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aritod

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Everything posted by aritod

  1. Thank you! Both of you were very helpful.
  2. Hi there. I just switched to forge 1.17.1 but can't find much documentation for what I need. Does anyone know where I can find any documentation on how to create a custom dimension, so a specific pattern to light a portal and when you enter it, it loads the custom dimension?
  3. These should be for you then https://resources.jetbrains.com/storage/products/intellij-idea/docs/IntelliJIDEA_ReferenceCard.pdf But What you're looking for is Ctrl + Shift + N
  4. IntelliJ -> Preferences -> Keymap Or just go Help and search preferences
  5. Depends. What keymap are you using? If you go under Preferences -> Keymap you can check
  6. Delete line 23 to 27. When instantiating your ArgentumChestplateModel class, give it 1.0F as a parameter.
  7. Hmm. I've been trying to look for a replacement for those but I'm not sure. Seems like there was a big change from 1.15 to 1.16. Try doing your own research maybe. Also, just curious. What exactly happens if you remove all the lines that have that error? Does the armor model partially work? Is there an error?
  8. public ExampleConstructor(float i) { super(i); /.../ } Your model constructor needs a float
  9. Oh. Then extend BipedModel in your Model class and replace setTextureOffset() with texOffs(), textureWidth with texWidth, textureHeight with texHeight. Not sure about body.setRotationPoint() though.
  10. I think you exported the model as an entity from blockbench, as your model class should extend BipedModel. Pick Block/Item this time.
  11. Put package com.skullblade.planeswalkermod.common.models; at the start of your class
  12. And what does it say when you hover over the class name which is underlined red...
  13. Then I'm not sure why you wouldn't be able to import it. Can you show the class?
  14. Uhh I'm not exactly sure what you are doing. Did you export your model as a java class and put in under src/main/java/...? Is the name of your model class ArgentumChestplateModel? You are supposed to instantiate your model class.
  15. This might be the case but you are instantiating the ArgentumChestplate class, instead of ArgentumChestplateModel class.
  16. Ok. I was doing something wrong. Sorry. What you actually need to do is the following (PS: Delete the .json file): 1. Create a custom armor class for each piece of armor that extends ArmorItem public class ArgentumHelmet extends ArmorItem 2. Override getArmorModel and getArmorTexture @Nullable @Override public <A extends BipedModel<?>> A getArmorModel(LivingEntity entityLiving, ItemStack itemStack, EquipmentSlotType armorSlot, A _default) { return null; } @Nullable @Override public String getArmorTexture(ItemStack stack, Entity entity, EquipmentSlotType slot, String type) { return null; } 3. Export your armor model as a Java class and put it in your project 4. Return an instance of your Model Class to getArmorModel() YourModelObject model = new YourModelObject(); model.bipedHeadwear.showModel = armorSlot == EquipmentSlotType.HEAD; model.isChild = _default.isChild; model.isSneak = _default.isSneak; model.isSitting = _default.isSitting; model.rightArmPose = _default.rightArmPose; model.leftArmPose = _default.leftArmPose; return (A) model; 5. Return texture in getArmorTexture() return "modid:textures/models/armor/texture.png"; 6. Instantiate your custom model class instead of ArmorItem when creating your armor piece ...new ArmorItem(...); To ...new ArgentumHelmet(...); Repeat for all other pieces Got this from this thread: If this doesn't work then I suggest doing your own research.
  17. The name of the file matters. It's like making an item. Your item model is not connected to the code, but minecraft searches for the file under /resources/, and reads it, and uses the texture given in the file. For the code, go to the website paste.ee , put a description, a name, and copy and paste your .json code into there. Then click submit. And post a screenshot of your file structure please.
  18. Now it works..? If it doesn't can you post a pastebin of the .json and send a screenshot of your project structure under /resources/
  19. Uh did you choose 'Modded Entity' when creating your model? You should have chosen Java Block/Item. Doing that, you have the option to export as a BlockModel, which is a .json file.
  20. Ah ok, so what you want to do is this: Export your blockbench model as a .json file. Make sure the .json file's name is the item registry name of your armor. So for example argentum_boots.json Then add the .json file under resources/assets/MOD_ID/models/item For the texture to work put your .png file in resources/assets/MOD_ID/textures/models/armor/ Make sure your armor texture is the one being used in your .json file Edit: Also, for future posts, don't paste images of your code, use a pastebin such as paste.ee or pastebin.com
  21. I am making a mod and need a texture designer to help me make a custom texture. For more information dm me Aritod#4580 (You will get credit).
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