Thanks for the information. I realize it has been quite a long time since I posted here. I am attempting to port the mod again and have gotten much further. However I am stuck again, and I feel kind of bad making a new thread when this one is still on the front page. This time I have gotten items and blocks working, but I don't know how to go about converting my armor to the new version. The mod in question is an armor mod so it's important I get that working so I can update it.
Anyway
I have gotten to this point, but java is saying I get two main errors I don't know how to fix. The first is it says I need a super to ovveride with the "getArmorModel" even though I have Forgehooks imported. The second is that my model class has a "modelpart"
Instead of the whole model class here is the part I'm confused about. Before I had a float here, but now it says I need to add a ModelPart or something in order to not get an error message
public axl_main(ModelPart root, EquipmentSlot armorSlot) {
super(root);
//this is the part I can't seem to change.
I don't know what to put in the item class that is a "modelpart". Would I have to make one, or something esle I'm missing? I got the model for the armor from Blockbench if this helps people understand where I got the Modelpart thing from.
But the problem is I can't get the workspace to... work. Whenever I try to get anything to play, including the example mod, it says there is a problem. I haven't even added anything from the mod's code to the workspace yet.
I'm trying to rewrite a mod, but I haven't gotten that far. I can't even get the example mod to play so something is wrong with the way I have Eclipse set up or something.
I was following this tutorial, but I had eclipse set up before I did:
I was going to play the example mod to see if I set everything up right, but it doesn't work.
Now I get an error saying:
Invalid module name: '' is not a Java identifier
at java.base/jdk.internal.module.Checks.requireModuleName
I'm not sure how to fix this. It's the only error I'm getting, and I think I missed something in the tutorial around 1:11. (This might not have anything to do with the problem, I only think it may).
I'm a little stuck on porting my mod "Megaman Armor Mod" to a newer version. I have the wprkspace almost set up, but I'm getting errors I am having trouble fixing. I am following this tutorial:
The part I'm stuck at is around 22 minutes where there are two errors. I need to download a new JRE but I don't know how to get one compatible with the java 17. If someone can point me in the right direction to get a JRE for Java 17 that would work with Minecraft 1.18 I would be very grateful. Once again. I am looking for the JRE.
Here are some things I think I would need help adding if someone would have any want or experience with!
Special weapons: I get this request a lot, but I'm having trouble just getting a buster to shoot lemons.
Ride Armor and Go karts: You heard me, Karts! A game called Megaman Battle and chase did it, so maybe we can too! With the right code we can make it color customizable too! Oddly enough I have an idea how to do this if someone can get the entities working right.
I am willing to learn more coding if someone can bear with me, and I would love to make cool stuff like this if I could find some way to learn how to. And if there is something you want to add and it's some kind of megaman maybe we can add it! I am willing to look at some less than cannon things sometimes if you know what I mean. I already added some pretty weird stuff in.
I have been trying to figure out something for a while now. After making armor have custom colors and stuff, I haven't been able to figure out how to make items reflect this. I think I need to ask for help. I tried to look at how other mods did this, but I can't seem to understand what they are doing. I think I have almost everything, but there is still something missing. Like, nbt and getcolor don't seem to be working.
I have been playing around with some ideas on how to make mods with custom armor models. like I have found out how to make armor normally thanks to cy4's youtube tutorials, but I don't know how to bridge the gap between that and custom armor (possibly with transparency and colors)
I think there is something with bipedarmorlayer??? but I don't understand how to use it. Like, if I already have the base for a mod, items. And maybe something to make armor models (kind of?)
Some examples... say I want some armor to render specific parts of the model, or like... have both arms be different looking.
Brandon Sanderson’s books are full of different magic systems, and there are a few mods out there like Allomancy http://www.curseforge.com/minecraft/mc-mods/allomancy, Feruchemy https://www.curseforge.com/minecraft/mc-mods/feruchemy, and the Stormlight Archive Mod.https://www.curseforge.com/minecraft/mc-mods/the-stormlight-archive-mod But there are other cool magic systems out there that do not have minecraft mods. White sands’ sand mastery, Aons from Elantris, resealing from the emperors soul, and others. The spooky shadows from Shadows for Silence might also count. Those who have read the books could probably mention a bunch more like the other magic system from the emperors soul.there are cool ideas here waiting form people to make into mods.
This idea is for making a mod which adds interactions between fluids from other mods!
Wonder what would happen if Liquid Starlight from Astral sorcery happened to come into contact with Mana from Wizardry?
What if you poured Molten Aluminum over Nacre from Wizardry? What would happen if Cryothium came into contact with Astral Sorcery's Starlight?
What if you plunged a Fluid cow into Witchwater, liquid antimatter from Abyssalcraft, or Liquid EXP? Liquid Mobs adds unlimited possibilities!
Mostly you would expect something cool to happen, but there isn't any way for things to happen since it hasn't been coded. It would be cool if someone made a mod that could make interesting things happen, or new decoration blocks, or other weird things. Like how water onto lava makes obsidian, but it it comes into the side it can make cobblestone.
Some things that would be cool would be... new weird decoration blocks, or something from the mods... or summon a mob, or create a new fluid with weird combined effects... The odd things you could do are limitless!
0
Thanks for the information. I realize it has been quite a long time since I posted here. I am attempting to port the mod again and have gotten much further. However I am stuck again, and I feel kind of bad making a new thread when this one is still on the front page. This time I have gotten items and blocks working, but I don't know how to go about converting my armor to the new version. The mod in question is an armor mod so it's important I get that working so I can update it.
Anyway
I have gotten to this point, but java is saying I get two main errors I don't know how to fix. The first is it says I need a super to ovveride with the "getArmorModel" even though I have Forgehooks imported. The second is that my model class has a "modelpart"
Here is the Item Class I am working on:
package com.collecter128.megamanarmormod.items;
import com.collecter128.megamanarmormod.client.models.axl_main;
import net.minecraft.client.model.HumanoidModel;
import net.minecraft.client.model.Model;
import net.minecraft.world.entity.Entity;
import net.minecraft.world.entity.EquipmentSlot;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.item.ArmorItem;
import net.minecraft.world.item.ArmorMaterial;
import net.minecraft.world.item.ItemStack;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import net.minecraftforge.client.ForgeHooksClient;
public class AxlArmor extends ArmorItem{
public int MainColorDefault = 4277608;//Main Body Color
public int SecondaryColorDefault = 9478540;//Secondary
public int ThirdColorDefault = 16756992;
public int WhiteColorDefault = 15395563;
public int GlowyColorDefault = 14690596;
public int GrayColorDefault = 9212065;
public int FourthColorDefault = 7249368;
public int MainColor = MainColorDefault;
public int SecondaryColor = SecondaryColorDefault;
public int ThirdColor = ThirdColorDefault;
public int WhiteColor = WhiteColorDefault;
public int GlowyColor = GlowyColorDefault;
public int GrayColor = GrayColorDefault;
public int FourthColor = FourthColorDefault;
public AxlArmor(ArmorMaterial materialIn, EquipmentSlot slot, Properties builderIn) {
super(materialIn, slot, builderIn);
}
@OnlyIn(Dist.CLIENT)
@Override
public static <A extends HumanoidModel<?>> A getArmorModel(LivingEntity entityLiving, ItemStack itemStack, EquipmentSlot armorSlot, A _default) {
if(armorSlot != EquipmentSlot.LEGS) {
axl_main model = underline wavy rgb(255, 0, 128) axl_main(1.0f, armorSlot);
model.hat.visible = armorSlot == EquipmentSlot.HEAD;
model.young = _default.young;
model.crouching = _default.crouching;
model.riding = _default.riding;
model.rightArmPose = _default.rightArmPose;
model.leftArmPose = _default.leftArmPose;
CompoundNBT compoundnbt = itemStack.getTagElement("displaymm");
if(compoundnbt != null && compoundnbt.contains("MainColor", 99)) {
model.MainColor = compoundnbt.getInt("MainColor");
}
else
itemStack.getOrCreateTagElement("displaymm").putInt("MainColor", MainColorDefault);
if(compoundnbt != null && compoundnbt.contains("SecondaryColor", 99)) {
model.SecondaryColor = compoundnbt.getInt("SecondaryColor");
}
else
itemStack.getOrCreateTagElement("displaymm").putInt("SecondaryColor", SecondaryColorDefault);
if(compoundnbt != null && compoundnbt.contains("WhiteColor", 99)) {
model.WhiteColor = compoundnbt.getInt("WhiteColor");
}
else
itemStack.getOrCreateTagElement("displaymm").putInt("WhiteColor", WhiteColorDefault);
if(compoundnbt != null && compoundnbt.contains("ThirdColor", 99)) {
model.ThirdColor = compoundnbt.getInt("ThirdColor");
}
else
itemStack.getOrCreateTagElement("displaymm").putInt("ThirdColor", ThirdColorDefault);
if(compoundnbt != null && compoundnbt.contains("GlowyColor", 99)) {
model.GlowyColor = compoundnbt.getInt("GlowyColor");
}
else
itemStack.getOrCreateTagElement("displaymm").putInt("GlowyColor", GlowyColorDefault);
if(compoundnbt != null && compoundnbt.contains("GrayColor", 99)) {
model.GrayColor = compoundnbt.getInt("GrayColor");
}
else
itemStack.getOrCreateTagElement("displaymm").putInt("GrayColor", GrayColorDefault);
if(compoundnbt != null && compoundnbt.contains("FourthColor", 99)) {
model.FourthColor = compoundnbt.getInt("FourthColor");
}
else
itemStack.getOrCreateTagElement("displaymm").putInt("FourthColor", FourthColorDefault);
underline wavy rgb(255, 0, 128).MainColor = model.MainColor;
underline wavy rgb(255, 0, 128).SecondaryColor = model.SecondaryColor;
underline wavy rgb(255, 0, 128).WhiteColor = model.WhiteColor;
underline wavy rgb(255, 0, 128).ThirdColor = model.ThirdColor;
underline wavy rgb(255, 0, 128).GlowyColor = model.GlowyColor;
underline wavy rgb(255, 0, 128).GrayColor = model.GrayColor;
return (A) model;
}
else {
axlarmor_leggings model = new axlarmor_leggings(1.0f);
model.hat.visible = armorSlot == EquipmentSlot.HEAD;
model.young = _default.young;
model.crouching = _default.crouching;
model.riding = _default.riding;
model.rightArmPose = _default.rightArmPose;
model.leftArmPose = _default.leftArmPose;
CompoundNBT compoundnbt = itemStack.getTagElement("displaymm");
if(compoundnbt != null && compoundnbt.contains("MainColor", 99)) {
//CompoundNBT maincompund = itemStack.getChildTag("MainColor");
//armorcolorer = compoundnbt.getInt("MainColor");
model.MainColor = compoundnbt.getInt("MainColor");
}
if(compoundnbt != null && compoundnbt.contains("SecondaryColor", 99)) {
model.SecondaryColor = compoundnbt.getInt("SecondaryColor");
}
if(compoundnbt != null && compoundnbt.contains("WhiteColor", 99)) {
model.WhiteColor = compoundnbt.getInt("WhiteColor");
}
if(compoundnbt != null && compoundnbt.contains("ThirdColor", 99)) {
model.ThirdColor = compoundnbt.getInt("ThirdColor");
}
if(compoundnbt != null && compoundnbt.contains("GlowyColor", 99)) {
model.GlowyColor = compoundnbt.getInt("GlowyColor");
}
if(compoundnbt != null && compoundnbt.contains("GrayColor", 99)) {
model.GrayColor = compoundnbt.getInt("GrayColor");
}
if(compoundnbt != null && compoundnbt.contains("FourthColor", 99)) {
model.FourthColor = compoundnbt.getInt("FourthColor");
}
underline wavy rgb(255, 0, 128).MainColor = model.MainColor;
underline wavy rgb(255, 0, 128).SecondaryColor = model.SecondaryColor;
underline wavy rgb(255, 0, 128).WhiteColor = model.WhiteColor;
underline wavy rgb(255, 0, 128).ThirdColor = model.ThirdColor;
underline wavy rgb(255, 0, 128).GlowyColor = model.GlowyColor;
underline wavy rgb(255, 0, 128).GrayColor = model.GrayColor;
return (A) model;
}
// if(slot == EquipmentSlotType.HEAD) {
// protomanarmor_main model = new protomanarmor_main(1.0f);
// model.bipedHeadwear.showModel = armorSlot == EquipmentSlotType.HEAD;
// }
// if(slot == EquipmentSlotType.CHEST) {
// protomanarmor_chestplate modelchestplate = new protomanarmor_chestplate(1.0f);
// model.bipedHeadwear.showModel = armorSlot == EquipmentSlotType.CHEST;
//
// modelchestplate.isChild = _default.isChild;
// modelchestplate.isSneak = _default.isSneak;
// modelchestplate.isSitting = _default.isSitting;
// modelchestplate.rightArmPose = _default.rightArmPose;
// modelchestplate.leftArmPose = _default.leftArmPose;
//
// return (A) modelchestplate;
// }
}
//
// @Override
//public <A extends BipedModel<?>> A getArmorModel(LivingEntity entityLiving, ItemStack itemStack, EquipmentSlotType armorSlot, A _default) {
// return null;
//}
// @Nullable
@Override
public String getArmorTexture(ItemStack stack, Entity entity, EquipmentSlot slot, String type) {
return "megamanarmormod:textures/armor/axl_armor.png";
}
}
Instead of the whole model class here is the part I'm confused about. Before I had a float here, but now it says I need to add a ModelPart or something in order to not get an error message
public axl_main(ModelPart root, EquipmentSlot armorSlot) {
super(root);
//this is the part I can't seem to change.
I don't know what to put in the item class that is a "modelpart". Would I have to make one, or something esle I'm missing? I got the model for the armor from Blockbench if this helps people understand where I got the Modelpart thing from.
0
Hmmm... Okay, so it might be the MDK. For now I might stick to 1.16.5 but when I do update the mod finally I will try to get a new MDK
0
Well., I wrote the original one from scratch using tutorials: Megaman Armor Mod - Mods - Minecraft - CurseForge
So I have the source code.
But the problem is I can't get the workspace to... work. Whenever I try to get anything to play, including the example mod, it says there is a problem. I haven't even added anything from the mod's code to the workspace yet.
0
I'm trying to rewrite a mod, but I haven't gotten that far. I can't even get the example mod to play so something is wrong with the way I have Eclipse set up or something.
0
I was following this tutorial, but I had eclipse set up before I did:
I was going to play the example mod to see if I set everything up right, but it doesn't work.
Now I get an error saying:
Invalid module name: '' is not a Java identifier
at java.base/jdk.internal.module.Checks.requireModuleName
I'm not sure how to fix this. It's the only error I'm getting, and I think I missed something in the tutorial around 1:11. (This might not have anything to do with the problem, I only think it may).
0
I'm a little stuck on porting my mod "Megaman Armor Mod" to a newer version. I have the wprkspace almost set up, but I'm getting errors I am having trouble fixing. I am following this tutorial:
The part I'm stuck at is around 22 minutes where there are two errors. I need to download a new JRE but I don't know how to get one compatible with the java 17. If someone can point me in the right direction to get a JRE for Java 17 that would work with Minecraft 1.18 I would be very grateful. Once again. I am looking for the JRE.
0
There have been mods that add fusion mobs before, but seeing this idea remade in a newer version would be cool!
As an example here is one of those old mods: Mutated Mobs Mod - Mods - Minecraft - CurseForge
Think about it... Skeleton Llamas!
It would be cool to see some moded mobs in there too.
Just think about the thermal mobs mixing together into one super blaze like monster boss!
I understand how hard something like this would be, but it one would pull it off it could be awesome!
0
Hello! I have a mod that adds Megaman Armor to Minecraft, but I feel limited to what I can do and need some help to make some cool new features.
Here is the mod: Megaman Armor Mod - Mods - Minecraft - CurseForge
Here are some things I think I would need help adding if someone would have any want or experience with!
Special weapons: I get this request a lot, but I'm having trouble just getting a buster to shoot lemons.
Ride Armor and Go karts: You heard me, Karts! A game called Megaman Battle and chase did it, so maybe we can too! With the right code we can make it color customizable too! Oddly enough I have an idea how to do this if someone can get the entities working right.
I am willing to learn more coding if someone can bear with me, and I would love to make cool stuff like this if I could find some way to learn how to. And if there is something you want to add and it's some kind of megaman maybe we can add it! I am willing to look at some less than cannon things sometimes if you know what I mean. I already added some pretty weird stuff in.
0
This is a cool idea.
0
I have been trying to figure out something for a while now. After making armor have custom colors and stuff, I haven't been able to figure out how to make items reflect this. I think I need to ask for help. I tried to look at how other mods did this, but I can't seem to understand what they are doing. I think I have almost everything, but there is still something missing. Like, nbt and getcolor don't seem to be working.
Mod: Megaman Armor Mod - Mods - Minecraft - CurseForge
Source code: Collecter128/MegamanArmorMod at code (github.com)
0
I’m surprised nobody has made anything like this yet
0
I have been playing around with some ideas on how to make mods with custom armor models. like I have found out how to make armor normally thanks to cy4's youtube tutorials, but I don't know how to bridge the gap between that and custom armor (possibly with transparency and colors)
I think there is something with bipedarmorlayer??? but I don't understand how to use it. Like, if I already have the base for a mod, items. And maybe something to make armor models (kind of?)
Some examples... say I want some armor to render specific parts of the model, or like... have both arms be different looking.
I might have found the answer. How do I make a Custom Armor Model for 1.16? - Page 2 - Modder Support - Forge Forums (minecraftforge.net)
0
Brandon Sanderson’s books are full of different magic systems, and there are a few mods out there like Allomancy http://www.curseforge.com/minecraft/mc-mods/allomancy, Feruchemy https://www.curseforge.com/minecraft/mc-mods/feruchemy, and the Stormlight Archive Mod.https://www.curseforge.com/minecraft/mc-mods/the-stormlight-archive-mod But there are other cool magic systems out there that do not have minecraft mods. White sands’ sand mastery, Aons from Elantris, resealing from the emperors soul, and others. The spooky shadows from Shadows for Silence might also count. Those who have read the books could probably mention a bunch more like the other magic system from the emperors soul.there are cool ideas here waiting form people to make into mods.
0
This idea is for making a mod which adds interactions between fluids from other mods!
Wonder what would happen if Liquid Starlight from Astral sorcery happened to come into contact with Mana from Wizardry?
What if you poured Molten Aluminum over Nacre from Wizardry? What would happen if Cryothium came into contact with Astral Sorcery's Starlight?
What if you plunged a Fluid cow into Witchwater, liquid antimatter from Abyssalcraft, or Liquid EXP? Liquid Mobs adds unlimited possibilities!
Mostly you would expect something cool to happen, but there isn't any way for things to happen since it hasn't been coded. It would be cool if someone made a mod that could make interesting things happen, or new decoration blocks, or other weird things. Like how water onto lava makes obsidian, but it it comes into the side it can make cobblestone.
Some things that would be cool would be... new weird decoration blocks, or something from the mods... or summon a mob, or create a new fluid with weird combined effects... The odd things you could do are limitless!
0
This looks like a fun and cool idea! Battle toys like this and others would be fun to play with