Posted February 4, 20232 yr 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: Spoiler package com.derpz.nukaisl.client.models;// Made with Blockbench 4.3.1 // Exported for Minecraft version 1.17 - 1.18 with Mojang mappings // Paste this class into your mod and generate all required imports import com.derpz.nukaisl.FalloutMod; import com.mojang.blaze3d.vertex.PoseStack; import com.mojang.blaze3d.vertex.VertexConsumer; import net.minecraft.client.model.EntityModel; import net.minecraft.client.model.geom.ModelLayerLocation; import net.minecraft.client.model.geom.ModelPart; import net.minecraft.client.model.geom.PartPose; import net.minecraft.client.model.geom.builders.*; import net.minecraft.resources.ResourceLocation; import net.minecraft.world.entity.Entity; public class UnderArmorModel<T extends Entity> extends EntityModel<T> { // This layer location should be baked with EntityRendererProvider.Context in the entity renderer and passed into this model's constructor public static final ModelLayerLocation LAYER_LOCATION = new ModelLayerLocation(new ResourceLocation(FalloutMod.MOD_ID, "underarmormodel"), "main"); public final ModelPart Head; public final ModelPart Body; public final ModelPart RightArm; public final ModelPart LeftArm; public final ModelPart RightLeg; public final ModelPart LeftLeg; public UnderArmorModel(ModelPart root) { this.Head = root.getChild("Head"); this.Body = root.getChild("Body"); this.RightArm = root.getChild("RightArm"); this.LeftArm = root.getChild("LeftArm"); this.RightLeg = root.getChild("RightLeg"); this.LeftLeg = root.getChild("LeftLeg"); } public UnderArmorModel(ModelPart head, ModelPart body, ModelPart rightArm, ModelPart leftArm, ModelPart rightLeg, ModelPart leftLeg) { Head = head; Body = body; RightArm = rightArm; LeftArm = leftArm; RightLeg = rightLeg; LeftLeg = leftLeg; } public static LayerDefinition createBodyLayer() { MeshDefinition meshdefinition = new MeshDefinition(); PartDefinition partdefinition = meshdefinition.getRoot(); PartDefinition Head = partdefinition.addOrReplaceChild("Head", CubeListBuilder.create().texOffs(0, 0).addBox(-4.0F, -8.0F, -4.0F, 8.0F, 8.0F, 8.0F, new CubeDeformation(0.1F)) .texOffs(32, 0).addBox(-4.0F, -8.0F, -4.0F, 8.0F, 8.0F, 8.0F, new CubeDeformation(0.5F)), PartPose.offset(0.0F, 0.0F, 0.0F)); PartDefinition Body = partdefinition.addOrReplaceChild("Body", CubeListBuilder.create().texOffs(16, 16).addBox(-4.0F, 0.0F, -2.0F, 8.0F, 12.0F, 4.0F, new CubeDeformation(0.1F)) .texOffs(16, 32).addBox(-4.0F, 0.0F, -2.0F, 8.0F, 12.0F, 4.0F, new CubeDeformation(0.25F)), PartPose.offset(0.0F, 0.0F, 0.0F)); PartDefinition RightArm = partdefinition.addOrReplaceChild("RightArm", CubeListBuilder.create().texOffs(40, 16).addBox(-3.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F, new CubeDeformation(0.1F)) .texOffs(40, 32).addBox(-3.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F, new CubeDeformation(0.25F)), PartPose.offset(-5.0F, 2.0F, 0.0F)); PartDefinition LeftArm = partdefinition.addOrReplaceChild("LeftArm", CubeListBuilder.create().texOffs(32, 48).addBox(-1.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F, new CubeDeformation(0.1F)) .texOffs(48, 48).addBox(-1.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F, new CubeDeformation(0.25F)), PartPose.offset(5.0F, 2.0F, 0.0F)); PartDefinition RightLeg = partdefinition.addOrReplaceChild("RightLeg", CubeListBuilder.create().texOffs(0, 16).addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F, new CubeDeformation(0.1F)) .texOffs(0, 32).addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F, new CubeDeformation(0.25F)), PartPose.offset(-1.9F, 12.0F, 0.0F)); PartDefinition LeftLeg = partdefinition.addOrReplaceChild("LeftLeg", CubeListBuilder.create().texOffs(16, 48).addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F, new CubeDeformation(0.1F)) .texOffs(0, 48).addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F, new CubeDeformation(0.25F)), PartPose.offset(1.9F, 12.0F, 0.0F)); return LayerDefinition.create(meshdefinition, 16, 16); } @Override public void setupAnim(T entity, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch) { } @Override public void renderToBuffer(PoseStack poseStack, VertexConsumer vertexConsumer, int packedLight, int packedOverlay, float red, float green, float blue, float alpha) { Head.render(poseStack, vertexConsumer, packedLight, packedOverlay, red, green, blue, alpha); Body.render(poseStack, vertexConsumer, packedLight, packedOverlay, red, green, blue, alpha); RightArm.render(poseStack, vertexConsumer, packedLight, packedOverlay, red, green, blue, alpha); LeftArm.render(poseStack, vertexConsumer, packedLight, packedOverlay, red, green, blue, alpha); RightLeg.render(poseStack, vertexConsumer, packedLight, packedOverlay, red, green, blue, alpha); LeftLeg.render(poseStack, vertexConsumer, packedLight, packedOverlay, red, green, blue, alpha); } } Registry Event: Spoiler @SubscribeEvent public static void registerLayerDefinitions(EntityRenderersEvent.RegisterLayerDefinitions event) { event.registerLayerDefinition(UnderArmorModel.LAYER_LOCATION, UnderArmorModel::createBodyLayer); } 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
February 5, 20232 yr 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.
February 5, 20232 yr Author 57 minutes ago, 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. Thank you!
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.