
DouglasRafael
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According to the website: https://forge.gemwire.uk/wiki/BlockEntityWithoutLevelRenderer. I should create a BEWLRInstance. However, I do exactly as described on the website except for the BakedModel#isCustomRenderer(I want to edit the model created by json, but without creating a model from ZERO like TridentModel). Could anyone help me with this? Minecraft completely ignores edits made in the Item Custom Renderer. That is, it does not increase the item's scale by 3x for example. he doesn't do anything! Item Registering: Custom Item Class: Custom item Renderer:
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How to check if a creature has a mobEffectInstance or some effect on the client side? I'm in the renderer in RenderLivingEvent and I need to check this (without Networking). Would it be possible?
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I know how to create blocks and that there are several ways to modify them with jsons. However, I tried to produce a Green Fire block by replicating a common block and using only jsons. Is this possible, or would I have to make a custom block? (I'm trying to replicate just the texture, without the other attributes of the fire block)
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Instantaneous Mob Effect does not work.
DouglasRafael replied to DouglasRafael's topic in Modder Support
I was using particles, but I summarized the code (making the code simple). I don't understand, use both methods? Would it be this: -
Instant Mob Effect does not work. What's my mistake? the Tick effect is always activated, but the instantaneous one is not.
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Thank You! is it same!
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When a weapon is enchanted, it glows purple. How to remove this shine? or how to change it? can someone tell me where i start?
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It's the first time I try to manufacture custom particles. First, I tried tutorials on the internet, then I started copying known mods, but none worked, all with the same problem: "Caused by: java.lang.IllegalStateException: Failed to load description for particle modcraft:ice_particles" Apparently, the problem is in RegisterParticleProvidersEvent registration which is Deprecated. Does anyone know an alternative way to register particles? here is my classes: Main Class: Class to register all new particles: Customized Particle Class: Register Event Class Could you tell me where the error is? Minecraft 1.19.2 .
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At first I'm doing it for testing purposes, as I've never made armor before. Question, the difference between the EntityModelSet and the Model itself is that one needs Json and the other doesn't. However, I will still have problems with rotation. Speaking only of the helmet and the head. The head rotates around in reference to the body and not the head, so I have to make adjustments to the position of the head.
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I use initializeClient and IClientItemExtensions to make an armature. everything works, texture and movement synchronization, except the position of the elements in relation to the body. in other words: the helmet floats two blocks away from the head, the torso rotated parallel to the body, and so on. I thought about changing position, scale and rotation manually in IClientItemExtensions, but nothing changes in game. It seems like everything I do, the game undoes. Below is an example of what I did. I also thought about doing the modeling in blochbench with a model by steve(HumanoidModel), but I can't find that model for blochbench anywhere, could someone tell me where a perfect replica exists? public class SteelArmorItem extends ArmorItem { public SteelArmorItem(EquipmentSlot equipmentSlot, Properties properties) { super(SteelHelmetMaterial, equipmentSlot, properties); } @Override public @Nullable String getArmorTexture(ItemStack stack, Entity entity, EquipmentSlot slot, String type) { return "mymod:textures/models/armor/steel_material_layer_1.png"; } public void initializeClient(Consumer<IClientItemExtensions> consumer) { consumer.accept(new IClientItemExtensions() { public HumanoidModel<?> getHumanoidArmorModel(LivingEntity entityLiving, ItemStack itemStack, EquipmentSlot armorSlot, HumanoidModel<?> defaultModel) { HumanoidModel armorModel = new HumanoidModel(createBodyLayer()); armorModel.head.xScale = 3; // But the scale not work armorModel.head.yScale = 3; // But the scale not work armorModel.head.zScale = 3; // But the scale not work armorModel.head.x = 3; // But the head position don't set armorModel.head.y = 3; // But the head position don't set armorModel.head.z = 3; // But the head position don't set return armorModel; } public static ModelPart createBodyLayer() { MeshDefinition meshdefinition = new MeshDefinition(); PartDefinition partdefinition = meshdefinition.getRoot(); /* the Mashes precessing */ return LayerDefinition.create(meshdefinition, 128, 128).bakeRoot(); } }); } }
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The redstone lampa Block features an light on and light off set mechanic. in this process the texture is changed. Look for Blockstates. To change between the texture of an invisible block to a visible block, just make the first blockstate textured and the second blockstate invisible texture (invisible texture is different from no texture!!!!). If your game gets too heavy, looking for Entity Blocks might help.
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I made a spear, in blochbench, it's very beautiful, especially in 3D model in the player's hand in first and third person. However, its icon on the hotbar and on screens(GUIs) in general is tiny and dimly lit and ugly. I found a way to use different textures: one for the model in the player's hand and another for the guis. But the number of JSONs tripled! Could someone tell me how to use different textures for GUIs in the same JSON file? I've tested it in different ways: display {gui {par