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getItemModelWithOverrides returning IBakedModel with no quads


Jackiecrazy
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As the title may suggest, using said method yields a BakedItemModel that has a texture index but no quads, so I cannot combine item models since, well, they don't have quads for me to combine. The most quizzical things that arise from this are:

  1. It worked before. I did this once, then had to change the config structure a bit to use item NBT instead and now it's broken -.-
  2. The individual items render fine, it's the combination that doesn't work. In fact, I tried to just retrieve the IBakedModel of a rabbit foot and that also has no quads according to both getItemModelOverrides and getItemModelMesher().getItemModel, which I find somewhat odd since the foot most definitely has a list of quads.

I poked around in the RenderItem classes but they seem to do the exact same thing when retrieving models with no problems, my code is below:

Spoiler

protected static class ModelComboWeapon extends ModelCombo {
		protected ItemStack weap;
		private List<BakedQuad> cache;

		public ModelComboWeapon(IBakedModel base, IBakedModel[] combine, ItemStack is) {
			super(base, combine);
			weap = is.copy();
		}

		@Override
		public List<BakedQuad> getQuads(IBlockState state, EnumFacing side, long rand) {
			//System.out.println(state);
			if (cache != null) return cache;
			ArrayList<BakedQuad> quads = new ArrayList<BakedQuad>();
			
			for (PartData p : TaoItems.weap.getParts(weap).values()) {
				//missingno not turning up with rabbit foot but there is still no texture because it suddenly has no quads...
				//FIXME no quads
				IBakedModel quaddy = Minecraft.getMinecraft().getRenderItem().getItemModelWithOverrides(p.toStack(), null, null);
				System.out.println(quaddy.getParticleTexture());
				quads.addAll(quaddy.getQuads(state, side, rand));
				
			}
			cache = quads;
			return quads;
		}

	}

 

What exactly is wrong?

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Bump. I've been trying to figure this out for the last week or two and it's the last hurdle I need to get over, help would be highly appreciated. After some debugging I note that getQuads(state,side,rand) always assumes that side is null, even when I forcibly pass EnumFacing.DOWN to the function. Why would that happen?

Edited by Jackiecrazy
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31 minutes ago, Jackiecrazy said:

Bump. I've been trying to figure this out for the last week or two and it's the last hurdle I need to get over, help would be highly appreciated. After some debugging I note that getQuads(state,side,rand) always assumes that side is null, even when I forcibly pass EnumFacing.DOWN to the function. Why would that happen?

Is PartData.toStack returning a proper ItemStack aka not null or EMPTY?

Does TaoItems.weap.getParts(weap).values() return a filled array of PartData?

Check using your IDE's debugger.

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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22 minutes ago, Animefan8888 said:

Is PartData.toStack returning a proper ItemStack aka not null or EMPTY?

Does TaoItems.weap.getParts(weap).values() return a filled array of PartData?

Check using your IDE's debugger.

Yes they do. I figured it out. BakedItemModel only returns quads when the side is null, for whatever reason, so I passed null and now it works. Can anyone tell me why it's designed like that? Also, I'm having a bit of difficulty scaling and translating bakedQuads with this, is there another way, perhaps?

Edited by Jackiecrazy
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Just now, Jackiecrazy said:

Can anyone tell me why it's designed like that?

That was gonna be my second suggestion, it is like that, at least from my brain, is because Items don't have a facing.

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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