HELP COCOA BEANS

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by Namfro » 9/20/2012

Hi guys i was wondering in what part of the BlockCocoa.java file is the part about its texture? Im making a mod and need to change the texture of the cocoa bean to make a new plant
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by Namfro » 9/21/2012

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by sed11 » 9/21/2012

I believe the number 168 tells it where it find's its texture in terrain.png, because I changed it to 8, then I planted a Jungle Tree then placed a Cocoa plant, and it looked like the top of the TNT texture, except ofcourse, smaller and messed up because of the model.
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by Namfro » 9/21/2012

ok thanks ill try that out
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by Namfro » 9/21/2012

hmm, still stuck. Heres what im trying to do:
I want to make a new plant that acts exactly like a cocoa plant but is textured as a banana bunch and when the bunch is broken it drops bananas. Also, i want it to be placed like how you would with cocoa beans but instead use a banana.
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by Kazoto » 9/21/2012

It's in terrain thingy and then u access MutaOra.png and then you will know the truth about the Mutant Oranges...
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by Namfro » 9/21/2012

lol
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by Namfro » 9/21/2012

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by Namfro » 9/21/2012

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by ThatsMyPickaxe » 9/21/2012

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by sed11 » 9/21/2012

You'll have to add a banana texture that has the same shape as the cocoa bean plant textures, and keep trying to put the textures in the right place and make the number right, unless you find a way to make the texture separated.(In terrain.png, change the number in your code, ofcourse.)

I'm not sure how to do this with a Cocoa Bean plant, only that you can change that number and add the texture in terrain.png since I looked after reading this thread.You could try to find a way to do this with a new ModLoader mod_ file, if you use ModLoader, and make the texture-number in the BlockName code to j, or something and make the one in your mod_ file 0, then use the ModLoader's texture function to find the texture for a separate one, not sure if this will work exactly though.

This is a Basic mod_ file for blocks, if you don't know what it could be like already:
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Code: Select all
package net.minecraft.src;

public class mod_Namehere extends BaseMod
{
public static final Block Namehere = new BlockNamehere(171, 0).setBlockName("Name Here").setHardness(1F).setResistance(1F).setLightValue(0F);

        public void load()
        {
                Namehere.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/Namehere.png");
                ModLoader.registerBlock(Namehere);
                ModLoader.addName(Namehere, "Name Here");
            ModLoader.addRecipe(new ItemStack(Namehere, 1), new Object[] { "###", "###", "###", Character.valueOf('#'), Block.dirt });
        }

        public String getVersion()
          {
                          return "1.3.2";
        }
}

"new BlockNamehere(171, 0)"

The 171 is the block's ID, you can change that. The 0 is where it gets the texture in terrain.png, if you want a separate one and if you are going to use the texture function "Namehere.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/Namehere.png");" you can leave that number as zero.

.setBlockName is the name of the block. .setHardness is how hard the block will be. .setResistance is how much it resists TNT. .setLightValue is how much light it gives off.You can leave that zero if you don't want any if you you make it 1F it will be like GlowStone light. You can replace all the nameheres to the name of your block, then all you have to do is make the block file.

I'm not sure if you can take out the recipe, you probably can though, I just never did it before :3
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by Namfro » 9/22/2012

hmm still cant get it. i might just give up
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