Jump to content

Recommended Posts

Posted

Are you asking how to assign custom model to Item?

How do you know it's working if you never saw it working (you don't know how to use it)? :o

  Quote

1.7.10 is no longer supported by forge, you are on your own.

Posted

If by pre-generated you mean during pre-postInit no. The available instances get created by the player in-game, some will be loaded from a file and could be generated during pre-postInit, the only way to make all of them available during pre-postInit would be to force a server restart each time they add an instance which I do not want to do.

 

I have this in my ClientProxy#postInit

ModelResourceLocation itemModel = Refs.modelResourceLocation;
ModelLoader.setCustomModelResourceLocation(MeleeCore.meleeCore, 0, itemModel);	

 

This is what I have for the ModelBakeEvent

        @SideOnly(Side.CLIENT)
@SubscribeEvent
public void onModelBakeEvent(ModelBakeEvent event)
{
	 Object obj = event.modelRegistry.getObject(DraftableSmartItemModel.modelResourceLocation);
	 if(obj instanceof IBakedModel)
	 {
		 event.modelRegistry.putObject(DraftableSmartItemModel.modelResourceLocation, new DraftableSmartItemModel());
	 }
}

 

Here is what I have for ISmartItemModel:

public class DraftableSmartItemModel implements ISmartItemModel{

public static final ModelResourceLocation modelResourceLocation = new ModelResourceLocation(Refs.MODID + ":draftable_Item","inventory"); // this file doesn't exist

@Override
public IFlexibleBakedModel handleItemState(ItemStack stack) {
      IFlexibleBakedModel model = null;
      if(stack.getTagCompound().hasKey(Refs.DRAFTABLE) && DraftableReg.Exists(stack.getTagCompound().getString(Refs.DRAFTABLE)))
         model = DraftableReg.getModel(stack.getTagCompound().getString(Refs.DRAFTABLE));
      return model;
   }
}

 

This is in the item class(I have my own registry of instances of this class)

         public ItemStack CreateItem() {
	LogHelper.info("creating " + name);
	ItemStack toReturn = new ItemStack(this, 1, 0);
	NBTTagCompound tag = new NBTTagCompound();
	tag.setString(Refs.DRAFTABLE, name);
	toReturn.setTagCompound(tag);
	return toReturn;
}

 

The models are just showing up as purple and black boxes. Is there something wrong with how I am assigning the models to the items?

Current Project: Armerger 

Planned mods: Light Drafter  | Ore Swords

Looking for help getting a mod off the ground? Coding  | Textures

Posted

postInit because I'm a noob when it comes to this, moved to preInit and both places now use

Refs.modelResourceLocation, I just moved the variable from DraftableSmartItemModel to Refs.

 

These are in DraftableReg

       @SideOnly(Side.CLIENT)
public static IFlexibleBakedModel GetModel(String draftItem) {
	return models.get(draftItem);
}

        public static void RegisterDraftable(IDraftable draftable){
	LogHelper.info("Registering Draftable :" + draftable.GetName());
	knowledgeBase.put(draftable.GetName(), draftable);
}

@SideOnly(Side.CLIENT)
public static void RegisterDraftableModel(IDraftable draftable){
	LogHelper.info("Registering Model for :" + draftable.GetName());
	models.put(draftable.GetName(), new DraftableBakedModel(draftable));
}

My proxies have a Register method that gets used to call either one or both of these register methods.

 

I put a breakpoint in GetModel and it doesn't get called, so something is still wrong with how I am assigning my DraftableSmartItemModel to the items.

Current Project: Armerger 

Planned mods: Light Drafter  | Ore Swords

Looking for help getting a mod off the ground? Coding  | Textures

Posted

I put a breakpoint in handleItemState and it never gets called so no.

This is the only error I can find in the log

 

  Reveal hidden contents

 

Current Project: Armerger 

Planned mods: Light Drafter  | Ore Swords

Looking for help getting a mod off the ground? Coding  | Textures

Posted

You can implement two? Idk, I am alredy on 1.9 where there are no longer any of those. I totally skipped 1.8.9 (meaning I didn't touch rendering knowing that it will change).

 

And yeah - I suggest going to 1.9 directly, a lot of stuff has been replaced.

  Quote

1.7.10 is no longer supported by forge, you are on your own.

Posted

Alright so I now have gotten rid of all the obvious errors in code after updateing to 1.9 and I am essentially at the same point again. So for custom item model in 1.9 do I use a similar process as what you described but only using IBakedModel or is it something else?

Current Project: Armerger 

Planned mods: Light Drafter  | Ore Swords

Looking for help getting a mod off the ground? Coding  | Textures

Posted

ICustomModelLoader

 

  Reveal hidden contents

 

IModel

 

  Reveal hidden contents

 

IBakedModel

 

  Reveal hidden contents

 

ItemOverrideList

 

  Reveal hidden contents

 

 

I have this in my ClientProxy#preInit

ModelLoader.setCustomModelResourceLocation(MeleeCore.meleeCore, 0, Refs.modelResourceLocation);
ModelLoaderRegistry.registerLoader(new DraftableModelLoader());

and this in my CommonProxy#preInit

GameRegistry.registerItem(MeleeCore.meleeCore, Refs.MODID + "_" + MeleeCore.meleeCore.GetName());

Current Project: Armerger 

Planned mods: Light Drafter  | Ore Swords

Looking for help getting a mod off the ground? Coding  | Textures

Posted

in my ICustomModelLoader#accepts I put this

@Override
public boolean accepts(ResourceLocation modelLocation) {
	if(Refs.modelResourceLocation == modelLocation)
		Refs.NOP();
	return Refs.modelResourceLocation == modelLocation;
}

when I put a breakpoint on the nop it never gets triggered.

which means that

ModelLoader.setCustomModelResourceLocation(MeleeCore.meleeCore, 0, Refs.modelResourceLocation);

isn't doing what I thought it was.

Current Project: Armerger 

Planned mods: Light Drafter  | Ore Swords

Looking for help getting a mod off the ground? Coding  | Textures

Posted

Ok so I have it using my models now, I need to compare the modelResourceLocations with .equals not ==, I hate when that is the problem.

 

Anyways my Models seem to be completely transparent, so on to how I am creating the models.

          public DraftableBakedModel(IDraftable draft){
	 DraftableMap parts = draft.GetPartArray();
	 for(int xPos = 0; xPos < parts.GetWidth(); xPos++){
		 for(int yPos = 0; yPos < parts.GetHeight(); yPos++){
            for(int zPos = 0; zPos < parts.GetDepth(); zPos++){
               if(parts.GetPart(xPos + "," + yPos + "," + zPos) != null)
            	   quads.addAll(parts.GetPart(xPos + "," + yPos + "," + zPos).GetQuadsAt(xPos, yPos, zPos));
            }
		 }
	 }
 }

 

in the IPartType implementation

 

  Reveal hidden contents

 

 

and in my ILuxin implementations

        public int[] GetColor() {
	return new int[]{0,0,255,127};
}

Current Project: Armerger 

Planned mods: Light Drafter  | Ore Swords

Looking for help getting a mod off the ground? Coding  | Textures

Posted

I'll be diving into minecraft code when I get home but I think I just need to figure out what minecraft does with the tint value. If they don't use it I may need to write my own ItemRenderer, if I do need to do you have any suggested resources to help me accomplish that?

Current Project: Armerger 

Planned mods: Light Drafter  | Ore Swords

Looking for help getting a mod off the ground? Coding  | Textures

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.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hi everyone, I'm currently developing a Forge 1.21 mod for Minecraft and I want to display a custom HUD overlay for a minigame. My goal: When the game starts, all players should see an item/block icon (from the base game, not a custom texture) plus its name/text in the HUD – similar to how the bossbar overlay works. The HUD should appear centered above the hotbar (or at a similar prominent spot), and update dynamically (icon and name change as the target item changes). What I've tried: I looked at many online tutorials and several GitHub repos (e.g. SeasonHUD, MiniHUD), but most of them use NeoForge or Forge versions <1.20 that provide the IGuiOverlay API (e.g. implements IGuiOverlay, RegisterGuiOverlaysEvent). In Forge 1.21, it seems that neither IGuiOverlay nor RegisterGuiOverlaysEvent exist anymore – at least, I can't import them and they are missing from the docs and code completion. I tried using RenderLevelStageEvent as a workaround but it is probably not intended for custom HUDs. I am not using NeoForge, and switching the project to NeoForge is currently not an option for me. I tried to look at the original minecraft source code to see how elements like hearts, hotbar etc are drawn on the screen but I am too new to Minecraft modding to understand. What I'm looking for: What is the correct way to add a custom HUD element (icon + text) in Forge 1.21, given that the previous overlay API is missing? Is there a new recommended event, callback, or method in Forge 1.21 for custom HUD overlays, or is everyone just using a workaround? Is there a minimal open-source example repo for Forge 1.21 that demonstrates a working HUD overlay without relying on NeoForge or deprecated Forge APIs? My ideal solution: Centered HUD element with an in-game item/block icon (from the base game's assets, e.g. a diamond or any ItemStack / Item) and its name as text, with a transparent background rectangle. It should be visible to the players when the mini game is running. Easy to update the item (e.g. static variable or other method), so it can change dynamically during the game. Any help, code snippets, or up-to-date references would be really appreciated! If this is simply not possible right now in Forge 1.21, it would also help to know that for sure. Thank you very much in advance!
    • The simple answer is there is not an easy way. You would need to know how to program in Java, as well as at least some familiarity with how Forge works so you could port the differences. You would also need the sourcecode for the original mod, and permission from the author to modify it, if they did not use some sort of open source license. So it's not impossible, but it would take some effort, but doing so would open up a whole new world of possibilities for you!
    • Does it still crash if you remove holdmyitems? Looks like that mod doesn't work on a server as far as I can tell from the error.  
    • Crashes the server when trying to start. Error code -1. Log  
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.