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我的世界锻造物品块渲染问题

[英]Minecraft Forge Item Block Render Issue

我遇到一个项目块渲染问题,因为当我放置该块时,它可以正确渲染,但是当我握在手中时,它缺少纹理/模型。

链接中显示了我所看到的图像: http : //i.stack.imgur.com/atq1L.png

我已经检查了很多次,原因是,控制台中没有错误消息,JSON格式似乎没有任何问题,并且代码中似乎没有问题。

*顺便说一句,block类的代码不是太重要,因为它只是扩展* Block.class的类,然后为Super提供Material.stone

这是我的代码块类的代码:

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"));
    }

}

这是我的JSON文件的代码:

BLOCKDATA:

{
    "variants": {
        "normal": { "model": "luckyblocks:luckyblock" }
    }
}

块模型:

{
    "parent": "block/cube_all",
    "textures": {
        "all": "luckyblocks:blocks/luckyblock"
    }
}

物品型号:

{
    "parent": "luckyblocks:block/luckyblock",
    "display": {
        "thirdperson": {
            "rotation": [ 10, -45, 170 ],
            "translation": [ 0, 1.5, -2.75 ],
            "scale": [ 0.375, 0.375, 0.375 ]
        }
    }
}

感谢您抽出宝贵时间阅读本文

请为客户目的注册您的渲染器的类

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"
                                 )
                          );
    }
}

对于加载块,我还建议使用单独的类(仅出于维护目的)

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,以便游戏知道我的块。

@EventHandler
public void preInit(FMLPreInitializationEvent e) {
    BlockLoader.loadBlocks();
} 

我从主模块类中的FMLInitializationEvent调用此方法来注册渲染器。

@EventHandler
    public void init(FMLInitializationEvent event) {
        BlockRenderRegister.registerBlockRenderer();
    }

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