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[1.8][1.9][SOLVED] What's the recommended way to specify item/block models?


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Posted

Started modding after a break and a bit confused.

 

As I understand, the preferred way to load block models is through blockstate.

Though, it's not clear what's the one for items. Which seem to not load any model data automagically based on their registry names. I found following variants:

 

1.

Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register

from BedrockMiner's tutorials

2. Use

ModelBakery.registerItemVariants

3. Use

ModelLoader.registerItemVariants

(which looks like #2)

 

Can anyone point to some mini-guide? Google shows too much info, and Forge docs are rather slim

 

Thanks

 

Sidenote: It'd be nice to have some common entrypoint for all Forge stuff, like root

Forge

class with methods/fields like

gameRegistry

,

modelLoader

etc.

Posted

I've written an explanation of the model loading process here. The summary at the end briefly explains how to load models and how to map them to blocks/items.

 

This was written for 1.9, but it's fairly similar in 1.8.x.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Posted

As I understand, it's possible to apply item model without any code, by just placing properly named JSON where model loader expects it?

I've been trying to use this way, along with model loader way. Though I'm still getting missing texture, along with my item looking like block. So I'm definitely doing something wrong.

 

Posted

As I understand, it's possible to apply item model without any code, by just placing properly named JSON where model loader expects it?

No. Minecraft will automatically load the model with the

Item

's registry name if you don't call

ModelBakery.registerItemVariants

for it, but it won't use that model unless you tell it to.

 

You must call

ModelLoader.setCustomModelResourceLocation

or

ModelLoader.setCustomMeshDefinition

to tell Minecraft which model to use for an

Item

.

 

I've been trying to use this way, along with model loader way. Though I'm still getting missing texture, along with my item looking like block. So I'm definitely doing something wrong.

There should be errors in the log telling you what went wrong. If you don't understand them, upload the FML log (logs/fml-client-latest.log) to Gist and link it here.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Posted

No. Minecraft will automatically load the model with the

Item

's registry name if you don't call

ModelBakery.registerItemVariants

for it, but it won't use that model unless you tell it to.

 

You must call

ModelLoader.setCustomModelResourceLocation

or

ModelLoader.setCustomMeshDefinition

to tell Minecraft which model to use for an

Item

.

 

 

I think that's the problem I'm facing. I was somehow thinking that MC will utilize model which it loaded automatically. A bit surprising, but nothing too hard. Thank you for your time.

Posted

Okie, so that wasn't that smooth for me.

To be clear, I'm using Forge 1.8.9-11.15.1.1722 (latest stable AFAIR)

 

Frankly speaking, the only way of attaching model to item which worked for me was

        Item item = WorldRift.instance.itemRiftWand;
        Minecraft.getMinecraft().getRenderItem().getItemModelMesher()
        .register(item, 0, new ModelResourceLocation(item.getRegistryName(), "inventory"));

invoked in client proxy's init event specialization. Now, some details.

 

1. Resources structure

 

 

+ assets
+ worldrift
  + blockstates
   - rift.json // my block, not related 
  + models
   + block
    - rift.json // my block's model, also not related
   + item
    - riftwand.json // my item model
  + lang
   - en_US.lang // just lang file
  + textures
   + block
    - rift.png // block texture, not related to my case
   + item
    - riftwand.png // item texture

 

 

 

2.

models/item/riftwand.json

 

{
  "parent":"builtin/generated",
  "textures": {
    "layer0": "worldrift:item/riftwand"
  },
  "display": {
    "thirdperson": {
      "rotation": [ -90, 0, 0 ],
      "translation": [ 0, 1, -3 ],
      "scale": [ 0.55, 0.55, 0.55 ]
    },
    "firstperson": {
      "rotation": [ 0, -135, 25 ],
      "translation": [ 0, 4, 2 ],
      "scale": [ 1.7, 1.7, 1.7 ]
    }
  }
}

 

 

Now, to my findings

1. Adding

blockstates/riftwand.json

without any Java-side code doesn't do any good. File text I used, just for reference

{
  "variants": {
    "normal": { "model": "worldrift:rift" },
    "inventory": { "model": "worldrift:rift" }
  }
}

 

2. Attempt to load via

        Item wand = WorldRift.instance.itemRiftWand;
        ModelResourceLocation loc = new ModelResourceLocation(wand.getRegistryName(), "inventory");
        ModelLoader.registerItemVariants(wand, loc);
        ModelLoader.setCustomModelResourceLocation(wand, 0, loc);

also gives no result. I tried putting model name manually, using empty variant, putting this into both pre-init and init etc.

 

If you ask what were the errors - I encountered either no errors at all or

FileNotFound

for

blockstates/riftwand.json

when loader apparently falled back to blockstates as thelast resort.

 

Several mods I checked on Github also use

getItemMesher

approach.

 

So I'm a bit lost at the end, with recommended ways failing.

Posted

ModelLoader.setCustomModelResourceLocation

will call

ModelBakery.registerItemVariants

for you, so you don't have to call it yourself in this case. You also don't need to call it to load

Item

's default model (the one with the

Item

's registry name).

 

Is your

Item

's registry name

worldrift:riftwand

(with that exact capitalisation)?

 

Could you please do the following to help me narrow down your issue?

  • Remove all model registration code for the wand
  • Call the following code from your client proxy in preInit
  • Run Minecraft
  • Upload the FML log to Gist and post it here

 

Item wand = WorldRift.instance.itemRiftWand;
ModelLoader.setCustomModelResourceLocation(wand, 0, new ModelResourceLocation(wand.getRegistryName(), "inventory"));

 

Edit: Fixed the formatting.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Posted

I'm glad you managed to get it working.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Posted

Seems that ModelLoader way doesn't work during init phase.

 

That's correct.

ModelLoader

methods must be called in preInit.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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