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DouglasRafael

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Everything posted by DouglasRafael

  1. 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:
  2. 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?
  3. 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)
  4. I wanted to create yet another new texturatlas that can be called by However, I can't create this new atlas like in Vanilla ModelBakery: Does anyone know how? I tried to use ModelEvent but I couldn't
  5. I was using particles, but I summarized the code (making the code simple). I don't understand, use both methods? Would it be this:
  6. Instant Mob Effect does not work. What's my mistake? the Tick effect is always activated, but the instantaneous one is not.
  7. Thank You! is it same!
  8. 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?
  9. Thank you, it really worked! My goodness what a silly mistake. But I thought that an error like this wouldn't prevent it from booting. I've messed up json names before, but this has never happened.
  10. 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 .
  11. is Into createBodyLayer method. Everything works except the sync. For example, the head refers to the player's entire body, not just the player's head. Below what happens with image:
  12. 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.
  13. 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(); } }); } }
  14. 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.
  15. 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
  16. What would make my mod incompatible? I'm very afraid of this. I was making some changes to the game using events. but they would only change items created in my own mod. What is the chance of incompatibility?
  17. Yes, but I wasn't looking to take an item out of inventory, but an item in the player's hand and model it. For example, the player is holding a sword and has it selected in the hotbar. How do I change the scale of this object? through the link below I know how to model the player: change rotation, scale and translation OF THE PLAYER BUT NOT OF THE ITEM IN HIS HAND: https://forge.gemwire.uk/wiki/Custom_Item_Animations How do I rotate the item in his hand. I tried this below, but I couldn't succeed: modelItemInHand = modelPlayer.rightArm.getChild("some_unknown_name"); I also tried: modelItemInHand = modelPlayer.rightArm.getAll Another thing I've also tried is changing the item model for each distinct override just like the crossbow has the models loaded and unloaded. But this method looks much more complex.
  18. Zombies can use swords, skeletons bow and arrows, Illagers axes, piglins crossbows and the player various things. All creatures above use the model HumanoIdModel, if I have their model I could access the item in your hand. I could do that? model.rightArm.getChild("sword").xScale = 2 ? (Other thing, what the name of itemChild? "sworditem"? "stick"? [....]) If I could, what is the class that relates the entitymodel and the itemmodel? does it exist?
  19. Hello, I did exactly what you said in the tutorial, but I don't want to do it that way anymore. This is because the control over the model is very low, mainly in first person (trial and error until death). Then I had a better idea: dynamic item models. Similar to bow, in that there are multiple models for the same item. each template is customizable in BlockBench, no trial and error! In order for the player to be able to select the item model, what would I have to do? I checked that there are Item overrides and baked models, but I still don't understand. Do I have to redo the whole process from the lowest layer (building the Jsons model) to creating the Item?
  20. I was trying to change item models with Model backer and ItemOverrides but it's too annoying so I looked for alternative ways: but for that I need to make many items, in this case for each model one item, however each item would have five models and I want to make about 30 items. That way I would have to make 600 items? this is a lot, can the forge handle it?
  21. I am trying change the animation pose of an item. I tried first change all render system and models, but it is so complicated! so I tried use the anim Poses from Vanilla, but it isn't work too. There is a method in the item class that changes the AnimPose, for example the Bow item has the getAnimPose() method that changes the position animation to animPose.BOW. I would like to do the same for my custom Item class, but it didn't work. Watch: public class BronzeSword extends SwordItem{ public BronzeSword(Tier tier, int i, float v, Properties properties) { super(tier, i, v, properties); } @Override public UseAnim getUseAnimation(ItemStack p_41452_) { return UseAnim.BLOCK; // he was supposed to have the blocking animation! but it does not work! } }
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