Is there a way to have custom item models in 1.12? I have a file in .tbl, .java, and .obj, and I was wondering how to implement it in any of those forms.
New: Added Hero Selection voice lines for when a hero’s full armor set is equipped
New: Added config option to change ability cooldowns
New: Added config option to change max ammo
New: Added config option to require mobs to be killed by players to drop tokens
New: Added Select button to the Minewatch Tab’s Hero Gallery that spawns in the armor and weapon(s) for a hero
Fix: Minewatch can no longer get stuck thinking you’re holding LMB after you release it
Fix: Lucio’s circle no longer fades in dark areas and no longer renders on liquids
Fix: Reinhardt’s Fire Strike hit particle no longer clips off/through blocks
Fix: Bastion can no longer shoot in turret mode instantly after reconfiguring
Fix: Widowmaker’s Mine now gives targets glowing properly
Fix: Hanzo’s Sonic Arrow’s glowing affect only shows for Hanzo’s allies
Fix: Fences no longer attach to Health Packs in 1.12
Fix: Sombra’s Transposer has a larger collision box and teleporting to it can fail if it would place the player inside blocks (cooldown will reset if it fails)
Fix: Minewatch armor no longer appears black when enchanted
Fix: Abilities and weapons can no longer be used in spectator mode
Fix: Zenyatta can no longer use his abilities on things like Widowmaker’s Mine, Junkrat’s Trap, etc.
Minewatch armor now renders red when the entity wearing it is damaged
Hero Mob spawn rates have been tweaked
Soldier: 76’s primary fire now has gradual spread
Mei’s secondary fire is now delayed
Genji’s primary fire now shoots three shuriken when clicked once
McCree’s Fan the Hammer now continues until he runs out of ammo
What are those weapon models from? In the game, she shoots from her hands.
Well yes. Do you have knowledge off rendering OBJ in Minecraft if not starting with moving parts can work all be it somewhat more challenging.
And do note that as to my knowledge that is rendering OBJ entity's is not supported by forge meaning you will have to create your own OBJ parser/loader.
Then shoot that model to your rendering class, as i said i haven't done any obj entity rendering myself just yet.
But this could be of some help if you look at the minecraft code in the "minecraft/client/renderer/entity" folder, how MC handles this an on this you can work on and the model loading/rendering you can take a look at "minecraft/client/model" folder, maybe take a look at how MC did the ender-dragon and with some changes you should be able to render the model for the entity.
But as i said haven't done this yet, although i reckon that all in all it wouldn't be the hardest thing to do.
For now i have to much going on or i would try that since i will be needing this in the future anyway.
Hopes this helps you somehow
Yeah, all of this is totally new to me. Hopefully the Forge links Jabelar sent will be helpful in implementing it, and I know a lot of modders much more advanced than me who might be able to help. I'll take a look at the client renderer too
If i may, i do use (only OBJ (wavefront)) models for my mod.
And why would they drop support for OBJ it's a static model format meaning it isn't much difference using JSON models or OBJ or even the B3D models, they all have the "same", you can't (by code that is) change the vertices of the model in a sense they are already "baked".
Do note i'm am not a pro:p. But everything a wanted to do i am able to do with wavefront so please don't discourage people.
Yea it may be hard to get it working or even understanding but when you do whooow. You mind is the limit not the code or what ever.
Heya, if you really want to use OBJ model yea sure go ahead.
Although i might give you some pointers:
-never and i mean never export your models in quad's these aren't supported by the OBJ loader export (triangulated)
-if you model keep i mind that the model needs to be rendered by "java" minecraft so the renderer is limited meaning create low poly models
(I personally try to keep all the model under 1500 vertices)
-if you can do render your OBJ models by JSON (static,non moving) cuss these only are send once per chuck change or something to the renderer (much more optimized)
Any way if you really want to tackle that i will be more than glad to help you out here ;). Do know it will be a huge undertaking but trust me you will be more than happy when it does work. anyway i did learn a lot from the links jabelar gave you
Greets Sir_titi
Awesome thanks for the advice! For the model I'm thinking of, it'll have moving parts, so it'll have to be OBJ rather than JSON.
Hey, so I modeled a vehicle in Blender, and was wondering how to use it as a model file for a vehicle in 1.12? I already know how to make the vehicle's entity code, it's just the model that I don't know where to begin with.
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I have a texture for a custom bossbar for my mob, and I was wondering how to render it rather than the default one in 1.12.
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What software allows me to export JSON?
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Hmm. Okay, do any of you know how to get a .JSON model from any of the formats I mentioned above?
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Is there a way to have custom item models in 1.12? I have a file in .tbl, .java, and .obj, and I was wondering how to implement it in any of those forms.
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Currently working on bringing this up to 1.12!
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MLP Mythical Creatures Mod [1.7.10]
It's in the title.
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Oh, gotcha.
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What are those weapon models from? In the game, she shoots from her hands.
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Made a showcase!
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Yeah, all of this is totally new to me. Hopefully the Forge links Jabelar sent will be helpful in implementing it, and I know a lot of modders much more advanced than me who might be able to help. I'll take a look at the client renderer too
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Added a poll!
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Impressive work! I expect to make many videos on this!
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Awesome thanks for the advice! For the model I'm thinking of, it'll have moving parts, so it'll have to be OBJ rather than JSON.
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I know it's possible in Minecraft, I've seen it in some other mods, but I was wondering if it had been done in 1.12?
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Hey, so I modeled a vehicle in Blender, and was wondering how to use it as a model file for a vehicle in 1.12? I already know how to make the vehicle's entity code, it's just the model that I don't know where to begin with.