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[1.11.2] Rendering Custom Armor Model


Tschipp

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I tried having a go at custom armor models, as it seemed fairly simple.

I followed this tutorial, which was made for 1.10.2. Has something major changed in 1.11, or am I just messing up once again? Anyway, my problem is the armor gets rendered very weirdly.

Here, some pictures:

 

bootsPicture.thumb.png.fe4490d6c9dbb9a64fb049a5afa1c8dc.png

 

The first picture shows a model of simple boots, as I modeled them in Techne. I made the positions of all the parts the same as the legs, and I changed the offset, just like described in the tutorial.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

However, Ingame, it shows up like this:

bootsingame1.thumb.png.43c46e224e27b93a582d0e9ca20dc954.png

 

 

The boots are streched out weirdly, and some other part is showing below the player that I didn't model. The boots also don't have a back-texture (I used the default generated texture)

 

 

 

 

 

 

 

 

 

 

 

 

 

Also, while moving it looks like this:

 

bootsingame2.png.61d4da45fe2ab29d5280a896cbd47fb7.png

As you can see, the part that is correct is not moving with the legs, however the part that magically appeared is moving... O.o

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

This is my ItemArmor class:

package tschipp.forgottenitems.items;

import java.util.List;

import javax.annotation.Nullable;

import tschipp.forgottenitems.FIM;
import tschipp.forgottenitems.models.ModelCushionedBoots;
import tschipp.forgottenitems.models.ModelGolemArmor;
import tschipp.forgottenitems.util.FIHelper;
import net.minecraft.client.model.ModelBiped;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.inventory.EntityEquipmentSlot;
import net.minecraft.item.ItemArmor;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ActionResult;
import net.minecraft.util.EnumActionResult;
import net.minecraft.util.EnumHand;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.text.TextFormatting;
import net.minecraft.util.text.translation.I18n;
import net.minecraft.world.World;
import net.minecraftforge.fml.common.registry.GameRegistry;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;

public class ItemCushionedBoots extends ItemArmor {

	public ItemCushionedBoots(ArmorMaterial material) {
		super(material, 1, EntityEquipmentSlot.FEET);
		registerItem("cushioned_boots");
		this.setCreativeTab(FIM.forgottenItems);

	}
	
	
	private void registerItem(String name)
	{
		super.setUnlocalizedName(name);
		GameRegistry.register(this, new ResourceLocation(FIM.MODID + ":" + name));
	} 
	
	@Override
	@SideOnly(Side.CLIENT)
	public String getItemStackDisplayName(ItemStack stack)
	{
		return "" + TextFormatting.RED + I18n.translateToLocal(this.getUnlocalizedNameInefficiently(stack) + ".name");
	}


	@Override
	@SideOnly(Side.CLIENT)
	public void addInformation(ItemStack stack, EntityPlayer playerIn, List<String> tooltip, boolean advanced)
	{
		tooltip.add("Softens your fall");
	}
	
	
	@Override
	@SideOnly(Side.CLIENT)
	@Nullable
	public ModelBiped getArmorModel(EntityLivingBase living, ItemStack stack, EntityEquipmentSlot slot, ModelBiped defaultModel)
	{
		if(!stack.isEmpty())
		{
			if(stack.getItem() instanceof ItemArmor)
			{
				ModelCushionedBoots armorModel = FIM.proxy.getCushionedBootsModel();

				armorModel.bipedRightLeg.showModel = slot == EntityEquipmentSlot.FEET;
				armorModel.bipedLeftLeg.showModel = slot == EntityEquipmentSlot.FEET;

				armorModel.isSneak = defaultModel.isSneak;
				armorModel.isRiding = defaultModel.isRiding;
				armorModel.isChild = defaultModel.isChild;

				armorModel.rightArmPose = defaultModel.rightArmPose;
				armorModel.leftArmPose = defaultModel.leftArmPose;

				return armorModel;
			}
		}
		return null;
	}



	@Override
	public ActionResult<ItemStack> onItemRightClick(World world, EntityPlayer player, EnumHand hand)
	{
		if(player.isSneaking() && !world.isRemote && player.isCreative())
		{
			FIHelper.printCraftingRecipe(world, player, 19);
		}
		return new ActionResult(EnumActionResult.SUCCESS, player.getHeldItem(hand));
	}

}

 

And this is the model:

// Date: 16.02.2017 21:54:36
// Template version 1.1
// Java generated by Techne
// Keep in mind that you still need to fill in some blanks
// - ZeuX






package tschipp.forgottenitems.models;

import net.minecraft.client.model.ModelBiped;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.entity.Entity;

public class ModelCushionedBoots extends ModelBiped
{
	//fields
	private ModelRenderer Right1;
	private ModelRenderer Left1;
	private ModelRenderer Right2;
	private ModelRenderer Left2;

	public ModelCushionedBoots(float scale)
	{
		super(scale, 0, 64, 64);
		textureWidth = 64;
		textureHeight = 64;

		Right1 = new ModelRenderer(this, 36, 0);
		Right1.addBox(-3F, 10F, -5F, 5, 2, 8);
		Right1.setRotationPoint(-2F, 12F, 0F);
		Right1.setTextureSize(64, 64);
		Right1.mirror = true;
		setRotation(Right1, 0F, 0F, 0F);
		Left1 = new ModelRenderer(this, 36, 0);
		Left1.addBox(-2F, 10F, -5F, 5, 2, 8);
		Left1.setRotationPoint(2F, 12F, 0F);
		Left1.setTextureSize(64, 64);
		Left1.mirror = true;
		setRotation(Left1, 0F, 0F, 0F);
		Right2 = new ModelRenderer(this, 0, 0);
		Right2.addBox(-3F, 7F, -3F, 5, 3, 6);
		Right2.setRotationPoint(-2F, 12F, 0F);
		Right2.setTextureSize(64, 64);
		Right2.mirror = true;
		setRotation(Right2, 0F, 0F, 0F);
		Left2 = new ModelRenderer(this, 0, 0);
		Left2.addBox(-2F, 7F, -3F, 5, 3, 6);
		Left2.setRotationPoint(2F, 12F, 0F);
		Left2.setTextureSize(64, 64);
		Left2.mirror = true;
		setRotation(Left2, 0F, 0F, 0F);
		
		this.bipedRightLeg.addChild(Right1);
		this.bipedRightLeg.addChild(Right2);
		this.bipedLeftLeg.addChild(Left1);
		this.bipedLeftLeg.addChild(Left2);
	}

	public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5)
	{
		super.render(entity, f, f1, f2, f3, f4, f5);
		setRotationAngles(f, f1, f2, f3, f4, f5, entity);
		Right1.render(f5);
		Left1.render(f5);
		Right2.render(f5);
		Left2.render(f5);
	}

	private void setRotation(ModelRenderer model, float x, float y, float z)
	{
		model.rotateAngleX = x;
		model.rotateAngleY = y;
		model.rotateAngleZ = z;
	}

	

}

 

And the clientProxy:

package tschipp.forgottenitems.util;

import java.util.HashMap;
import java.util.Map;

import net.minecraft.client.model.ModelBiped;
import net.minecraft.item.Item;
import net.minecraftforge.fml.client.FMLClientHandler;
import net.minecraftforge.fml.common.event.FMLInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPostInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;
import tschipp.forgottenitems.items.ItemCraftingRune;
import tschipp.forgottenitems.items.ItemList;
import tschipp.forgottenitems.items.ItemRendering;
import tschipp.forgottenitems.models.ModelCushionedBoots;
import tschipp.forgottenitems.models.ModelGolemArmor;

public class ClientProxy extends CommonProxy {
	
	private static final ModelGolemArmor golemArmor = new ModelGolemArmor(1.0f);
	private static final ModelGolemArmor golemArmorLegs = new ModelGolemArmor(0.5f);
	
	
	private static final ModelCushionedBoots cushionedBoots = new ModelCushionedBoots(0.5F);
	public static final Map<Item, ModelBiped> golemArmorModels = new HashMap<Item, ModelBiped>();

	
	
	public void preInit(FMLPreInitializationEvent event) {
		super.preInit(event);
		
		ItemRendering.registerItemRenders();

		golemArmorModels.put(ItemList.golemHelmet, golemArmor);
		golemArmorModels.put(ItemList.golemChestplate, golemArmor);
		golemArmorModels.put(ItemList.golemLeggings, golemArmorLegs);
		golemArmorModels.put(ItemList.golemBoots, golemArmor);

	}

	public void init(FMLInitializationEvent event) {
		super.init(event);
		
		FMLClientHandler.instance().getClient().getItemColors().registerItemColorHandler(new ItemCraftingRune.Color(), ItemList.craftingRune);


	}

	public void postInit(FMLPostInitializationEvent event) {
		super.postInit(event);

	}
	
	@Override
	public Map<Item, ModelBiped> getGolemArmor()
	{
		return golemArmorModels;
	}

	
	@Override
	public ModelCushionedBoots getCushionedBootsModel()
	{
		return cushionedBoots;
	}
	
	

}

So, where did I mess up? Because it's certainly me overlooking something trivial again :S

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Firstly, you are adding your boots as child of the legs hence they share the same rotation point and your setting your rotation point in your boots hence why your boots moved down. Change the float value of your rotation point all to 0.

 

Secondly, why are you rendering your boots again when you've rendered with addChild?

Edited by Spyeedy
  • Like 1

width=620 height=260http://www.startrek.com/uploads/assets/articles/61c89a9d73c284bda486afaeaf01cdb27180359b.jpg[/img]

Till next time. Thank you for delivering funny scenes to Star Trek as Chekov :) . Will always remember you

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6 hours ago, Spyeedy said:

Firstly, you are adding your boots as child of the legs hence they share the same rotation point and your setting your rotation point in your boots hence why your boots moved down. Change the float value of your rotation point all to 0.

 

Secondly, why are you rendering your boots again when you've rendered with addChild?

Thank you so much, that was exactly the problem. I'm very new to models.

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No problem, my first attempt at 3D armor models was horrifying to say. You really don't want to know what happened :P

Edited by Spyeedy

width=620 height=260http://www.startrek.com/uploads/assets/articles/61c89a9d73c284bda486afaeaf01cdb27180359b.jpg[/img]

Till next time. Thank you for delivering funny scenes to Star Trek as Chekov :) . Will always remember you

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