我遇到了一个项目块渲染问题,因为当我放置块时,它会正确呈现,但是当我手拿它时,它会丢失纹理/模型。
我看到的图片在链接中:http://i.stack.imgur.com/atq1L.png
我已经多次检查过原因,并且控制台中没有错误消息,JSON格式似乎没有任何问题,代码中似乎没有问题。
*顺便说一下,块类的代码并不太重要,因为它只是一个扩展* Block.class的类,然后给super带有Material.stone
这是我的块类的代码:
fragmentTransaction.addToBackStack(null);
以下是我的JSON文件的代码:
BLOCKDATA:
package com.kraftymods.luckyblocks.init;
import com.kraftymods.luckyblocks.blocks.LuckyBlock;
import com.kraftymods.luckyblocks.blocks.itemblocks.LuckyBlockItem;
import com.kraftymods.luckyblocks.main.Reference;
import net.minecraft.block.Block;
import net.minecraft.client.Minecraft;
import net.minecraft.client.resources.model.ModelResourceLocation;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.item.Item;
import net.minecraftforge.fml.common.registry.GameRegistry;
public class Blocks {
public static Block luckyblock;
public static void init(){
luckyblock = new LuckyBlock().setUnlocalizedName("luckyblock")[enter image description here][1].setCreativeTab(CreativeTabs.tabMisc);
}
public static void register(){
GameRegistry.registerBlock(luckyblock, LuckyBlockItem.class, luckyblock.getUnlocalizedName().substring(5));
}
public static void registerRenders(){
registerRender(luckyblock);
}
private static void registerRender(Block block){
Item item = Item.getItemFromBlock(block);
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, 0, new ModelResourceLocation(Reference.MODID + ":" + item.getUnlocalizedName().substring(5), "inventory"));
}
}
块模型:
{
"variants": {
"normal": { "model": "luckyblocks:luckyblock" }
}
}
物品型号:
{
"parent": "block/cube_all",
"textures": {
"all": "luckyblocks:blocks/luckyblock"
}
}
我很感谢您花时间阅读本文
答案 0 :(得分:0)
请为您注册渲染器的客户目的进行课程
我有这个例子:
public final class BlockRenderRegister {
public static void registerBlockRenderer() {
register(BlocksLibrary.blockDarkStone);
}
public static void register(Block block) {
Minecraft.getMinecraft().getRenderItem().getItemModelMesher()
.register(Item.getItemFromBlock(block),
0,
new ModelResourceLocation(
ModHooks.MODID.toLowerCase() + ":" + BlocksLibrary.DARKSTONE,
"inventory"
)
);
}
}
为了加载你的积木,我还建议一个单独的类(仅用于维护目的)
public class BlockLoader {
/**
* Loads all blocks into memory
* and populates the BlocksLibary
* with decent values.
*/
public static void loadBlocks() {
GameRegistry.registerBlock(
BlocksLibrary.blockDarkStone = new BlockDarkStone(Material.rock),
BlocksLibrary.DARKSTONE
);
}
}
我在PreInit事件中注册了块,所以游戏知道我的块。
@EventHandler
public void preInit(FMLPreInitializationEvent e) {
BlockLoader.loadBlocks();
}
我从主mod类的FMLInitializationEvent中调用它来注册渲染器。
@EventHandler
public void init(FMLInitializationEvent event) {
BlockRenderRegister.registerBlockRenderer();
}