Yep, head worked. It's bedtime so I'm gonna continue tmr. Thanks for your continued help. Your name is gonna be on my mod's mcmod.info's credits and mod page's credits for sure!
Hm, I've been playing with GL11 codings but the model still ain't right... it is appearing the same yesterday when the head portion is fixed. Updated model class
Update: the arms and legs are at their proper position, the rotation point(not the model class but the model parts, eg: leftwingbase.setRotationPoint() not this.setRotationPoint() ) was the root of the problem but the mini versions of chest, arms and legs are still appearing
Because it is rendering the model again with the incorrect rotations and sizing, thus giving baby parasite models.
Thanks! It worked perfectly, time to get the sizes of those model parts right so that it will be an armor instead of a second skin over the player's skin. Thanks a lot!
Ahh. What you can do is in your super you know that float f in your model class? just make it so if get armor boots then the float = like 0.5 or whatever and if the float is 0.5 in your model class then call your boots part of the model. And trim the legs part of the model if you want it to be similar to Minecraft. Or if you are feeling cheeky you could just make a new armor class that is just boots and just use the vanilla model and trim your legs part of the model in your other armor class.
Well, we set the boots part of the model as a child of the legs. If you still don't get what I mean submit your updated code and I will write in an example of what I mean.
Take note in this case I just made random boxes for the boots so I could test it out, but you might want to change the boot boxes up a bit as they are a bit weird.
EDIT: Congratz m9 on ur 404 posts. Lel
Also, in the future if you plan on adding more custom modeled armors you might want to make a custom armor model base that implements boots and the stuff from the model biped so you don't need to add it every single armor class, but that is just a suggestion, by all means you do not have to do that. Lol I edited this post like literally 10+ times along with my gist just to make sure it worked for you. Gosh, by now this thread has practically turned into a how to make 3D armor models 1.8.9. Hehe.
Updated Armor & Model class
Okay in your model class you don't need this:
Yay! The head works so that is good.
You should also put a super in your model class. After public ModelJayGarrick:
Yep, head worked. It's bedtime so I'm gonna continue tmr. Thanks for your continued help. Your name is gonna be on my mod's mcmod.info's credits and mod page's credits for sure!
Hm, I've been playing with GL11 codings but the model still ain't right... it is appearing the same yesterday when the head portion is fixed. Updated model class
Hmmm... I'm going to tinker around with GL11 and see if I can get anywhere.
Update: the arms and legs are at their proper position, the rotation point(not the model class but the model parts, eg: leftwingbase.setRotationPoint() not this.setRotationPoint() ) was the root of the problem but the mini versions of chest, arms and legs are still appearing
Oh my god! I completely forgot about that! Do you have your updated class?
Oh!!!! I just saw your armor class! Delete this:
Because it is rendering the model again with the incorrect rotations and sizing, thus giving baby parasite models.
Thanks! It worked perfectly, time to get the sizes of those model parts right so that it will be an armor instead of a second skin over the player's skin. Thanks a lot!
How can I separate the legs into 2 parts, legs and boots like Minecraft's armor?
Ahh. What you can do is in your super you know that float f in your model class? just make it so if get armor boots then the float = like 0.5 or whatever and if the float is 0.5 in your model class then call your boots part of the model. And trim the legs part of the model if you want it to be similar to Minecraft. Or if you are feeling cheeky you could just make a new armor class that is just boots and just use the vanilla model and trim your legs part of the model in your other armor class.
Like you could do something like this:
And then in your getArmorModel:
And in your ModelJayGarrick2 class just add something like:
do I have any value in place of null?
Oh we give it a value later on with:
there's no boots, only legs
Well, we set the boots part of the model as a child of the legs. If you still don't get what I mean submit your updated code and I will write in an example of what I mean.
Updated Armor and Model class
Click here for example.
Take note in this case I just made random boxes for the boots so I could test it out, but you might want to change the boot boxes up a bit as they are a bit weird.
EDIT: Congratz m9 on ur 404 posts. Lel
Also, in the future if you plan on adding more custom modeled armors you might want to make a custom armor model base that implements boots and the stuff from the model biped so you don't need to add it every single armor class, but that is just a suggestion, by all means you do not have to do that. Lol I edited this post like literally 10+ times along with my gist just to make sure it worked for you. Gosh, by now this thread has practically turned into a how to make 3D armor models 1.8.9. Hehe.
Lol haha