Everything posted by Oscarita25
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How do fix this rendering?
when you don't find its okay .. but i am hoping for others right now that have expierence on that kind of thing or know what it could be to point it out for me :I because:
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How do fix this rendering?
still searching for a solution .. i am really stuck .. ?
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Forge won't launch.
then sorry i couldn't help
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Forge won't launch.
and did it work?
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How do fix this rendering?
nah no worries..
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How do fix this rendering?
thanks
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Forge won't launch.
try changing in the twitch settings the minecraft launcher to .jar instead of native if you are desparate you can also: downgrade the launcher .. not a permanent solution but should work - if you can solve it in another way that do it like that :I
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Forge won't launch.
because there exists this video .. that helped a friend of mine that did had the same error
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Forge won't launch.
are you using the twitch client app to run Minecraft or just normally the minecraft launcher?
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How do fix this rendering?
Does really nobody know here how to do this?
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How do fix this rendering?
Well hello there, i had a mod in 1.7.10 that had custom armor rendering and i am now trying to do the same with 1.12.2 .. :I additional info: this is just for tests... i want to do this with a different model that my friend makes for me right now I got confused at the new item registering and i bet i did something wrong at that .. (the last version i did mod in was 1.7.10) I got that working in 1.7.10 .. but i don't even ..know if i did it correctly there not being sure if i do it correctly .. (i mean like with the proxy sided stuff i obviously don't want to send a model to the server side.. >-<) here is my problem i am trying to do a armor with a custom Model and encountered these problems: the armor is rendered like a "child" mob so the little version of the model the animation of hitting, pulling a bow, blocking with shield... is NOT shown how do i get them in 1.12.2? .. getting it "double" rendered (it gets rendered 2 times) so here is actual code: Model class: package maki325.bnha.models; import net.minecraft.client.model.ModelBase; import net.minecraft.client.model.ModelBiped; import net.minecraft.client.model.ModelRenderer; import net.minecraft.entity.Entity; public class ClothModel extends ModelBiped { private ModelRenderer RArm; private ModelRenderer LLeg; private ModelRenderer Head; private ModelRenderer Body; private ModelRenderer LArm; private ModelRenderer RLeg; public ClothModel(float f) { super(f, 0, 64,32); this.textureWidth = 64; this.textureHeight = 32; this.LArm = new ModelRenderer(this, 40, 16); this.LArm.addBox(-1.0F, -2.0F, -2.0F, 4, 12, 4, 0.0F); this.LArm.isHidden = true; this.Body = new ModelRenderer(this, 16, 16); this.Body.addBox(-4.0F, 0.0F, -2.0F, 8, 12, 4, 0.0F); this.RLeg = new ModelRenderer(this, 0, 16); this.RLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, 0.0F); this.LLeg = new ModelRenderer(this, 0, 16); this.LLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, 0.0F); this.RArm = new ModelRenderer(this, 40, 16); this.RArm.addBox(-3.0F, -2.0F, -2.0F, 4, 12, 4, 0.0F); this.Head = new ModelRenderer(this, 0, 0); this.Head.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, 0.0F); /* bipedLeftArm.addChild(LArm); bipedBody.addChild(Body); bipedRightLeg.addChild(RLeg); bipedLeftLeg.addChild(LLeg); bipedRightArm.addChild(RArm); bipedHead.addChild(Head); trying stuff */ } @Override public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) { super.render(entity, f, f1, f2, f3, f4, f5); setRotationAngles(f, f1, f2, f3, f4, f5, entity); } } Item class: package maki325.bnha.init.items; import java.util.HashSet; import java.util.Set; import maki325.bnha.util.Reference; import net.minecraft.init.SoundEvents; import net.minecraft.inventory.EntityEquipmentSlot; import net.minecraft.item.Item; import net.minecraft.item.ItemArmor; import net.minecraftforge.common.util.EnumHelper; import net.minecraftforge.event.RegistryEvent; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; import net.minecraftforge.fml.common.registry.GameRegistry.ObjectHolder; import net.minecraftforge.registries.IForgeRegistry; @ObjectHolder(Reference.MOD_ID) public class ModItems { public static class ArmorMaterials { public static final ItemArmor.ArmorMaterial UA_SPORTS_MAT = EnumHelper.addArmorMaterial (Reference.MOD_ID +":ua_sports", Reference.MOD_ID +":ua_sports", 15, new int[]{1, 4, 5, 2}, 12, SoundEvents.ITEM_ARMOR_EQUIP_LEATHER, (float) 0); } /* ITEMS */ /*——————————————————————————————————————————————————*/ /*——————————————————————————————————————————————————*/ /* ARMOR */ /*——————————————————————————————————————————————————*/ public static final ClothArmor UA_SPORTS_CHESTPLATE = new ClothArmor("ua_sports_chestplate", ArmorMaterials.UA_SPORTS_MAT, 1, EntityEquipmentSlot.CHEST); public static final ClothArmor UA_SPORTS_LEGGINGS = new ClothArmor("ua_sports_leggings", ArmorMaterials.UA_SPORTS_MAT, 2, EntityEquipmentSlot.LEGS); /*——————————————————————————————————————————————————*/ private static void initialiseItems() { UA_SPORTS_CHESTPLATE .setUnlocalizedName(UA_SPORTS_CHESTPLATE.getRegistryName().toString()); UA_SPORTS_LEGGINGS .setUnlocalizedName(UA_SPORTS_LEGGINGS.getRegistryName().toString()); } @Mod.EventBusSubscriber(modid = Reference.MOD_ID) public static class RegistrationHandler { public static final Set<Item> ITEMS = new HashSet<>(); @SubscribeEvent public static void registerItems(final RegistryEvent.Register<Item> event) { final Item[] items = { UA_SPORTS_CHESTPLATE, UA_SPORTS_LEGGINGS, }; final IForgeRegistry<Item> registry = event.getRegistry(); for (final Item item : items) { registry.register(item); ITEMS.add(item); } initialiseItems(); } } } Armor class: package maki325.bnha.init.items; import maki325.bnha.BnHA; import maki325.bnha.models.ClothModel; import maki325.bnha.util.IHasModel; import maki325.bnha.util.Reference; import net.minecraft.client.model.ModelBiped; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.entity.EntityLivingBase; import net.minecraft.inventory.EntityEquipmentSlot; import net.minecraft.item.ItemArmor; import net.minecraft.item.ItemStack; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; public class ClothArmor extends ItemArmor implements IHasModel{ public ClothArmor(String name,ArmorMaterial material,int renderindex, EntityEquipmentSlot slot) { super(material, renderindex, slot); this.setRegistryName(Reference.MOD_ID, name); this.setCreativeTab(CreativeTabs.COMBAT); } @Override @SideOnly(Side.CLIENT) public ModelBiped getArmorModel(EntityLivingBase living, ItemStack stack, EntityEquipmentSlot slot, ModelBiped defaultModel) { if(!stack.isEmpty()) { if(stack.getItem() instanceof ItemArmor) { ClothModel armorModel = BnHA.proxy.getClothModel(); armorModel.bipedRightLeg.showModel = slot == EntityEquipmentSlot.FEET; armorModel.bipedLeftLeg.showModel = slot == EntityEquipmentSlot.FEET; armorModel.bipedBody.showModel = slot == EntityEquipmentSlot.CHEST; armorModel.bipedLeftArm.showModel = slot == EntityEquipmentSlot.CHEST; armorModel.bipedRightArm.showModel = slot == EntityEquipmentSlot.CHEST; armorModel.bipedHead.showModel = slot == EntityEquipmentSlot.HEAD; armorModel.isSneak = defaultModel.isSneak; armorModel.isRiding = defaultModel.isRiding; armorModel.rightArmPose = defaultModel.rightArmPose.BLOCK; armorModel.leftArmPose = defaultModel.leftArmPose.BLOCK; armorModel.rightArmPose = defaultModel.rightArmPose; armorModel.leftArmPose = defaultModel.leftArmPose; return armorModel; } } return null; } @Override public void registerModels() { BnHA.proxy.registerItemRenderer(this, 0, "inventory"); } } ClientProxy class: package maki325.bnha.proxy; import maki325.bnha.models.ClothModel; import net.minecraft.client.renderer.block.model.ModelResourceLocation; import net.minecraft.item.Item; import net.minecraftforge.client.model.ModelLoader; public class ClientProxy extends CommonProxy { private static final ClothModel clothmodel = new ClothModel(1F); public void registerItemRenderer(Item item, int meta, String id) { ModelLoader.setCustomModelResourceLocation(item, meta, new ModelResourceLocation(item.getRegistryName(), id)); } @Override public ClothModel getClothModel() { return clothmodel; } public static void registerModel() { } } thanks for reading this and helping me
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Problems with custom render armor
yeah thats why i am still answering!
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Is a IExtendedEntityProperty removeable?
okay thanks i will check that out! -Edit okay afterwards i found out that Capabilities and IEEP works almost the same (except for registering and some other things) and so for my question: no i think its actually not possible without out writing something that does that for you - as Draco18s said before ... - but that what i want to achive to make abilities/properties that will be only used when they are triggered by a keybind is possible ..
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Is a IExtendedEntityProperty removeable?
just a simple question about this.. is a IExtendedEntityproperty that is given to the player removable while playing? - like with a command or on a keybind.. and if yes how would i do that?
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1.12.2 Model animation
simply overwrite the player model i've done this in the 1.7.10 so its not 100% sure if this still works but give it a try (btw this will COMPLETELY overwrite the model): import net.minecraft.client.entity.AbstractClientPlayer; import net.minecraft.client.model.ModelBlaze; import net.minecraft.client.renderer.entity.RenderPlayer; import net.minecraft.util.ResourceLocation; public class OverwritePlayer extends RenderPlayer { public OverwritePlayer(){ super(); //Overwriting it with our own model this.mainModel = new YourModelClass(1.0F); } protected ResourceLocation getEntityTexture(AbstractClientPlayer player) { //returning Resource .. Obviously return new ResourceLocation("textures/pathto/texture.png"); } } and register it like this: RenderingRegistry.registerEntityRenderingHandler(EntityPlayer.class, new OverwritePlayer()); YourModelClass should extend ModelBiped and can be modeled / animated in Techne or in code that should be look something about this: import net.minecraft.client.model.ModelBiped; import net.minecraft.client.model.ModelRenderer; import net.minecraft.entity.Entity; public class YourModelClass extends ModelBiped { public ModelRenderer head; public ModelRenderer body; public ModelRenderer rightArm; public ModelRenderer leftArm; public ModelRenderer rightLeg; public ModelRenderer leftLeg; public YourModelClass(float size) { //Modelsize rotation xTextureSize yTextureSize super(size, 0.0f, 64, 32); head = new ModelRenderer(this, 0, 0); head.setRotationPoint(0.0F, 0.0F, 0.0F); head.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, 0.0F); body = new ModelRenderer(this, 16, 16); body.setRotationPoint(0.0F, 0.0F, 0.0F); body.addBox(-4.0F, 0.0F, -2.0F, 8, 12, 4, 0.0F); leftArm = new ModelRenderer(this, 40, 16); leftArm.setRotationPoint(5.0F, 2.0F, 0.0F); leftArm.addBox(-1.0F, -2.0F, -2.0F, 4, 12, 4, 0.0F); rightArm = new ModelRenderer(this, 40, 16); rightArm.setRotationPoint(-5.0F, 2.0F, 0.0F); rightArm.addBox(-3.0F, -2.0F, -2.0F, 4, 12, 4, 0.0F); leftLeg = new ModelRenderer(this, 0, 16); leftLeg.setRotationPoint(2.0F, 12.0F, 0.0F); leftLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, 0.0F); rightLeg = new ModelRenderer(this, 0, 16); rightLeg.setRotationPoint(-2.0F, 12.0F, 0.0F); rightLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, 0.0F); } @Override public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) { } public void setRotationAngles(float s, float s1, float s2, float s3, float s4, float s5, Entity entiy) { } } i hope this will help you or give you a better understanding how you could do it oh and this here will be also very helpfull (because its basicly the same concept!) https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/mapping-and-modding-tutorials/1571595-1-10-2-how-to-code-custom-3d-armor-models
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Problems with custom render armor
let the custom armor extend model biped and then add in the render method something like: @Override public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) { super.render(entity, f, f1, f2, f3, f4, f5); setRotationAngles(f, f1, f2, f3, f4, f5, entity); bipedHead.addChild(insertHeadarmorhere); bipedBody.addChild(insertBodyarmorhere); //etc.. to lazy to write the rest } hope this helps you - or someone else... basicly this syncs your Model with the movements of the bipedBody (the Player)
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