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Sunfished's Achievements

Tree Puncher

Tree Puncher (2/8)



  1. thank you for the quick response! I'll definitely look into that.
  2. Hello! I'm currently working on a custom entity that can hold items in their hands, but I'm somewhat confused as to how to properly align the rendered item to model's arms. My model is somewhat different than the vanilla mobs, so I take it that I had to create a custom render layer for this. I've looked through both the normal HeldItemLayer and the Fox's implementation on how this was done to get some hints on how this was done, (since the fox is somewhat similar to my model in that they both hold the items on their "heads"), and the part I'm stuck at are the two methods of the MatrixStack I assume are used to align the item correctly: mulPose and translate. I would love some sort of guidance on how these two work, since I couldn't find a good explanation of them. From what I achieved so far, I (believe) I managed to align the item to the model's arms, but because of how the model is structured, (the arms of the entity are on its head, which also serve as its body), it creates some issues whenever the entity turns and moves its head. For a clearer understanding of this problem, here are some images: when idle, the entity has the item aligned properly, (but not perfect) a small gif showcasing the weird rotational movement. I would assume this is caused by my improper implementation of the mulPose and translate methods. a weird quirk to note about this issue is that it seems to be influenced by his legs, which is something I would need to address as well. If you would like to see the files, here are some links in the Github to the important files: Github Renderer HeldItemLayer Implementation Model Thank you for taking your time to look at this!
  3. Hello! I'm fairly new to modding so I apologize for how noobish I am, and I am on the cusp of finally moving past the rendering of my custom entity but am currently stuck at figuring out what I'm doing wrong. For starters, my entity has dyeable properties, which should allow it to change colors. However, no matter what I do it doesn't seem to be coloring the entity correctly, which I believe may be due to me not including something that I can't figure out. Without the dyeing code/properties, my entity looks like the image on the left, but enabling the layers, it ends up becoming pure white: My entity has two layers that are being rendered, being the green and yellow sections. I know that these layers are being rendered since it contains a fuzzy filter that I've only applied on the two layers. The only problem is that these layers aren't being colored, and I've almost completely replicated the code found in the wolf classes. Checking the NBT data on the entity also shows that these two colors are existing, and using dyes on it is changing these values. Is there potentially something I'm missing? From what's going on, I'm assuming it's because I'm not somehow blending the color correctly, but the lack of documentation on this has given me no hints as to what I'm actually doing wrong. The github can be found here: https://github.com/Sunfished/PoggMod For quickness, here is a link to the important files regarding the entity: Renderer Layer 1(Green Colors) - Layer 2(Yellow Colors) Model Entity Thank you for taking your time to look over this! I'm still learning so I would love at least a little poke in the right direction so I can do it myself! Edit: Solution was found. Had to use one of the overloaded render methods that accepted the rgb values in the model class
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