Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

[1.12.2] Custom Armor Model with High Resolution Textures


Meldexun
 Share

Recommended Posts

Hi there,

I created my own armor and I made a custom model for my armor. But now I want to have a higher resolution texture on my model.

As an example I have a 8x12x4 rectangle and we look at one 8x12 side of this rectangle. Now I want a 16x24 texture rendered on this side. But how can I do this?

This is my model class:

public class CustomArmorModel extends ModelBiped {

	ModelRenderer customBodyModel;

	public CustomArmorModel(float scale) {
		super(scale, 0, 512, 512);

		customBodyModel = new ModelRenderer(this, 64, 128);
		customBodyModel.addBox(0F, 0F, 0F, 8, 12, 4, 0.0f);
		customBodyModel.setRotationPoint(-4F, 0F, -2F);
		customBodyModel.setTextureSize(512, 512);
		customBodyModel.mirror = true;
		setRotation(customBodyModel, 0F, 0F, 0F);

		bipedBody.addChild(customBodyModel);
	}

	public void render(Entity entityIn, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scale) {
		super.render(entityIn, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale);
		setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale, entityIn);
	}

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

I tried making a bigger model and reducing the size by the scale:

customBodyModel.addBox(0F, 0F, 0F, 16, 24, 8, -0.5f);

But the -0.5f just shrinks the model from every side by 0.5. So I just could shrink a cube by this.

Link to comment
Share on other sites

3 minutes ago, V0idWa1k3r said:

Just make your armor texture's resolution higher. You don't need to change anything within the code. 

Obviously you'd need to make the resolution of the entire texture higher, not just a select part, say make it from 64x32 to a 128x64.

Then it selects the same part of my texture.

new1.png.66adb92a36bad0887bdb48e1c9c6c32a.pngnew2.png.b735d408ad36151aff7e304bbe3fcd77.png

The dark blue rectangle(8x12) is selected for the front of my rectangle. It always selects a 8x12 rectangle for the front. I can icrease the size of my complete texture from 64x32 to 128x64 but it still just selects the 8x12 dark blue part.

Link to comment
Share on other sites

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
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.

 Share



  • Recently Browsing

    No registered users viewing this page.

  • Posts

    • Hi everyone, I use the Curse Forge app for overwatch and I created a plain 1.17.1 forge 37.1.0 profile. It crashes immediately when I click "play" in the minecraft launcher. I just installed Java 16 and set minecraft to use it in the curse forge app settings. I don't have any mods installed and my log looks like this: [12:36:42] [main/INFO]: ModLauncher running: args [--username, MrKatuffel, --version, forge-37.1.0, --gameDir, C:\Users\Benni\Documents\Minecraft\Instances\1.17.1, --assetsDir, C:\Users\Benni\Documents\Minecraft\Install\assets, --assetIndex, 1.17, --uuid, 2021e6cbc7bc4d2a81effa163cfd62d9, --accessToken, ????????, --userType, mojang, --versionType, release, --width, 1024, --height, 768, --launchTarget, forgeclient, --fml.forgeVersion, 37.1.0, --fml.mcVersion, 1.17.1, --fml.forgeGroup, net.minecraftforge, --fml.mcpVersion, 20210706.113038] [12:36:42] [main/INFO]: ModLauncher 9.0.7+91+master.8569cdf starting: java version 16.0.1 by Microsoft [12:36:42] [main/INFO]: SpongePowered MIXIN Subsystem Version=0.8.4 Source=union:/C:/Users/Benni/Documents/Minecraft/Install/libraries/org/spongepowered/mixin/0.8.4/mixin-0.8.4.jar%2318! Service=ModLauncher Env=CLIENT [12:36:43] [main/INFO]: Found mod file fmlcore-1.17.1-37.1.0.jar of type LIBRARY with locator net.minecraftforge.fml.loading.moddiscovery.MinecraftLocator@6cc0bcf6 [12:36:43] [main/INFO]: Found mod file javafmllanguage-1.17.1-37.1.0.jar of type LANGPROVIDER with locator net.minecraftforge.fml.loading.moddiscovery.MinecraftLocator@6cc0bcf6 [12:36:43] [main/INFO]: Found mod file mclanguage-1.17.1-37.1.0.jar of type LANGPROVIDER with locator net.minecraftforge.fml.loading.moddiscovery.MinecraftLocator@6cc0bcf6 [12:36:43] [main/INFO]: Found mod file client-1.17.1-20210706.113038-srg.jar of type MOD with locator net.minecraftforge.fml.loading.moddiscovery.MinecraftLocator@6cc0bcf6 [12:36:43] [main/INFO]: Found mod file forge-1.17.1-37.1.0-universal.jar of type MOD with locator net.minecraftforge.fml.loading.moddiscovery.MinecraftLocator@6cc0bcf6 So I can see it is indeed using Java 16. The error message of the minecraft launcher is just: So that isn't helping. Anyone have any ideas?
    • Further testing revealed that Forge will not successfully load any library in the IDE at all, if the library is not a mod. This means this is either a Forge bug, or the way to include a library at runtime has been changed. Tested with a random library for Java not included in Minecraft or Forge: build.gradle dependencies { minecraft 'net.minecraftforge:forge:1.18-38.0.8' implementation 'com.github.ben-manes.caffeine:caffeine:3.0.4' } ExampleMod.java package com.example.examplemod; import com.github.benmanes.caffeine.cache.Caffeine; import net.minecraftforge.fml.common.Mod; @Mod("examplemod") public class ExampleMod { public ExampleMod() { Caffeine<Object, Object> graphs = Caffeine.newBuilder(); } } Will result in java.lang.NoClassDefFoundError: com/github/benmanes/caffeine/cache/Caffeine Should I file a bug report?
    • Thank you! I managed to get this working finally after puzzling through it, and your answer gave me a good place to start. I ended up using a combination of several for loops and an int array which was filled with the values of my "weight" json attribute for each recipe. Iterating through each recipe in my main list, I could add to a new array several repeats of the same number for the weight, and this number would correlate to a specific recipe in the main list. E.g. if the weight for the recipe in index 0 was 5, then 0 would be added to the array 5 times. My random number would then be chosen from this new array, and the recipe fetched from the main list using it. This works like an absolute charm. Hope this helps anyone else that might stumble on this thread! 
    • What should you set the Ingredient parameter of SimpleCookingRecipeBuilder.cooking() to?
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.