Everything posted by iSyriux
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(1.16.1) How to add another texture layer to chestplate
Where do I find the command line?
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(1.16.1) How to add another texture layer to chestplate
I can't upload folders so I Just upload zip files of src and textures
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(1.16.1) How to add another texture layer to chestplate
Alright. I've uploaded the file. Thanks for telling me. https://github.com/iSyriux2/BLBLBLLBLB
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(1.16.1) How to add another texture layer to chestplate
Apparently it's 29 megabytes
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(1.16.1) How to add another texture layer to chestplate
I'm adding my java forge folder.
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(1.16.1) How to add another texture layer to chestplate
How do I add a file to my repo? It says it's too big and the limit is 25 megabytes
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(1.16.1) How to add another texture layer to chestplate
Please help
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(1.16.1) How to add another texture layer to chestplate
- (1.16.1) How to add another texture layer to chestplate
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
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
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
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
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
Does RegistryObject<ArmorItem> have to have my custom class as well?- (1.16.1) How to add another texture layer to chestplate
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
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
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
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
And where do I put it afterwards- (1.16.1) How to add another texture layer to chestplate
Still unable to export as java- (1.16.1) How to add another texture layer to chestplate
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
How do I do that?- (1.16.1) How to add another texture layer to chestplate
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- (1.15.2-1.16.1) How to update mod from 1.15 to 1.16
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.- (1.15.2-1.16.1) How to make custom armour with custom armour model
So I want to create a helmet in 1.15 or 1.16 forge with a custom model. Nothing fancy, just a helmet with a custom model. It won't be detailed or advanced, all it is is two invisible planes with a texture on each side on top of the helmet like the antennae on fairies. - (1.16.1) How to add another texture layer to chestplate
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