals!
All the best you beautiful people.
Tbh it really looks like someone got lazy and used a non single pixel brush.
The real problem is that the artist tried to make it realistic but a more simpler and cleaner design would fit much better on such a low poly game like minecraft.