Gone, with all other procedurally generated textures. I'll miss it a bit, tbh, as I had gained a bunch of experience working with that stuff recently, mais c'est la vie.
Now you have sprite sheets and .txt files. Check minecraft.jar's textures folder.
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"Don't pay any attention to the critics. Don't even ignore them." -Nicolas Negroponte
I still don't understand so I make a folder in my minecraft.jar called that or what??
You don't have to mess with your minecraft.jar. When you recompile/reobfuscate your mod, you include the folder mods/youmodid/textures/items with your compiled mod.
All my classes are in /src/minecraft/mods/herblore.
All my textures are in /src/minecraft/mods/herblore/textures/items.
It keeps saying it cant find the textures I have specified, but when I put the textures into the minecraft.jar, in /textures/items it does work.
I'm not sure how to fix this?
I'm having a hard time trying to get my head around this update.
Don't worry, I derped and forgot to add the prefix to the image name.
All my classes are in /src/minecraft/mods/herblore.
All my textures are in /src/minecraft/mods/herblore/textures/items.
It keeps saying it cant find the textures I have specified, but when I put the textures into the minecraft.jar, in /textures/items it does work.
I'm not sure how to fix this?
I'm having a hard time trying to get my head around this update.
Yeah, seriously where in the world do I put my textures? I don't use a modID so what would I make my mod name? The name of my package? Ugh, stupid texture updating just to increase 2 frames per second.
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Maker of GemMod, and supporter of Jerry's Mod! Download it here!
So, I've got my block and item textures working, but I'm trying to render an item with a block texture. Whatever I try, I either get the "Texture Missing" message, or I get some random vanilla Minecraft item texture.
So, my question is is it possible to have an item use a block's texture, and if so, how would I do it?
I still can't get the item metadatas, with the names, to work.
Can someone give me an example? I could probably do it with a block due to all the code above but..
Edit: I found it. I just uses this.
protected Icon[] icon = new Icon[2]; //Replace 2 with however many metadata you want
@Override
public void func_94581_a(IconRegister iconRegister)
{
icon[0] = iconRegister.func_94245_a("yourmod:item1");
icon[1] = iconRegister.func_94245_a("yourmod:item2");
}
@SideOnly(Side.CLIENT)
public Icon getIconFromDamage(int i)
{
return iconChunk[i]; //return the icon
}
}
Hope this helps someone else.
Just thought I might point out that in vMC, it seems to be standard to use youritem_0, youritem_1 with underscores. Otherwise, that's how I did it too and it works.
Just thought I might point out that in vMC, it seems to be standard to use youritem_0, youritem_1 with underscores. Otherwise, that's how I did it too and it works.
Good point, but never the less, someone like you who would use a loop on it would figure that out. I used that method because it was what I used and it allows you to have different names, for your items, not just item_1, item_2, item_3, etc. Thanks for pointing it out though.
I want to texture the four pieces of armor to anything other than the white background with black text. Do I have to make a new class for each piece? Or do I have to do something in here?
Also, the texture that goes over top of my skin works, just not the item texture.
Compass and Clock work completely different now. If you check out their texture images, you'll notice a series of needle/pointer positions is saved as "animation" in the texture. The code now simply selects the fitting "animation" for the angle/time of day.
It's efficient, but its also a giant troll move for people custom-rendering things onto them.
I don't use @Mod for anything or a ModID but I use Forge...where do I put my textures? Please do not say /mods/textures/blocks/items I have no clue where that would be...
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Maker of GemMod, and supporter of Jerry's Mod! Download it here!
So, I have my set of tools all up, I did all the other work, however I cannot figure out how to get rid of last error, where I put in the EndergemPickaxe.iconIndex = ModLoader.addOverride("/gui/items/png", "/enderthings/ender tools/endergempickaxe") does anyone know how to properly fix this?
-I picked the worst possible time to try and start modding.
I don't use @Mod for anything or a ModID but I use Forge...where do I put my textures? Please do not say /mods/textures/blocks/items I have no clue where that would be...
...why aren't you using @Mod? It gives your mod a name in the mods list. If that's the only thing stopping you, then just add it right after the imports in your main class.
So, I have my set of tools all up, I did all the other work, however I cannot figure out how to get rid of last error, where I put in the EndergemPickaxe.iconIndex = ModLoader.addOverride("/gui/items/png", "/enderthings/ender tools/endergempickaxe") does anyone know how to properly fix this?
-I picked the worst possible time to try and start modding.
Oops, apparently I am terrible at reading post numbers.
Also I am not using modloader, however this is what a tutorial vid. (Who was using forge.) told me to put.
Now you have sprite sheets and .txt files. Check minecraft.jar's textures folder.
-Nicolas Negroponte
You don't have to mess with your minecraft.jar. When you recompile/reobfuscate your mod, you include the folder mods/youmodid/textures/items with your compiled mod.
All my classes are in /src/minecraft/mods/herblore.
All my textures are in /src/minecraft/mods/herblore/textures/items.
It keeps saying it cant find the textures I have specified, but when I put the textures into the minecraft.jar, in /textures/items it does work.
I'm not sure how to fix this?
I'm having a hard time trying to get my head around this update.
Don't worry, I derped and forgot to add the prefix to the image name.
Yeah, seriously where in the world do I put my textures? I don't use a modID so what would I make my mod name? The name of my package? Ugh, stupid texture updating just to increase 2 frames per second.
So, my question is is it possible to have an item use a block's texture, and if so, how would I do it?
Any and all help would be greatly appreciated.
**Found the Problem**
Had to include this method into my coding...
Here is what I used for my block texture code...
To the point: My red blocks should break into red particles (not missing texture), same for green to green, purple to purple....
I still can't get the item metadatas, with the names, to work.
Can someone give me an example? I could probably do it with a block due to all the code above but..
Edit: I found it. I just uses this.
Hope this helps someone else.
Just thought I might point out that in vMC, it seems to be standard to use youritem_0, youritem_1 with underscores. Otherwise, that's how I did it too and it works.
BlockBlock.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/mod/BlockBlock.png", 0);
Blockitem.iconIndex = ModLoader.addOverride("/terrain.png", "/mod/BlockItem.png", 0);
raaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaage!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I do believe you mean Jeb and Dinnerbone...
I want to texture the four pieces of armor to anything other than the white background with black text. Do I have to make a new class for each piece? Or do I have to do something in here?
Also, the texture that goes over top of my skin works, just not the item texture.
Compass and Clock work completely different now. If you check out their texture images, you'll notice a series of needle/pointer positions is saved as "animation" in the texture. The code now simply selects the fitting "animation" for the angle/time of day.
It's efficient, but its also a giant troll move for people custom-rendering things onto them.
-I picked the worst possible time to try and start modding.
...why aren't you using @Mod? It gives your mod a name in the mods list. If that's the only thing stopping you, then just add it right after the imports in your main class.
Then make the folder paths:
/mods/mymodid/textures/blocks
/mods/mymodid/textures/items
Also I am not using modloader, however this is what a tutorial vid. (Who was using forge.) told me to put.