Jump to content

[1.8] Model scaling on the ground/in item frames


TheNuclearDuck

Recommended Posts

As I have found from a couple of older threads and other sites, item rendering in 1.8 does not apply any transformation to items on the ground or in item frames. Therefore, the only way to make your model smaller is to scale it down in its default state.

 

I want to scale down an item when it is thrown. However, I would like it to remain the same size in the player's inventory and everywhere else, and I want to use an inbuilt model (i.e. generated from the texture of the item). I just want the same model smaller when it's dropped. What do I do?

Link to comment
Share on other sites

I have a fix - may not be the best one, but its the only thing that I can think of - it may be involved. Each entity item is spawned for an itemstack - this means the itemstack's model is reflected by the entity item when the player throws / drag-drops an item into the world. With that logic in mind, you could return your regular sized model when the player is holding the item, and return your larger sized model when it is an entity item. Here is how you would do this:

1.) On the ItemTossEvent, set a simple NBT Boolean to the thrown itemstack (this tells you your item is an entity item)

 

2.) On the ItemPickupEvent, set the Boolean from above to false (this tells you your item is no longer an entity item)

 

3.) Implement ISmartItemModel. In the handlePerspective method, return the bigger model if the Boolean is true, and the regular sized model if the Boolean is false (entity item = true: large model | entity item = false : regular model)

 

4.) Register the ISmartItemModel type in the ModelBakeEvent and map it to your item's regular model. (ModelResourceLocation)

 

This will work if you know what your doing - its simple really. I actually did exactly this to change my model altogether. Anyway, hope that gives you an idea.

 

EDIT: Realized you also wanted to control the model when in an Item Frame - I believe this can be done in IPerspectiveAwareModel (TransformType.NONE). If that somehow isn't the case, you can always use the RenderEntityItemFrameEvent to set another itemstack Boolean and then check it in ISmartItemModel. (BTW sorry if some of the event names aren't correct, they should be very similar).

Development of Plugins [2012 - 2014] Development of Mods [2012 - Current]

Link to comment
Share on other sites

This method doesn't solve all cases. EntityItem can be in world without it being tossed, it also is a waste of memory/bandwidth. (EDIT - To post below: I was talking about NBT itself - it is just pointless to use it if you don't have to).

 

Proper way of handling such stuff is to extend EntityItem with CustomEntityItem (you can also use it do anything else you want, not just rendering).

 

Subscribe to EntityJoinWorldEvent - check if event.entity instanceof EntityItem, if so - cancel normal spawning and spawn your own CustomEntityItem.

Note that while you can cancel joining on both sides (doesn't matter really), the spawning occurs only on server side.

 

Extend RenderEntityItem / RenderItem and edit it with what you require.

 

In ClientProxy#init() (NOT preInit), call:

RenderingRegistry.registerEntityRenderingHandler(CustomEntityItem.class, new RenderCustomEntityItem());

 

As of now you can use custom rendering implementation to all items in world replaced by your CustomEntityItem. (You can/don't have to even use model system).

1.7.10 is no longer supported by forge, you are on your own.

Link to comment
Share on other sites

Still pretty involved either way. Your method would be preferred IMO. Still, though, its hardly any waste of memory, especially if you check the instance of the item being tossed / picked up - if tossed / picked up item == your item. Anyway, the main reason why I would use Ernio's solution is because you would have full, direct access to the EntityItem itself and GL (rather than having to scale up an existing model and forming a larger one out of it). Anyways, hope the rendering goes well for you.

Development of Plugins [2012 - 2014] Development of Mods [2012 - Current]

Link to comment
Share on other sites

Proper way of handling such stuff is to extend EntityItem with CustomEntityItem (you can also use it do anything else you want, not just rendering).

 

Subscribe to EntityJoinWorldEvent - check if event.entity instanceof EntityItem, if so - cancel normal spawning and spawn your own CustomEntityItem.

Note that while you can cancel joining on both sides (doesn't matter really), the spawning occurs only on server side.

 

Wouldn't it make more sense to override

Item#hasCustomEntity

and

Item#createEntity

to spawn a custom

EntityItem

class directly instead of using the event?

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • They were already updated, and just to double check I even did a cleanup and fresh update from that same page. I'm quite sure drivers are not the problem here. 
    • i tried downloading the drivers but it says no AMD graphics hardware has been detected    
    • Update your AMD/ATI drivers - get the drivers from their website - do not update via system  
    • As the title says i keep on crashing on forge 1.20.1 even without any mods downloaded, i have the latest drivers (nvidia) and vanilla minecraft works perfectly fine for me logs: https://pastebin.com/5UR01yG9
    • Hello everyone, I'm making this post to seek help for my modded block, It's a special block called FrozenBlock supposed to take the place of an old block, then after a set amount of ticks, it's supposed to revert its Block State, Entity, data... to the old block like this :  The problem I have is that the system breaks when handling multi blocks (I tried some fix but none of them worked) :  The bug I have identified is that the function "setOldBlockFields" in the item's "setFrozenBlock" function gets called once for the 1st block of multiblock getting frozen (as it should), but gets called a second time BEFORE creating the first FrozenBlock with the data of the 1st block, hence giving the same data to the two FrozenBlock :   Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=head] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@73681674 BlockEntityData : id:"minecraft:bed",x:3,y:-60,z:-6} Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=3, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=2, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} here is the code inside my custom "freeze" item :    @Override     public @NotNull InteractionResult useOn(@NotNull UseOnContext pContext) {         if (!pContext.getLevel().isClientSide() && pContext.getHand() == InteractionHand.MAIN_HAND) {             BlockPos blockPos = pContext.getClickedPos();             BlockPos secondBlockPos = getMultiblockPos(blockPos, pContext.getLevel().getBlockState(blockPos));             if (secondBlockPos != null) {                 createFrozenBlock(pContext, secondBlockPos);             }             createFrozenBlock(pContext, blockPos);             return InteractionResult.SUCCESS;         }         return super.useOn(pContext);     }     public static void createFrozenBlock(UseOnContext pContext, BlockPos blockPos) {         BlockState oldState = pContext.getLevel().getBlockState(blockPos);         BlockEntity oldBlockEntity = oldState.hasBlockEntity() ? pContext.getLevel().getBlockEntity(blockPos) : null;         CompoundTag oldBlockEntityData = oldState.hasBlockEntity() ? oldBlockEntity.serializeNBT() : null;         if (oldBlockEntity != null) {             pContext.getLevel().removeBlockEntity(blockPos);         }         BlockState FrozenBlock = setFrozenBlock(oldState, oldBlockEntity, oldBlockEntityData);         pContext.getLevel().setBlockAndUpdate(blockPos, FrozenBlock);     }     public static BlockState setFrozenBlock(BlockState blockState, @Nullable BlockEntity blockEntity, @Nullable CompoundTag blockEntityData) {         BlockState FrozenBlock = BlockRegister.FROZEN_BLOCK.get().defaultBlockState();         ((FrozenBlock) FrozenBlock.getBlock()).setOldBlockFields(blockState, blockEntity, blockEntityData);         return FrozenBlock;     }  
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.