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Luis_ST

struggle on Render Model

By Luis_ST, November 24, 2020 in Modder Support

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Posted November 24, 2020 (edited)

I creat a Custom Shield with Custom Model and ItemStackTileEntityRenderer

but i have the half model/texture: i cant upload my picture so look there: https://drive.google.com/file/d/1GSBd2k3mBavdYc_VhsvNlDajv7llqwBA/view?usp=sharing

Can somebody help me?

 

Edited November 24, 2020 by Luis_ST
correction
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TheGreyGhost    819

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Posted November 25, 2020

HI 

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

 

-TGG

 

 

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Posted November 25, 2020
15 hours ago, TheGreyGhost said:

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

 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

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Beethoven92    69

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Posted November 25, 2020

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

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

A little fun project: https://www.curseforge.com/minecraft/mc-mods/two-players-one-horse

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Posted November 26, 2020
18 hours ago, 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

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;
		
	}
	
}

 

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Beethoven92    69

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Posted November 26, 2020

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

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

A little fun project: https://www.curseforge.com/minecraft/mc-mods/two-players-one-horse

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Posted November 26, 2020
52 minutes ago, 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

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"
    }
  ]
}

 

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Beethoven92    69

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Posted November 26, 2020

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.

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

A little fun project: https://www.curseforge.com/minecraft/mc-mods/two-players-one-horse

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Posted November 26, 2020
1 hour ago, 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.

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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Beethoven92    69

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Posted November 26, 2020 (edited)

There is not need to extend ItemModelsProperties since func_239418_a_ is a static method. You have to register your properties during your client setup event

Edited November 26, 2020 by Beethoven92
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Check out the port of the BetterEnd fabric mod (WIP): https://www.curseforge.com/minecraft/mc-mods/betterend-forge-port

A little fun project: https://www.curseforge.com/minecraft/mc-mods/two-players-one-horse

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Posted November 27, 2020
19 hours ago, Beethoven92 said:

There is not need to extend ItemModelsProperties since func_239418_a_ is a static method. You have to register your properties during your client setup event

okay thanks so much the Shield works perfectly

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