How would I install it with forge cause I tried to already and it don't work with forge
Forge uses its own structure which makes it a bit difficult for me to adapt to it. I don't say it'S impossible, but "as is" it's not Minecraft but a Forge incompatibility issue. Remember that this mod needs to modify Tesselator and Rendering so we can get a precise enough lighting and quads (not only boxes) capability.
Do I still install it the same way I always do before the latest launcher came out?
Edit: Ok, I tried the old fashioned way and it didn't work. How do I install it now?
Well the old fashion way works if you don't modify the default version of Minecraft that will be constantly updated and replaced by a fresh copy of vanilla Minecraft everytime you run the game.
There should be a way to use this mod as a Ressource Pack... but I can't make it works on my computer.
do it faster. my girl friend is mad when is it coming out for 1.5.2. 1.6 is coming soon and i dont want her to wait longer. pls hurry up! shes going to kill me!!!! :'(
I was able to adapt Tesselator class easily (for 1.5.2 and 1.6.2) since it didn't changed really, but that's all I did so far. I still have no idea of the impact of the new launcher on this mod... I can just hope that it may still works fine when done. I had some issues with the new decompiler version and I'm glad that a workaround was revealed in the forums.
I'm outside town right now and will be back monday night.
Can anyone help me? Every time I put the mod in the minecraft.jar file and run minecraft I get a blackscreen. I am running 1.5.2. I tried using modloader with and without it and I keep getting the same results.
It's not adapted for 1.5.2 because inside the Minecraft.jar file the classes changed names again making it incompatible with this mod. So I do have again to decompile Minecraft.jar, adapt this mod and recompile it to fit the new version. Sorry for the delay, but I'm working on it.
Well... 1.4.6 mods worked flawlessly on 1.4.7
I believe the same happened between 1.4.4 to 1.4.5.
I'm wondering something, how exactly do you update the class files? Do you look through the new jar and check every single file through a java class inspector/editor, until you find the RenderPlayer.java and such, then rename the correct files to what the new jar says the updated classes are?
Or would you have to re-edit the new class file for the RenderPlayer.java and such?
Also I don't really care about the hand glitch, it's kinda funny actually, but if you wanna try and fix it that's cool too.
Considering that Mojang doesn't provide their source code material to modders -and- it's only through a fan-based effort that modders can provide mods for Minecraft by a process of decompiling and deobscuring the files inside the game into a somewhat readable and editable listing, the process of updating a mod to be compatible with the newest version is not always a straight and easy approach as it should be, but it became certainly easier than if I had to deal with modding the game all by myself. I've tried to explain this situation to a friend of mine who doesn't code mods for Minecraft and it wasn't a success.
Because this mod imply to change the class for the modeling of humanoids, the usage of this new model for the player skin and the armor layers, the possibility to define quads (4 corners shapes) instead of just boxes, and also the precision of lighting calculations needed for more elaborated shapes than boxes (which correspond to the calculation of the normal vector in 3D), at least 3 of the fundamental Minecraft classes has to be modifed properly, and so every time. Sadly, that means that my code has to merge with Minecraft code and because of that it's never just a process of recompiling my source code.
Every new updates, specialy the big ones, are a pain for me. I have to obtain and look at the new decompiled Minecraft code and edit it by hand carefully, line by line. I've tried to make my code as external as possible to just have to recompile and it's simply impossible to do better than it is now. For this reason, everytime a new version of Minecraft is released, chances are that my mod has to be rewritten again to fit the new reality. It's a long process that I'm sure no other modders are willing to do but it's my reality with this mod.
Thanks for your interest and I hope this reply will helps to understand the situation!
Skins won't load ever since I installed the mod, I have a server with the statues plugin (creates player statues that never go away, acts like they're real players and their skins change when the owner of who's statue you put changes their Minecraft skin.) I have a line of female player statues at the spawn area, they all turn into Steves. The models change to how I configured it, that didn't give any problems. However when I go to the spawn area there's only Steves, and not even my OWN skin will load. I've looked on mojang's help page, and the skin service reads healthy and all is good. I've reloaded that page so many times while minecraft was starting up.
Even my friends think this mod caused these problems.
Could you fix?
EDIT: So apparently it was the skin server's fault.
Another tiny but funny bug I'd like to point out is when I'm in first person mode my hand, when holding nothing, will copy the hand movements of whoever is on my screen, even through walls. Looking at someone while they're fighting or mining blocks causes the hand on my first-person-mode to copy the movement, and it ALMOST looks like I'm the one left-clicking. Looking at someone walking makes the hand wave "Hi" to them. Looking at an AFK player makes the hand move slowly around.
Not really a game-threatening bug, but still funny to see. ANOTHER EDIT: I am going to test this mod with 1.5.1, be back in a minute with results from vanilla minecraft, and how it acts with the latest optifine as of this edit's time. YET ANOTHER EDIT: This mod does NOT work with Minecraft 1.5.1, now to begin waiting for an update.
After I've read your post, the first time, I was investigating regarding skin that doesn't load for another person. Yes it is server fault, many players trying to get skins at once creates a situation where the skin doesn't load right away and so default skin is used. And yes, this skin issue had nothing to do with this mod. The code about skins in located in classes that this mod doesn't modify or interfer with. This mod simply apply the loaded skin on new shapes you decide to use or not.
And yes, each time Mojang release an update, the class files inside the jar file are renamed randomly creating this incompatibility EVERY TIME causing for example my mod for 1.4.2 not working for Minecraft 1.4.6 and 1.4.7
I'm currently working on reupdating my mod for the newest Minecraft version. I will give you news as soon as possible.
I'm aware of the hand movement caused by the presence of a player infront of you somewhere on screen (not necessary visible), which is an annoying issue. This situation seems to be part of my mod since 1.4 and I can't detect right now what I've done wrong. This issue will takes time to investigate and fix I'm afraid. For the moment, I'm just trying to update all my mods that I've decided to keep supporting and also enjoy the new blocks and version of Minecraft like you all.
Woah, this topic has a LOT of posts saying ''Plz update!'' and stuff like that. I want it to be updated too, but it will take a while.
Hear me out, guys.
Sorry guys for the late update!
NEWS : I've experienced 2 things that kinda screw up the update for this mod. First, technical issue -> my laptop with all my codes is dead, but I was able to get a new one. Second, I was tired of Minecraft for awhile then I saw additions for 1.5 and get excited again.
The following link is the 1.5.0 version of this mod, at least the part that I was capable of porting from previous versions http://adf.ly/KqNHa
I've set Forge on my computer to see if it can be adapted for it. The bad news is this mod can't be considered a regular mod for the modloader. Any usage of Optifine or other mods that modify Tessellator, RenderPlayer or ModelRenderer classes will makes this mod incompatible and Minecraft crashes.
Minecraft crashed after installing this. Crash report:
java.lang.reflect.InvocationTargetException
2012-10-29 15:29:15 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2012-10-29 15:29:15 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
2012-10-29 15:29:15 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
2012-10-29 15:29:15 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Unknown Source)
2012-10-29 15:29:15 [INFO] [STDERR] at Reflector.callVoid(Reflector.java:226)
2012-10-29 15:29:15 [INFO] [STDERR] at azc.a(RenderEngine.java:735)
2012-10-29 15:29:15 [INFO] [STDERR] at net.minecraft.client.Minecraft.a(Minecraft.java:452)
2012-10-29 15:29:15 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:752)
2012-10-29 15:29:15 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
2012-10-29 15:29:15 [INFO] [STDERR] Caused by: java.lang.NoSuchMethodError: azb.getTileTextures(I)[I
2012-10-29 15:29:15 [INFO] [STDERR] at azc.a(RenderEngine.java:539)
2012-10-29 15:29:15 [INFO] [STDERR] at azc.b(RenderEngine.java:302)
2012-10-29 15:29:15 [INFO] [STDERR] at bbi.a(SourceFile:30)
2012-10-29 15:29:15 [INFO] [STDERR] at cpw.mods.fml.client.TextureFXManager.getEffectTexture(TextureFXManager.java:163)
2012-10-29 15:29:15 [INFO] [STDERR] at cpw.mods.fml.client.TextureFXManager.getTextureDimensions(TextureFXManager.java:208)
2012-10-29 15:29:15 [INFO] [STDERR] at cpw.mods.fml.client.TextureFXManager.onPreRegisterEffect(TextureFXManager.java:145)
2012-10-29 15:29:15 [INFO] [STDERR] at FMLRenderAccessLibrary.preRegisterEffect(FMLRenderAccessLibrary.java:57)
2012-10-29 15:29:15 [INFO] [STDERR] ... 9 more
bbi is TextureFX class
azc is RenderEngine class
azb is Tessellator class <-- my mod change this class, yes
What I see in this error log is that an error occured when something tried to call a method named "getTileTextures" and when it'S clearly named like this it's because the call is made by a mod and tries to access to an added method, so I'm guessing that you installed Optifine or another mod that do have its own Tesselator class, and you installed over my mod without considering it might overwrite the Tesselator class. My guess is that you want to try this mod but use Optifine already which is an incompatible mod and I've explained why in my previous message.
To "fix" that you can either not use Optifine or install over again Optifine mod to force using Optifine's Tesselator and get the speed that you want... but lack of lighting precision calculations this mod here needs to look fine.
I would try this mod, but unfortunately, it edits base classes that are managed by Minecraft Forge, OptiFine, and or the RenderPlayer API.
If this were more compatible, I would certainly give it a try.
I will try to explain why I do modify each class this mod modify, and so justify that not only everything is correct but also less intrusive than many other mods around.
First of all, you don't need Risugami's ModLoader to use this mod but you can use ModLoader with it, no problem. In the other hand, Forge is a complete other story and I'm puzzled... why? Let me talk about Not Just About Boobs mod in term of classes it changes, and if you can help me to point out why it's "so incompatible", let me know because I don't think it's my fault.
Tesselator class
The tesselator class is a crucial class that basicaly gets everything done finaly on screen, using a huge buffer in memory where the polygons, colors and textures are pushed into openGL. Optifine modify this class to try to optimize the rendering speed, last year it was simply by memory usage and now it's much more complex with a kind of divide and conquer algorithm in recurcive way that makes the rendering somewhat faster. The changes Optifine do on Tesselator class is so important that I can't simply adapt my own version of Tesselator class anymore and still be compatible with and without Optifine. Why I'm modifying Tesselator class? simply because the lighting calculation is the worst I've ever since, trunking so much the numbers, losing so many precision, that makes practicaly all not boxed shapes badly render due to wrong lighting calculations. All the angles in the new legs, arms, waist, rounded head and boobs need this lighting precision. This mod can runs with the original Minecraft and Optifine Tesselator class but will be atrocious to see the darker faces and all other new parts. So it's a decision between quality of lighting or speed, your choice.
ModelRenderer class
The ModelRenderer class is where pretty much all the boxes get their shapes and textures fixed. In the past, this class was not using an external class to make the box shapes but now it does. What's the harm of this change? Well, it moved the quad function from ModelRender class to the "box" class, preventing other shapes to be simply done just like a flat rectangle (commonly named a quad in 3d modeling). My mod simply modify ModelRenderer to get back access to a quad function in there to be able to make other things than blocks, like diamond or trapezoid shapes that compose the new legs, etc. This modification in this class for my mod is needed and shouldn't make any other mods not working anymore unless they too change ModelRenderer for unknow reason.
RenderPlayer class
This class is specificaly about rendering the player model, full body or just an arm or name above the head. The render is based on bipedmodel in original Minecraft but has to be based on my own improved bipedmodel that includes the new parts... otherwise this mod is not gonna do anything. If your mods don't even change the look of the player, changing the RenderPlayer class isn't really justified. Since this mod is cosmetic and affect the rendering of the player, then this class needs to be modified.
ImprovedModelBiped and ImprovedModelBipedAttributes classes
These 2 classes are my own classes, one has the modeling of the original and new body parts, including all the angles, positions and movements, the other is just to keep track of the information of the parameters (shapes of the head, waist, arm, leg, etc).
And that's it!
Why my mod should be considered as guilty to not be compatible more than any other mod you are currently using that most certainly modify even more fundamental classes than you think? Not Just About Boobs mod works with a vanilla Minecraft and also with Risugami's ModLoader. And months ago, Optifine was also compatible with this mod after some efforts from my part but Optifine changed so much Tesselator class in the last months it's just not the same anymore as the one in original Minecraft.
I think small head and slim body Variations make player looks more realistic.
True it makes it more realistic. Why I didn't do that yet is for 2 reasons : 1 - I've heard bad comments sugesting that smaller head for female model is like saying smaller brain, 2 - slimer parts should be also do to the male model as well so the parts can be used or not independently if you want the result looks more female, male or both.* UPDATE *
Deal.
Could you either PM me or post the modded version for the ears? Thanks.
It will be included in the updated version which should be this week. Sorry I had other things going on in my life, I had to stop any Minecraft activities for awhile.
Include tails, and cat ears, since I have this facebook page named Slendercat (is it wrong if I advertise it here? I won't anyways.) I can't connect to any of the adf.ly links for some reason.
Cat ears are there since a month ago or so. As for a tail I'm still thinking of it. It's ok to advertise your facebook page if you want. As for not connecting to any adf.ly, it's a web browser issue apparently, try again with another one.
Deadmou5 ears are 2 things : 1- extra texture in his skin (like shown in the picture below), 2- a special code that check if player name is deadmau5.
The good news is, if you add the texture needed in your skin, I can certainly make head#3 (H30) for this mod to render the big ears almost like these of deadhau5. Deal?
1
Well there are Youtube videos about "how to install mods" since the new launcher changed everything...
0
Forge uses its own structure which makes it a bit difficult for me to adapt to it. I don't say it'S impossible, but "as is" it's not Minecraft but a Forge incompatibility issue. Remember that this mod needs to modify Tesselator and Rendering so we can get a precise enough lighting and quads (not only boxes) capability.
0
Well the old fashion way works if you don't modify the default version of Minecraft that will be constantly updated and replaced by a fresh copy of vanilla Minecraft everytime you run the game.
There should be a way to use this mod as a Ressource Pack... but I can't make it works on my computer.
0
And I really hope it's working with the new launcher.
0
I'm outside town right now and will be back monday night.
0
It's not adapted for 1.5.2 because inside the Minecraft.jar file the classes changed names again making it incompatible with this mod. So I do have again to decompile Minecraft.jar, adapt this mod and recompile it to fit the new version. Sorry for the delay, but I'm working on it.
1
Version for Minecraft 1.5.1 is available and I hope it works for you as well as for me.
0
Considering that Mojang doesn't provide their source code material to modders -and- it's only through a fan-based effort that modders can provide mods for Minecraft by a process of decompiling and deobscuring the files inside the game into a somewhat readable and editable listing, the process of updating a mod to be compatible with the newest version is not always a straight and easy approach as it should be, but it became certainly easier than if I had to deal with modding the game all by myself. I've tried to explain this situation to a friend of mine who doesn't code mods for Minecraft and it wasn't a success.
Because this mod imply to change the class for the modeling of humanoids, the usage of this new model for the player skin and the armor layers, the possibility to define quads (4 corners shapes) instead of just boxes, and also the precision of lighting calculations needed for more elaborated shapes than boxes (which correspond to the calculation of the normal vector in 3D), at least 3 of the fundamental Minecraft classes has to be modifed properly, and so every time. Sadly, that means that my code has to merge with Minecraft code and because of that it's never just a process of recompiling my source code.
Every new updates, specialy the big ones, are a pain for me. I have to obtain and look at the new decompiled Minecraft code and edit it by hand carefully, line by line. I've tried to make my code as external as possible to just have to recompile and it's simply impossible to do better than it is now. For this reason, everytime a new version of Minecraft is released, chances are that my mod has to be rewritten again to fit the new reality. It's a long process that I'm sure no other modders are willing to do but it's my reality with this mod.
Thanks for your interest and I hope this reply will helps to understand the situation!
0
After I've read your post, the first time, I was investigating regarding skin that doesn't load for another person. Yes it is server fault, many players trying to get skins at once creates a situation where the skin doesn't load right away and so default skin is used. And yes, this skin issue had nothing to do with this mod. The code about skins in located in classes that this mod doesn't modify or interfer with. This mod simply apply the loaded skin on new shapes you decide to use or not.
And yes, each time Mojang release an update, the class files inside the jar file are renamed randomly creating this incompatibility EVERY TIME causing for example my mod for 1.4.2 not working for Minecraft 1.4.6 and 1.4.7
I'm currently working on reupdating my mod for the newest Minecraft version. I will give you news as soon as possible.
I'm aware of the hand movement caused by the presence of a player infront of you somewhere on screen (not necessary visible), which is an annoying issue. This situation seems to be part of my mod since 1.4 and I can't detect right now what I've done wrong. This issue will takes time to investigate and fix I'm afraid. For the moment, I'm just trying to update all my mods that I've decided to keep supporting and also enjoy the new blocks and version of Minecraft like you all.
0
Sorry guys for the late update!
NEWS : I've experienced 2 things that kinda screw up the update for this mod. First, technical issue -> my laptop with all my codes is dead, but I was able to get a new one. Second, I was tired of Minecraft for awhile then I saw additions for 1.5 and get excited again.
The following link is the 1.5.0 version of this mod, at least the part that I was capable of porting from previous versions
http://adf.ly/KqNHa
I've set Forge on my computer to see if it can be adapted for it. The bad news is this mod can't be considered a regular mod for the modloader. Any usage of Optifine or other mods that modify Tessellator, RenderPlayer or ModelRenderer classes will makes this mod incompatible and Minecraft crashes.
0
bbi is TextureFX class
azc is RenderEngine class
azb is Tessellator class <-- my mod change this class, yes
What I see in this error log is that an error occured when something tried to call a method named "getTileTextures" and when it'S clearly named like this it's because the call is made by a mod and tries to access to an added method, so I'm guessing that you installed Optifine or another mod that do have its own Tesselator class, and you installed over my mod without considering it might overwrite the Tesselator class. My guess is that you want to try this mod but use Optifine already which is an incompatible mod and I've explained why in my previous message.
To "fix" that you can either not use Optifine or install over again Optifine mod to force using Optifine's Tesselator and get the speed that you want... but lack of lighting precision calculations this mod here needs to look fine.
0
I will try to explain why I do modify each class this mod modify, and so justify that not only everything is correct but also less intrusive than many other mods around.
First of all, you don't need Risugami's ModLoader to use this mod but you can use ModLoader with it, no problem. In the other hand, Forge is a complete other story and I'm puzzled... why? Let me talk about Not Just About Boobs mod in term of classes it changes, and if you can help me to point out why it's "so incompatible", let me know because I don't think it's my fault.
Tesselator class
The tesselator class is a crucial class that basicaly gets everything done finaly on screen, using a huge buffer in memory where the polygons, colors and textures are pushed into openGL. Optifine modify this class to try to optimize the rendering speed, last year it was simply by memory usage and now it's much more complex with a kind of divide and conquer algorithm in recurcive way that makes the rendering somewhat faster. The changes Optifine do on Tesselator class is so important that I can't simply adapt my own version of Tesselator class anymore and still be compatible with and without Optifine. Why I'm modifying Tesselator class? simply because the lighting calculation is the worst I've ever since, trunking so much the numbers, losing so many precision, that makes practicaly all not boxed shapes badly render due to wrong lighting calculations. All the angles in the new legs, arms, waist, rounded head and boobs need this lighting precision. This mod can runs with the original Minecraft and Optifine Tesselator class but will be atrocious to see the darker faces and all other new parts. So it's a decision between quality of lighting or speed, your choice.
ModelRenderer class
The ModelRenderer class is where pretty much all the boxes get their shapes and textures fixed. In the past, this class was not using an external class to make the box shapes but now it does. What's the harm of this change? Well, it moved the quad function from ModelRender class to the "box" class, preventing other shapes to be simply done just like a flat rectangle (commonly named a quad in 3d modeling). My mod simply modify ModelRenderer to get back access to a quad function in there to be able to make other things than blocks, like diamond or trapezoid shapes that compose the new legs, etc. This modification in this class for my mod is needed and shouldn't make any other mods not working anymore unless they too change ModelRenderer for unknow reason.
RenderPlayer class
This class is specificaly about rendering the player model, full body or just an arm or name above the head. The render is based on bipedmodel in original Minecraft but has to be based on my own improved bipedmodel that includes the new parts... otherwise this mod is not gonna do anything. If your mods don't even change the look of the player, changing the RenderPlayer class isn't really justified. Since this mod is cosmetic and affect the rendering of the player, then this class needs to be modified.
ImprovedModelBiped and ImprovedModelBipedAttributes classes
These 2 classes are my own classes, one has the modeling of the original and new body parts, including all the angles, positions and movements, the other is just to keep track of the information of the parameters (shapes of the head, waist, arm, leg, etc).
And that's it!
Why my mod should be considered as guilty to not be compatible more than any other mod you are currently using that most certainly modify even more fundamental classes than you think? Not Just About Boobs mod works with a vanilla Minecraft and also with Risugami's ModLoader. And months ago, Optifine was also compatible with this mod after some efforts from my part but Optifine changed so much Tesselator class in the last months it's just not the same anymore as the one in original Minecraft.
0
True it makes it more realistic. Why I didn't do that yet is for 2 reasons : 1 - I've heard bad comments sugesting that smaller head for female model is like saying smaller brain, 2 - slimer parts should be also do to the male model as well so the parts can be used or not independently if you want the result looks more female, male or both.* UPDATE *
A version for Minecraft 1.4.2 is now available
0
I've done basicaly all the modeling by hand, no 3d tool.
It will be included in the updated version which should be this week. Sorry I had other things going on in my life, I had to stop any Minecraft activities for awhile.
Cat ears are there since a month ago or so. As for a tail I'm still thinking of it. It's ok to advertise your facebook page if you want. As for not connecting to any adf.ly, it's a web browser issue apparently, try again with another one.
0
Deadmou5 ears are 2 things : 1- extra texture in his skin (like shown in the picture below), 2- a special code that check if player name is deadmau5.
The good news is, if you add the texture needed in your skin, I can certainly make head#3 (H30) for this mod to render the big ears almost like these of deadhau5. Deal?