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Posted
  On 11/25/2020 at 12:57 AM, TheGreyGhost said:

Pls show your code?  And upload your project to GitHub?

Expand  

 okay this are the render class:

 

package net.luis.cave.render;

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

import net.luis.cave.model.EnderiteShieldModel;
import net.minecraft.client.renderer.IRenderTypeBuffer;
import net.minecraft.client.renderer.ItemRenderer;
import net.minecraft.client.renderer.entity.model.ShieldModel;
import net.minecraft.client.renderer.model.ItemCameraTransforms;
import net.minecraft.client.renderer.tileentity.ItemStackTileEntityRenderer;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ResourceLocation;

public class EnderiteShieldRender extends ItemStackTileEntityRenderer {
	
	 private final ShieldModel modelShield = new EnderiteShieldModel();
	 
	 public void func_239207_a_(ItemStack p_239207_1_, ItemCameraTransforms.TransformType p_239207_2_, MatrixStack p_239207_3_, 
			 					IRenderTypeBuffer p_239207_4_, int p_239207_5_, int p_239207_6_) {
		 
		 p_239207_3_.push();
		 p_239207_3_.scale(1.0F, -1.0F, -1.0F);
		 
		 final IVertexBuilder VertexBuilder = ItemRenderer.func_239391_c_(p_239207_4_, this.modelShield
				 .getRenderType(new ResourceLocation("cave:textures/entity/enderite_shield.png")), true, p_239207_1_.hasEffect());
		 
		 this.modelShield.func_228294_b_().render(p_239207_3_, VertexBuilder, p_239207_5_, p_239207_6_, 1.0F, 1.0F, 1.0F, 1.0F);	 
	
         p_239207_3_.pop();
         
	 }

}

 

and this are the model:

 

package net.luis.cave.model;

import java.util.List;
import java.util.Random;

import net.minecraft.block.BlockState;
import net.minecraft.client.renderer.entity.model.ShieldModel;
import net.minecraft.client.renderer.model.BakedQuad;
import net.minecraft.client.renderer.model.IBakedModel;
import net.minecraft.client.renderer.model.ItemOverrideList;
import net.minecraft.client.renderer.texture.TextureAtlasSprite;
import net.minecraft.util.Direction;

public class EnderiteShieldModel extends ShieldModel implements IBakedModel {

	@Override
	public List<BakedQuad> getQuads(BlockState state, Direction side, Random rand) {
		
		return null;
		
	}

	@Override
	public boolean isAmbientOcclusion() {
		
		return false;
		
	}

	@Override
	public boolean isGui3d() {
		
		return false;
		
	}

	@Override
	public boolean func_230044_c_() {
		
		return false;
		
	}

	@Override
	public boolean isBuiltInRenderer() {
		
		return true;
		
	}

	@Override
	public TextureAtlasSprite getParticleTexture() {
		
		return null;
		
	}

	@Override
	public ItemOverrideList getOverrides() {
		
		return null;
		
	}

 

I think these are the most important classes

Posted

Well, your code does exactly what you are telling it to do, have you taken a look at the ShieldModel class and its members/methods? If so you would notice that there are two getter methods that return two ModelRenderers, respectively one that represents the plate of the shield, and one that represents the handle. Now with:

this.modelShield.func_228294_b_().render(p_239207_3_, VertexBuilder, p_239207_5_, p_239207_6_, 1.0F, 1.0F, 1.0F, 1.0F);	

you are calling only one of these two methods, and you are rendering only the model that you get from it. By looking at the ShieldModel class you will see that this is the method that gets you the handle model

Check out the port of the BetterEnd fabric mod (WIP): https://www.curseforge.com/minecraft/mc-mods/betterend-forge-port

Posted
  On 11/25/2020 at 7:27 PM, Beethoven92 said:

Well, your code does exactly what you are telling it to do, have you taken a look at the ShieldModel class and its members/methods? If so you would notice that there are two getter methods that return two ModelRenderers, respectively one that represents the plate of the shield, and one that represents the handle. Now with:

this.modelShield.func_228294_b_().render(p_239207_3_, VertexBuilder, p_239207_5_, p_239207_6_, 1.0F, 1.0F, 1.0F, 1.0F);	

you are calling only one of these two methods, and you are rendering only the model that you get from it. By looking at the ShieldModel class you will see that this is the method that gets you the handle model

Expand  

okay i think i found the methods but it dosen't work

this now my model class

package net.luis.cave.model;

import java.util.List;
import java.util.Random;

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

import net.minecraft.block.BlockState;
import net.minecraft.client.renderer.entity.model.ShieldModel;
import net.minecraft.client.renderer.model.BakedQuad;
import net.minecraft.client.renderer.model.IBakedModel;
import net.minecraft.client.renderer.model.ItemOverrideList;
import net.minecraft.client.renderer.model.ModelRenderer;
import net.minecraft.client.renderer.texture.TextureAtlasSprite;
import net.minecraft.util.Direction;

public class EnderiteShieldModel extends ShieldModel implements IBakedModel {
	
	private final ModelRenderer plate;
	private final ModelRenderer handle;
	
	public EnderiteShieldModel() {
		
		this.textureWidth = 64;
		this.textureHeight = 64;
		this.plate = new ModelRenderer(this, 0, 0);
		this.plate.addBox(-6.0F, -11.0F, -2.0F, 12.0F, 22.0F, 1.0F, 0.0F);
		this.handle = new ModelRenderer(this, 26, 0);
		this.handle.addBox(-1.0F, -3.0F, -1.0F, 2.0F, 6.0F, 6.0F, 0.0F);
		
	}
	
	@Override
	public ModelRenderer func_228293_a_() {
		
		return this.plate;
		
	}
	
	@Override
	public ModelRenderer func_228294_b_() {
		
		return this.handle;
		
	}
	
	@Override
	public void render(MatrixStack matrixStackIn, IVertexBuilder bufferIn, int packedLightIn, int packedOverlayIn, float red, float green, float blue, float alpha) {
		
		this.plate.render(matrixStackIn, bufferIn, packedLightIn, packedOverlayIn, red, green, blue, alpha);
		this.handle.render(matrixStackIn, bufferIn, packedLightIn, packedOverlayIn, red, green, blue, alpha);

	}

	@Override
	public List<BakedQuad> getQuads(BlockState state, Direction side, Random rand) {
		
		return null;
		
	}

	@Override
	public boolean isAmbientOcclusion() {
		
		return false;
		
	}

	@Override
	public boolean isGui3d() {
		
		return false;
		
	}

	@Override
	public boolean func_230044_c_() {
		
		return false;
		
	}

	@Override
	public boolean isBuiltInRenderer() {
		
		return true;
		
	}

	@Override
	public TextureAtlasSprite getParticleTexture() {
		
		return null;
		
	}

	@Override
	public ItemOverrideList getOverrides() {
		
		return null;
		
	}
	
}

 

Posted

Actually you don't even need a custom model class, which in your case is identical to ShieldModel. You just have to apply your own texture to the vanilla shield model, which you have to do in the renderer. Also i don't get why you are implementing IBakedModel on your EnderiteShieldModel class. Look at how the ItemStackTileEntityRenderer class renders the shield

Check out the port of the BetterEnd fabric mod (WIP): https://www.curseforge.com/minecraft/mc-mods/betterend-forge-port

Posted
  On 11/26/2020 at 2:32 PM, Beethoven92 said:

Actually you don't even need a custom model class, which in your case is identical to ShieldModel. You just have to apply your own texture to the vanilla shield model, which you have to do in the renderer. Also i don't get why you are implementing IBakedModel on your EnderiteShieldModel class. Look at how the ItemStackTileEntityRenderer class renders the shield

Expand  

okay thanks it work now

and another question/problem

i dont get the normal blocking model i think the predicate blocking dosent work

 

{
  "parent": "builtin/entity",
  "gui_light": "front",
  "textures": {
    "particle": "block/dark_oak_planks"
  },
  "display": {
    "thirdperson_righthand": {
      "rotation": [0, 90, 0],
      "translation": [10, 6, -4],
      "scale": [1, 1, 1]
    },
    "thirdperson_lefthand": {
      "rotation": [0, 90, 0],
      "translation": [10, 6, 12],
      "scale": [1, 1, 1]
    },
    "firstperson_righthand": {
      "rotation": [0, 180, 5],
      "translation": [-10, 2, -10],
      "scale": [1.25, 1.25, 1.25]
    },
    "firstperson_lefthand": {
      "rotation": [0, 180, 5],
      "translation": [10, 0, -10],
      "scale": [1.25, 1.25, 1.25]
    },
    "gui": {
      "rotation": [15, -25, -5],
      "translation": [2, 3, 0],
      "scale": [0.65, 0.65, 0.65]
    },
    "fixed": {
      "rotation": [0, 180, 0],
      "translation": [-2, 4, -5],
      "scale": [0.5, 0.5, 0.5]
    },
    "ground": {
      "rotation": [0, 0, 0],
      "translation": [4, 4, 2],
      "scale": [0.25, 0.25, 0.25]
    }
  },
  "overrides": [
    {
      "predicate": {
        "blocking": 1
      },
      "model": "cave:item/enderite_shield_blocking"
    }
  ]
}

 

Posted

Item overrides are hardcoded for vanilla items, so the "blocking" property only works with Items.SHIELD. You need to register your own "blocking" property and bind it to your custom shield item. Take a look at the ItemModelsProperties class. Bow, Compass Clock ecc.. properties are also defined there.

Check out the port of the BetterEnd fabric mod (WIP): https://www.curseforge.com/minecraft/mc-mods/betterend-forge-port

Posted
  On 11/26/2020 at 4:52 PM, Beethoven92 said:

Item overrides are hardcoded for vanilla items, so the "blocking" property only works with Items.SHIELD. You need to register your own "blocking" property and bind it to your custom shield item. Take a look at the ItemModelsProperties class. Bow, Compass Clock ecc.. properties are also defined there.

Expand  

Okay i just look into this class so i creat this:

 

package net.luis.cave.models;

import net.luis.cave.init.CaveTools;
import net.minecraft.item.ItemModelsProperties;
import net.minecraft.util.ResourceLocation;

public class ShieldItemModelProperties extends ItemModelsProperties {
	
	public ShieldItemModelProperties() {
		
		func_239418_a_(CaveTools.ENDERITE_SHIELD.get(), new ResourceLocation("blocking"), (p_239421_0_, p_239421_1_, p_239421_2_) -> {
			
			return p_239421_2_ != null && p_239421_2_.isHandActive() && p_239421_2_.getActiveItemStack() == p_239421_0_ ? 1.0F : 0.0F;
			
		});
		
	}

}

 

Where should I add this to the shield or where should i register this

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