I wanted to start a thread to collect information on how modding/extending WesterosBlocks works and how to create new blocks for WesterosCraft.
Right now I'm just collecting various resources, which may later be compiled into a guide. I hope that @mikeprimm and @Emotione11 can pitch in on this
Resource Pack Management:
https://mcrpw.github.io/
Model Creation:
http://blockbench.net/
Block Creation Workflow for WesterosBlocks (Thanks to Mike for outlining the steps!!):
- Texture PNG filenames have to be all lower case!
- Re-compressing has to be done as ZIP (not RAR)! The ZIP can then simply be renamed to JAR and the mod is ready to be loaded again!
Block States:
https://minecraft.gamepedia.com/Model
https://mcforge.readthedocs.io/en/latest/blockstates/states/
Right now I'm just collecting various resources, which may later be compiled into a guide. I hope that @mikeprimm and @Emotione11 can pitch in on this
Resource Pack Management:
Model Creation:
http://blockbench.net/
Block Creation Workflow for WesterosBlocks (Thanks to Mike for outlining the steps!!):
- Before you start, edit the <clientdir>/config/westerosblocks.cfg file - set 'blockDevMode' to true
- Extract the WesterosBlocks.jar mod as you would a .zip file
- Update the WesterosBlocks.json as usual
- Compress WesterosBlocks again (Important: Compress only the files inside the folder, not the folder itself), and rename the compressed folder to WesterosBlocks.jar
- Load the mod (whether client or server - server is probably faster, or client without our RP, which adds LOTS to the start time) - when it starts, it will create an 'assets' directory under <clientdir>/config/westerosblocks.
- Copy the contents of the assets directory into the corresponding resources in the mod - NOW the mod has the model JSON and other content to go with the blocks you defined in the westerosblocks.json (Important: you must add the new blockstate & model files individually, not just copy over the assets folder. If your OS has a "merge" function, you can do that as well)
- Re-compess the mod again (same as step 4). Restart using the mod with both the updated westerosblocks.json and updated assets/westerosblocks resources
- (note - the generated assets tree is something to add/update in the resources - don't delete the other assets that are already there....)
- The fastest way to do the loop would be to run a minimal server - just starting Forge 1.11.2 with our mod with the devmode is a whole lot faster than client startup
- Texture PNG filenames have to be all lower case!
- Re-compressing has to be done as ZIP (not RAR)! The ZIP can then simply be renamed to JAR and the mod is ready to be loaded again!
Block States:
https://minecraft.gamepedia.com/Model
https://mcforge.readthedocs.io/en/latest/blockstates/states/
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