Faro Posted July 26, 2021 Share Posted July 26, 2021 I have some trouble with redering my ArmorModel. It renderes my whole armor, also if there is only one item in my armorslot. And my armor doesen t react on basic animation like hit somethink or walk. Also if the player turns his head, the armor doesn t turn with him. Here is my code: ArmorItem: public class LokiArmorItem extends ArmorItem{ private static final String TEXTURE = FarosVikingsMod.modID + ":textures/armor/loki.png"; public LokiArmorItem(IArmorMaterial p_i48534_1_, EquipmentSlotType p_i48534_2_, Properties p_i48534_3_) { super(p_i48534_1_, p_i48534_2_, p_i48534_3_); } @SuppressWarnings("unchecked") @Nullable @Override public <A extends BipedModel<?>> A getArmorModel(LivingEntity entityLiving, ItemStack itemStack, EquipmentSlotType slot, A _default) { LokiModel model = (slot == EquipmentSlotType.LEGS ? new LokiModel(0.5f) : new LokiModel(1f)); model.head.visible = slot == EquipmentSlotType.HEAD; model.hat.visible = slot == EquipmentSlotType.HEAD; model.body.visible = (slot == EquipmentSlotType.CHEST); model.rightArm.visible = slot == EquipmentSlotType.CHEST; model.leftArm.visible = slot == EquipmentSlotType.CHEST; model.rightLeg.visible = (slot == EquipmentSlotType.LEGS) || (slot == EquipmentSlotType.FEET); model.leftLeg.visible = (slot == EquipmentSlotType.LEGS) || (slot == EquipmentSlotType.FEET); model.young = _default.young; model.crouching = _default.crouching; model.riding = _default.riding; model.rightArmPose = _default.rightArmPose; model.leftArmPose = _default.leftArmPose; return (A) model; } @Override public String getArmorTexture(ItemStack stack, Entity entity, EquipmentSlotType slot, String type) { return TEXTURE; } } ArmorModel: @OnlyIn(Dist.CLIENT) public class LokiModel extends BipedModel<LivingEntity>{ private final ModelRenderer Loki; private final ModelRenderer cube_r1; private final ModelRenderer Head; private final ModelRenderer hornV1; private final ModelRenderer cube_r2; private final ModelRenderer cube_r3; private final ModelRenderer cube_r4; private final ModelRenderer cube_r5; private final ModelRenderer hornV2; private final ModelRenderer cube_r6; private final ModelRenderer cube_r7; private final ModelRenderer cube_r8; private final ModelRenderer cube_r9; private final ModelRenderer LeftLeg; private final ModelRenderer RightLeg; private final ModelRenderer LeftArm; private final ModelRenderer RightArm; private final ModelRenderer Body; public LokiModel(float p_i1148_1_) { super(p_i1148_1_); texWidth = 64; texHeight = 64; Loki = new ModelRenderer(this); Loki.setPos(0.0F, 24.0F, 0.0F); cube_r1 = new ModelRenderer(this); cube_r1.setPos(0.0F, 0.0F, 0.0F); Loki.addChild(cube_r1); setRotationAngle(cube_r1, 0.3054F, 0.0F, 0.0F); cube_r1.texOffs(34, 38).addBox(-5.0F, -23.0F, 10.0F, 10.0F, 15.0F, 1.0F, 0.0F, false); Head = new ModelRenderer(this); Head.setPos(0.0F, -24.0F, 0.0F); Loki.addChild(Head); Head.texOffs(0, 0).addBox(-4.0F, -8.0F, -4.0F, 8.0F, 8.0F, 8.0F, 1.0F, false); Head.texOffs(32, 0).addBox(-4.0F, -8.0F, -4.0F, 8.0F, 8.0F, 8.0F, 1.5F, false); hornV1 = new ModelRenderer(this); hornV1.setPos(2.0F, 26.0F, 0.0F); Head.addChild(hornV1); setRotationAngle(hornV1, -3.1416F, -1.309F, 3.1416F); hornV1.texOffs(9, 0).addBox(-3.5F, -36.0F, -2.0F, 3.0F, 1.0F, 3.0F, 0.0F, false); cube_r2 = new ModelRenderer(this); cube_r2.setPos(3.2132F, -39.5353F, -0.5F); hornV1.addChild(cube_r2); setRotationAngle(cube_r2, 0.0F, -0.5672F, -0.6981F); cube_r2.texOffs(9, 0).addBox(-6.5F, -7.0F, 2.25F, 2.0F, 7.0F, 1.0F, 0.0F, false); cube_r2.texOffs(9, 0).addBox(-6.5F, -7.0F, 4.0F, 2.0F, 7.0F, 1.0F, 0.0F, false); cube_r3 = new ModelRenderer(this); cube_r3.setPos(3.075F, -40.311F, -0.5F); hornV1.addChild(cube_r3); setRotationAngle(cube_r3, 0.0F, 0.0F, 0.7854F); cube_r3.texOffs(9, 0).addBox(-8.875F, -1.25F, -1.0F, 2.0F, 4.0F, 2.0F, 0.0F, false); cube_r4 = new ModelRenderer(this); cube_r4.setPos(3.1719F, -40.3345F, -0.5F); hornV1.addChild(cube_r4); setRotationAngle(cube_r4, 0.0F, 0.0F, 0.3491F); cube_r4.texOffs(9, 0).addBox(-9.5F, -0.75F, -1.0F, 2.0F, 4.0F, 2.0F, 0.0F, false); cube_r5 = new ModelRenderer(this); cube_r5.setPos(3.2132F, -39.5353F, -0.5F); hornV1.addChild(cube_r5); setRotationAngle(cube_r5, 0.0F, 0.0F, -0.6981F); cube_r5.texOffs(9, 0).addBox(-7.5F, -7.0F, -1.0F, 2.0F, 7.0F, 2.0F, 0.0F, false); hornV2 = new ModelRenderer(this); hornV2.setPos(-3.0F, 26.0F, 0.0F); Head.addChild(hornV2); setRotationAngle(hornV2, 0.0F, -1.1781F, 0.0F); hornV2.texOffs(11, 0).addBox(-3.5F, -36.0F, -2.0F, 3.0F, 1.0F, 3.0F, 0.0F, false); cube_r6 = new ModelRenderer(this); cube_r6.setPos(3.2132F, -39.5353F, -0.5F); hornV2.addChild(cube_r6); setRotationAngle(cube_r6, 0.0F, -0.5672F, -0.6981F); cube_r6.texOffs(11, 0).addBox(-6.5F, -7.0F, 2.25F, 2.0F, 7.0F, 1.0F, 0.0F, false); cube_r6.texOffs(11, 0).addBox(-6.5F, -7.0F, 4.0F, 2.0F, 7.0F, 1.0F, 0.0F, false); cube_r7 = new ModelRenderer(this); cube_r7.setPos(3.075F, -40.311F, -0.5F); hornV2.addChild(cube_r7); setRotationAngle(cube_r7, 0.0F, 0.0F, 0.7854F); cube_r7.texOffs(11, 0).addBox(-8.875F, -1.25F, -1.0F, 2.0F, 4.0F, 2.0F, 0.0F, false); cube_r8 = new ModelRenderer(this); cube_r8.setPos(3.1719F, -40.3345F, -0.5F); hornV2.addChild(cube_r8); setRotationAngle(cube_r8, 0.0F, 0.0F, 0.3491F); cube_r8.texOffs(11, 0).addBox(-9.5F, -0.75F, -1.0F, 2.0F, 4.0F, 2.0F, 0.0F, false); cube_r9 = new ModelRenderer(this); cube_r9.setPos(3.2132F, -39.5353F, -0.5F); hornV2.addChild(cube_r9); setRotationAngle(cube_r9, 0.0F, 0.0F, -0.6981F); cube_r9.texOffs(11, 0).addBox(-7.5F, -7.0F, -1.0F, 2.0F, 7.0F, 2.0F, 0.0F, false); LeftLeg = new ModelRenderer(this); LeftLeg.setPos(1.9F, -12.0F, 0.0F); Loki.addChild(LeftLeg); LeftLeg.texOffs(0, 16).addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F, 1.0F, true); RightLeg = new ModelRenderer(this); RightLeg.setPos(-1.9F, -12.0F, 0.0F); Loki.addChild(RightLeg); RightLeg.texOffs(0, 16).addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F, 1.0F, false); LeftArm = new ModelRenderer(this); LeftArm.setPos(5.0F, -22.0F, 0.0F); Loki.addChild(LeftArm); LeftArm.texOffs(40, 15).addBox(-1.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F, 1.0F, true); RightArm = new ModelRenderer(this); RightArm.setPos(-5.0F, -22.0F, 0.0F); Loki.addChild(RightArm); RightArm.texOffs(40, 15).addBox(-3.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F, 1.0F, false); Body = new ModelRenderer(this); Body.setPos(0.0F, -24.0F, 0.0F); Loki.addChild(Body); Body.texOffs(16, 16).addBox(-4.0F, 0.0F, -2.0F, 8.0F, 12.0F, 4.0F, 1.01F, false); } @Override public void renderToBuffer(MatrixStack matrixStack, IVertexBuilder buffer, int packedLight, int packedOverlay, float red, float green, float blue, float alpha){ Loki.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; } } for the armormaterial I tried both an Enum ArmorMaterial and a class that extends my ArmorItem with an AmorMaterial in it: public enum LokiArmor implements IArmorMaterial { LOKI_ARMOR("loki", 7, new int[]{7, 9, 10, 6}, 17, SoundEvents.ARMOR_EQUIP_LEATHER,2f, 0.1f,()-> Ingredient.of(ModItems.COPPER_INGOT.get())); private static final int[] baseDurability = {128, 144, 160, 112}; private final String name; private final int durability; private final int[] armorVal; private final int enchantability; private final SoundEvent equipSound; private final float toughniss; private final float knockBackResistance; private final Ingredient repairMaterial; LokiArmor(String name, int durability, int[] armorVal, int enchantability, SoundEvent equipSound, float toughniss, float knockBackResistance, Supplier<Ingredient> repairMaterial) { this.name = name; this.durability = durability; this.armorVal = armorVal; this.enchantability = enchantability; this.equipSound = equipSound; this.toughniss = toughniss; this.knockBackResistance = knockBackResistance; this.repairMaterial = repairMaterial.get(); } @Override public int getDurabilityForSlot(EquipmentSlotType slot) { return this.baseDurability[slot.getIndex() ]* this.durability ; } @Override public int getDefenseForSlot(EquipmentSlotType slot) { return this.armorVal[slot.getIndex()]; } @Override public int getEnchantmentValue() { return this.enchantability; } @Override public SoundEvent getEquipSound() { return this.equipSound; } @Override public Ingredient getRepairIngredient() { return this.repairMaterial; } @Override public String getName() { return this.name; } @Override public float getToughness() { return this.toughniss; } @Override public float getKnockbackResistance() { return this.knockBackResistance; } } public class DLokiArmor extends LokiArmorItem{ public DLokiArmor(IArmorMaterial p_i48534_1_, EquipmentSlotType p_i48534_2_, Properties p_i48534_3_) { super(p_i48534_1_, p_i48534_2_, p_i48534_3_); } public static final IArmorMaterial LOKI = new IArmorMaterial() { private final int[] damageReduction = {7, 9, 10, 6}; @Override public int getDurabilityForSlot(EquipmentSlotType slotType) { return 7000; } @Override public int getDefenseForSlot(EquipmentSlotType slotType) { return damageReduction[slotType.getIndex()]; } @Override public int getEnchantmentValue() { return 17; } @Override public SoundEvent getEquipSound() { return SoundEvents.ARMOR_EQUIP_DIAMOND; } @Override public Ingredient getRepairIngredient() { Item item = ForgeRegistries.ITEMS.getValue(new ResourceLocation("minecraft", "diamond")); return Ingredient.of(item); } @Override public String getName() { return "loki_armor"; } @Override public float getToughness() { return 3; } @Override public float getKnockbackResistance() { return 0; } }; @Override public String getArmorTexture(ItemStack stack, Entity entity, EquipmentSlotType slot, String type) { if(stack.getItem() == ModItems.LOKI_LEGGINGS.get()) { return FarosVikingsMod.modID + ":" + "/textures/armor/loki.png" ; } else if(stack.getItem() == ModItems.LOKI_HELMET.get() || stack.getItem() == ModItems.LOKI_CHEST.get() || stack.getItem() == ModItems.LOKI_BOOTS.get()) { return FarosVikingsMod.modID + ":" + "/textures/armor/loki.png" ; } return null; } } Quote Link to comment Share on other sites More sharing options...
Faro Posted July 26, 2021 Author Share Posted July 26, 2021 (edited) I am not sure what you meant with your first point but I changed this things and it didn t change anything. public class LokiArmorItem extends ArmorItem{ LokiModel model = new LokiModel(1f); private static final String TEXTURE = FarosVikingsMod.modID + ":textures/armor/loki.png"; public LokiArmorItem(IArmorMaterial p_i48534_1_, EquipmentSlotType slot, Properties p_i48534_3_) { super(p_i48534_1_, slot, p_i48534_3_); } @SuppressWarnings("unchecked") @Nullable @Override public <A extends BipedModel<?>> A getArmorModel(LivingEntity entityLiving, ItemStack itemStack, EquipmentSlotType slot, A _default) { model.setAllVisible(false); switch(slot) { case HEAD: model.head.visible = true; model.hat.visible = true; break; case CHEST: model.body.visible = true; model.rightArm.visible = true; model.leftArm.visible = true; break; case LEGS: model.body.visible = true; model.rightLeg.visible = true; model.leftLeg.visible = true; break; case FEET: model.rightLeg.visible = true; model.leftLeg.visible = true; } model.young = _default.young; model.riding = _default.riding; model.crouching = _default.crouching; model.rightArmPose = _default.rightArmPose; model.leftArmPose = _default.leftArmPose; return (A) model; } @Override public String getArmorTexture(ItemStack stack, Entity entity, EquipmentSlotType slot, String type) { return TEXTURE; } } Edited July 26, 2021 by Faro Quote Link to comment Share on other sites More sharing options...
Faro Posted July 26, 2021 Author Share Posted July 26, 2021 Ok I removed all the model visibillities settings. Could I replace "LokiModel model = new LokiModel(1f);" with "BipedModel model = new LokiModel(1f);" ? Quote Link to comment Share on other sites More sharing options...
Faro Posted July 26, 2021 Author Share Posted July 26, 2021 But I have still the same problem as before. The Model is fully rendered also if I only put one item in my slot... Quote Link to comment Share on other sites More sharing options...
Faro Posted July 26, 2021 Author Share Posted July 26, 2021 What is the proper field for model visibilities in ArmorItem? Quote Link to comment Share on other sites More sharing options...
Faro Posted July 27, 2021 Author Share Posted July 27, 2021 (edited) ok so I fixed this error in a bit stupid way I think... but it works. But there is still the error with the rotation and animation stuff public static boolean Head; public static boolean Body; public static boolean Leggings; @SuppressWarnings("unchecked") @OnlyIn(Dist.CLIENT) @Override public <A extends BipedModel<?>> A getArmorModel(LivingEntity entityLiving, ItemStack itemStack, EquipmentSlotType armorSlot, A _default) { LokiModel model = new LokiModel(1.0f); switch(slot) { case HEAD: Head = true; Body = false; Leggings = false; break; case CHEST: Head = false; Body = true; Leggings = false; break; case LEGS: Head = false; Leggings = true; Body = false; break; case FEET: Head = false; Body = false; Leggings = true; } model.young = _default.young; model.crouching = _default.crouching; model.riding = _default.riding; model.rightArmPose = _default.rightArmPose; model.leftArmPose = _default.leftArmPose; return (A) model; } and I put this in my model class: if (LokiBootsArmorItem.Head) { Head.visible = true; } else { Head.visible = false; } if (LokiBootsArmorItem.Body) { Body.visible = true; RightArm.visible = true; LeftArm.visible = true; } else{ Body.visible = false; RightArm.visible = false; LeftArm.visible = false; } if (LokiBootsArmorItem.Leggings){ LeftLeg.visible = true; RightLeg.visible = true; }else { LeftLeg.visible = false; RightLeg.visible = false; } Edited July 27, 2021 by Faro Quote Link to comment Share on other sites More sharing options...
Faro Posted July 27, 2021 Author Share Posted July 27, 2021 I am using the existing ones. the second code is of the main class of my Model so I am not using Lokimodel.body, I am using the original Body of my model. And for the @OnlyIn, where should I put it, because you said that declaring my model would break servers... Quote Link to comment Share on other sites More sharing options...
Faro Posted July 27, 2021 Author Share Posted July 27, 2021 public LokiModel(float p_i1148_1_) { super(p_i1148_1_); texWidth = 64; texHeight = 64; Loki = new ModelRenderer(this); Loki.setPos(0.0F, 24.0F, 0.0F); cube_r1 = new ModelRenderer(this); cube_r1.setPos(0.0F, 0.0F, 0.0F); Loki.addChild(cube_r1); setRotationAngle(cube_r1, 0.3054F, 0.0F, 0.0F); cube_r1.texOffs(34, 38).addBox(-5.0F, -23.0F, 10.0F, 10.0F, 15.0F, 1.0F, 0.0F, false); Head = new ModelRenderer(this); Head.setPos(0.0F, -24.0F, 0.0F); Loki.addChild(Head); Head.texOffs(0, 0).addBox(-4.0F, -8.0F, -4.0F, 8.0F, 8.0F, 8.0F, 1.0F, false); Head.texOffs(32, 0).addBox(-4.0F, -8.0F, -4.0F, 8.0F, 8.0F, 8.0F, 1.5F, false); hornV1 = new ModelRenderer(this); hornV1.setPos(2.0F, 26.0F, 0.0F); Head.addChild(hornV1); setRotationAngle(hornV1, -3.1416F, -1.309F, 3.1416F); hornV1.texOffs(9, 0).addBox(-3.5F, -36.0F, -2.0F, 3.0F, 1.0F, 3.0F, 0.0F, false); cube_r2 = new ModelRenderer(this); cube_r2.setPos(3.2132F, -39.5353F, -0.5F); hornV1.addChild(cube_r2); setRotationAngle(cube_r2, 0.0F, -0.5672F, -0.6981F); cube_r2.texOffs(9, 0).addBox(-6.5F, -7.0F, 2.25F, 2.0F, 7.0F, 1.0F, 0.0F, false); cube_r2.texOffs(9, 0).addBox(-6.5F, -7.0F, 4.0F, 2.0F, 7.0F, 1.0F, 0.0F, false); cube_r3 = new ModelRenderer(this); cube_r3.setPos(3.075F, -40.311F, -0.5F); hornV1.addChild(cube_r3); setRotationAngle(cube_r3, 0.0F, 0.0F, 0.7854F); cube_r3.texOffs(9, 0).addBox(-8.875F, -1.25F, -1.0F, 2.0F, 4.0F, 2.0F, 0.0F, false); cube_r4 = new ModelRenderer(this); cube_r4.setPos(3.1719F, -40.3345F, -0.5F); hornV1.addChild(cube_r4); setRotationAngle(cube_r4, 0.0F, 0.0F, 0.3491F); cube_r4.texOffs(9, 0).addBox(-9.5F, -0.75F, -1.0F, 2.0F, 4.0F, 2.0F, 0.0F, false); cube_r5 = new ModelRenderer(this); cube_r5.setPos(3.2132F, -39.5353F, -0.5F); hornV1.addChild(cube_r5); setRotationAngle(cube_r5, 0.0F, 0.0F, -0.6981F); cube_r5.texOffs(9, 0).addBox(-7.5F, -7.0F, -1.0F, 2.0F, 7.0F, 2.0F, 0.0F, false); hornV2 = new ModelRenderer(this); hornV2.setPos(-3.0F, 26.0F, 0.0F); Head.addChild(hornV2); setRotationAngle(hornV2, 0.0F, -1.1781F, 0.0F); hornV2.texOffs(11, 0).addBox(-3.5F, -36.0F, -2.0F, 3.0F, 1.0F, 3.0F, 0.0F, false); cube_r6 = new ModelRenderer(this); cube_r6.setPos(3.2132F, -39.5353F, -0.5F); hornV2.addChild(cube_r6); setRotationAngle(cube_r6, 0.0F, -0.5672F, -0.6981F); cube_r6.texOffs(11, 0).addBox(-6.5F, -7.0F, 2.25F, 2.0F, 7.0F, 1.0F, 0.0F, false); cube_r6.texOffs(11, 0).addBox(-6.5F, -7.0F, 4.0F, 2.0F, 7.0F, 1.0F, 0.0F, false); cube_r7 = new ModelRenderer(this); cube_r7.setPos(3.075F, -40.311F, -0.5F); hornV2.addChild(cube_r7); setRotationAngle(cube_r7, 0.0F, 0.0F, 0.7854F); cube_r7.texOffs(11, 0).addBox(-8.875F, -1.25F, -1.0F, 2.0F, 4.0F, 2.0F, 0.0F, false); cube_r8 = new ModelRenderer(this); cube_r8.setPos(3.1719F, -40.3345F, -0.5F); hornV2.addChild(cube_r8); setRotationAngle(cube_r8, 0.0F, 0.0F, 0.3491F); cube_r8.texOffs(11, 0).addBox(-9.5F, -0.75F, -1.0F, 2.0F, 4.0F, 2.0F, 0.0F, false); cube_r9 = new ModelRenderer(this); cube_r9.setPos(3.2132F, -39.5353F, -0.5F); hornV2.addChild(cube_r9); setRotationAngle(cube_r9, 0.0F, 0.0F, -0.6981F); cube_r9.texOffs(11, 0).addBox(-7.5F, -7.0F, -1.0F, 2.0F, 7.0F, 2.0F, 0.0F, false); LeftLeg = new ModelRenderer(this); LeftLeg.setPos(1.9F, -12.0F, 0.0F); Loki.addChild(LeftLeg); LeftLeg.texOffs(0, 16).addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F, 1.0F, true); RightLeg = new ModelRenderer(this); RightLeg.setPos(-1.9F, -12.0F, 0.0F); Loki.addChild(RightLeg); RightLeg.texOffs(0, 16).addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F, 1.0F, false); LeftArm = new ModelRenderer(this); LeftArm.setPos(5.0F, -22.0F, 0.0F); Loki.addChild(LeftArm); LeftArm.texOffs(40, 15).addBox(-1.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F, 1.0F, true); RightArm = new ModelRenderer(this); RightArm.setPos(-5.0F, -22.0F, 0.0F); Loki.addChild(RightArm); RightArm.texOffs(40, 15).addBox(-3.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F, 1.0F, false); Body = new ModelRenderer(this); Body.setPos(0.0F, -24.0F, 0.0F); Loki.addChild(Body); Body.texOffs(16, 16).addBox(-4.0F, 0.0F, -2.0F, 8.0F, 12.0F, 4.0F, 1.01F, false); if (LokiBootsArmorItem.Head) { Head.visible = true; } else { Head.visible = false; } if (LokiBootsArmorItem.Body) { Body.visible = true; RightArm.visible = true; LeftArm.visible = true; } else{ Body.visible = false; RightArm.visible = false; LeftArm.visible = false; } if (LokiBootsArmorItem.Leggings){ LeftLeg.visible = true; RightLeg.visible = true; }else { LeftLeg.visible = false; RightLeg.visible = false; } } Quote Link to comment Share on other sites More sharing options...
Faro Posted July 27, 2021 Author Share Posted July 27, 2021 It references the RightArm So the ModelRenderer RightArm of the code Quote Link to comment Share on other sites More sharing options...
Faro Posted July 27, 2021 Author Share Posted July 27, 2021 So in my getArmorModel I only should write LokiModel model = new LokiModel(1.0f); and return (A) model ? And in my Model class I should remove the if statements? Quote Link to comment Share on other sites More sharing options...
Faro Posted July 27, 2021 Author Share Posted July 27, 2021 16 minutes ago, diesieben07 said: And then you need to use the existing fields in your LokiModel. I don t know what this means or what I should do now Quote Link to comment Share on other sites More sharing options...
Faro Posted July 27, 2021 Author Share Posted July 27, 2021 Body = this.body; Body.setPos(0.0F, -24.0F, 0.0F); Loki.addChild(Body); Body.texOffs(16, 16).addBox(-4.0F, 0.0F, -2.0F, 8.0F, 12.0F, 4.0F, 1.01F, false); Like this? Quote Link to comment Share on other sites More sharing options...
Faro Posted July 27, 2021 Author Share Posted July 27, 2021 I am very sorry for being so dumb but I cannot find the wright fields. I tried with getHead but it didnt change anything and for the other like getBody ... Quote Link to comment Share on other sites More sharing options...
Faro Posted July 27, 2021 Author Share Posted July 27, 2021 Ok Thanks it worked. Quote Link to comment Share on other sites More sharing options...
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