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Posted

So blah blah blah I'm doing custom armor models, the models are done in Tabula and then manually edited so it works for this version. Anyways the model and textures all look good and the texture offsets are set correctly, as can be seen here:

 

image.png.abd1adc728f0d4aa482ddbdd049120c1.png

 

And then in my model class everything is parented correctly, and renders. However, I noticed that there are random texture artifacts for some reason in-game. This happens on every armor piece, this one is without the chestplate:

 

image.png.ebd105d36e74eb97b8eb7e3f3f53a5b8.png

 

I thought it might be some kind of texture offset problem so I tried making the texture size bigger and more spread out, but it still happens. What could be causing this?

 

Post your code.

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  • Author
12 hours ago, Draco18s said:

Post your code.

This is the model straight from Tabula, body and leg are on separate textures too:

        this.textureWidth = 64;
        this.textureHeight = 64;

        this.ll_shoulder_r = new ModelRenderer(this, 36, 8);
        this.ll_shoulder_r.mirror = true;
        this.ll_shoulder_r.setRotationPoint(0.0F, 0.0F, 0.0F);
        this.ll_shoulder_r.addBox(-4.0F, -2.5F, -2.5F, 5, 5, 5, 0.0F);
        this.ll_elbow_l = new ModelRenderer(this, 0, 18);
        this.ll_elbow_l.mirror = true;
        this.ll_elbow_l.setRotationPoint(3.0F, 3.0F, 0.0F);
        this.ll_elbow_l.addBox(-1.0F, 0.0F, -2.5F, 2, 2, 5, 0.0F);
        this.ll_elbow_r = new ModelRenderer(this, 0, 18);
        this.ll_elbow_r.mirror = true;
        this.ll_elbow_r.setRotationPoint(-3.0F, 3.0F, 0.0F);
        this.ll_elbow_r.addBox(-1.0F, 0.0F, -2.5F, 2, 2, 5, 0.0F);
        this.ll_collar = new ModelRenderer(this, 0, 35);
        this.ll_collar.setRotationPoint(0.0F, 0.0F, 0.0F);
        this.ll_collar.addBox(-4.5F, -1.0F, -2.0F, 9, 3, 5, 0.0F);
        this.ll_hair = new ModelRenderer(this, 0, 53);
        this.ll_hair.setRotationPoint(0.0F, -9.0F, 0.0F);
        this.ll_hair.addBox(-0.5F, -1.0F, -0.5F, 1, 1, 5, 0.0F);
        this.ll_torso = new ModelRenderer(this, 14, 18);
        this.ll_torso.setRotationPoint(0.0F, 0.0F, 0.0F);
        this.ll_torso.addBox(-4.5F, 0.0F, -2.5F, 9, 12, 5, 0.0F);
        this.ll_helm = new ModelRenderer(this, 0, 0);
        this.ll_helm.setRotationPoint(0.0F, 0.0F, 0.0F);
        this.ll_helm.addBox(-4.5F, -9.0F, -4.5F, 9, 9, 9, 0.0F);
        this.ll_shoulder_l = new ModelRenderer(this, 36, 8);
        this.ll_shoulder_l.setRotationPoint(0.0F, 0.0F, 0.0F);
        this.ll_shoulder_l.addBox(-1.0F, -2.5F, -2.5F, 5, 5, 5, 0.0F);

        this.ll_leg_r = new ModelRenderer(this, 0, 0);
        this.ll_leg_r.setRotationPoint(0.0F, 0.0F, 0.0F);
        this.ll_leg_r.addBox(-3.0F, 0.0F, -2.5F, 5, 6, 5, 0.0F);
        this.ll_leg_l = new ModelRenderer(this, 0, 0);
        this.ll_leg_l.mirror = true;
        this.ll_leg_l.setRotationPoint(0.0F, 0.0F, 0.0F);
        this.ll_leg_l.addBox(-2.0F, 0.0F, -2.5F, 5, 6, 5, 0.0F);
        this.ll_foot_r = new ModelRenderer(this, 0, 43);
        this.ll_foot_r.setRotationPoint(0.0F, 7.0F, 0.0F);
        this.ll_foot_r.addBox(-3.0F, 0.0F, -2.5F, 5, 5, 5, 0.0F);
        this.ll_foot_l = new ModelRenderer(this, 0, 43);
        this.ll_foot_l.mirror = true;
        this.ll_foot_l.setRotationPoint(0.0F, 7.0F, 0.0F);
        this.ll_foot_l.addBox(-2.0F, 0.0F, -2.5F, 5, 5, 5, 0.0F);

        this.ll_shoulder_r.addChild(this.ll_elbow_r);
        this.ll_helm.addChild(this.ll_hair);
        this.ll_torso.addChild(this.ll_collar);
        this.ll_shoulder_l.addChild(this.ll_elbow_l);

        if (legs)
        {
            this.bipedRightLeg.addChild(this.ll_leg_r);
            this.bipedLeftLeg.addChild(this.ll_leg_l);
        }
        else
        {
            this.bipedHead.addChild(this.ll_helm);
            this.bipedRightArm.addChild(this.ll_shoulder_r);
            this.bipedBody.addChild(this.ll_torso);
            this.bipedLeftArm.addChild(this.ll_shoulder_l);
            this.bipedRightLeg.addChild(this.ll_foot_r);
            this.bipedLeftLeg.addChild(this.ll_foot_l);
        }

 

Then in my item file, I literally just return the armor model (returning null if the equipment slot is empty). I even tried giving the helmet its own separate texture and while everything else is fixed, another cube inside the head gets rendered as well: 

image.png.8f142af53d958b3992440fb42f11628d.png

 

As you can see, the helmet itself renders fine, but inside it there's another cube that uses the helmet texture but messes it all up.

  • Author

It looks like for some reason there's an overlay over the player model's skin and this is somehow applying the texture on that? The same happens for the boots:

 

image.png.da71cf4a4601d7e6b3e90ca9e4609df1.png

Edited by k-off

  • Author

I went and commented out the part where the player model parts are parented to my armor parts (so I expected the armor NOT to render), but this is the result:

 

image.png.1e59fb69937fb47a9e8f0dd6f8e74948.png

 

These are the parts that are rendering underneath my armors in the pics above. So bizzarre, I can't figure out what to make of this.

  • Author

I still don't know what causes this to happen, but I overrode the rendering method and manually checked for render indexes to call the appropriate limbs, and it all works now.

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