DeathSpawn Posted December 26, 2019 Posted December 26, 2019 (edited) In my mod, I implemented a custom IBakedModel class based on the discussion here. But the problem is, both my item in GUI and in hand are not showing. The item in hand is just a missing texture whereas my GUI texture is invisible. My Github Repo is located here: https://github.com/SSJDeathSpawnMod/Rising-of-the-Shield-Hero-Mod I think it has something to do with if(!(model instanceof IFlexibleBakedModel)) model = new IFlexibleBakedModel.Wrapper(model, DefaultVertexFormats.ITEM); since I do not know of the 1.12.2 equivalent. Any help is appreciated. Edited December 27, 2019 by DeathSpawn It's solved :) Quote
DeathSpawn Posted December 26, 2019 Author Posted December 26, 2019 (edited) I wrote the code with changing models on whether it held in hand or in any other perspectives in mind The (failed) result: As you can see, the GUI model is just invisible and the handheld model is a missing texture placeholder. I don't know what is wrong. I already registered my custom ModelLoader class. Also did ModelBakery.registerItemVariants(...) and registered both models in the ModelLoader.setCustomModelResourceLocation(...) Also the log doesn't return any error. Edited December 26, 2019 by DeathSpawn log Quote
DeathSpawn Posted December 26, 2019 Author Posted December 26, 2019 I just gave it since I wanted to provide the source code. So, what am I supposed to add in the gradle.properties file? Quote
DeathSpawn Posted December 26, 2019 Author Posted December 26, 2019 No, sorry but my gradle.properties is the same as the one on my local machine. My local machine's: # Sets default memory used for gradle commands. Can be overridden by user or command line properties. # This is required to provide enough memory for the Minecraft decompilation process. org.gradle.jvmargs=-Xmx3G Quote
DeathSpawn Posted December 26, 2019 Author Posted December 26, 2019 Oh, that I added very early. I forgot to remove it. I'll remove it quickly Quote
DeathSpawn Posted December 26, 2019 Author Posted December 26, 2019 (edited) I removed the modid and name part and I think it is back to original but the problem still persists. The item is not rendering it's models... Edited December 26, 2019 by DeathSpawn more context Quote
DeathSpawn Posted December 26, 2019 Author Posted December 26, 2019 (edited) Moved it to ModelRegistryEvent. It resulted in the same texture not being rendered. It shows the same output Thanks for any help in advance Edited December 26, 2019 by DeathSpawn grammar Quote
DeathSpawn Posted December 27, 2019 Author Posted December 27, 2019 (edited) I've moved the ModelBakery.registerItemVariants to the ModelRegistryEvent but still the problem stays. I've tested the models without the custom ModelLoader and it works. But when it loads through the custom ModelLoader, it just doesn't seem to want to work. It shows the same result. The problem persists. Also, Is using ModelBakery.registerItemVariants enough for the JSON models have to be loaded and baked by Minecraft or does it still go to the Custom ModelLoader somehow? I've removed the second ModelLoader.setCustomModelResourceLocation. I finally understood what you meant by "location". Please guide me if I have done something wrong. Edited December 27, 2019 by DeathSpawn questions and dumb Quote
DeathSpawn Posted December 27, 2019 Author Posted December 27, 2019 So something else other than the two models which I am using? Does a copy of one of the models work? Quote
DeathSpawn Posted December 27, 2019 Author Posted December 27, 2019 YES! Having a third model as the copy of the first model in ModelLoader.setCustomResourceLocation worked! Thank you very much! Quote
DeathSpawn Posted December 27, 2019 Author Posted December 27, 2019 For people of the future refering to this thread, follow the thread in the first post here. Then follow the below part if you got the same error I did. In the ModelBakery.registerItemVariants, pass all the models you need for the perspective based model, then, in the ModelLoader.setCustomModelResourceLocation, pass a dummy third model. In the custom ICustomModelLoader class, make sure that your dummy third model gets passed through the loader rather than the models which you provided (which is what I did wrong) through ICustomModelLoader#accepts(). Make sure the ModelBakery and ModelLoader functions are happening in the ModelRegistryEvent. Quote
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