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    posted a message on [Update 1.11.18] ENIM: Custom Entity Models and Animations (Entities, Tile Entities, Armor)

    ENIM: Custom Entity Models

    The ENIM mod is an in-development mod that adds the ability to alter and replace entity and tile entity models and their animations through the use of resource packs. To implement this, ENIM uses a format similar to the vanilla block model format, with additions and changes where blocks and entities differ. Moreover, ENIM is designed to be easy for other mods to use, enabling other mods to opt-in to the ENIM system with the same effort as creating a block.

    Details

    ENIM uses a JSON format for "entitystates" and entity model files. This format includes defining cuboid model elements with optional scaling and rotation, defining animations under varied circumstances, defining properties such as shadow size and nameplate height, and importing elements and animations from arbitrary model files.

    Animations are written in a custom script called AbieScript. Animations define (symbolic) model element names which are rotated and translated according to different curve schema, either linear or sinusoidal. Transformations may be grouped together in frames which are played one after another; and optional frame containing initial transformations may also be provided.

    Project Repository

    ENIM is open source and may be found on GitHub using this link (https://github.com/kvverti/enim).

    Releases

    Please report bugs below or on the project GitHub!

    Dev release 3 (requires Forge for MC1.11): Download from GitHub | See release notes

    Screenshots

    Any resource pack artists wanting to submit screenshots of their creations are welcome to message/post below.



    Documentation

    Please see the wiki pages on GitHub for detailed information on the model and animation systems. Source code is also available on GitHub. Resource pack artists should check the latest release notes for the latest features. Mod authors interested in using ENIM should check the wiki documentation and source for examples on how to create and register entity models.

    Interoperability with Optifine Custom Entity Models (CEM)

    Optifine CEM will override ENIM entity models if enabled. It is perfectly fine to have both ENIM and CEM active at the same time, but Optifine CEM will take precedence over ENIM if custom entity models is enabled in Optifine.

    Multiplayer/Mod Compatibility

    ENIM is a client-only mod. This means that ENIM does not need to (and should not) be installed on servers. All features of ENIM should still work properly in multiplayer. If there is any discrepancy, please report it!

    ENIM is not yet known to be incompatible with any other Forge mod. Please report incompatibilities below or on GitHub!

    Questions? Criticism?

    Post it below! Before posting, please check that you are using the current version and that your question is not already answered.

    Report a Bug

    Submit an issue report on the project GitHub repository, or post it below. Please put crash reports and logs in spoiler tags.

    Posted in: WIP Mods
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    posted a message on custom Model appears in world as it should, but in hand it has the error model

    You did not make an item model. Item models go in the models/item directory, or I believe you can specify one using Forge blockstates.


    Or you possibly did not register an item model for the block. Item models are no longer automatically registered.

    Posted in: Modification Development
  • 0

    posted a message on NullPointerException: Rendering entity in world

    The render manager you passed in the constructor will be null if you call it in preInit() instead of init().

    Posted in: Modification Development
  • 0

    posted a message on The glitch that was never fixed...

    It's caused by server tick lag due to overload of the server. That's usually caused by insufficient memory or processing power.

    Posted in: Java Edition Support
  • 1

    posted a message on [Solved] Getting Custom Entity Texture

    Register in preInit(...).

    Posted in: Modification Development
  • 1

    posted a message on [Solved] Getting Custom Entity Texture

    You have the modid written twice in the texture resource location. Also you can have the EntityAlbinoBat class simply extend EntityBat, instead of copying.

    Posted in: Modification Development
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    posted a message on Retexturing the new beds
    Quote from Bbrk24»

    What's the texture map, then? An example for the Steve and Zombie textures would be here. Is it in a folder (like Zombie) or not (like Steve)?

    It's in entity/bed
    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on Retexturing the new beds

    Beds are now a tile entity. The texture would be stored in textures/entity rather than textures/block.

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on A way to start animations on a specific frame?

    No. Texture animations are looped, and you cannot specify when/where they start.

    Posted in: Resource Pack Help
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    posted a message on When I restart the world, the blocks reset their rotation.

    You need to save the direction variable of the tile entity to NBT and then read it from NBT when the block is loaded.

    Posted in: Modification Development
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    posted a message on An issue with original CTM for glass panes

    It's probably because of the glass pane's weird texture mapping. You might have to go into the model files and change the glass panes to use uvlock.

    Posted in: Discussion
  • 0

    posted a message on 1.12 - Custom Recipes

    This is strikingly similar to the way Forge registers recipes. I mean, it's like the method call was translated into a json structure.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Open Source?

    If it's open source you can download and edit the source to your heart's content. You'll have to check the mod's license to see if you can publish your modified version though.

    Posted in: Mods Discussion
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    posted a message on How to change mob sizes

    Passing in a different value for the scale parameter in the model's render(...) method should work. This will scale the entire entity, though.

    Posted in: Modification Development
  • 0

    posted a message on Replacing a Block with another block (Eclipse)

    I believe that the onBlockPlaced method has the World and the BlockPos passed as arguments. On 1.7.10 the BlockPos is instead 3 ints, these are the x, y, z of the block.

    Posted in: Modification Development
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