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Posted

Well hello there,
i had a mod in 1.7.10 that had custom armor rendering
and i am now trying to do the same with 1.12.2 .. :I

 

additional info:

  • this is just for tests... i want to do this with a different model that my friend makes for me right now
  • I got confused at the new item registering and i bet i did something wrong at that .. (the last version i did mod in was 1.7.10)
  • I got that working in 1.7.10 .. but i don't even ..know if i did it correctly there
  • not being sure if i do it correctly .. (i mean like with the proxy sided stuff i obviously don't want to send a model to the server side.. >-<)



here is my problem i am trying to do a armor with a custom Model
and encountered these problems:

  • the armor is rendered like a "child" mob so the little version of the model
  • the animation of hitting, pulling a bow, blocking with shield... is NOT shown how do i get them in 1.12.2? ..
  • getting it "double" rendered (it gets rendered 2 times)

 

 

 

 

so here is actual code:


Model class:

package maki325.bnha.models;

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

public class ClothModel extends ModelBiped {
    private ModelRenderer RArm;
    private ModelRenderer LLeg;
    private ModelRenderer Head;
    private ModelRenderer Body;
    private ModelRenderer LArm;
    private ModelRenderer RLeg;

    public ClothModel(float f) {
    	super(f, 0, 64,32);
    	
        this.textureWidth = 64;
        this.textureHeight = 32;
        
        this.LArm = new ModelRenderer(this, 40, 16);
        this.LArm.addBox(-1.0F, -2.0F, -2.0F, 4, 12, 4, 0.0F);
        this.LArm.isHidden = true;
        
        this.Body = new ModelRenderer(this, 16, 16);
        this.Body.addBox(-4.0F, 0.0F, -2.0F, 8, 12, 4, 0.0F);
        
        this.RLeg = new ModelRenderer(this, 0, 16);
        this.RLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, 0.0F);
        
        this.LLeg = new ModelRenderer(this, 0, 16);
        this.LLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, 0.0F);
        
        this.RArm = new ModelRenderer(this, 40, 16);
        this.RArm.addBox(-3.0F, -2.0F, -2.0F, 4, 12, 4, 0.0F);
        
        this.Head = new ModelRenderer(this, 0, 0);
        this.Head.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, 0.0F);
        /*
        bipedLeftArm.addChild(LArm);
        bipedBody.addChild(Body);        
        bipedRightLeg.addChild(RLeg);
        bipedLeftLeg.addChild(LLeg);
        bipedRightArm.addChild(RArm);        
        bipedHead.addChild(Head);
        trying stuff 	*/
    }

    @Override
    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);
    }
    
}

Item class:

package maki325.bnha.init.items;

import java.util.HashSet;
import java.util.Set;

import maki325.bnha.util.Reference;
import net.minecraft.init.SoundEvents;
import net.minecraft.inventory.EntityEquipmentSlot;
import net.minecraft.item.Item;
import net.minecraft.item.ItemArmor;
import net.minecraftforge.common.util.EnumHelper;
import net.minecraftforge.event.RegistryEvent;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
import net.minecraftforge.fml.common.registry.GameRegistry.ObjectHolder;
import net.minecraftforge.registries.IForgeRegistry;

@ObjectHolder(Reference.MOD_ID)
public class ModItems {

	public static class ArmorMaterials {
		
		
		public static final ItemArmor.ArmorMaterial UA_SPORTS_MAT =
				EnumHelper.addArmorMaterial
				(Reference.MOD_ID +":ua_sports",
						Reference.MOD_ID +":ua_sports",
						15,
						new int[]{1, 4, 5, 2},
						12,
						SoundEvents.ITEM_ARMOR_EQUIP_LEATHER,
						(float) 0);
		
		
	}

	/*                    ITEMS                         */
	/*——————————————————————————————————————————————————*/
	
	
	
	/*——————————————————————————————————————————————————*/
	/*                    ARMOR                         */
	/*——————————————————————————————————————————————————*/
	public static final ClothArmor UA_SPORTS_CHESTPLATE = 
			new ClothArmor("ua_sports_chestplate",
					ArmorMaterials.UA_SPORTS_MAT,
					1,
					EntityEquipmentSlot.CHEST);

	
	
	public static final ClothArmor UA_SPORTS_LEGGINGS = 
			new ClothArmor("ua_sports_leggings",
					ArmorMaterials.UA_SPORTS_MAT,
					2,
					EntityEquipmentSlot.LEGS);

	/*——————————————————————————————————————————————————*/
	
	
	private static void initialiseItems() {
		UA_SPORTS_CHESTPLATE
		.setUnlocalizedName(UA_SPORTS_CHESTPLATE.getRegistryName().toString());
			
		UA_SPORTS_LEGGINGS
		.setUnlocalizedName(UA_SPORTS_LEGGINGS.getRegistryName().toString());
	}

	@Mod.EventBusSubscriber(modid = Reference.MOD_ID)
	public static class RegistrationHandler {
		public static final Set<Item> ITEMS = new HashSet<>();

		@SubscribeEvent
		public static void registerItems(final RegistryEvent.Register<Item> event) {
			final Item[] items = {
					UA_SPORTS_CHESTPLATE,
					UA_SPORTS_LEGGINGS,
			};

			final IForgeRegistry<Item> registry = event.getRegistry();

			for (final Item item : items) {
				registry.register(item);
				ITEMS.add(item);
			}

			initialiseItems();
		}
	}
}

Armor class:

package maki325.bnha.init.items;

import maki325.bnha.BnHA;
import maki325.bnha.models.ClothModel;
import maki325.bnha.util.IHasModel;
import maki325.bnha.util.Reference;
import net.minecraft.client.model.ModelBiped;
import net.minecraft.creativetab.CreativeTabs;
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 ClothArmor extends ItemArmor implements IHasModel{
	

	public ClothArmor(String name,ArmorMaterial material,int renderindex, EntityEquipmentSlot slot) {
		super(material, renderindex, slot);
		this.setRegistryName(Reference.MOD_ID, name);
        this.setCreativeTab(CreativeTabs.COMBAT);
	}
	
	@Override
	@SideOnly(Side.CLIENT)
	public ModelBiped getArmorModel(EntityLivingBase living, ItemStack stack, EntityEquipmentSlot slot, ModelBiped defaultModel)
	{
		if(!stack.isEmpty())
		{
			if(stack.getItem() instanceof ItemArmor)
			{
				ClothModel armorModel = BnHA.proxy.getClothModel();

				armorModel.bipedRightLeg.showModel = slot == EntityEquipmentSlot.FEET;
				armorModel.bipedLeftLeg.showModel = slot == EntityEquipmentSlot.FEET;
				armorModel.bipedBody.showModel = slot == EntityEquipmentSlot.CHEST;
				armorModel.bipedLeftArm.showModel = slot == EntityEquipmentSlot.CHEST;
				armorModel.bipedRightArm.showModel = slot == EntityEquipmentSlot.CHEST;
				armorModel.bipedHead.showModel = slot == EntityEquipmentSlot.HEAD;
				
				armorModel.isSneak = defaultModel.isSneak;
				armorModel.isRiding = defaultModel.isRiding;
				
				armorModel.rightArmPose = defaultModel.rightArmPose.BLOCK;
				armorModel.leftArmPose = defaultModel.leftArmPose.BLOCK;
				
				armorModel.rightArmPose = defaultModel.rightArmPose;
				armorModel.leftArmPose = defaultModel.leftArmPose;

				return armorModel;
			}
		}
		return null;
	}   		
	
	@Override
	public void registerModels() {
		BnHA.proxy.registerItemRenderer(this, 0, "inventory");
	}
	
}

ClientProxy class:

package maki325.bnha.proxy;

import maki325.bnha.models.ClothModel;
import net.minecraft.client.renderer.block.model.ModelResourceLocation;
import net.minecraft.item.Item;
import net.minecraftforge.client.model.ModelLoader;

public class ClientProxy extends CommonProxy {
	
	private static final ClothModel clothmodel = new ClothModel(1F);
	
	public void registerItemRenderer(Item item, int meta, String id) {
		ModelLoader.setCustomModelResourceLocation(item, meta, new ModelResourceLocation(item.getRegistryName(), id));
	}
	
	@Override
	public ClothModel getClothModel() {
		return clothmodel;
		}
	
	public static void registerModel() {
		
	}
	
}

 

thanks for reading this and helping me :)

16 minutes ago, Oscarita25 said:

Does really nobody know here how to do this?

i can read through the code and see what i can find if thats any help ?

note that my knowledge is limited so i cant promise much

  • Author
Just now, Ghostkeal said:

i can read through the code and see what i can find if thats any help ?

note that my knowledge is limited so i cant promise much

thanks :)

Just now, Oscarita25 said:

thanks :)

NP, but its been a while since ive looked at code like this so if i cant help much im sorry in advance

  • Author
Just now, Ghostkeal said:

NP, but its been a while since ive looked at code like this so if i cant help much im sorry in advance

nah no worries..

51 minutes ago, Oscarita25 said:

still searching for a solution .. i am really stuck .. ?

sorry, i read it for ages but found nothing, like i said its been some time since i last read code

  • Author
Just now, Ghostkeal said:

sorry, i read it for ages but found nothing, like i said its been some time since i last read code

when you don't find its okay .. but i am hoping for others right now that have expierence on that kind of thing or know what it could be to point it out for me :I
 

because:

54 minutes ago, Oscarita25 said:

still searching for a solution .. i am really stuck .. ?

 

In the 'render' method, you call "super.render()" and nothing else. That means that only the superclass model will be rendered. You need to get rid of the 'super' call and render your model's parts:

 

Head.renderWithRotation(scale);

Body.renderWithRotation(scale);

 

and so on. 'scale' is the 'f5' parameter.

But that's not all. Before going further, I'll ask - is this model intended for players only?

 

  • Author
6 hours ago, Alexiy said:

But that's not all. Before going further, I'll ask - is this model intended for players only?

@Alexiy
yes right now its only intentended for players

Edited by Oscarita25

  • Author

okay i just used a work around that is way easier
child the parts to the biped model - what would be the player
and then rendering then the super method (what would be Modelbiped)
and just using
 

LArm.isHidden = true;
Body.isHidden = true;
RLeg.isHidden = true;
LLeg.isHidden = true;
RArm.isHidden = true;
Head.isHidden = true;

 

to hide the models that are getting rendered 2 times

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