Posted August 31, 20214 yr I am trying to understand custom armor models, I have create a simple model, but when I render it is very strange. https://pastebin.com/5dAwxneA As you can see the diamon helmet renders too, but I only want to render my custom model
September 1, 20214 yr Author I have update my classes. ItemsRegister class: public static final RegistryObject<Item> ARMOR = ITEMS.register("armor", () -> new ArmorPiece(ArmorTiers.ARMOR01, EquipmentSlotType.HEAD, (new Item.Properties()))); Armor materials class: public enum ArmorTiers implements IArmorMaterial{ ARMOR01("armor01", 37, new int[]{3, 6, 8, 3}, 15, SoundEvents.ARMOR_EQUIP_NETHERITE, 3.0F, 0.1F, () -> { return Ingredient.of(Items.NETHERITE_INGOT); }); private static final int[] HEALTH_PER_SLOT = new int[]{13, 15, 16, 11}; private final String name; private final int durabilityMultiplier; private final int[] slotProtections; private final int enchantmentValue; private final SoundEvent sound; private final float toughness; private final float knockbackResistance; private final LazyValue<Ingredient> repairIngredient; ArmorTiers(String name, int durabilityMultiplier, int[] slotProtections, int enchantmentValue, SoundEvent sound, float toughness, float knockbackResistance, Supplier<Ingredient> repairIngredient) { this.name = name; this.durabilityMultiplier = durabilityMultiplier; this.slotProtections = slotProtections; this.enchantmentValue = enchantmentValue; this.sound = sound; this.toughness = toughness; this.knockbackResistance = knockbackResistance; this.repairIngredient = new LazyValue<>(repairIngredient); } public int getDurabilityForSlot(EquipmentSlotType slot) { return HEALTH_PER_SLOT[slot.getIndex()] * this.durabilityMultiplier; } public int getDefenseForSlot(EquipmentSlotType slot) { return this.slotProtections[slot.getIndex()]; } public int getEnchantmentValue() { return this.enchantmentValue; } public SoundEvent getEquipSound() { return this.sound; } public Ingredient getRepairIngredient() { return this.repairIngredient.get(); } @OnlyIn(Dist.CLIENT) public String getName() { return this.name; } public float getToughness() { return this.toughness; } public float getKnockbackResistance() { return this.knockbackResistance; } } ArmorItem class: public class ArmorPiece extends ArmorItem{ public ArmorPiece(IArmorMaterial p_i48534_1_, EquipmentSlotType p_i48534_2_, Properties p_i48534_3_) { super(p_i48534_1_, p_i48534_2_, p_i48534_3_); } @Override public BipedModel getArmorModel(LivingEntity entity, ItemStack stack, EquipmentSlotType slot, BipedModel defaultModel) { custom_model model = new custom_model(1.0F); return model; } @Override public String getArmorTexture(ItemStack stack, Entity entity, EquipmentSlotType slot, String type) { return "mymod:textures/entity/magic_hat.png"; } } Model class: public class custom_model extends BipedModel{ private ModelRenderer bb_main; public custom_model(float size) { super(size); texWidth = 64; texHeight = 64; bb_main = new ModelRenderer(this); bb_main.setPos(0.0F, 24.0F, 0.0F); bb_main.texOffs(0, 0).addBox(-8.0F, -16.0F, -8.0F, 16.0F, 16.0F, 16.0F, 0.0F, false); this.head.addChild(bb_main); } @Override public void renderToBuffer(MatrixStack matrixStack, IVertexBuilder buffer, int packedLight, int packedOverlay, float red, float green, float blue, float alpha){ super.renderToBuffer(matrixStack, buffer, packedLight, packedOverlay, red, green, blue, alpha); } public void setRotationAngle(ModelRenderer modelRenderer, float x, float y, float z) { modelRenderer.xRot = x; modelRenderer.yRot = y; modelRenderer.zRot = z; } } I only want to render a 16x16x16 box, but the vanilla helmet renders too. I only want to render the cube which is on the ground, but it renders too the cube of the vanilla helmet. Can anyone help me??
September 1, 20214 yr Author 1. How can I disable the default parts? I need to set them to empty renderers, but I dont know how I have to do it. 2. I read that the texture layout doesnt have to be in the same space as the texture of the model created, is this true?
September 1, 20214 yr Author I try to change the visibility os the default head but it doesnt work: this.head = new ModelRenderer(this); head.visible = false;
September 1, 20214 yr Author If I change the visibility like this it doesnt render anything: @Override public void renderToBuffer(MatrixStack matrixStack, IVertexBuilder buffer, int packedLight, int packedOverlay, float red, float green, float blue, float alpha){ this.hat.visible = false; this.head.visible = false; this.bb_main.visible = true; super.renderToBuffer(matrixStack, buffer, packedLight, packedOverlay, red, green, blue, alpha); } But if I render like this it works: @Override public void renderToBuffer(MatrixStack matrixStack, IVertexBuilder buffer, int packedLight, int packedOverlay, float red, float green, float blue, float alpha){ bb_main.render(matrixStack, buffer, packedLight, packedOverlay); } (bb_main is the name of my model) Why the second one works and the first one doesnt work?
September 1, 20214 yr Author I use head and the error still: public custom_model(float size) { super(size); texWidth = 32; texHeight = 32; head = new ModelRenderer(this); head.setPos(0.0F, 24.0F, 0.0F); head.texOffs(0, 0).addBox(-4.5F, -32.5F, -6.0F, 9.0F, 9.0F, 2.0F, 0.0F, false); head.texOffs(0, 11).addBox(-1.5F, -27.5F, -7.0F, 3.0F, 5.0F, 3.0F, 0.0F, false); } @Override public void renderToBuffer(MatrixStack matrixStack, IVertexBuilder buffer, int packedLight, int packedOverlay, float red, float green, float blue, float alpha){ super.renderToBuffer(matrixStack, buffer, packedLight, packedOverlay, red, green, blue, alpha); } public void setRotationAngle(ModelRenderer modelRenderer, float x, float y, float z) { modelRenderer.xRot = x; modelRenderer.yRot = y; modelRenderer.zRot = z; }
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