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Posted

Hi, I'm new to forge so I don't really know much yet but I was wondering if I could somehow change the armor texture dimension from 64x32 to 64x64.

With a custom armor model your texture could be of any size.

Why 64x64 exactly? If you just want a higher resolution then 128x64 would work just fine.

Can you explain that more?

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On 5/22/2019 at 4:33 AM, V0idWa1k3r said:

With a custom armor model your texture could be of any size.

You’ll need to write your own renderer that takes the parts of the textures from 1 file instead of two. As far as I can see, there is no advantage to doing this though.

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  • Author
On 5/23/2019 at 5:48 PM, Cadiboo said:

You’ll need to write your own renderer that takes the parts of the textures from 1 file instead of two. As far as I can see, there is no advantage to doing this though.

How do I do that exactly? Sorry I'm really a newbie at modding.

You would likely be copy and pasting and tweaking the existing renderer. You’ll need a good understanding off Java & rendering & modding before doing this though.

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i would approach this differently it is also possible (but a bit tedious) to just replace the armor model in the item class of the armor if you override in your class that extends ItemArmor

	@Override
	@SideOnly(Side.CLIENT)
	public ModelBiped getArmorModel(EntityLivingBase living, ItemStack stack, EntityEquipmentSlot armorSlot, ModelBiped defaultModel)
	{
		if(!stack.isEmpty())
		{
			if(stack.getItem() instanceof ItemArmor)
			{

				EntityEquipmentSlot type = ((ItemArmor) stack.getItem()).armorType;
				ModelBiped armorModel = null;
				switch (type) {
				case HEAD:
					armorModel = new MODEL(1f);
					break;
				case LEGS:
					armorModel = new MODEL(1f);
					break;
				case FEET:
					armorModel = new MODEL(0.5f);
					break;
				case CHEST:
					armorModel = new MODEL(0.5f);
					break;
				default:
					break;
				}

				armorModel.bipedHead.showModel = armorSlot == EntityEquipmentSlot.HEAD;
				armorModel.bipedHeadwear.showModel = armorSlot == EntityEquipmentSlot.HEAD;
				armorModel.bipedBody.showModel = (armorSlot == EntityEquipmentSlot.CHEST)
						|| (armorSlot == EntityEquipmentSlot.CHEST);
				armorModel.bipedRightArm.showModel = armorSlot == EntityEquipmentSlot.CHEST;
				armorModel.bipedLeftArm.showModel = armorSlot == EntityEquipmentSlot.CHEST;
				armorModel.bipedRightLeg.showModel = (armorSlot == EntityEquipmentSlot.LEGS)
						|| (armorSlot == EntityEquipmentSlot.FEET);
				armorModel.bipedLeftLeg.showModel = (armorSlot == EntityEquipmentSlot.LEGS)
						|| (armorSlot == 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;
	}   		
	

 

Edited by Oscarita25
forgot smth in the code

Please don’t post copypasta code, people will blindly use it without understanding it or learning anything from it

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In addition don't do this

ModelBiped armorModel = null;
				switch (type) {
				case HEAD:
					armorModel = new MODEL(1f);
					break;
				case LEGS:
					armorModel = new MODEL(1f);
					break;
				case FEET:
					armorModel = new MODEL(0.5f);
					break;
				case CHEST:
					armorModel = new MODEL(0.5f);
					break;
				default:
					break;
				}

You are creating a new model each frame. Considering that models have to compute themselves into render lists this is an expensive operation.

  • Author
14 hours ago, Cadiboo said:

Please don’t post copypasta code, people will blindly use it without understanding it or learning anything from it

Ok

That wasn’t directed at you

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  • 4 weeks later...
  • Author
On 5/23/2019 at 5:48 PM, Cadiboo said:

You’ll need to write your own renderer that takes the parts of the textures from 1 file instead of two. As far as I can see, there is no advantage to doing this though.

I've finally made my renderer but there's a problem.

Here's my code:

package com.galileogalilei.ironmanarmormod.client.model;

import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.util.EnumHand;
import net.minecraft.util.EnumHandSide;
import net.minecraft.util.math.MathHelper;

public class ModelSuits
  extends ModelBase
{
  public class ArmPose {

    }

private static final String ArmPose = null;
public ModelRenderer field_78116_c;
  public ModelRenderer field_178720_f;
  public ModelRenderer field_78115_e;
  public ModelRenderer field_178723_h;
  public ModelRenderer field_178724_i;
  public ModelRenderer field_178721_j;
  public ModelRenderer field_178722_k;
  public String field_187075_l = ModelSuits.ArmPose;
  public String field_187076_m = ModelSuits.ArmPose;
  public boolean field_78117_n;
  
  public ModelSuits() {
    this(0.0F);
  }
  
  public ModelSuits(float ☃) 
  {
    this(☃, 0.0F, 64, 64);
  }
 

You said

14 hours ago, Noob_Master69 said:

there's a problem.

So where is the problem?

Also why do you use field_78116_c as names for your objects?

And why do you have a ArmPose class which does nothing?

And you only posted half of your class. You should post a complete class and say what your problem is otherwise nobody can help you.

On 6/23/2019 at 5:54 PM, Noob_Master69 said:

I've finally made my renderer but there's a problem.

Thats a java model, not a renderer.

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Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

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7 hours ago, Noob_Master69 said:

The problem is that it doesn't render my models

I would say you need a model class and pass an instance of that class in the Item#getArmorModel method of your item class. If you still need help you need to post your classes.

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