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Featured Replies

  • 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.

image.png.2d820d91860556061a24ae14cf5ade10.png

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?? :(

  • 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?

  • Author

I try to change the visibility os the default head but it doesnt work:

this.head = new ModelRenderer(this);
head.visible = false;

 

  • 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?

  • 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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