
iSyriux
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Everything posted by iSyriux
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(1.16.1) How to add another texture layer to chestplate
iSyriux replied to iSyriux's topic in Modder Support
Where do I find the command line? -
(1.16.1) How to add another texture layer to chestplate
iSyriux replied to iSyriux's topic in Modder Support
I can't upload folders so I Just upload zip files of src and textures -
(1.16.1) How to add another texture layer to chestplate
iSyriux replied to iSyriux's topic in Modder Support
Alright. I've uploaded the file. Thanks for telling me. https://github.com/iSyriux2/BLBLBLLBLB -
(1.16.1) How to add another texture layer to chestplate
iSyriux replied to iSyriux's topic in Modder Support
Apparently it's 29 megabytes -
(1.16.1) How to add another texture layer to chestplate
iSyriux replied to iSyriux's topic in Modder Support
I'm adding my java forge folder. -
(1.16.1) How to add another texture layer to chestplate
iSyriux replied to iSyriux's topic in Modder Support
How do I add a file to my repo? It says it's too big and the limit is 25 megabytes -
(1.16.1) How to add another texture layer to chestplate
iSyriux replied to iSyriux's topic in Modder Support
Please help -
(1.16.1) How to add another texture layer to chestplate
iSyriux replied to iSyriux's topic in Modder Support
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(1.16.1) How to add another texture layer to chestplate
iSyriux replied to iSyriux's topic in Modder Support
The armour isn't being sized correctly. The last 8 columns of pixels should be excluded from the main model and put on the secondary overlay one -
(1.16.1) How to add another texture layer to chestplate
iSyriux replied to iSyriux's topic in Modder Support
I'm very confused. How do I make a reference? Also I came back from giving up. These stuff are too hard man -
(1.16.1) How to add another texture layer to chestplate
iSyriux replied to iSyriux's topic in Modder Support
Where am I supposed to find the name of the instances created stored in my physical client side reference? -
(1.16.1) How to add another texture layer to chestplate
iSyriux replied to iSyriux's topic in Modder Support
I meant the armour model variable name. It can't just return null, like you said -
(1.16.1) How to add another texture layer to chestplate
iSyriux replied to iSyriux's topic in Modder Support
And what's the variable name for my armour model (Sorry if this seems redundant, putting it as BipedModel gives and error) -
(1.16.1) How to add another texture layer to chestplate
iSyriux replied to iSyriux's topic in Modder Support
Does RegistryObject<ArmorItem> have to have my custom class as well? -
(1.16.1) How to add another texture layer to chestplate
iSyriux replied to iSyriux's topic in Modder Support
Okay, so I put a semicolon and the error is gone, but now it seems like there is no overlay and it does not work at all: Screenshot of game There are completely no errors, so I am unsure why this is happening. This is my powerreenforceditem class package com.isyriux.divinerod.armour; 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; public class PowerReenforcedArmourItem extends ArmorItem { public PowerReenforcedArmourItem(IArmorMaterial materialIn, EquipmentSlotType slot, Properties properties) { super(materialIn, slot, properties); } @Override public <A extends BipedModel<?>> A getArmorModel(LivingEntity entityLiving, ItemStack itemStack, EquipmentSlotType armorSlot, A _default) { return null; } } Registhandler package com.isyriux.divinerod.util; import com.isyriux.divinerod.DivineRodMod; import com.isyriux.divinerod.armour.ModArmourMaterial; import com.isyriux.divinerod.items.Misc; import com.isyriux.divinerod.tools.ModItemTier; import net.minecraft.inventory.EquipmentSlotType; import net.minecraft.item.ArmorItem; import net.minecraft.item.ItemGroup; import net.minecraft.item.SwordItem; import net.minecraft.util.CombatEntry; import net.minecraftforge.fml.RegistryObject; import net.minecraftforge.fml.javafmlmod.FMLJavaModLoadingContext; import net.minecraftforge.registries.DeferredRegister; import net.minecraftforge.registries.ForgeRegistries; import net.minecraft.item.Item; public class registhandler { public static final DeferredRegister<Item> ITEMS = DeferredRegister.create(ForgeRegistries.ITEMS, DivineRodMod.MOD_ID); public static void init(){ ITEMS.register(FMLJavaModLoadingContext.get().getModEventBus()); } // ITEMS public static final RegistryObject<Item> IRON_STICK = ITEMS.register("iron_stick", Misc::new); public static final RegistryObject<SwordItem> DIVINE_ROD = ITEMS.register("divine_rod", () -> new SwordItem(ModItemTier.DIVINE, 2,4.0F,new Item.Properties().group(ItemGroup.COMBAT))); public static final RegistryObject<Item> MELTED_POWER_DUST = ITEMS.register("melted_power_dust", Misc::new); public static final RegistryObject<Item> POWER_BALL = ITEMS.register("power_ball", Misc::new); public static final RegistryObject<Item> POWER_INGOT = ITEMS.register("power_ingot", Misc::new); public static final RegistryObject<Item> POWER_DUST = ITEMS.register("power_dust", Misc::new); public static final RegistryObject<Item> DIVINE_STICK = ITEMS.register("divine_stick", Misc::new); public static final RegistryObject<ArmorItem> POWER_HELMET = ITEMS.register("power_helmet", () -> new ArmorItem(ModArmourMaterial.POWER, EquipmentSlotType.HEAD,new Item.Properties().group(ItemGroup.COMBAT))); public static final RegistryObject<ArmorItem> POWER_CHESTPLATE = ITEMS.register("power_chestplate", () -> new ArmorItem(ModArmourMaterial.POWER, EquipmentSlotType.CHEST,new Item.Properties().group(ItemGroup.COMBAT))); public static final RegistryObject<ArmorItem> POWER_REENFORCED_CHESTPLATE = ITEMS.register("power_reenforced_chestplate", () -> new ArmorItem(ModArmourMaterial.POWER_REENFORCED, EquipmentSlotType.CHEST,new Item.Properties().group(ItemGroup.COMBAT))); public static final RegistryObject<ArmorItem> POWER_LEGGINGS = ITEMS.register("power_leggings", () -> new ArmorItem(ModArmourMaterial.POWER, EquipmentSlotType.LEGS,new Item.Properties().group(ItemGroup.COMBAT))); public static final RegistryObject<ArmorItem> POWER_SHOES = ITEMS.register("power_shoes", () -> new ArmorItem(ModArmourMaterial.POWER, EquipmentSlotType.FEET,new Item.Properties().group(ItemGroup.COMBAT))); } ModArmourMaterial package com.isyriux.divinerod.armour; import com.isyriux.divinerod.DivineRodMod; import com.isyriux.divinerod.util.registhandler; import net.minecraft.inventory.EquipmentSlotType; import net.minecraft.item.IArmorMaterial; import net.minecraft.item.crafting.Ingredient; import net.minecraft.util.SoundEvent; import net.minecraft.util.SoundEvents; import net.minecraftforge.api.distmarker.Dist; import net.minecraftforge.api.distmarker.OnlyIn; import org.apache.commons.codec.language.Soundex; import java.util.function.Supplier; public enum ModArmourMaterial implements IArmorMaterial { POWER(DivineRodMod.MOD_ID+":power",45,new int[] {4,8,8,4}, 24, SoundEvents.ITEM_ARMOR_EQUIP_GOLD, 2.0F, () -> {return Ingredient.fromItems(registhandler.POWER_INGOT.get());},1), POWER_REENFORCED(DivineRodMod.MOD_ID+":power_reenforced",45,new int[] {4,8,8,4}, 24, SoundEvents.ITEM_ARMOR_EQUIP_GOLD, 2.0F, () -> {return Ingredient.fromItems(registhandler.POWER_INGOT.get());},1); private static final int[] MAX_DAMAGE_ARRAY = new int[] {11,16,15,13}; private final String name; private final int maxDamageFactor; private final int[] damageReductionAmountArray; private final int enchantability; private final SoundEvent soundEvent; private final float toughness; private final Supplier<Ingredient> repairMaterial; private final float knockbackResistance; ModArmourMaterial(String name, int maxDamageFactor, int[] damageReductionAmountArray, int enchantability, SoundEvent soundEvent, float toughness, Supplier<Ingredient> repairMaterial, float knockbackResistance) { this.name=name; this.maxDamageFactor=maxDamageFactor; this.damageReductionAmountArray=damageReductionAmountArray; this.enchantability=enchantability; this.soundEvent=soundEvent; this.toughness=toughness; this.repairMaterial=repairMaterial; this.knockbackResistance=knockbackResistance; } @Override public int getDurability(EquipmentSlotType equipmentSlotType) { return MAX_DAMAGE_ARRAY[equipmentSlotType.getIndex()]*this.maxDamageFactor; } @Override public int getDamageReductionAmount(EquipmentSlotType equipmentSlotType) { return this.damageReductionAmountArray[equipmentSlotType.getIndex()]; } @Override public int getEnchantability() { return this.enchantability; } @Override public SoundEvent getSoundEvent() { return this.soundEvent; } @Override public Ingredient getRepairMaterial() { return this.repairMaterial.get(); } @OnlyIn(Dist.CLIENT) @Override public String getName() { return this.name; } @Override public float getToughness() { return this.toughness; } @Override public float func_230304_f_() { return this.knockbackResistance; } } I don't expect an immediate fix but it is very important since this is not working at all. -
(1.16.1) How to add another texture layer to chestplate
iSyriux replied to iSyriux's topic in Modder Support
Okay, so I remodeled it with your default thing and I have put everything in registhandler and the json file for the model but now I have run into an issue. Since this is a chestplate that uses another model texture I need to make a new material in my material armour material but I copied it and it didn't work it gives a red -
(1.16.1) How to add another texture layer to chestplate
iSyriux replied to iSyriux's topic in Modder Support
What github did you attach the blockbench file to? I can't find it in https://github.com/ChampionAsh5357/1.16.x-Minecraft-Tutorial/tree/1.16.1-32.0.57-web I'd also like clarification on what I did wrong. I used the zombie model in the webapp of blockbench and set the uv dimensions to 64x40, and inserted a texture. The zombie model had a pose even though I unchecked "pose" so I had to manually make the zombie not have a pose. The only part i added was the pauldrons which was parented under the body directory. I did not change it's name so it is named "cube". Here is my hierarchy Here is the bbmodel file of my thing zombie.bbmodel -
(1.16.1) How to add another texture layer to chestplate
iSyriux replied to iSyriux's topic in Modder Support
I am stuck on two posts So I think I am done with this one but I think there are still some things that are wrong so here is my java code: // Made with Blockbench 3.6.3 // Exported for Minecraft version 1.15 // Paste this class into your mod and generate all required imports public class pauldronarmourmodel extends BipedModel<LivingEntity> { public pauldronarmourmodel(float modelSize) { super(modelSize, 0.0F, 64, 40); ModelRenderer body = new ModelRenderer(this); body.setRotationPoint(0.0F, 0.0F, 0.0F); body.setTextureOffset(16, 16).addBox(-4.0F, 0.0F, -2.0F, 8.0F, 12.0F, 4.0F, 0.0F, false); body.setTextureOffset(0, 32).addBox(-9.0F, 0.0F, -2.0F, 18.0F, 4.0F, 4.0F, 0.25F, false); ModelRenderer head = new ModelRenderer(this); head.setRotationPoint(0.0F, 0.0F, 0.0F); body.addChild(head); setRotationAngle(head, 0.0524F, 0.0436F, 0.0F); head.setTextureOffset(0, 0).addBox(-4.0F, -8.0F, -4.0F, 8.0F, 8.0F, 8.0F, 0.0F, false); head.setTextureOffset(32, 0).addBox(-4.0F, -8.0F, -4.0F, 8.0F, 8.0F, 8.0F, 0.5F, false); ModelRenderer rightArm = new ModelRenderer(this); rightArm.setRotationPoint(-5.0F, 2.0F, 0.0F); body.addChild(rightArm); rightArm.setTextureOffset(40, 16).addBox(-3.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F, 0.0F, false); ModelRenderer rightItem = new ModelRenderer(this); rightItem.setRotationPoint(-1.0F, 7.0F, 1.0F); rightArm.addChild(rightItem); ModelRenderer leftArm = new ModelRenderer(this); leftArm.setRotationPoint(5.0F, 2.0F, 0.0F); body.addChild(leftArm); leftArm.setTextureOffset(40, 16).addBox(-1.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F, 0.0F, true); ModelRenderer rightLeg = new ModelRenderer(this); rightLeg.setRotationPoint(-1.9F, 12.0F, 0.0F); body.addChild(rightLeg); rightLeg.setTextureOffset(0, 16).addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F, 0.0F, false); ModelRenderer leftLeg = new ModelRenderer(this); leftLeg.setRotationPoint(1.9F, 12.0F, 0.0F); body.addChild(leftLeg); leftLeg.setTextureOffset(0, 16).addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F, 0.0F, true); } public void setRotationAngle(ModelRenderer modelRenderer, float x, float y, float z) { modelRenderer.rotateAngleX = x; modelRenderer.rotateAngleY = y; modelRenderer.rotateAngleZ = z; } } Also I am stuck on this one I don't know where to put these things and also, I cannot find these classes and none of my things says extends I am really sorry for waste your time but I really n eed help Here is my registhandler package com.isyriux.divinerod.util; import com.isyriux.divinerod.DivineRodMod; import com.isyriux.divinerod.armour.ModArmourMaterial; import com.isyriux.divinerod.items.Misc; import com.isyriux.divinerod.tools.ModItemTier; import net.minecraft.inventory.EquipmentSlotType; import net.minecraft.item.ArmorItem; import net.minecraft.item.ItemGroup; import net.minecraft.item.SwordItem; import net.minecraft.util.CombatEntry; import net.minecraftforge.fml.RegistryObject; import net.minecraftforge.fml.javafmlmod.FMLJavaModLoadingContext; import net.minecraftforge.registries.DeferredRegister; import net.minecraftforge.registries.ForgeRegistries; import net.minecraft.item.Item; public class registhandler { public static final DeferredRegister<Item> ITEMS = DeferredRegister.create(ForgeRegistries.ITEMS, DivineRodMod.MOD_ID); public static void init(){ ITEMS.register(FMLJavaModLoadingContext.get().getModEventBus()); } // ITEMS public static final RegistryObject<Item> IRON_STICK = ITEMS.register("iron_stick", Misc::new); public static final RegistryObject<SwordItem> DIVINE_ROD = ITEMS.register("divine_rod", () -> new SwordItem(ModItemTier.DIVINE, 2,4.0F,new Item.Properties().group(ItemGroup.COMBAT))); public static final RegistryObject<Item> MELTED_POWER_DUST = ITEMS.register("melted_power_dust", Misc::new); public static final RegistryObject<Item> POWER_BALL = ITEMS.register("power_ball", Misc::new); public static final RegistryObject<Item> POWER_INGOT = ITEMS.register("power_ingot", Misc::new); public static final RegistryObject<Item> POWER_DUST = ITEMS.register("power_dust", Misc::new); public static final RegistryObject<Item> DIVINE_STICK = ITEMS.register("divine_stick", Misc::new); public static final RegistryObject<ArmorItem> POWER_HELMET = ITEMS.register("power_helmet", () -> new ArmorItem(ModArmourMaterial.POWER, EquipmentSlotType.HEAD,new Item.Properties().group(ItemGroup.COMBAT))); public static final RegistryObject<ArmorItem> POWER_CHESTPLATE = ITEMS.register("power_chestplate", () -> new ArmorItem(ModArmourMaterial.POWER, EquipmentSlotType.CHEST,new Item.Properties().group(ItemGroup.COMBAT))); public static final RegistryObject<ArmorItem> POWER_LEGGINGS = ITEMS.register("power_leggings", () -> new ArmorItem(ModArmourMaterial.POWER, EquipmentSlotType.LEGS,new Item.Properties().group(ItemGroup.COMBAT))); public static final RegistryObject<ArmorItem> POWER_SHOES = ITEMS.register("power_shoes", () -> new ArmorItem(ModArmourMaterial.POWER, EquipmentSlotType.FEET,new Item.Properties().group(ItemGroup.COMBAT))); } -
(1.16.1) How to add another texture layer to chestplate
iSyriux replied to iSyriux's topic in Modder Support
And where do I put it afterwards -
(1.16.1) How to add another texture layer to chestplate
iSyriux replied to iSyriux's topic in Modder Support
Still unable to export as java -
(1.16.1) How to add another texture layer to chestplate
iSyriux replied to iSyriux's topic in Modder Support
Okay, so I have the texture and the model done but when I export it it exports as bbmodel. I want to export it as java. Also, I don't see where I could put it in. I am very new to programming mod. And there is no client directory. I am use intelliJ idea. Here is my file hierarchy Here is my model and texture -
(1.16.1) How to add another texture layer to chestplate
iSyriux replied to iSyriux's topic in Modder Support
How do I do that? -
So I want to add another texture to my custom chestplate which I will be adding pauldrons. How do I do this with easy in 1.16? Any reply would be appreciate. THanks
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There has been absolutely NOTHING. about updating my minecraft mod from 1.15.2 to 1.16.1. even when the version has been for a about a month. I am a complete beginner in minecraft modding so I do not know alot of things, but I followed everything in this video:2 and when I click the elephant button it shows this error:1 The minecraft version for variables in intelliJ idea did change so I updated all of the variables in registry handler. But when I open it, it tells me a saying that divinerodmod requires forge 1.15.2 and not 1.16.1. I need help for this because this is very important.