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darkhax

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  1. Thank you for having a look at the project, you were spot on with the problems you found. Some of them such as the textures being in the wrong directory were pretty foolish on my part Also, thank you for creating a fork of the repository, that was far more then I could have hoped for, and I really appreciate it.
  2. Hello, I am messing around with creating various things in 1.8.9 in an attempt to get a better feel for the new model system. Right now I am trying to create a basic helmet which changes the armor texture and the item texture depending on the value of the design tag in the ItemStack NBT. I have read through a few other topics on changing the item texture/model depending on the NBT or other conditions, and have found a way to do what I am trying to achieve. The way I am attempting makes use of a custom ItemMeshDefinition which allows me to change the ModelResourceLocation based on an ItemStack. The other topics I have read, along with the 1.8.9 Rendering Primer document that has been going around say that I must first bake the models using ModelLoader#registerItemVariants and passing it all the ResourceLocations pointing to my variants, and then I must use ModelLoader#setCustomMeshDefinition to apply my custom ItemMeshDefinition. I believe that I have done both of those things correctly, however my item still has the over sized block model, and the purple/black missing texture look. I have also compared my code against code found in the 1.8 port of Botania (the mana gun and other items use the same approach) however I couldn't find any differences or things I might have left out. This issue has really stumped me, and I would really appreciate it if someone could give my code a look over. Some important notes -Right now I have only creates json models for 3/16 of my current designs. -The 3 designs that have json models are not listed in the console output of missing models, the other 13 are. -The models I am using use a custom parent model to cut down on the size of my json files. This seems to be a common thing, however it is worth mentioning. The entire source for this mod is public on GitHub however here are some other important files Mod Class Main Mod Class Mesh Definition Model Files Item Class
  3. i made a tutorial for this a while back. i'm not an expert at java nor am i an expert at modding but i think i did a good job with the tutorial. LanguageRegistry.addName(DragonSword, "\u00a7~ Item Name"); replace the ~ with the color code. for more info including the color codes you can check my basic tutorial here http://darkhaxspace.weebly.com/colored-text.html hope it helps
  4. Well this is embarrassing. my bad. the issue has been noted and i will be fixing it. there have been so many careless bugs revealing themselves in my mod lately. they will be fixes and i will have an update soon. ~Darkhax

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