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[1.15.2] Problems creating custom armor models


DPaulModz

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Hello, I have run into another small problem. I tried programming my own custom model for my armor (currently only for a helmet), but it gets render bad. It just takes the whole texture defined and "glues" it onto the model, even though I have defined texture offsets and boundaries. Plz help.

 

The code for the model:

package com.dpaul.mod.item.armor.model;

import com.mojang.blaze3d.matrix.MatrixStack;
import com.mojang.blaze3d.vertex.IVertexBuilder;

import net.minecraft.client.renderer.entity.model.BipedModel;
import net.minecraft.client.renderer.model.ModelRenderer;
import net.minecraft.entity.LivingEntity;

/**
 * ModelCopperHelmet - DPaulModz Created using Tabula 7.1.0
 */
public class CopperHelmetModel extends BipedModel<LivingEntity>
{
	public ModelRenderer shape15;
	public ModelRenderer shape16;
	public ModelRenderer shape17;
	public ModelRenderer shape18;
	public ModelRenderer shape19;

	public CopperHelmetModel(float size)
	{
		super(size);
		this.textureWidth = 128;
		this.textureHeight = 128;
		this.shape18 = new ModelRenderer(this, 68, 32);
		this.shape18.setRotationPoint(-4.0F, -8.0F, 4.0F);
		this.shape18.addBox(-4F, -8F, 4F, 8, 8, 0.5F, size);
		this.shape16 = new ModelRenderer(this, 18, 32);
		this.shape16.setRotationPoint(4.0F, -8.0F, -4.0F);
		this.shape16.addBox(4F, -8F, -4F, 0.5F, 8, 8, size);
		this.shape15 = new ModelRenderer(this, 0, 32);
		this.shape15.setRotationPoint(-4.5F, -8.0F, -4.0F);
		this.shape15.addBox(-4.5F, -8F, -4F, 0.5F, 8, 8, size);
		this.shape17 = new ModelRenderer(this, 36, 32);
		this.shape17.setRotationPoint(-4.0F, -8.5F, -4.0F);
		this.shape17.addBox(-4F, -8.5F, -4F, 8, 0.5F, 8, size);
		this.shape19 = new ModelRenderer(this, 86, 32);
		this.shape19.setRotationPoint(-4.0F, -8.0F, -4.5F);
		this.shape19.addBox(-4F, -8F, -4.5F, 8, 8, 0.5F, size);
		
		this.bipedHead.addChild(shape15);
		this.bipedHead.addChild(shape16);
		this.bipedHead.addChild(shape17);
		this.bipedHead.addChild(shape18);
		this.bipedHead.addChild(shape19);
	}
	
	@Override
	public void render(MatrixStack matrixStackIn, IVertexBuilder bufferIn, int packedLightIn, int packedOverlayIn, float red, float green, float blue, float alpha)
	{
		super.render(matrixStackIn, bufferIn, packedLightIn, packedOverlayIn, red, green, blue, alpha);
	}

	/**
	 * This is a helper function from Tabula to set the rotation of model parts
	 */
	public void setRotateAngle(ModelRenderer modelRenderer, float x, float y, float z)
	{
		modelRenderer.rotateAngleX = x;
		modelRenderer.rotateAngleY = y;
		modelRenderer.rotateAngleZ = z;
	}
}

 

The code for the helmet:

package com.dpaul.mod.item.armor;

import javax.annotation.Nullable;

import com.dpaul.mod.Main;
import com.dpaul.mod.item.armor.model.CopperHelmetModel;

import net.minecraft.client.renderer.entity.model.BipedModel;
import net.minecraft.entity.Entity;
import net.minecraft.entity.LivingEntity;
import net.minecraft.inventory.EquipmentSlotType;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;

public class CopperHelmet extends ArmorItemBase
{
	public CopperHelmet()
	{
		super("copper_helmet", ArmorMaterial.COPPER, EquipmentSlotType.HEAD, new Item.Properties().group(Main.tutorial_item_group));
	}

	@SuppressWarnings("unchecked")
	@Nullable
	@Override
	public <A extends BipedModel<?>> A getArmorModel(LivingEntity entityLiving, ItemStack itemStack, EquipmentSlotType armorSlot, A _default)
	{
		CopperHelmetModel model = new CopperHelmetModel(1F);
        model.bipedHeadwear.showModel = armorSlot == EquipmentSlotType.HEAD;

        model.isChild = _default.isChild;
        model.isSneak = _default.isSneak;
        model.isSitting = _default.isSitting;
        model.rightArmPose = _default.rightArmPose;
        model.leftArmPose = _default.leftArmPose;

        return (A) model;
	}
	
	@Override
	public String getArmorTexture(ItemStack stack, Entity entity, EquipmentSlotType slot, String type)
	{
		return "tutorialmod:textures/models/armor/copper_helmet_overlay.png";
	}
}

 

Image of the rendered model attached.

 

 

Screenshot_20200322_134208.png

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  • 3 months later...
On 3/22/2020 at 2:08 PM, ChampionAsh5357 said:

That's probably because you didn't align anything relative to the head. When you add something as a child model, everything becomes relative to the that specific renderer and not the entire model. So you have reorient everything in terms of the specific renderer.

I think I am having the same problem with textures but I do not understand how to do this, could you elaborate please?

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