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matthew123

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Everything posted by matthew123

  1. Hello! I believe that class is under a different name (I am unable to find it). I am using forge 1.16.5 with the official mappings.
  2. I lost the model, but I made another one and the issue still persists. Here is the URL you required. Thank you for your assistance!
  3. Greetings! I wish to create an overlay, similar to the vanilla hotbar, which will display images inside it's slots. The user will be able to scroll trough the hotbar. I would like to know where I may learn about the GUI system, how to use it, and ultimately, how to implement the overlay. Any help would be greatly appreciated.
  4. The latter. I have been almost successful, but I am getting some artifacts. Deleting part of the texture made them disappear: Do you know what could be causing this?
  5. Hi there! Unfortunately, that would only work for the model of the item. I have solved most issues, though, and I am getting closer to a working solution. The issue is that there are some extra faces rendering, and I do not know what is causing them to appear. public class ModelTest extends EntityModel<Entity> { private final ModelRenderer Head; public ModelTest() { texWidth = 16; texHeight = 16; Head = new ModelRenderer(this); Head.setPos(0.0F, 0.0F, 0.0F); Head.texOffs(0, 1).addBox(-4.0F, -7.0F, -4.01F, 8.0F, 1.0F, 0.0F, 0.0F, false); Head.texOffs(0, 1).addBox(4.01F, -7.0F, -4.0F, 0.0F, 1.0F, 8.0F, 0.0F, false); Head.texOffs(0, 0).addBox(-4.0F, -7.0F, 4.01F, 8.0F, 1.0F, 0.0F, 0.0F, false); Head.texOffs(0, 0).addBox(-4.01F, -7.0F, -4.0F, 0.0F, 1.0F, 8.0F, 0.0F, false); Head.texOffs(0, 2).addBox(-1.0F, -7.0F, -4.3F, 2.0F, 1.0F, 1.0F, 0.0F, false); } @Override public void setupAnim(Entity entity, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch) { // previously the render function, render code was moved to a method below } @Override public void renderToBuffer(MatrixStack matrixStack, IVertexBuilder buffer, int packedLight, int packedOverlay, float red, float green, float blue, float alpha) { Head.render(matrixStack, buffer, packedLight, packedOverlay); } public void setRotationAngle(ModelRenderer modelRenderer, float x, float y, float z) { modelRenderer.xRot = x; modelRenderer.yRot = y; modelRenderer.zRot = z; } public void setRotationAngles(Entity e, float f, float f1, float f2, float f3, float f4) { this.Head.yRot = f3 / (180F / (float) Math.PI); this.Head.yRot = f4 / (180F / (float) Math.PI); } public ModelRenderer GetHead() { return Head; } } public class ItemTest extends ArmorItem { public ItemTest(IArmorMaterial p_i48534_1_, EquipmentSlotType p_i48534_2_, Properties p_i48534_3_) { super(ArmorMaterial.IRON, EquipmentSlotType.HEAD, new Item.Properties()); } @Override @OnlyIn(Dist.CLIENT) public BipedModel getArmorModel(LivingEntity living, ItemStack stack, EquipmentSlotType slot, BipedModel defaultModel) { BipedModel armorModel = new BipedModel(1); ModelTest modelTest = new ModelTest(); armorModel.head = modelTest.GetHead(); armorModel.crouching = living.isCrouching(); armorModel.riding = defaultModel.riding; //armorModel.isChild = living.isChild(); ?? return armorModel; } @Override public String getArmorTexture(ItemStack stack, Entity entity, EquipmentSlotType slot, String type) { return "modtest:textures/models/armor/tex.png"; } }
  6. Greetings! I am totally new to minecraft modding, but I am quite experienced with programming. I have heard that people use a program called BlockBench to create and animate custom models for use within their mod. I have created a model, but I am unsure of what to do in order to integrate it within my mod. I am using forge for Minecraft 1.16.5. I aim to have this model be used as a helmet. Any help would be greatly appreciated.

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