Don't forget for Player API mods, you may not be able to walk up/down ladders/mod ladders
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A little thing i have noticed that you might want to fix, if you set all scaling options down to 50%, the player models legs are very out of place and don't match the body, the same as if you max out the sizes.
May i suggest making the leg parts move closer together or further apart depending on scaling options?
That or allowing the player to adjust the spacing manually?
Found a bug, but I want a compromise with it, because it's awesome. X3
When you hold something with a resized body, it floats in mid air. Could you make this either customizable where the block is, or toggle-able? The character I play on the server in the screenshot is a Mage that uses Telekinesis and it looks just f***ing awesome in that context. And with this compromise you could have little fairy models that float blocks around instead of holding them.
Also, there needs to be an option for the width between legs. Thin legs look weird which is why I have a ball-gown look in the screenshot.
Fantastic! I always fantasized about this, but never thought it would come close enough, but now it kinda is. So I'm gonna ask. Can you make it so a character can have multiple heads, like a cerberus or hydra? Perhaps also adding centaurs and the like? That would be so cool!Also I look forward to seeing naga and spider legs in the legs menu!
A little thing i have noticed that you might want to fix, if you set all scaling options down to 50%, the player models legs are very out of place and don't match the body, the same as if you max out the sizes.
May i suggest making the leg parts move closer together or further apart depending on scaling options?
That or allowing the player to adjust the spacing manually?
Thanks, hadnt noticed the legs yet. I am thinking of allowing players to let them move things on the x,y,z axises
Found a bug, but I want a compromise with it, because it's awesome. X3
When you hold something with a resized body, it floats in mid air. Could you make this either customizable where the block is, or toggle-able? The character I play on the server in the screenshot is a Mage that uses Telekinesis and it looks just f***ing awesome in that context. And with this compromise you could have little fairy models that float blocks around instead of holding them.
Also, there needs to be an option for the width between legs. Thin legs look weird which is why I have a ball-gown look in the screenshot.
Ah yes Ill make the item position customizable later. Ill put it on the todo list
Fantastic! I always fantasized about this, but never thought it would come close enough, but now it kinda is. So I'm gonna ask. Can you make it so a character can have multiple heads, like a cerberus or hydra? Perhaps also adding centaurs and the like? That would be so cool!
Also I look forward to seeing naga and spider legs in the legs menu!
Mutliple head probably not. I can totally make the horse lower body available as leg option though.
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I love the fact that the wings move when you walk/fly around. Makes them feel less stiff on the player. ^.^
however the player options for many things i don't quite understand what part of the skin file they are pulling from?
Would it be possible to give us an example of what areas would need to be textured to get say a personal tail in our menu? I'm afraid the tabby, white and the spotty leftovers from my skin's old setup from V1 just don't go well with my Neon Green. XD
Also have the furry ears been implemented yet, or am I missing something? I see the helm option can be made into 3D and that's great for like Elf ears, but I'm not too sure how well that'd work for canid, rabbit, or feline ears.
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I think I may have found another bug. The "top" hat layer is also drawn on the bottom side. Seems to only be affected when you choose the "solid" headwear option.
I think I may have found another bug. The "top" hat layer is also drawn on the bottom side. Seems to only be affected when you choose the "solid" headwear option.
Pictures contained in the spoiler below.
Idk about anyone else, but with these taken at night, it makes them very hard to see what we're supposed to be looking at? >.> Maybe it's just me?
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Don't forget for Player API mods, you may not be able to walk up/down ladders/mod ladders
Hey, guys. Quote me if you want me to respond. Otherwise I'll have no idea what the hell you want with me.
Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.
http://dragcave.net/user/BLU3_N1NJA
Hmm... looks compatible with old skin expect dragon tail and ears (developing?).
BUGS BELOW!
armor looks a little weird....
AND this old problem caused by arrows since version 152....(render error?)
Here is error log.
2013-09-11 08:41:38 [SEVERE] [Minecraft-Client] ########## GL ERROR ##########
2013-09-11 08:41:38 [SEVERE] [Minecraft-Client] @ Post render
2013-09-11 08:41:38 [SEVERE] [Minecraft-Client] 1283: Stack overflow
2013-09-11 08:41:38 [INFO] [STDERR] java.lang.IllegalArgumentException: n must be positive
2013-09-11 08:41:38 [INFO] [STDERR] at java.util.Random.nextInt(Unknown Source)
2013-09-11 08:41:38 [INFO] [STDERR] at net.minecraft.client.renderer.entity.RendererLivingEntity.func_85093_e(RendererLivingEntity.java:384)
2013-09-11 08:41:38 [INFO] [STDERR] at net.minecraft.client.renderer.entity.RenderPlayer.func_77100_a(RenderPlayer.java:192)
2013-09-11 08:41:38 [INFO] [STDERR] at net.minecraft.client.renderer.entity.RenderPlayer.func_77029_c(RenderPlayer.java:519)
2013-09-11 08:41:38 [INFO] [STDERR] at net.minecraft.client.renderer.entity.RendererLivingEntity.func_130000_a(RendererLivingEntity.java:219)
2013-09-11 08:41:38 [INFO] [STDERR] at net.minecraft.client.renderer.entity.RenderPlayer.func_130009_a(RenderPlayer.java:166)
2013-09-11 08:41:38 [INFO] [STDERR] at net.minecraft.client.renderer.entity.RenderPlayer.func_76986_a(RenderPlayer.java:556)
2013-09-11 08:41:38 [INFO] [STDERR] at net.minecraft.client.renderer.entity.RenderManager.func_78719_a(RenderManager.java:312)
2013-09-11 08:41:38 [INFO] [STDERR] at net.minecraft.client.renderer.entity.RenderManager.func_78720_a(RenderManager.java:281)
2013-09-11 08:41:38 [INFO] [STDERR] at net.minecraft.client.renderer.RenderGlobal.func_72713_a(RenderGlobal.java:542)
2013-09-11 08:41:38 [INFO] [STDERR] at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1505)
2013-09-11 08:41:38 [INFO] [STDERR] at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1115)
2013-09-11 08:41:38 [INFO] [STDERR] at net.minecraft.src.EntityRendererProxy.func_78480_b(EntityRendererProxy.java:36)
2013-09-11 08:41:38 [INFO] [STDERR] at noppes.mpm.client.EntityRendererAlt.func_78480_b(EntityRendererAlt.java:24)
2013-09-11 08:41:38 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:934)
2013-09-11 08:41:38 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:826)
2013-09-11 08:41:38 [INFO] [STDERR] at net.minecraft.client.main.Main.main(SourceFile:101)
2013-09-11 08:41:38 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2013-09-11 08:41:38 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
2013-09-11 08:41:38 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
2013-09-11 08:41:38 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Unknown Source)
2013-09-11 08:41:38 [INFO] [STDERR] at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
2013-09-11 08:41:38 [INFO] [STDERR] at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
May i suggest making the leg parts move closer together or further apart depending on scaling options?
That or allowing the player to adjust the spacing manually?
When you hold something with a resized body, it floats in mid air. Could you make this either customizable where the block is, or toggle-able? The character I play on the server in the screenshot is a Mage that uses Telekinesis and it looks just f***ing awesome in that context. And with this compromise you could have little fairy models that float blocks around instead of holding them.
Also, there needs to be an option for the width between legs. Thin legs look weird which is why I have a ball-gown look in the screenshot.
No not yet.
Anyone maybe have any default particles they would like to have added for it?
Thanks, hadnt noticed the legs yet. I am thinking of allowing players to let them move things on the x,y,z axises
Ah yes Ill make the item position customizable later. Ill put it on the todo list
I think setting the width of all the scaling to 85 and the height to 115% seems pretty accurate. The head should have a height of about 105.
Mutliple head probably not. I can totally make the horse lower body available as leg option though.
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Armor helms always face forward.
Edit: Also! Armor displays are buggy as well. Equipping Anything but leggings shows everything but leggings.
My favorite part about V2 is still the 3D wings.
however the player options for many things i don't quite understand what part of the skin file they are pulling from?
Would it be possible to give us an example of what areas would need to be textured to get say a personal tail in our menu? I'm afraid the tabby, white and the spotty leftovers from my skin's old setup from V1 just don't go well with my Neon Green. XD
Also have the furry ears been implemented yet, or am I missing something? I see the helm option can be made into 3D and that's great for like Elf ears, but I'm not too sure how well that'd work for canid, rabbit, or feline ears.
Looking to join a community of gamers across a couple different games? Join Iron Nexus today and stay up to date on the latest updates and discussions from a community who enjoys a more challengingly different approach to a variety of games!
Pictures contained in the spoiler below.
Idk about anyone else, but with these taken at night, it makes them very hard to see what we're supposed to be looking at? >.> Maybe it's just me?
Looking to join a community of gamers across a couple different games? Join Iron Nexus today and stay up to date on the latest updates and discussions from a community who enjoys a more challengingly different approach to a variety of games!