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[1.12.2] Armor Texture doesn't work


Noob_Master69
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So I made a custom model for my armor and when I tried it out, the model works but the texture doesn't.

Here's my model code:

package com.galileogalilei.ironmanarmormod.model;

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

public class ModelVArmor extends ModelBiped {
	
    ModelRenderer Headset1;
    ModelRenderer Headset2;
    ModelRenderer Headset3;
    ModelRenderer Spaulder;
  
  public ModelVArmor(float scale) {
	  super(scale, 0, 64, 64);
	  
	  textureWidth = 64;
	  textureHeight = 64;
    
      Headset1 = new ModelRenderer(this, 0, 32);
      Headset1.addBox(4F, -4F, -3F, 1, 2, 2);
      Headset1.setRotationPoint(0F, 0F, 0F);
      Headset1.setTextureSize(64, 32);
      Headset1.mirror = true;
      setRotation(Headset1, 0F, 0F, 0F);
      
      Headset2 = new ModelRenderer(this, 6, 32);
      Headset2.addBox(4F, -2F, -4F, 1, 1, 1);
      Headset2.setRotationPoint(0F, 0F, 0F);
      Headset2.setTextureSize(64, 32);
      Headset2.mirror = true;
      setRotation(Headset2, 0F, 0F, 0F);
      
      Headset3 = new ModelRenderer(this, 10, 32);
      Headset3.addBox(1F, -1F, -5F, 3, 1, 1);
      Headset3.setRotationPoint(0F, 0F, 0F);
      Headset3.setTextureSize(64, 32);
      Headset3.mirror = true;
      setRotation(Headset3, 0F, 0F, 0F);
      
      Spaulder = new ModelRenderer(this, 0, 36);
      Spaulder.addBox(-0.8F, -3.5F, -2F, 5, 5, 5);
      Spaulder.setRotationPoint(0F, 0F, 0F);
      Spaulder.setTextureSize(64, 32);
      Spaulder.mirror = true;
      setRotation(Spaulder, 0F, 0F, 0.3490659F);
      
      bipedHead.addChild(Headset1);
      bipedHead.addChild(Headset2);
      bipedHead.addChild(Headset3);
      bipedLeftArm.addChild(Spaulder);
  }
  
  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);
  }
  
  private void setRotation(ModelRenderer model, float x, float y, float z) {
    model.rotateAngleX = x;
    model.rotateAngleY = y;
    model.rotateAngleZ = z;
  }
}

And here's the code for my item:

package com.galileogalilei.ironmanarmormod.item;

import com.galileogalilei.ironmanarmormod.Main;
import com.galileogalilei.ironmanarmormod.init.ItemInit;
import com.galileogalilei.ironmanarmormod.model.ModelVArmor;

import net.minecraft.client.model.ModelBiped;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.inventory.EntityEquipmentSlot;
import net.minecraft.item.ItemArmor;
import net.minecraft.item.ItemStack;
import net.minecraft.potion.Potion;
import net.minecraft.potion.PotionEffect;
import net.minecraft.world.World;

public class ItemMark5Armor extends ItemArmor {

	public ItemMark5Armor(ArmorMaterial materialIn, int renderIndexIn, EntityEquipmentSlot equipmentSlotIn) {
		super(materialIn, renderIndexIn, equipmentSlotIn);
		this.setCreativeTab(CreativeTabs.COMBAT);
		this.setMaxStackSize(1);
	}
	
	@Override
	public void onArmorTick(World world, EntityPlayer player, ItemStack itemStack) {
		if (player.inventory.armorItemInSlot(3) != null && player.inventory.armorItemInSlot(3).getItem() == ItemInit.MARK_5_HELMET
				&& player.inventory.armorItemInSlot(2) != null && player.inventory.armorItemInSlot(2).getItem() == ItemInit.MARK_5_CHESTPLATE
				&& player.inventory.armorItemInSlot(1) != null && player.inventory.armorItemInSlot(1).getItem() == ItemInit.MARK_5_LEGGINGS
				&& player.inventory.armorItemInSlot(0) != null && player.inventory.armorItemInSlot(0).getItem() == ItemInit.MARK_5_BOOTS) {
			this.effectPlayer(player, Main.FLY_POTION, 0);
		}
	}
	
	private void effectPlayer(EntityPlayer player, Potion potion, int amplifier) {
		if (player.getActivePotionEffect(potion) == null || player.getActivePotionEffect(potion).getDuration() <= 1)
				player.addPotionEffect(new PotionEffect(potion, 159, amplifier, false, false));
	}
	
	@Override
	public ModelBiped getArmorModel(EntityLivingBase entityLiving, ItemStack itemStack, EntityEquipmentSlot armorSlot, ModelBiped _default) {
		if(!itemStack.isEmpty()) {
			if(itemStack.getItem() instanceof ItemArmor) {
				
				ModelVArmor armorModel = new ModelVArmor(1.0f);
				ModelVArmor armorModelLegs = new ModelVArmor(0.5f);
				
				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;
				armorModelLegs.bipedRightLeg.showModel = (armorSlot == EntityEquipmentSlot.LEGS) || (armorSlot == EntityEquipmentSlot.FEET);
				armorModelLegs.bipedLeftLeg.showModel = (armorSlot == EntityEquipmentSlot.LEGS) || (armorSlot == EntityEquipmentSlot.FEET);

				armorModel.isSneak = _default.isSneak;
				armorModel.isRiding = _default.isRiding;
				armorModel.isChild = _default.isChild;
				armorModel.rightArmPose = _default.rightArmPose;
				armorModel.leftArmPose = _default.leftArmPose;
				
				armorModelLegs.isSneak = _default.isSneak;
				armorModelLegs.isRiding = _default.isRiding;
				armorModelLegs.isChild = _default.isChild;
				armorModelLegs.rightArmPose = _default.rightArmPose;
				armorModelLegs.leftArmPose = _default.leftArmPose;

				return armorModel;
			}
		}
		
		return null;
	}
}

Can anyone help?

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