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About Valtiel

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    Tree Puncher

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  1. I speak Spanish and I used a translator to answer you, this is just the armor modeling needs to be implemented in the armor class. look in my profile I have already solved that in 1.15.2 but it also works in 1.16.x
  2. forge would take effect in "textures / hud / capsule_bar.png" but if you draw directly on the screen then we talk about different things
  3. For your understanding, forge automatically adapts higher resolutions without the need to modify its code as long as the size is equivalent, so an item with a 16x16 texture can be changed to one of 32x32 or 64x64 without modifying the code
  4. So what dimensions of texture do you want to use? If your item or gui uses a 64x64 resolution but you want to use a 100x96 resolution, I recommend that you double the original resolution in this case 128x128.
  5. I do not know the gui but I do know textures in great resolution, I recommend that you identify the real value of your image, is it 64 x 32? or customized. it is obvious that the image you want to use is longer than the one that appears in the game you can use it without modifying the code
  6. after checking your code I got confused, I think it should look like this: torso = new ModelRenderer(this, 16, 32); /////////////(parameters of setTexture) torso.func_228300_a_(-4.0F, -7.0F, -4.0F, 7.0F, 4.0F, 8.0F, 0.0F); torso.setRotationPoint(0F, 0F, 0F);
  7. also add the parameters of setTextureOffset as you use it you are adding the same texture to all parts
  8. It is obfuscated, I think that is how it is used .func_228300_a_ for example: leftshoe.func_228300_a_(-2.5F, 9.1F, -2.5F, 5, 3, 5); yourfield.func_228300_a_(position, dimensions); I don't speak English, I hope to be of help
  9. First let me clarify that I use the google translator I speak Spanish so my writing may have errors this class adds the 3d model to armoritem i use it because my mod adds various armor package com.valtiel.vgirlarmor.item.armor; import com.valtiel.vgirlarmor.proxy.ClientProxy; import net.minecraft.client.renderer.entity.model.BipedModel; import net.minecraft.entity.LivingEntity; import net.minecraft.inventory.EquipmentSlotType; import net.minecraft.item.ArmorItem; import net.minecraft.item.IArmorMaterial; import net.minecraft.item.ItemStack; import net.minecraftforge.ap
  10. First define what version of minecraft you use, in 1.14.4 I already found the solution, click on my user to see the link, with that code I had lag problems if you have the same problem let me know
  11. I think you mean this @Override @OnlyIn(Dist.CLIENT) public BipedModel getArmorModel(LivingEntity entityLiving, ItemStack itemStack, EquipmentSlotType armorSlot, BipedModel original) { return new Girl_Armor_Model(1.0f); } I'm sorry to tell you that this code used to cause lag in the second and third person
  12. it works. I leave this code in case someone needs it @SuppressWarnings("unchecked") @Nullable @Override public <A extends BipedModel<?>> A getArmorModel(LivingEntity entityLiving, ItemStack itemStack, EquipmentSlotType armorSlot, A _default) { GirlArmorModel girl_armor = new GirlArmorModel(1F); girl_armor.field_78116_c.showModel = armorSlot == EquipmentSlotType.HEAD; girl_armor.bipedHeadwear.showModel = armorSlot == EquipmentSlotType.HEAD; girl_armor.field_78115_e.showM
  13. my model armor is not rendered, I think the biggest change is armor class: 1.7.10 to 1.13.2 public ModelBiped getArmorModel (EntityLivingBase entityLiving, ItemStack itemStack, EntityEquipmentSlot armorSlot, ModelBiped defaultModel) { ModelBiped armorModel = ClientProxy.armorModels.get(this); /////////////////////////////////////////////////////////////////////////////////////////////////////////////// 1.14 modelbiped change by "BipedModel <LivingEntity>" EntityLivingBase change by LivingEntity
  14. I would like to know what changes have been made in the rendering of custom armor model. I know that "modelbiped" change by BipedModel <LivingEntity> Up to 1.13.2 I have used the classic method
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