The ears are a lot simpler than the tail. I just think the fox tail was done wrong. I put an outstanding texture on the tail and it didn't show up right. I'd fix it, but I don't really have a java editor.
The ears are a lot simpler than the tail. I just think the fox tail was done wrong. I put an outstanding texture on the tail and it didn't show up right. I'd fix it, but I don't really have a java editor.
Yeah, there wasn't a lot of room for the tails texture to fit in anywhere on the skin file easily, even if it was broken up. If you know how to make textures/skins I can send you a techne file to fiddle around with.
Though this depends on whether or not Noppes is willing to apply any fix you come up with.
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If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
There is a bug with moreplayersmodels in combination with rftools for 1.9. The bug manifests itself like this:
java.lang.ClassCastException: noppes.mpm.ModelData cannot be cast to mcjty.rftools.playerprops.PorterProperties
at mcjty.rftools.playerprops.PlayerExtendedProperties.getPorterProperties(PlayerExtendedProperties.java:20)
at mcjty.rftools.ForgeEventHandlers.onPlayerTickEvent(ForgeEventHandlers.java:17)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_315_ForgeEventHandlers_onPlayerTickEvent_PlayerTickEvent.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:49)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:140)
at net.minecraftforge.fml.common.FMLCommonHandler.onPlayerPreTick(FMLCommonHandler.java:352)
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:182)
at net.minecraft.entity.player.EntityPlayerMP.func_71127_g(EntityPlayerMP.java:301)
at net.minecraft.network.NetHandlerPlayServer.func_73660_a(NetHandlerPlayServer.java:163)
at net.minecraftforge.fml.common.network.handshake.NetworkDispatcher$1.func_73660_a(NetworkDispatcher.java:193)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:286)
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:180)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:728)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:609)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:148)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:467)
at java.lang.Thread.run(Thread.java:745)
It appears like a problem in RFTools but actually I think I'm doing the right thing there. I think the problem is that you have a capability on the player model (like rftools has) but forget to register that capability and/or do @CapabilityInject.
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
There is a bug with moreplayersmodels in combination with rftools for 1.9. The bug manifests itself like this:
It appears like a problem in RFTools but actually I think I'm doing the right thing there. I think the problem is that you have a capability on the player model (like rftools has) but forget to register that capability and/or do @CapabilityInject.
Can you check if that's the case? Thanks!
What exactly is happening when this error occurs?
Does 'rftools' change the player model in any form at all?
I'm not exactly the best at error reading here, but it's obviously some kind of player rendering issues, or an attempt where both mods are trying to communicate a render somewhere. And it's just not working out as expected of course.
For my own curiosity, so I can figure out more about this particular mod itself.. Do you have a link for it?
I'm afraid the sites I am finding through google searches aren't exactly sites I trust to have authentic material for download, as it seems over-half offer broken, stolen or otherwise incorrect files.
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What exactly is happening when this error occurs?
Does 'rftools' change the player model in any form at all?
I'm not exactly the best at error reading here, but it's obviously some kind of player rendering issues, or an attempt where both mods are trying to communicate a render somewhere. And it's just not working out as expected of course.
For my own curiosity, so I can figure out more about this particular mod itself.. Do you have a link for it?
I'm afraid the sites I am finding through google searches aren't exactly sites I trust to have authentic material for download, as it seems over-half offer broken, stolen or otherwise incorrect files.
RFTools does not change the player model but it does add data to the player in the form of capabilities (to store and remember information tied to the player). This crash occurs at startup (registration time).
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
RFTools does not change the player model but it does add data to the player in the form of capabilities (to store and remember information tied to the player). This crash occurs at startup (registration time).
This may be my uneducated guess then.. XD
rftools is changing the way Minecraft is reading the player data, so that it may store these 'capabilities' and since MPM cannot recognize this information, it obviously doesn't like it and has a hard time associating properly with the player's information in some form.
Strange to say the least. XD
I cannot say I've ever seen something like this happen before, and I feel I'm at a complete loss this time as to perhaps offer a 'real' reason why this isn't playing nice together. I am curious what Noppes may have to say on the matter though.
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This may be my uneducated guess then.. XD
rftools is changing the way Minecraft is reading the player data, so that it may store these 'capabilities' and since MPM cannot recognize this information, it obviously doesn't like it and has a hard time associating properly with the player's information in some form.
Strange to say the least. XD
I cannot say I've ever seen something like this happen before, and I feel I'm at a complete loss this time as to perhaps offer a 'real' reason why this isn't playing nice together. I am curious what Noppes may have to say on the matter though.
RFTools is not touching player loadingat all. This is actually very simple. It is probably a capability registration error. When you add capabilities to the player these have to be properly registered. The capability needs a @CapabilityInject annotation like this (this is how rftools does it):
@CapabilityInject(PreferencesProperties.class)
public static Capability<PreferencesProperties> PREFERENCES_CAPABILITY;
Then in your preInit you should register the capability like this:
private static void registerCapabilities(){
CapabilityManager.INSTANCE.register(PreferencesProperties.class, new Capability.IStorage<PreferencesProperties>() {
@Override
public NBTBase writeNBT(Capability<PreferencesProperties> capability, PreferencesProperties instance, EnumFacing side) {
throw new UnsupportedOperationException();
}
@Override
public void readNBT(Capability<PreferencesProperties> capability, PreferencesProperties instance, EnumFacing side, NBTBase nbt) {
throw new UnsupportedOperationException();
}
}, () -> {
throw new UnsupportedOperationException();
});
}
Or something similar to that.
Hope this helps
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
RFTools is not touching player loadingat all. This is actually very simple. It is probably a capability registration error. When you add capabilities to the player these have to be properly registered. The capability needs a @CapabilityInject annotation like this (this is how rftools does it):
Then in your preInit you should register the capability like this:
Or something similar to that.
Hope this helps
The way I do it should work just fine:
private static final ResourceLocation key = new ResourceLocation("moreplayermodels", "modeldata");
@SubscribeEvent
public void attach(AttachCapabilitiesEvent.Entity event){
if(event.getEntity() instanceof EntityPlayer)
event.addCapability(key, new ModelData());
}
public class ModelData implements ICapabilityProvider{
@CapabilityInject(ModelData.class)
static Capability<ModelData> MODELDATA_CAPABILITY = null;
public static ModelData get(EntityPlayer player){
ModelData data = player.getCapability(MODELDATA_CAPABILITY, null);
if(data.player == null){
data.player = player;
NBTTagCompound compound = loadPlayerData(player.getUniqueID());
if(compound != null){
data.readFromNBT(compound);
}
}
return data;
}
@Override
public boolean hasCapability(Capability<?> capability, EnumFacing facing) {
return capability == MODELDATA_CAPABILITY;
}
@Override
public <T> T getCapability(Capability<T> capability, EnumFacing facing) {
return (T) this;
}
}
You might want to check your own code. I dont get why it gives a cast exception as you do not have to cast anything.
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private static final ResourceLocation key = new ResourceLocation("moreplayermodels", "modeldata");
@SubscribeEvent
public void attach(AttachCapabilitiesEvent.Entity event){
if(event.getEntity() instanceof EntityPlayer)
event.addCapability(key, new ModelData());
}
public class ModelData implements ICapabilityProvider{
@CapabilityInject(ModelData.class)
static Capability<ModelData> MODELDATA_CAPABILITY = null;
public static ModelData get(EntityPlayer player){
ModelData data = player.getCapability(MODELDATA_CAPABILITY, null);
if(data.player == null){
data.player = player;
NBTTagCompound compound = loadPlayerData(player.getUniqueID());
if(compound != null){
data.readFromNBT(compound);
}
}
return data;
}
@Override
public boolean hasCapability(Capability<?> capability, EnumFacing facing) {
return capability == MODELDATA_CAPABILITY;
}
@Override
public <T> T getCapability(Capability<T> capability, EnumFacing facing) {
return (T) this;
}
}
You might want to check your own code. I dont get why it gives a cast exception as you do not have to cast anything.
Well the crash occurs in this line:
public static PorterProperties getPorterProperties(EntityPlayer player) {
return player.getCapability(PORTER_CAPABILITY, null);
}
The class cast exception happens because player.getCapability(PORTER_CAPABILITY) for some reason matches with your capability and so the wrong capability is returned which obviously doesn't cast to PorterProperties. What you do wrong is in your capability provider:
public <T> T getCapability(Capability<T> capability, EnumFacing facing) {
return (T) this;
}
You don't test if the wanted capability is actually your capability so you always return yours even if something wants another one. Here is how rftools implements getCapability:
@Override
public <T> T getCapability(Capability<T> capability, EnumFacing facing) {
if (capability == PlayerExtendedProperties.PORTER_CAPABILITY) {
return (T) porterProperties;
}
if (capability == PlayerExtendedProperties.FAVORITE_DESTINATIONS_CAPABILITY) {
return (T) favoriteDestinationsProperties;
}
return null;
}
You should do something similar. Otherwise every mod that wants capabilities on a player will always get your capability.
Hope this helps. Thanks
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
@Override
public <T> T getCapability(Capability<T> capability, EnumFacing facing) {
if (capability == PlayerExtendedProperties.PORTER_CAPABILITY) {
return (T) porterProperties;
}
if (capability == PlayerExtendedProperties.FAVORITE_DESTINATIONS_CAPABILITY) {
return (T) favoriteDestinationsProperties;
}
return null;
}
You should do something similar. Otherwise every mod that wants capabilities on a player will always get your capability.
Hope this helps. Thanks
That might be the problem yes. I had actually kinda figured forge would call hasCapability before getCapability. I guess I can add that myself. Ill release a fix later today. Im currently at work.
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Released an updated 1.9 beta which should fix the problem with RFTools.
Also added the option to hide elytra or wings, when you have both.
Thanks for the update.
Rollback Post to RevisionRollBack
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
I do not work on my server, other players can not see my model.
I can only see myself.
HEEEELP
I do not work on my server, other players can not see my model.
I can only see myself.
Do you have the plugin OR mod installed to your server too?
And do other players also have the mod installed?
Can't help you without critical information..
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There is a setting in your character screen menu to disable PoV
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You need to stop spamming this thread, you're not going to get an answer or a fix any faster by doing so.
IF anything, you're not going to get an answer because all you're going to wind up doing is upsetting people into not wanting to help you.
Here's an idea..
Try disabling some of the mods on your server:
Optifine
Backtools
Thaumcraft
Do these 1 at a time, and find if maybe you do have a conflict.
It's called trouble-shooting. Have you done that yet? Because if you haven't, I don't think it's very "urgent" if you haven't tried to resolve it yourself yet.
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It might be that the server version with forge for 1.7.2 didnt work properly. I dont think it was tested properly as 1.7.10 released soon after and I moved on to that.
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These would all be a good thing to, like racial diversity in emojis
This does seem like a good suggestion... but there's a big problem here. The player model doesn't have knees or elbows. Most of these dance moves require the usage of limb joints to look right, especially the moonwalk (steve already kinda moonwalks when he walks backwards anyways, although it is difficult to tell for sure).
Although, maybe some more basic ones like /yes, /no, /shrug, or /facepalm would be nice to have.
The ears are a lot simpler than the tail. I just think the fox tail was done wrong. I put an outstanding texture on the tail and it didn't show up right. I'd fix it, but I don't really have a java editor.
Yeah, there wasn't a lot of room for the tails texture to fit in anywhere on the skin file easily, even if it was broken up. If you know how to make textures/skins I can send you a techne file to fiddle around with.
Though this depends on whether or not Noppes is willing to apply any fix you come up with.
There is a bug with moreplayersmodels in combination with rftools for 1.9. The bug manifests itself like this:
It appears like a problem in RFTools but actually I think I'm doing the right thing there. I think the problem is that you have a capability on the player model (like rftools has) but forget to register that capability and/or do @CapabilityInject.
Can you check if that's the case? Thanks!
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
What exactly is happening when this error occurs?
Does 'rftools' change the player model in any form at all?
I'm not exactly the best at error reading here, but it's obviously some kind of player rendering issues, or an attempt where both mods are trying to communicate a render somewhere. And it's just not working out as expected of course.
For my own curiosity, so I can figure out more about this particular mod itself.. Do you have a link for it?
I'm afraid the sites I am finding through google searches aren't exactly sites I trust to have authentic material for download, as it seems over-half offer broken, stolen or otherwise incorrect files.
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!
RFTools does not change the player model but it does add data to the player in the form of capabilities (to store and remember information tied to the player). This crash occurs at startup (registration time).
RFTools can be found at curse: http://mods.curse.com/mc-mods/minecraft/224641-rftools
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
This may be my uneducated guess then.. XD
rftools is changing the way Minecraft is reading the player data, so that it may store these 'capabilities' and since MPM cannot recognize this information, it obviously doesn't like it and has a hard time associating properly with the player's information in some form.
Strange to say the least. XD
I cannot say I've ever seen something like this happen before, and I feel I'm at a complete loss this time as to perhaps offer a 'real' reason why this isn't playing nice together. I am curious what Noppes may have to say on the matter though.
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!
RFTools is not touching player loadingat all. This is actually very simple. It is probably a capability registration error. When you add capabilities to the player these have to be properly registered. The capability needs a @CapabilityInject annotation like this (this is how rftools does it):
Then in your preInit you should register the capability like this:
Or something similar to that.
Hope this helps
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
The way I do it should work just fine:
You might want to check your own code. I dont get why it gives a cast exception as you do not have to cast anything.
Want to support me? Become one of my patrons:
Well the crash occurs in this line:
The class cast exception happens because player.getCapability(PORTER_CAPABILITY) for some reason matches with your capability and so the wrong capability is returned which obviously doesn't cast to PorterProperties. What you do wrong is in your capability provider:
You don't test if the wanted capability is actually your capability so you always return yours even if something wants another one. Here is how rftools implements getCapability:
You should do something similar. Otherwise every mod that wants capabilities on a player will always get your capability.
Hope this helps. Thanks
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
That might be the problem yes. I had actually kinda figured forge would call hasCapability before getCapability. I guess I can add that myself. Ill release a fix later today. Im currently at work.
Want to support me? Become one of my patrons:
Released an updated 1.9 beta which should fix the problem with RFTools.
Also added the option to hide elytra or wings, when you have both.
Want to support me? Become one of my patrons:
Thanks for the update.
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
Do you have the plugin OR mod installed to your server too?
And do other players also have the mod installed?
Can't help you without critical information..
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!
Should only happen if you dont have the mod installed on your server or if you have a cracked server.
Want to support me? Become one of my patrons:
How do I disable POV?
You need to be patient, no one sits around staring at the forum threads forever.
There is a setting in your character screen menu to disable PoV
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!
You need to stop spamming this thread, you're not going to get an answer or a fix any faster by doing so.
IF anything, you're not going to get an answer because all you're going to wind up doing is upsetting people into not wanting to help you.
Here's an idea..
Try disabling some of the mods on your server:
Optifine
Backtools
Thaumcraft
Do these 1 at a time, and find if maybe you do have a conflict.
It's called trouble-shooting. Have you done that yet? Because if you haven't, I don't think it's very "urgent" if you haven't tried to resolve it yourself yet.
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!
It might be that the server version with forge for 1.7.2 didnt work properly. I dont think it was tested properly as 1.7.10 released soon after and I moved on to that.
Want to support me? Become one of my patrons:
Hey I have an animations recommendations
/Whip
/WalkItByYourself
/Dab
/GundamStyle
/Moonwalk
/UptownFunk
/Balarena (how do you spell it)
These would all be a good thing to, like racial diversity in emojis
This does seem like a good suggestion... but there's a big problem here. The player model doesn't have knees or elbows. Most of these dance moves require the usage of limb joints to look right, especially the moonwalk (steve already kinda moonwalks when he walks backwards anyways, although it is difficult to tell for sure).
Although, maybe some more basic ones like /yes, /no, /shrug, or /facepalm would be nice to have.