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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]

    Big boss finally posted some new stuff on his twitter. It's just what he is working with involving guns though.

    https://twitter.com/ici2cc


    At least they are alive.

    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]

    In another universe, this was actively updated.

    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]

    I think I downloaded an emulator for this purpose.

    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]

    It must be mentioned that with the time frame it took @ici2cc to even get that far, it will probably be a little bit more until it's in beta.

    Also, keep in mind it looks like he/she is using it in the experimental Ray-Tracing for the RTX from SEUS shaders. That is super graphics intensive. If you don't have an RTX, just hope CustomSteve 1.12.2 works without shaders.


    Anyone with model questions, don't forget there is 50 pages of content to read through for answers. I've talked about my experiences in getting models to work before. About how to get armors to work, items to appear in the right spots etc. Another tip I have mentioned is if a model has black textures, try changing the file's format. For example .dds to .png and vice versa. It helps sometimes. I know @ici2cc's Saber Lily model didn't work at first until I did that. Sometimes resolution can be an issue. Don't forget to change the reference to those textures on the model in PmxEditor of course. Make sure all file paths are correct. Sometimes the Japanese on a model gets changed to a garbled mess because of Zip.


    To get the Camera to move in a dance animation, make sure the animation has an associated camera animation with the same name with an additional _Camera at the end. Example: ApplePie.vmd and ApplePie_Camera.vmd. Keep in mind you need to be in 3rd person I think to see it working. Sometimes, they just don't work, and that could be an issue with the way CustomSteve handles .vmd.


    Remember the 1.7 version doesn't support Optifine or shaders. They will not work with Optifine installed. Even 1.10 throws fits sometimes with Optifine and shaders. It is really random sometimes.


    Also, some model creators have the model's extension as .Pmx, which CustomSteve won't catch. It must be .pmx to work.

    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]

    It would be nice if it was updated. But the author probably has no interest in doing that. I doubt anyone else would do it either. With how Minecraft changes their code, it would be pretty challenging. Plus, not many people know of this gem.

    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]

    @KawaiiKamiKait The reason Saber Lily isn't rendering correctly is the file format for the textures. I remember fixing it by changing the format to something else. Same thing with most other models that have black textures and some working textures.

    Man I hope there is an update for this mod at some point. However, the mod author doesn't seem interested in doing that. I can understand somewhat, since the devs of Minecraft just HAD to change the code for the game.

    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]

    I tried out CustomSteve for Minecraft version 1.7.10 because of CustomBuki. However, one issue I noticed right away is that the default first-person arm is still visible in first person. It looks really odd with it overlapping with the MMD Model. Anyone know of a solution to this problem? One thing I thought of was pressing F1, but that gets rid of both the arm and the HUD. I also attempted to search for a mod that could solve my problem. The only thing I could find was one that removes the HUD and not the arm XD. Google has failed me this time around. Hopefully someone will have an answer within a decade. Also can't seem to get SEUS to work in 1.7.10, the sky/clouds move with my camera and other issues... but that is off topic. Probably because the author got rid of support for shaders. RIP. I might just stick with 1.10.2.

    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]

    The mod is looking amazing. Got my favorite Reimu model to work with it. Here are some pictures. Got items to work, and armor/clothing associated. Helmet - Bow, hair. Chestplate - Shirt, Skirt. Leggings - Bra. Boots - Panties. This model doesn't have skin under the leggings or shoes, hence my choice of use. Also, I won't show pictures of me removing the leggings and boots for obvious reasons. Shirt and skirt is as far as I'll go. This is by far my most favorite mod. Keeps the game alive for me.The Reimu model isn't the only model I've done. And probably won't be the last.

    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]
    Quote from DongeinMyonMo»

    More like a bug..? How do u get rid of the glowing shader model bug through cause didn't they fix shader already? i re modded like 3 times still got same Glowing shader texture model bug happening that why..

    Before we assume it's the shader, try out a different model. There's a couple models people made on Youtube you can try. If other models glow too, then maybe mess with the shader settings? Other than that, I got no clue. There's different versions of Custom Steve, perhaps you're using the wrong one.
    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]

    Been fiddling with this mod for the past couple of days, but there is one issue I can't seem to pin down. That issue is how to get other models to have blocks/tools/items ect. in hand.


    On Page 42, a user named DarkPower 202 gave a tutorial on how to use the mod, but I can't seem to get the copied bones to work on a different model.

    I do exactly as it says. Copy and paste the four bones, adjust them accordingly, and then save the model. Even so, items still don't show up. The Camera works though. I've read through most of the posts on this thread, so I hope someone can enlighten me.


    I'm using the 1.4.0Beta on Minecraft version 1.10.2. Windows 10, 64-bit java.


    I'll keep trying to figure it out, but it would be nice if there was a knowledgeable person to give me a quick solution to this problem.


    For now, not sure what to do.


    Edit: Never mind, I figured it out. Perhaps it's because the version I'm using is newer, but you also need to copy over the two "左item" bones as well to get them to show up, not just itemR, itemL, Camera, and Back. Don't forget to align them to the same position as itemR and itemL.


    Now if anybody knows, how do I associate certain clothing items to armor pieces in game? This is so I can make it so certain clothing only appear when I have an armor piece equipped. The Sakuya model has Morphs named helmet, chestplate, leggings, and boots. Would it have to do with morphs then? I'm not too familiar with how the pmx editor works, but I'll try to learn how it's done.


    Edit 2: Well, I figured it out. It was pretty confusing at first, but it's actually simple.


    You create four morphs (I did all material morphs) by right clicking the morph list, go to "New (N)", then choosing "Material (M)". Repeat this four times and name them Helmet, Chestplate, Leggings, and Boots.


    Next you click the '+' symbol below the empty box to add a material, then input the index number of the material in the box next to "Target Index" that you want associated with that armor piece. (The materials tab has all the pieces of cloths, equipment, body parts, ect. and their number.)


    Now, double click the new item you created in the box, which should have the same name and index number of the material you chose. A new window pops up. Select add, then click "All 0." Every value will be zero, but we want Opaque to stay '1' so make sure to change it. Repeat this for any other materials you want associated with the armor piece.


    The next step is to go to the material tab and edit the 'Opaque' option of every single material you chose and change it to '0'. (The box should be on the right side under an 'A' symbol).


    The idea behind this is so that the material is invisible (Opaque level 0) until you equip an armor piece in game, where it will change the Opaque level to 1 like you chose in the morph.


    Now, I'm not sure if everyone understands my explanation, but, I think since I struggled to figure out how to do all this, then others will too. I don't see any tutorials around explaining how to do this except for DarkPower 202. Just think of my post here as a continuation. I put effort into learning how to do this, even when I have no prior experience, because of how much I love this mod. I hope everyone else can say the same.


    Also, hope all this helped others with the same questions and issues... since no one ever helped me XD.

    Posted in: Minecraft Mods
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