Just so people know, use http://imagesplitter.net/ if you have a lot of textures to split, it will save time, LOTS of it.
EDIT: I also used a prog called 'Fastfilerenamer' to rename the files quicker to somewhat useful names.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/27/2010
Posts:
675
Minecraft:
smokedogg
Member Details
I did this and it worked nice = Just made the folders textures\blocks, textures\items put that in my zip and it worked without any extra coding heres my block class
public class amethystore extends Block
{
public amethystore(int par1)
{
super(par1, Material.rock);
this.setCreativeTab(CreativeTabs.tabBlock);
}
public void onBlockDestroyedByPlayer(World par1World, int par2, int par3, int par4, int par5)
{
if (!par1World.isRemote)
{
EntityXPOrb entityxporb = new EntityXPOrb(par1World);
entityxporb.setLocationAndAngles((double)par2 + 0.5D, (double)par3, (double)par4 + 0.5D, 0.0F, 0.0F);
par1World.spawnEntityInWorld(entityxporb);
}
public int idDropped(int par1, Random random, int par2) {
return mod_tmcoresgalores2.amethystore.blockID;
}
public int quantityDropped(Random random)
{
return 1;
}
}
not sure if it is suppose to work this way but I didnt have to link anything to the folder it default looks for a texture folder from your mod.zip I could be wrong Im still kind of a noob
how does the icon thing for armors works? i get "missing texture" every time
Assuming you mean the armor sprites(Like the individual helmet, chest plate, etc, not the skin that gets rendered over the player), you use a similar method to the one shown above.
@Override
public void updateIcons(IconRegister register) {
if(this.itemID == YOURITEMCLASS.YOURITEM.itemID) {
this.iconIndex = register.registerIcon("NAMEOFYOURMOD:TEXTURENAME"); //Do not put the file extension
//Repeat this for the helmet, chestplate, etc...
}
Just put that code in your class that extends ItemArmor and you should be good to go
What has preload texture been replace with in 1.5.1???
Because whenever I hit jun I get an error saying that it isn't working because of preload texure so what's it been replaced with in 1.5.1
Could someone give an example of an animated texture?
Say you want no time between each change in the texture, you just need to make a blank/empty .txt file with the same name as your block or item texture. Then, in your block/item texture file, you start with your first 16x16 texture then directly underneath it in the same image, create the next texture and so on. Basically minecraft will run through each of those 16x16 textures.
Say you want no time between each change in the texture, you just need to make a blank/empty .txt file with the same name as your block or item texture. Then, in your block/item texture file, you start with your first 16x16 texture then directly underneath it in the same image, create the next texture and so on. Basically minecraft will run through each of those 16x16 textures.
How does minecraft know how to play that text file?
So now all the coders have to do is name an item with the unlocalized name, this is what i use but i put "item." in front of all my textures. So ill make a texture like "items.Rope.png" and place it in the mod/ModFolder/... etc
So now all the coders have to do is name an item with the unlocalized name, this is what i use but i put "item." in front of all my textures. So ill make a texture like "items.Rope.png" and place it in the mod/ModFolder/... etc
As mentioned before, that is not coding, that is relying on Mojang to not arbitrarily change that. They love arbitrary changes.
How does minecraft know how to play that text file?
What if I wanted to play it slower?
You'd add to that text file how long you want each "frame" to last. The first part of each animated texture starts with 0 and goes down. For example, you'd do this if you want the texture to start quickly and start to slow down, then animate backwards
EDIT: I also used a prog called 'Fastfilerenamer' to rename the files quicker to somewhat useful names.
package tmc.oresgalores;
import java.util.Random;
import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.entity.item.EntityXPOrb;
import net.minecraft.entity.monster.EntitySilverfish;
import net.minecraft.src.*;
import net.minecraft.world.World;
public class amethystore extends Block
{
public amethystore(int par1)
{
super(par1, Material.rock);
this.setCreativeTab(CreativeTabs.tabBlock);
}
public void onBlockDestroyedByPlayer(World par1World, int par2, int par3, int par4, int par5)
{
if (!par1World.isRemote)
{
EntityXPOrb entityxporb = new EntityXPOrb(par1World);
entityxporb.setLocationAndAngles((double)par2 + 0.5D, (double)par3, (double)par4 + 0.5D, 0.0F, 0.0F);
par1World.spawnEntityInWorld(entityxporb);
}
super.onBlockDestroyedByPlayer(par1World, par2, par3, par4, par5);
}
public int idDropped(int par1, Random random, int par2) {
return mod_tmcoresgalores2.amethystore.blockID;
}
public int quantityDropped(Random random)
{
return 1;
}
}
Works for me no problems my pathing this way was
mymodname.zip\textures\blocks
mymodname.zip\textures\items
not sure if it is suppose to work this way but I didnt have to link anything to the folder it default looks for a texture folder from your mod.zip I could be wrong Im still kind of a noob
The armor icons or the armor textures that show up on the character?
Assuming you mean the armor sprites(Like the individual helmet, chest plate, etc, not the skin that gets rendered over the player), you use a similar method to the one shown above.
Just put that code in your class that extends ItemArmor and you should be good to go
For Blocks
For Items
https://itunes.apple.com/us/app/cosmic-balance/id591644211?mt=8
Say you want no time between each change in the texture, you just need to make a blank/empty .txt file with the same name as your block or item texture. Then, in your block/item texture file, you start with your first 16x16 texture then directly underneath it in the same image, create the next texture and so on. Basically minecraft will run through each of those 16x16 textures.
How does minecraft know how to play that text file?
What if I wanted to play it slower?
https://itunes.apple.com/us/app/cosmic-balance/id591644211?mt=8
@SideOnly(Side.CLIENT)
public void updateIcons(IconRegister par1IconRegister) {
this.iconIndex = par1IconRegister.registerIcon("ModFolder:" + this.getUnlocalizedName());
}
So now all the coders have to do is name an item with the unlocalized name, this is what i use but i put "item." in front of all my textures. So ill make a texture like "items.Rope.png" and place it in the mod/ModFolder/... etc
As mentioned before, that is not coding, that is relying on Mojang to not arbitrarily change that. They love arbitrary changes.
You'd add to that text file how long you want each "frame" to last. The first part of each animated texture starts with 0 and goes down. For example, you'd do this if you want the texture to start quickly and start to slow down, then animate backwards