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Problem with custom armor model


Duendilandia

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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?? :(

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  • Use @Override when overriding methods.
  • Do not use @OnlyIn.
  • Do not create a new instance of your model every time getArmorModel is called. This method is called every frame for every piece of your armor that is on screen.
  • The armor model relies on you using BipedModel correctly. BipedModel already has various ModelRenderer fields (e.g. head or rightArm. You must use these fields so that Minecraft can correctly render the appropriate parts based on which armor piece it wants to render. If you need additional parts, you need to set their visibilities accordingly in getArmorModel before returning your model. If you want to disable some of the default parts that BipedModel comes with, you need to set them to empty renderers.
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12 minutes ago, Duendilandia said:

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.

In the constructor of your model you do e.g.

rightArm = new ModelRenderer(...)

 

14 minutes ago, Duendilandia said:

I read that the texture layout doesnt have to be in the same space as the texture of the model created, is this true?

I am not qualified to answer this, I don't know how the layout of the texture needs to be based on your model. I would suggest using something like BlockBench.

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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?

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  • Again, you should not use bb_main or another of your own fields to store your ModelRenderer unless you really need to. If this is a helmet, use head, then visibilities will work automatically.
  • Overwriting head in the constructor should work fine, however setting its visible field doesn't do anything here, because it will be overwritten when the model is rendered.
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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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    • Whenever I attempt to create a singleplayer world the world generation gets stuck in 0% and minecraft stops responding after a few seconds and I'm forced to close it. However, I am still able to play multiplayer servers Log: https://paste.gg/p/anonymous/aad7e1be3fc545359383677fbdc3c6e9
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