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    • Are you sure? I thought the order was Blocks -> Items -> Everything else in alphabetical order.
    • Just to make sure this fact is known, the only order of registration that you can rely on is Blocks -> Items -> Everything else, in a non-specified order. The order of any other registrations besides blocks and items is subject to change, even between different runs.
    • This issue looks similar to MC-132113, where the player found that his bluetooth device's drivers caused a crash similar to yours. Unfortunately, we cannot reproduce this issue without the exact device that is causing the crash. If you are able, please describe the bluetooth device in detail: the brand name, if you bought it from official brand stores, the model number and type of device. This way, if someone does have a similar or exact device, we may be able to get more information.
    • So here is what I get now (on an armorstand) As you can see the textures seem heavily shifted.     Here is the corresponding code :   public class BronzeArmorModel extends BipedModel<LivingEntity> { public BronzeArmorModel(float size) { super(size, 0, 64, 64); ModelRenderer helmet; ModelRenderer chestplate; ModelRenderer ChestBtmPiece_R; ModelRenderer ChestBtmPiece_L; ModelRenderer rightBoot; ModelRenderer rightBootTop; ModelRenderer leftBoot; ModelRenderer leftBootTop; helmet = new ModelRenderer(this); helmet.setRotationPoint(0.0F, 0.0F, 0.0F); helmet.setTextureOffset(0, 0).addBox(-4.0F, -8.0F, -4.0F, 8.0F, 8.0F, 8.0F, 0.51F, false); helmet.setTextureOffset(0, 16).addBox(-4.0F, -8.5F, -4.0F, 8.0F, 1.0F, 8.0F, 0.45F, false); chestplate = new ModelRenderer(this); chestplate.setRotationPoint(0.0F, 5.3625F, 0.0F); chestplate.setTextureOffset(32, 0).addBox(-4.0F, -5.3625F, -2.0F, 8.0F, 11.0F, 4.0F, 0.28F, true); chestplate.setTextureOffset(40, 20).addBox(-2.0F, 6.0875F, -2.0F, 4.0F, 1.0F, 4.0F, 0.29F, false); ChestBtmPiece_R = new ModelRenderer(this); ChestBtmPiece_R.setRotationPoint(-1.5F, 4.6375F, 0.0F); chestplate.addChild(ChestBtmPiece_R); setRotationAngle(ChestBtmPiece_R, 0.0F, 0.0F, 0.2618F); ChestBtmPiece_R.setTextureOffset(12, 41).addBox(-2.3F, 1.55F, -2.0F, 2.0F, 1.0F, 4.0F, 0.29F, false); ChestBtmPiece_L = new ModelRenderer(this); ChestBtmPiece_L.setRotationPoint(1.5F, 4.6375F, 0.0F); chestplate.addChild(ChestBtmPiece_L); setRotationAngle(ChestBtmPiece_L, 0.0F, 0.0F, -0.2618F); ChestBtmPiece_L.setTextureOffset(0, 41).addBox(0.3F, 1.55F, -2.0F, 2.0F, 1.0F, 4.0F, 0.29F, false); rightBoot = new ModelRenderer(this); rightBoot.setRotationPoint(-2.0F, 21.0F, 0.0F); rightBoot.setTextureOffset(28, 15).addBox(-2.0F, -2.25F, -2.0F, 4.0F, 5.0F, 4.0F, 0.26F, false); rightBoot.setTextureOffset(24, 41).addBox(-2.0F, -2.0F, -2.5F, 4.0F, 4.0F, 1.0F, 0.0F, false); rightBootTop = new ModelRenderer(this); rightBootTop.setRotationPoint(0.0F, -1.5F, -1.5F); rightBoot.addChild(rightBootTop); setRotationAngle(rightBootTop, 0.1745F, 0.0F, 0.0F); rightBootTop.setTextureOffset(0, 0).addBox(-1.5F, -1.5F, -1.0F, 3.0F, 2.0F, 1.0F, 0.0F, false); leftBoot = new ModelRenderer(this); leftBoot.setRotationPoint(2.0F, 21.0F, 0.0F); leftBoot.setTextureOffset(28, 15).addBox(-2.0F, -2.25F, -2.0F, 4.0F, 5.0F, 4.0F, 0.26F, true); leftBoot.setTextureOffset(24, 41).addBox(-2.0F, -2.0F, -2.5F, 4.0F, 4.0F, 1.0F, 0.0F, true); leftBootTop = new ModelRenderer(this); leftBootTop.setRotationPoint(0.0F, -1.5F, -1.5F); leftBoot.addChild(leftBootTop); setRotationAngle(leftBootTop, 0.1745F, 0.0F, 0.0F); leftBootTop.setTextureOffset(0, 0).addBox(-1.5F, -1.5F, -1.0F, 3.0F, 2.0F, 1.0F, 0.0F, true); bipedHead.addChild(helmet); bipedBody.addChild(chestplate); bipedLeftLeg.addChild(leftBoot); bipedRightLeg.addChild(rightBoot); } @Override public void render(MatrixStack matrixStack, IVertexBuilder buffer, int packedLight, int packedOverlay, float red, float green, float blue, float alpha){ super.render(matrixStack, buffer, packedLight, packedOverlay, red, green, blue, alpha); } public void setRotationAngle(ModelRenderer modelRenderer, float x, float y, float z) { modelRenderer.rotateAngleX = x; modelRenderer.rotateAngleY = y; modelRenderer.rotateAngleZ = z; } }   public class BronzeArmor extends ArmorItem { public BronzeArmor(IArmorMaterial materialIn, EquipmentSlotType slot) { super(materialIn, slot, new Item.Properties().group(ModSetup.######_GROUP)); } @SuppressWarnings("unchecked") @Nullable @Override public <A extends BipedModel<?>> A getArmorModel(LivingEntity entityLiving, ItemStack itemStack, EquipmentSlotType armorSlot, A _default) { BronzeArmorModel model = new BronzeArmorModel(1.0F); model.bipedHead.showModel = armorSlot == EquipmentSlotType.HEAD; model.bipedHeadwear.showModel = false; model.bipedBody.showModel = armorSlot == EquipmentSlotType.CHEST; model.bipedLeftArm.showModel = false; model.bipedRightArm.showModel = false; model.bipedRightLeg.showModel = armorSlot == EquipmentSlotType.FEET; model.bipedLeftLeg.showModel = armorSlot == EquipmentSlotType.FEET; model.isChild = _default.isChild; model.isSitting = _default.isSitting; model.isSneak = _default.isSneak; model.rightArmPose = _default.rightArmPose; model.leftArmPose = _default.leftArmPose; return (A) model; } @Nullable @Override public String getArmorTexture(ItemStack stack, Entity entity, EquipmentSlotType slot, String type) { return "######:textures/models/armor/bronze_armor.png"; } }  
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