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DeathSpawn

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  1. For people of the future refering to this thread, follow the thread in the first post here. Then follow the below part if you got the same error I did. In the ModelBakery.registerItemVariants, pass all the models you need for the perspective based model, then, in the ModelLoader.setCustomModelResourceLocation, pass a dummy third model. In the custom ICustomModelLoader class, make sure that your dummy third model gets passed through the loader rather than the models which you provided (which is what I did wrong) through ICustomModelLoader#accepts(). Make sure the ModelBakery and ModelLoader functions are happening in the ModelRegistryEvent.
  2. YES! Having a third model as the copy of the first model in ModelLoader.setCustomResourceLocation worked! Thank you very much!
  3. So something else other than the two models which I am using? Does a copy of one of the models work?
  4. I've moved the ModelBakery.registerItemVariants to the ModelRegistryEvent but still the problem stays. I've tested the models without the custom ModelLoader and it works. But when it loads through the custom ModelLoader, it just doesn't seem to want to work. It shows the same result. The problem persists. Also, Is using ModelBakery.registerItemVariants enough for the JSON models have to be loaded and baked by Minecraft or does it still go to the Custom ModelLoader somehow? I've removed the second ModelLoader.setCustomModelResourceLocation. I finally understood what you meant by "location". Please guide me if I have done something wrong.
  5. You have to make the Entitiy class implement ICapabilityProvider which lets Forge know it's using Capabilities. Then you have to initialise an ItemStackHandler. Example from a TileEntity from one my previous projects: private ItemStackHandler inventory = new ItemStackHandler(4); In the get capability method, you check if the capability wanted is a CapabilityItemHandler.ITEM_HANDLER_CAPABILITY and return the ItemStackHandler. In the has capability method, you check if the capability wanted is a CapabilityItemHandler.ITEM_HANDLER_CAPABILITY and return true. Example Code: @Override public boolean hasCapability(Capability<?> capability, @Nullable EnumFacing facing) { return capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY || capability == CapabilityEnergy.ENERGY || super.hasCapability(capability, facing); } @Nullable @Override public <T> T getCapability(Capability<T> capability, @Nullable EnumFacing facing) { if (capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY) return (T) this.inventory; else if (capability == CapabilityEnergy.ENERGY) return (T) this.energy; else return super.getCapability(capability, facing); } I am just a newbie so sorry if any of the information provided is wrong. I am only speaking from past experience since I had a similar problem with tileentities.
  6. Moved it to ModelRegistryEvent. It resulted in the same texture not being rendered. It shows the same output Thanks for any help in advance
  7. You're supposed to sync the data to the client because by default, I don't think the data is synced to the client. This part of the documentation explains it. So basically, you have to sync it yourself using packets.
  8. Please read the documentation here. It should help in getting started with the implementing IItemHandler capability.
  9. I removed the modid and name part and I think it is back to original but the problem still persists. The item is not rendering it's models...
  10. Oh, that I added very early. I forgot to remove it. I'll remove it quickly
  11. No, sorry but my gradle.properties is the same as the one on my local machine. My local machine's: # Sets default memory used for gradle commands. Can be overridden by user or command line properties. # This is required to provide enough memory for the Minecraft decompilation process. org.gradle.jvmargs=-Xmx3G
  12. I just gave it since I wanted to provide the source code. So, what am I supposed to add in the gradle.properties file?
  13. I wrote the code with changing models on whether it held in hand or in any other perspectives in mind The (failed) result: As you can see, the GUI model is just invisible and the handheld model is a missing texture placeholder. I don't know what is wrong. I already registered my custom ModelLoader class. Also did ModelBakery.registerItemVariants(...) and registered both models in the ModelLoader.setCustomModelResourceLocation(...) Also the log doesn't return any error.
  14. In my mod, I implemented a custom IBakedModel class based on the discussion here. But the problem is, both my item in GUI and in hand are not showing. The item in hand is just a missing texture whereas my GUI texture is invisible. My Github Repo is located here: https://github.com/SSJDeathSpawnMod/Rising-of-the-Shield-Hero-Mod I think it has something to do with if(!(model instanceof IFlexibleBakedModel)) model = new IFlexibleBakedModel.Wrapper(model, DefaultVertexFormats.ITEM); since I do not know of the 1.12.2 equivalent. Any help is appreciated.
  15. I found the error... In my blockstate file, I misspelled "fluids" as "fluid" which caused the error. I found the same issue on another thread: Which led me to the answer. Thanks to all those who tried to help.
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