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By Turtledove · Posted
Are there any other options besides having all my textures be outside that space? I tried setting the default model's visibility to false: @OnlyIn(Dist.CLIENT) @Nullable public <A extends BipedModel<?>> A getArmorModel(LivingEntity LivingEntity, ItemStack itemStack, EquipmentSlotType armorSlot, A _default) { _default.bipedHeadwear.showModel = false; _default.bipedHead.showModel = false; _default.bipedBody.showModel = false; _default.bipedLeftArm.showModel = false; _default.bipedLeftLeg.showModel = false; _default.bipedRightArm.showModel = false; _default.bipedRightLeg.showModel = false; _default.setVisible(false); return (A) this.armorModel; } and it still looks like this: -
By ChampionAsh5357 · Posted
Makes sense, it's using the default biped model which reserves a 64x32 space for the actual armor. So any data drawn within that space will be reflected on the default model. -
By Turtledove · Posted
Wait, I'm getting this weird effect where there's extraneous layers to the model where there shouldn't be. I'm wearing nothing but the helm, and I've temporarily unparented the helm's model to BipedModel's head and the model has no headwear, but this is happening: -
By theishiopian · Posted
This is a follow up to an earlier post about not being able to use the knockback method. Well, since then I've learned a bit more about the nature of my problem. It turns out that knockback DOES work, but the catch is if I cancel the LivingAttackEvent that I'm calling the code from, then all attempts to modify the velocity of the player are nullified, even if i extract the mojang knockback code and reuse it (which I don't want to do in the long run, for legal reasons). As soon as I stop canceling the event, the knockback works. Unfortunately, I NEED to cancel the event, since its the whole point of the mod. What could be causing this interaction???
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