Jump to content

Recommended Posts

Posted

I wanna add villager hood on a custom villager model that I made and I can either add a layer or modify the model by adding a new box. Either way can someone  help me. I was gonna do the layer one cause I haven't done that yet to learn it.

 

RenderLayer is what I am talking about

Disclaimer:  I been told to keep my opinions to myself, to shut up and that I am spreading lies and misinformation or even that my methods are unorthodox and or too irregular. Here are my suggestions take it or leave it.

Posted

hahah nobody :D

Disclaimer:  I been told to keep my opinions to myself, to shut up and that I am spreading lies and misinformation or even that my methods are unorthodox and or too irregular. Here are my suggestions take it or leave it.

Posted

Well I tried making the model have an extra hood element using addBox but gave that up in favour of a layer. I know how to make a model now but I just don't know how to make layers yet so I decided to try and do a layer instead. Haven't done any work on that atm. Got distracted with making a golem. But I am going back to work on it. 

 

I jsut wonder how I can produce a cube and take the hood from vilalger type texture  then render that hood as a layer over a villager model type head.

Disclaimer:  I been told to keep my opinions to myself, to shut up and that I am spreading lies and misinformation or even that my methods are unorthodox and or too irregular. Here are my suggestions take it or leave it.

Posted

This is pretty simple honestly you could learn everything you need from looking at the vanilla classes. A render layer is basically just a object that stores "multiple" models inside of it for an entity.

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.

Posted

I think for now I'm gonna make a custom villager model with a hood part of the model.  Thanks guys

Disclaimer:  I been told to keep my opinions to myself, to shut up and that I am spreading lies and misinformation or even that my methods are unorthodox and or too irregular. Here are my suggestions take it or leave it.

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

    • Forge is probably the most feature loaded mod loader currently. You can change just about anything with the game mechanics by using mixins. You can also add more items and feature than what the docs show you. It is good to start with a Modding tutorial series like this one by Kaupenjoe.  Some good examples of what is possible with forge is clockwork, dynamic trees, and I guess create but its on fabric too.
    • I'm new to modding and trying to make a mod in 1.20.1. My mod currently just has a custom bow, but when I use my bow, it does not play the animation. I have the jsons and pngs in the right spots and I've compared my jsons with that of existing mods, everything seems to line up just fine. Anyone know what might be causing this? I've changed the item between a basic BowItem and a custom class extending from BowItem, even overriding the animation code, no dice. odysseus_bow.json: { "parent": "item/generated", "textures": { "layer0": "odyssey:item/odysseus_bow" }, "overrides": [ { "predicate": { "pulling": 1 }, "model": "odyssey:item/odysseus_bow_pulling_0" }, { "predicate": { "pulling": 1, "pull": 0.65 }, "model": "odyssey:item/odysseus_bow_pulling_1" }, { "predicate": { "pulling": 1, "pull": 0.9 }, "model": "odyssey:item/odysseus_bow_pulling_2" } ] } odysseus_bow_pulling_0.json: { "parent": "item/generated", "textures": { "layer0": "odyssey:item/odysseus_bow_pulling_0" }, "display": { "thirdperson_righthand": { "rotation": [ -80, 260, -40 ], "translation": [ -1, -2, 2.5 ], "scale": [ 1.2, 0.9, 1.2 ] }, "firstperson_righthand": { "rotation": [ 0, -90, 25 ], "translation": [ 1.13, 3.2, 1.13 ], "scale": [ 0.88, 0.68, 0.88 ] } } } (_1 and _2 are the same with the respective layer0)
    • Hello I've been having some issues with Multipart entities and that it is constantly taking damage. The video below shows the issues. Also the hit boxes that are moving constantly seem to be still, because you can still be seated on the hit box where it is suppose to be.  Here is some modified code taken from EnderDragonPart. public class TheHeartPart extends PartEntity<TheHeart> { public final TheHeart parentMob; public final String name; private final EntityDimensions size; public TheHeartPart(TheHeart pParentMob, String pName, float pWidth, float pHeight) { super(pParentMob); this.size = EntityDimensions.scalable(pWidth, pHeight); this.refreshDimensions(); this.parentMob = pParentMob; this.name = pName; } @Override protected void defineSynchedData() { } @Override protected void readAdditionalSaveData(CompoundTag pCompound) { } @Override protected void addAdditionalSaveData(CompoundTag pCompound) { } @Override public boolean isPickable() { return true; } @Nullable public ItemStack getPickResult() { return this.parentMob.getPickResult(); } @Override public boolean hurt(DamageSource pSource, float pAmount) { return false; //return this.isInvulnerableTo(pSource) ? false : this.parentMob.hurt(pSource, pAmount); } @Override public boolean is(Entity pEntity) { return this == pEntity || this.parentMob == pEntity; } @Override public Packet<ClientGamePacketListener> getAddEntityPacket() { throw new UnsupportedOperationException(); } @Override public EntityDimensions getDimensions(Pose pPose) { return this.size; } @Override public boolean shouldBeSaved() {return false;} } Any help is greatly appreciated!
    • I've been trying to run some modpacks through Prism launcher which haven't been working and I narrowed it down due to some forge issues. The issues only happen with modpacks using forge 1.20.1 so I tried to reinstall 1.20.1, but I keep getting this error log:https://pastebin.com/4w9pGURJ 
    • I split your reply to an unrelated topic into a separate request for help.   Please read the FAQ for how to properly request help and post logs.
  • Topics

×
×
  • Create New...

Important Information

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