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[1.9] Render custom item


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I'm pretty sure you need to use the new JSON model system or IBakedModels. I have found no tutorials on either of these.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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You could read diesiebens 2nd response and that may answer your question.

http://www.minecraftforge.net/forum/index.php/topic,39203.0/wap2.html

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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Is it possible to cancel the rendering of only the item in one Hand during 'RenderHandEvent'/are there also events that get fired for each Hand independently?

 

If not, is there a reliable way to render the item in a hand?

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Why was IItemRenderer removed?

The mod that I'm working on is FlansMod. I want to update it to 1.10 but it has it's own way of rendering things and the models and animations of all weapons and vehicles are made with this system. It's probably not possible to implement IModel / IBakedModel to this...

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Ok. This means I will use the new system.

 

I still don't exactly understand how IModel and IBakedModel are implemented. I can try to explain how the current Model system works, maybe you know how I could implement it.

 

This is a (very simplified) schematic where I try to explain how it works:

tJk2Qmj.png

 

This is for example what the Model class of a gun looks like:

[spoiler=ModelM9.java]


public class ModelM9 extends ModelGun 
{
public ModelM9()
{
	int textureX = 32;
	int textureY = 16;

	gunModel = new ModelRendererTurbo[3];

	gunModel[0] = new ModelRendererTurbo(this, 0, 0, textureX, textureY);
	gunModel[0].addBox(-1F, -2F, -1F, 3, 4, 2);

	gunModel[1] = new ModelRendererTurbo(this, 0, 6, textureX, textureY);
	gunModel[1].addBox(-1F, 2F, -1F, 8, 1, 2);

	gunModel[2] = new ModelRendererTurbo(this, 0, 9, textureX, textureY);
	gunModel[2].addBox(-0.5F, 3.5F, -0.5F, 8, 1, 1);

	slideModel = new ModelRendererTurbo[3];

	slideModel[0] = new ModelRendererTurbo(this, 0, 12, textureX, textureY);
	slideModel[0].addBox(-1F, 3F, -1F, 8, 2, 2);

	slideModel[1] = new ModelRendererTurbo(this, 10, 2, textureX, textureY);
	slideModel[1].addBox(5.95F, 4.5F, -0.5F, 1, 1, 1);

	slideModel[2] = new ModelRendererTurbo(this, 8, 0, textureX, textureY);
	slideModel[2].addBox(-0.8F, 4.5F, -0.5F, 1, 1, 1);

	ammoModel = new ModelRendererTurbo[1];

	ammoModel[0] = new ModelRendererTurbo(this, 14, 0, textureX, textureY);
	ammoModel[0].addBox(-0.5F, -1.8F, -0.5F, 2, 4, 1);

	barrelAttachPoint = new Vector3f(7.5F / 16F, 4F / 16F, 0F);

	scopeAttachPoint = new Vector3f(3F / 16F, 5F / 16F, 0F);
	scopeIsOnSlide = true;

	gunSlideDistance = 0.25F;
	animationType = EnumAnimationType.PISTOL_CLIP;
}
}

 

 

Here's the source of the mod: https://github.com/gitgud-software/FlansMod

(changes to the mod made by me are not yet committed, but I can commit them if you need the code; I fixed the compiler errors and started fixing bugs)

 

 

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Basically you have to start over.

Make the models in a proper model editor and export them as obj files. Forge will happily load them.

Or you can write a custom model loader (ICustomModelLoader) to add support for a different file type.

 

IModel is basically an unoptimized representation of your model, containing the information like it was read from the model file on disk.

IBakedModel is the form that can actually be rendered and is basically just a list of BakedQuads, where BakedQuad is the vertex information for one quad of the model.

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The mod adds many different items for which I need different ICustomModelLoaders. How should I determine whether or not the ICustomLoader accepts it when I just have a ResourceLocation?

 

Edit: nvm. that was a stupid question. I can just add a folder called guns in assets/flansmod/models/item right?

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I'm not sure if it's possible to use the same format for each kind of item... Guns should consist of multiple parts that will have to be moved independently during reloading-animations and so on, but Plane-Models, for example, have other properties...

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|1.16.X-1.7.2        |ERROR     |Manifest: NOSIGNATURE         Item Physic.jar                                   |ItemPhysic                    |itemphysic                    |1.6.0               |CREATE_REG|Manifest: NOSIGNATURE         forge-1.16.5-36.2.0-universal.jar                 |Forge                         |forge                         |36.2.0              |CREATE_REG|Manifest: 22:af:21:d8:19:82:7f:93:94:fe:2b:ac:b7:e4:41:57:68:39:87:b1:a7:5c:c6:44:f9:25:74:21:14:f5:0d:90         Disenchanting-forge-1.16.5-1.7.2.jar              |Disenchanting                 |disenchanting                 |1.6.0               |CREATE_REG|Manifest: NOSIGNATURE         BetterMineshafts-Forge-1.16.4-2.0.4.jar           |YUNG's Better Mineshafts      |bettermineshafts              |1.16.4-2.0.4        |CREATE_REG|Manifest: NOSIGNATURE         DynamicSurroundings-1.16.4-4.0.4.2 (1).jar        |§3Dynamic Surroundings        |dsurround                     |1.16.4-4.0.4.2      |CREATE_REG|Manifest: b4:98:14:b9:76:55:25:4f:e5:5f:4d:71:90:87:43:5b:f9:d5:3a:02:60:42:5e:da:1f:15:9c:ff:be:a9:7c:77         structure_gel-1.16.5-1.7.8.jar                    |Structure Gel API             |structure_gel                 |1.7.8               |CREATE_REG|Manifest: NOSIGNATURE         corpse-1.16.5-1.0.5.jar                           |Corpse                        |corpse                        |1.16.5-1.0.5        |CREATE_REG|Manifest: NOSIGNATURE     Crash Report UUID: cdcb879d-5dae-4e29-88ad-a4ace45db323     OptiFine Version: OptiFine_1.16.5_HD_U_G7     OptiFine Build: 20210305-003221     Render Distance Chunks: 12     Mipmaps: 4     Anisotropic Filtering: 1     Antialiasing: 0     Multitexture: false     Shaders: null     OpenGlVersion: 4.6.0 - Build 30.0.100.9955     OpenGlRenderer: Intel(R) Iris(R) Xe Graphics     OpenGlVendor: Intel     CpuCount: 8
    • Yeah its a question sorry for phrasing it weird, currently everytime I restart the server the mobs .mobLevel is being reset because it isn't saving. Im trying to decipher why this is happening and how to make it so that the .mobLevel for all the mobs in the server persists after a server restart
    • Yeah sorry I installed Java 17 I just checked a minut ago :D.   So, I deleted everything about Forge in my .minecraft folder, then I executed the jarfix.exe that I downloaded previously and THEN I installed the 1.18 Forge Client and now it works !
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