Then how do other modders make blocks with custom textures.
oh that... We make a seperate PNG file, and use ModLoader.AddOverride to point the block to our new PNG. But adding a url is pretty impossible when you only have a 32x32 pixel square to work with.
OOOHHHHH, I just understood what you were asking for... yeah, its simple. you just put the pictures in a zip file along with your obfuscated classes. then people will put them in the minecraft JAR like they were supposed to be.
oh that... We make a seperate PNG file, and use ModLoader.AddOverride to point the block to our new PNG. But adding a url is pretty impossible when you only have a 32x32 pixel square to work with.
Huh I already have the png file on my desktop , what I'm asking is when I finish the mod and other people download it how will they get the texture where would I put it so they would get it ,so they get a texture
So the PNG goes in a zip file wit mod_glow fuse.java and block glow fuse .java??
And then how would I do the add override for the psth
as you should already know after you are done makin the mod, you must re-obfuscate the .java files so that they are .class files. When you make a zip file with these classes and put them up for download, you must also include your PNG's in the same zip file. However, when you are testing, you ONLY have to put your PNG's in the jar file because your classes are recompiled.
Can you provide me with with a way to do this both for windows and mac?
It is the same for both... But it requires access to the source code of Minecraft. If you are trying to make a texture pack, then stop now and go ask in that thread. otherwise...
// random block declaration
TEST = new BlockTEST(-BLOCk-ID, ModLoader.addOverride("/terrain.png", "-PATH-TO-YOUR-PNG")).setHardness(2F)... // more stuff that is not important.
Pu this where you would normally put the IconIndex of the image in terrain.png...
can't do that unfortunately, that I know of...
Then how do other modders make blocks with custom textures.
oh that... We make a seperate PNG file, and use ModLoader.AddOverride to point the block to our new PNG. But adding a url is pretty impossible when you only have a 32x32 pixel square to work with.
OOOHHHHH, I just understood what you were asking for... yeah, its simple. you just put the pictures in a zip file along with your obfuscated classes. then people will put them in the minecraft JAR like they were supposed to be.
Huh I already have the png file on my desktop , what I'm asking is when I finish the mod and other people download it how will they get the texture where would I put it so they would get it ,so they get a texture
And then how would I do the add override for the psth
as you should already know after you are done makin the mod, you must re-obfuscate the .java files so that they are .class files. When you make a zip file with these classes and put them up for download, you must also include your PNG's in the same zip file. However, when you are testing, you ONLY have to put your PNG's in the jar file because your classes are recompiled.
It is the same for both... But it requires access to the source code of Minecraft. If you are trying to make a texture pack, then stop now and go ask in that thread. otherwise...
oh so that folder would be in the jar and i can use the /Lighstaber/glowcore.png;
fixed your code a little... it should be...
other than that, the other guy, Tundmatu, is correct