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ehaugw

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  1. Hello guys! I just managed to render wavefront models instead of the 2d textures for items in forge 1.14. Here is how I did it: @SubscribeEvent public static void onModelBakeEvent(ModelBakeEvent event) { registerModel(event, "minecraft:wooden_sword", "rolecraft:item/wooden_sword.obj"); } private static void registerModel(ModelBakeEvent event, String itemName, String modelPathWithFileType) { try { // Try to load an OBJ model (placed in src/main/resources/assets/examplemod/models/) REMEMBER *.obj IUnbakedModel model = ModelLoaderRegistry.getModelOrMissing(new ResourceLocation(modelPathWithFileType)); if (model instanceof OBJModel) { // If loading OBJ model succeeds, bake the model and replace stick's model with the baked model IBakedModel bakedModel = model.bake(event.getModelLoader(), ModelLoader.defaultTextureGetter(), new BasicState(model.getDefaultState(), false), DefaultVertexFormats.ITEM); event.getModelRegistry().put(new ModelResourceLocation(itemName, "inventory"), bakedModel); } } catch (Exception e) { e.printStackTrace(); } } While this looks great in-game, there are some problems with the GUIs. The item is rendered in a very unfortunate way in the GUI and in item frames, as you can see in the attached image. I want to rotate the sword 90 degrees around the z-axis when the sword is not rendered in an entity's hand. How do you suggest I do this? Thanks in advance for your help
  2. ehaugw joined the community
  3. I'm having trouble following your process here. Could you please update us on what your end result looks like to make it easier to reproduce?

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