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[1.19.2] How do I make a custom armor model render on the player


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Posted

So I made a model to render on the player but im confused on how to make it so when the player put the armor on that it renders on the player? 
Model Class:

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Item Class:
(the initialize client method I used here was something I saw from another post I thought it was what I was missing but it still doesn't render)

package com.derpz.nukaisl.item.custom;

import com.derpz.nukaisl.client.models.UnderArmorModel;
import com.derpz.nukaisl.item.ModArmorMaterials;
import com.google.common.collect.ImmutableMap;
import net.minecraft.client.Minecraft;
import net.minecraft.client.model.HumanoidModel;
import net.minecraft.client.model.geom.ModelPart;
import net.minecraft.world.effect.MobEffectInstance;
import net.minecraft.world.effect.MobEffects;
import net.minecraft.world.entity.Entity;
import net.minecraft.world.entity.EquipmentSlot;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.item.ArmorItem;
import net.minecraft.world.item.ArmorMaterial;
import net.minecraft.world.item.Item;
import net.minecraft.world.item.ItemStack;
import net.minecraft.world.level.Level;
import net.minecraftforge.client.extensions.common.IClientItemExtensions;
import software.bernie.geckolib3.core.IAnimatable;
import software.bernie.geckolib3.core.PlayState;
import software.bernie.geckolib3.core.builder.AnimationBuilder;
import software.bernie.geckolib3.core.controller.AnimationController;
import software.bernie.geckolib3.core.event.predicate.AnimationEvent;
import software.bernie.geckolib3.core.manager.AnimationData;
import software.bernie.geckolib3.core.manager.AnimationFactory;
import software.bernie.geckolib3.item.GeoArmorItem;

import java.util.Collections;
import java.util.Map;

public class UnderArmorItem extends ArmorItem {


    public UnderArmorItem(ArmorMaterial pMaterial, EquipmentSlot pSlot, Properties pProperties) {
        super(pMaterial, pSlot, pProperties);
    }

    @Override
    public void initializeClient(java.util.function.Consumer<net.minecraftforge.client.extensions.common.IClientItemExtensions > consumer) {
        consumer.accept(new IClientItemExtensions() {
            public HumanoidModel getHumanoidArmorModel(LivingEntity living, ItemStack stack, EquipmentSlot slot, HumanoidModel defaultModel) {
                HumanoidModel armorModel = new HumanoidModel(new ModelPart(Collections.emptyList(),
                        Map.of("head",
                                new UnderArmorModel<>(Minecraft.getInstance().getEntityModels().bakeLayer(UnderArmorModel.LAYER_LOCATION)).Body,
                                "hat", new ModelPart(Collections.emptyList(), Collections.emptyMap()), "body",
                                new ModelPart(Collections.emptyList(), Collections.emptyMap()), "right_arm",
                                new ModelPart(Collections.emptyList(), Collections.emptyMap()), "left_arm",
                                new ModelPart(Collections.emptyList(), Collections.emptyMap()), "right_leg",
                                new ModelPart(Collections.emptyList(), Collections.emptyMap()), "left_leg",
                                new ModelPart(Collections.emptyList(), Collections.emptyMap()))));
                armorModel.crouching = living.isShiftKeyDown();
                armorModel.riding = defaultModel.riding;
                armorModel.young = living.isBaby();
                return armorModel;
            }
        });
    }

    public String getArmorTexture(ItemStack stack, Entity entity, EquipmentSlot slot, String type) {
        return "nukaisl:textures/models/vault_suit_full.png";
    }

}

P.S. : Still learning both Java and forge and completely understand if this is just a me being stupid thing :P

Posted

I mean, this is not how you add a model. You register the layer definition to get the baked layer via EntityRenderersEvent$RegisterLayerDefinitions#registerLayerDefinition, then, construct the model only once using the EntityModelSet. You can construct the model during EntityRenderersEvent$AddLayers which contains the associated model set. You can roughly follow giga's gist on this.

Posted
  On 2/5/2023 at 3:47 PM, ChampionAsh5357 said:

I mean, this is not how you add a model. You register the layer definition to get the baked layer via EntityRenderersEvent$RegisterLayerDefinitions#registerLayerDefinition, then, construct the model only once using the EntityModelSet. You can construct the model during EntityRenderersEvent$AddLayers which contains the associated model set. You can roughly follow giga's gist on this.

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Thank you! 

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