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Posted

Hello Everyone,

 

So I'm making a helmet that I created from my own techne model, and it loads into the game fine, except for the fact that along with the working helmet another helmet is seen that stays at the same spot above the player:

gNVe0UF.png

 

Here's the code thats in the actual item class:

 

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And here's the model class:

 

  Reveal hidden contents

 

 

It just seems that a random duplicate appears for no reason at all, and it's not bound to rotate with the head. I tried binding all the shapes to both head and headwear, but neither worked. Thanks for the help.

If you really want help, give that modder a thank you.

 

Modders LOVE thank yous.

Posted

Thanks for trying to help but I disagree...

 

getArmorTexture gives the file the texture and without it the whole skin is the purple/black unregistered pattern.

 

getArmorModel overrides the base model for a helmet so that the model is the way I want it to be. Take that out and the pattern is binded to look like a vanilla helmet.

If you really want help, give that modder a thank you.

 

Modders LOVE thank yous.

Posted
  On 1/11/2014 at 8:58 PM, mardiff said:

@Override

@SideOnly(Side.CLIENT)

public ModelBiped getArmorModel(EntityLivingBase entityLiving, ItemStack itemStack, int armorSlot) {

ModelBiped armorModel = new ModelBiped();

if(itemStack != null){

if(itemStack.getItem() instanceof MinersHelmet){

int type = ((ItemArmor)itemStack.getItem()).armorType;

armorModel = (ModelBiped)ModItems.getArmorModel();

}

if(armorModel != null){

...

I've never used custom renderers, but it looks like ModelBiped creates some kind of default model when you run its constructor. Are you sure that's how you want to initialize your armorModel? Shot in the dark: try initializing armorModel to null instead.

Posted

In the model class, take out the following code:

      this.bipedHead.addChild(Base);
      this.bipedHead.addChild(Base2);
      this.bipedHead.addChild(Shape1);
      this.bipedHead.addChild(Shape1b);
      this.bipedHead.addChild(Shape2);
      this.bipedHead.addChild(Shape3);
      this.bipedHead.addChild(Shape3b);
      this.bipedHead.addChild(Shape4);
      this.bipedHead.addChild(Shape5);
      this.bipedHead.addChild(Shape5b);
      this.bipedHead.addChild(Shape6);
      this.bipedHead.addChild(Shape6b);
      this.bipedHead.addChild(Shape7);
      this.bipedHead.addChild(Shape7b);
      this.bipedHead.addChild(Shape8);
      this.bipedHead.addChild(Shape9);
      this.bipedHead.addChild(Shape10);
      this.bipedHead.addChild(Shape11);
      this.bipedHead.addChild(Shape12);
      this.bipedHead.addChild(Shape12b);
      this.bipedHead.addChild(Shape13);
      this.bipedHead.addChild(Shape13b);

 

If that doesn't work, take out this:

      this.bipedHeadwear.addChild(Base);
      this.bipedHeadwear.addChild(Base2);
      this.bipedHeadwear.addChild(Shape1);
      this.bipedHeadwear.addChild(Shape1b);
      this.bipedHeadwear.addChild(Shape2);
      this.bipedHeadwear.addChild(Shape3);
      this.bipedHeadwear.addChild(Shape3b);
      this.bipedHeadwear.addChild(Shape4);
      this.bipedHeadwear.addChild(Shape5);
      this.bipedHeadwear.addChild(Shape5b);
      this.bipedHeadwear.addChild(Shape6);
      this.bipedHeadwear.addChild(Shape6b);
      this.bipedHeadwear.addChild(Shape7);
      this.bipedHeadwear.addChild(Shape7b);
      this.bipedHeadwear.addChild(Shape8);
      this.bipedHeadwear.addChild(Shape9);
      this.bipedHeadwear.addChild(Shape10);
      this.bipedHeadwear.addChild(Shape11);
      this.bipedHeadwear.addChild(Shape12);
      this.bipedHeadwear.addChild(Shape12b);
      this.bipedHeadwear.addChild(Shape13);
      this.bipedHeadwear.addChild(Shape13b);

 

If neither work, tell us what happens when you take out the code.

Before you even think about modding,

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