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[1.11.2] One piece armor.


Awex
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I want to make it so when you equip a chest plate it shows the model for the entire suit of armor.

Armor Handler

package com.awex.handlers;

import com.awex.heros.HalJordan;
import net.minecraft.inventory.EntityEquipmentSlot;
import net.minecraft.item.Item;
import net.minecraftforge.fml.common.registry.GameRegistry;

import static com.awex.Main.HJArmor;

public class ArmorHandler {
    public static Item HalJordanArmor;
    public static void CreateItems() {
        GameRegistry.register(HalJordanArmor = new HalJordan("HJArmor", HJArmor, "HJ", EntityEquipmentSlot.CHEST));
    }
}

HalJordan.java
 

package com.awex.heros;

import com.awex.Main;
import com.awex.proxy.ClientProxy;
import net.minecraft.client.model.ModelBiped;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.inventory.EntityEquipmentSlot;
import net.minecraft.item.ItemArmor;
import net.minecraft.item.ItemStack;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;


public class HalJordan extends ItemArmor{
    public String textureName;

	public HalJordan(String unlocalizedName, ArmorMaterial material, String textureName, EntityEquipmentSlot slot) {
        super(material, 0, slot);
        this.textureName = textureName;
        this.setUnlocalizedName(unlocalizedName);
        this.setRegistryName(Main.MODID + ":" + unlocalizedName);
    }

    @Override
    public String getArmorTexture(ItemStack stack, Entity entity, EntityEquipmentSlot slot, String type) {
        return Main.MODID + ":textures/items/armor/hj.png";
    }

    @Override
    @SideOnly(Side.CLIENT)
    public ModelBiped getArmorModel(EntityLivingBase entityLiving, ItemStack itemStack, EntityEquipmentSlot armorSlot, ModelBiped original) {
        ModelBiped armorModel;
        if (itemStack != null) {
                armorModel = ClientProxy.getArmorModel(0);
            if (armorModel != null) {
                armorModel.setModelAttributes(original);
                return armorModel;
            }
        }
        return null;
    }
}

HalJordanModel.java
 

package com.awex.heros;

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

public class HalJordanModel extends ModelBiped {

    public ModelRenderer LeftArm;
    public ModelRenderer RightLeg;
    public ModelRenderer Head;
    public ModelRenderer Torso;
    public ModelRenderer RightArm;
    public ModelRenderer LeftLeg;

    public HalJordanModel(float scale) {
        super(scale, 0, 64, 64);
        this.textureWidth = 64;
        this.textureHeight = 32;
        showModel();

        this.RightLeg = new ModelRenderer(this, 0, 16);
        this.RightLeg.mirror = true;
        this.RightLeg.setRotationPoint(1.9F, 12.0F, 0.0F);
        this.RightLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, 0.0F);

        this.RightArm = new ModelRenderer(this, 40, 16);
        this.RightArm.mirror = true;
        this.RightArm.setRotationPoint(5.0F, 2.0F, 0.0F);
        this.RightArm.addBox(-1.0F, -2.0F, -2.0F, 4, 12, 4, 0.0F);

        this.LeftArm = new ModelRenderer(this, 40, 16);
        this.LeftArm.setRotationPoint(-5.0F, 2.0F, 0.0F);
        this.LeftArm.addBox(-3.0F, -2.0F, -2.0F, 4, 12, 4, 0.0F);

        this.LeftLeg = new ModelRenderer(this, 0, 16);
        this.LeftLeg.setRotationPoint(-1.9F, 12.0F, 0.0F);
        this.LeftLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, 0.0F);

        this.Head = new ModelRenderer(this, 0, 0);
        this.Head.setRotationPoint(0.0F, 0.0F, 0.0F);
        this.Head.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, 0.0F);

        this.Torso = new ModelRenderer(this, 16, 16);
        this.Torso.setRotationPoint(0.0F, 0.0F, 0.0F);
        this.Torso.addBox(-4.0F, 0.0F, -2.0F, 8, 12, 4, 0.0F);
    }
    @Override
    public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) {
        showModel();
        setRotationAngles(f, f1, f2, f3, f4, f5, entity);
        super.render(entity, f, f1, f2, f3, f4, f5);
    }

    public void showModel(){
        this.bipedHead.showModel = true;
        this.bipedHeadwear.showModel = true;
        this.bipedBody.showModel = true;
        this.bipedRightArm.showModel = true;
        this.bipedLeftArm.showModel = true;
        this.bipedRightLeg.showModel = true;
        this.bipedLeftLeg.showModel = true;
    }
    public void setRotation(ModelRenderer modelRenderer, float x, float y, float z) {
        modelRenderer.rotateAngleX = x;
        modelRenderer.rotateAngleY = y;
        modelRenderer.rotateAngleZ = z;
    }
}

ClientProxy.java

package com.awex.proxy;

import com.awex.Main;
import com.awex.heros.HalJordanModel;
import net.minecraft.client.model.ModelBiped;
import net.minecraft.client.renderer.block.model.ModelResourceLocation;
import net.minecraft.item.Item;
import net.minecraftforge.client.model.ModelLoader;
import net.minecraftforge.fml.common.event.FMLInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPostInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;

public class ClientProxy extends CommonProxy {
    private static final ModelBiped bipedBase = new ModelBiped(0.2F);
    private static final HalJordanModel haljordan = new HalJordanModel(0.2F);

    @Override
    public void preInit(FMLPreInitializationEvent e) {
        super.preInit(e);
    }

    @Override
    public void init(FMLInitializationEvent e) {
        super.init(e);
    }

    @Override
    public void postInit(FMLPostInitializationEvent e) {
        super.postInit(e);
    }

    public static ModelBiped getArmorModel(int id)
    {
        switch (id)
        {
            case 0: return bipedBase;
            case 1: return haljordan;
            default: break;
        }

        return bipedBase; //default, if whenever you should have passed on a wrong id } }

    }
    @Override
    public void registerItemRenderer(Item item, int meta, String id) {
        ModelLoader.setCustomModelResourceLocation(item, meta, new ModelResourceLocation(Main.MODID + ":" + id, "inventory"));
    }

}

Main.java
 

package com.awex;

import com.awex.tabs.DCMultiverse;
import com.awex.proxy.CommonProxy;
import net.minecraft.init.SoundEvents;
import net.minecraft.item.Item;
import net.minecraft.item.ItemArmor;
import net.minecraftforge.common.util.EnumHelper;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.SidedProxy;
import net.minecraftforge.fml.common.event.FMLInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPostInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;

@Mod(modid = Main.MODID, version = Main.VERSION)
public class Main {
    public static final String MODID = "awex";
    public static final String VERSION = "1.0.1";
    public static final DCMultiverse DC_MULTIVERSE = new DCMultiverse();
    /**
     *  ==============
     *  Tools Sections
     *  ==============
     */
    public static final Item.ToolMaterial NthmetalToolMaterial = EnumHelper.addToolMaterial("nthmetalToolMaterial", 5, 4096, 14.0F, 5.0F, 40);
    public static final ItemArmor.ArmorMaterial HJArmor = EnumHelper.addArmorMaterial("HJArmor", MODID + ";hjarmor", 0, new int[] {0, 0, 12, 0}, 0, SoundEvents.ENTITY_FIREWORK_TWINKLE_FAR, 0.0F);
    /** ==============
     * Proxy
        ==============*/
    @SidedProxy(clientSide="com.awex.proxy.ClientProxy", serverSide="com.awex.proxy.ServerProxy")
    public static CommonProxy proxy;
    /**
     * ==============
     * Initialization
     * ==============
     */
    @Mod.EventHandler
    public void preInit(FMLPreInitializationEvent e)
    {
        proxy.preInit(e);
    }
    @Mod.EventHandler
    public void init(FMLInitializationEvent e)
    {
        proxy.init(e);
    }
    @Mod.EventHandler
    public void postInit(FMLPostInitializationEvent e)
    {
        proxy.postInit(e);
    }
    /**
     * ==============
     * End :)
     * ==============
     */
}

 

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I'm not really sure how to do this, but the easiest way would probably be to have a single armor piece set all the other armor slots to un-obtainable armor pieces that exist just to show the model... probably not the best way though....

 

Also, quick note to prevent problems later, you have a type in your armor material texture, you have MODID + ";hjarmor", but it should be a colon, not a semi-colon.

Developer of Randores (adds 256^3 ores to the game) and Arcane Bags (adds ridiculous storage with ridiculous crafting recipes).

I know Java pretty well... So yeah...

Quote

This is where I'd put an inspirational and/or clever quote, but I can't think of one right now...

This is the output of the totally, 100% working compiler for my programming language, Planet9:

Beginning Compilation...
Failed compilation!
planet9.compiler.error.CompilationException: Compiler not yet implemented
	at planet9.compiler.Compiler.compile(Compiler.java:39)
	at planet9.compiler.app.CompilerApp.main(CompilerApp.java:147)

 

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You also have a "HJarmor" that should be lower case:

GameRegistry.register(HalJordanArmor = new HalJordan("HJArmor", HJArmor, "HJ", EntityEquipmentSlot.CHEST));

This is backwards:

        this.setUnlocalizedName(unlocalizedName);
        this.setRegistryName(Main.MODID + ":" + unlocalizedName);

You should use the registry name to set the unlocalized name:

        this.setRegistryName(unlocalizedName); //of course 'unlocalizedName' is a bad name for this parameter now
        this.setUnlocalizedName(this.getRegistryName());

This appears to be unused:

public String textureName;

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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51 minutes ago, Awex said:

do you know anything about having one piece equip the full model?

Nope!

The fake-items method sounds pretty reasonable. When it's equipped, shove anything in the other slots to the player's inventory and then fill them with the "fake" items. When any of them are removed (either the fake item gets an "I am in the inventory" update or an "I am an entity item" update) destroy the fake ones and put the chest piece back into the user's inventory.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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I created an armour item that replaces your other armour when equipped and restores it when unequipped here. I created an armour item that deletes itself as soon as it's unequipped here.

 

I use these two classes here and here to create an armour set that's automatically equipped when you equip the helmet.

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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