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fix: fixed armors clipping with second layer of player skins without …
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…making it look too bulky
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TheBv committed Feb 17, 2024
1 parent df42cf7 commit 8d71411
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Showing 13 changed files with 25 additions and 306 deletions.
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public class ArmorModelBase extends HumanoidModel<LivingEntity> {

protected static float INNER_MODEL_OFFSET = 0.38F;
protected static float OUTER_MODEL_OFFSET = 0.45F;
public ArmorModelBase(ModelPart p_170677_) {
super(p_170677_);
}
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package com.github.alexthe666.iceandfire.client.model.armor;

import com.github.alexthe666.citadel.client.model.AdvancedModelBox;
import net.minecraft.client.model.HumanoidModel;
import net.minecraft.client.model.geom.ModelPart;
import net.minecraft.client.model.geom.PartPose;
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import net.minecraft.client.model.geom.builders.PartDefinition;

public class ModelCopperArmor extends ArmorModelBase {

public AdvancedModelBox robeLowerLeft;
public AdvancedModelBox facePlate;
public AdvancedModelBox crest;
public AdvancedModelBox robeLowerRight;
// TODO: Make the inner model and outer model separate/ make them use normal minecraft armor dimensions while still looking good
private static final ModelPart INNER_MODEL = createMesh(CubeDeformation.NONE, 0.0F).getRoot().bake(64, 64);
private static final ModelPart OUTER_MODEL = createMesh(CubeDeformation.NONE, 0.0F).getRoot().bake(64, 64);

public ModelCopperArmor(ModelPart modelPart) {
super(modelPart);
}
private static final ModelPart INNER_MODEL = createMesh(CubeDeformation.NONE.extend(INNER_MODEL_OFFSET), 0.0F).getRoot().bake(64, 64);
private static final ModelPart OUTER_MODEL = createMesh(CubeDeformation.NONE.extend(OUTER_MODEL_OFFSET), 0.0F).getRoot().bake(64, 64);

public ModelCopperArmor(boolean inner) {
super(getBakedModel(inner));
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import net.minecraft.client.model.geom.builders.PartDefinition;

public class ModelDeathWormArmor extends ArmorModelBase {
public ModelPart spineH1;
public ModelPart spineH2;
public ModelPart spineH3;
public ModelPart spineH4;
public ModelPart spineH5;
public ModelPart spineH6;
public ModelPart spineH7;
public ModelPart spineR1;
public ModelPart spineR2;
public ModelPart spineL1;
public ModelPart spineL2;
// TODO: Make the inner model and outer model separate/ make them use normal minecraft armor dimensions while still looking good
private static final ModelPart INNER_MODEL = createMesh(CubeDeformation.NONE, 0.0F).getRoot().bake(64, 64);
private static final ModelPart OUTER_MODEL = createMesh(CubeDeformation.NONE, 0.0F).getRoot().bake(64, 64);
private static final ModelPart INNER_MODEL = createMesh(CubeDeformation.NONE.extend(INNER_MODEL_OFFSET), 0.0F).getRoot().bake(64, 64);
private static final ModelPart OUTER_MODEL = createMesh(CubeDeformation.NONE.extend(OUTER_MODEL_OFFSET), 0.0F).getRoot().bake(64, 64);

public ModelDeathWormArmor(ModelPart modelPart) {
super(modelPart);
spineH1 = modelPart.getChild("hat").getChild("spineH1");
spineH2 = modelPart.getChild("hat").getChild("spineH2");
spineH3 = modelPart.getChild("hat").getChild("spineH3");
spineH4 = modelPart.getChild("hat").getChild("spineH4");
spineH5 = modelPart.getChild("hat").getChild("spineH5");
spineH6 = modelPart.getChild("hat").getChild("spineH6");
spineH7 = modelPart.getChild("hat").getChild("spineH7");
spineR1 = modelPart.getChild("right_arm").getChild("spineR1");
spineR2 = modelPart.getChild("right_arm").getChild("spineR2");
spineL1 = modelPart.getChild("left_arm").getChild("spineL1");
spineL2 = modelPart.getChild("left_arm").getChild("spineL2");
}

public static MeshDefinition createMesh(CubeDeformation deformation, float offset) {
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package com.github.alexthe666.iceandfire.client.model.armor;

import com.github.alexthe666.citadel.client.model.AdvancedModelBox;
import net.minecraft.client.model.HumanoidModel;
import net.minecraft.client.model.geom.ModelPart;
import net.minecraft.client.model.geom.PartPose;
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import net.minecraft.client.model.geom.builders.PartDefinition;

public class ModelDragonsteelFireArmor extends ArmorModelBase {
// TODO: Make the inner model and outer model separate/ make them use normal minecraft armor dimensions while still looking good
private static final ModelPart INNER_MODEL = createMesh(CubeDeformation.NONE, 0.0F).getRoot().bake(64, 64);
private static final ModelPart OUTER_MODEL = createMesh(CubeDeformation.NONE, 0.0F).getRoot().bake(64, 64);
public AdvancedModelBox visor1;
public AdvancedModelBox HornR;
public AdvancedModelBox HornR4;
public AdvancedModelBox HornL;
public AdvancedModelBox HornL4;
public AdvancedModelBox visor2;
public AdvancedModelBox HornR2;
public AdvancedModelBox HornR3;
public AdvancedModelBox HornR5;
public AdvancedModelBox HornL2;
public AdvancedModelBox HornL3;
public AdvancedModelBox HornL5;
public AdvancedModelBox sleeveRight;
public AdvancedModelBox robeLowerLeft;
public AdvancedModelBox sleeveLeft;
public AdvancedModelBox robeLowerRight;

public ModelDragonsteelFireArmor(ModelPart modelPart) {
super(modelPart);
}

private static final ModelPart INNER_MODEL = createMesh(CubeDeformation.NONE.extend(INNER_MODEL_OFFSET), 0.0F).getRoot().bake(64, 64);
private static final ModelPart OUTER_MODEL = createMesh(CubeDeformation.NONE.extend(OUTER_MODEL_OFFSET), 0.0F).getRoot().bake(64, 64);
public ModelDragonsteelFireArmor(boolean inner) {
super(getBakedModel(inner));
}
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@@ -1,6 +1,5 @@
package com.github.alexthe666.iceandfire.client.model.armor;

import com.github.alexthe666.citadel.client.model.AdvancedModelBox;
import net.minecraft.client.model.HumanoidModel;
import net.minecraft.client.model.geom.ModelPart;
import net.minecraft.client.model.geom.PartPose;
Expand All @@ -10,35 +9,8 @@
import net.minecraft.client.model.geom.builders.PartDefinition;

public class ModelDragonsteelIceArmor extends ArmorModelBase {
// TODO: Make the inner model and outer model separate/ make them use normal minecraft armor dimensions while still looking good
private static final ModelPart INNER_MODEL = createMesh(CubeDeformation.NONE, 0.0F).getRoot().bake(64, 64);
private static final ModelPart OUTER_MODEL = createMesh(CubeDeformation.NONE, 0.0F).getRoot().bake(64, 64);

public AdvancedModelBox visor1;
public AdvancedModelBox HornR;
public AdvancedModelBox HornR4;
public AdvancedModelBox HornL;
public AdvancedModelBox HornL4;
public AdvancedModelBox visor2;
public AdvancedModelBox HornR6;
public AdvancedModelBox HornL6;
public AdvancedModelBox HornR2;
public AdvancedModelBox HornR3;
public AdvancedModelBox HornR5;
public AdvancedModelBox HornL2;
public AdvancedModelBox HornL3;
public AdvancedModelBox HornL5;
public AdvancedModelBox HornR7;
public AdvancedModelBox HornL7;
public AdvancedModelBox sleeveRight;
public AdvancedModelBox robeLowerLeft;
public AdvancedModelBox sleeveLeft;
public AdvancedModelBox robeLowerRight;

public ModelDragonsteelIceArmor(ModelPart modelPart) {
super(modelPart);
}

private static final ModelPart INNER_MODEL = createMesh(CubeDeformation.NONE.extend(INNER_MODEL_OFFSET), 0.0F).getRoot().bake(64, 64);
private static final ModelPart OUTER_MODEL = createMesh(CubeDeformation.NONE.extend(OUTER_MODEL_OFFSET), 0.0F).getRoot().bake(64, 64);
public ModelDragonsteelIceArmor(boolean inner) {
super(getBakedModel(inner));
}
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@@ -1,6 +1,5 @@
package com.github.alexthe666.iceandfire.client.model.armor;

import com.github.alexthe666.citadel.client.model.AdvancedModelBox;
import net.minecraft.client.model.HumanoidModel;
import net.minecraft.client.model.geom.ModelPart;
import net.minecraft.client.model.geom.PartPose;
Expand All @@ -10,33 +9,8 @@
import net.minecraft.client.model.geom.builders.PartDefinition;

public class ModelDragonsteelLightningArmor extends ArmorModelBase {
// TODO: Make the inner model and outer model separate/ make them use normal minecraft armor dimensions while still looking good
private static final ModelPart INNER_MODEL = createMesh(CubeDeformation.NONE, 0.0F).getRoot().bake(64, 64);
private static final ModelPart OUTER_MODEL = createMesh(CubeDeformation.NONE, 0.0F).getRoot().bake(64, 64);
public AdvancedModelBox visor1;
public AdvancedModelBox HornR;
public AdvancedModelBox HornR4;
public AdvancedModelBox HornL;
public AdvancedModelBox HornL4;
public AdvancedModelBox visor2;
public AdvancedModelBox HornR2;
public AdvancedModelBox HornL2;
public AdvancedModelBox HornR2_1;
public AdvancedModelBox HornR3;
public AdvancedModelBox HornR5;
public AdvancedModelBox HornL2_1;
public AdvancedModelBox HornL3;
public AdvancedModelBox HornL5;
public AdvancedModelBox HornR3_1;
public AdvancedModelBox HornL3_1;
public AdvancedModelBox sleeveRight;
public AdvancedModelBox robeLowerLeft;
public AdvancedModelBox sleeveLeft;
public AdvancedModelBox robeLowerRight;

public ModelDragonsteelLightningArmor(ModelPart modelPart) {
super(modelPart);
}
private static final ModelPart INNER_MODEL = createMesh(CubeDeformation.NONE.extend(INNER_MODEL_OFFSET), 0.0F).getRoot().bake(64, 64);
private static final ModelPart OUTER_MODEL = createMesh(CubeDeformation.NONE.extend(OUTER_MODEL_OFFSET), 0.0F).getRoot().bake(64, 64);

public ModelDragonsteelLightningArmor(boolean inner) {
super(getBakedModel(inner));
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package com.github.alexthe666.iceandfire.client.model.armor;

import com.github.alexthe666.citadel.client.model.AdvancedModelBox;
import net.minecraft.client.model.HumanoidModel;
import net.minecraft.client.model.geom.ModelPart;
import net.minecraft.client.model.geom.PartPose;
Expand All @@ -10,36 +9,9 @@
import net.minecraft.client.model.geom.builders.PartDefinition;

public class ModelFireDragonScaleArmor extends ArmorModelBase {
// TODO: Make the inner model and outer model separate/ make them use normal minecraft armor dimensions while still looking good
private static final ModelPart INNER_MODEL = createMesh(CubeDeformation.NONE, 0.0F).getRoot().bake(64, 64);
private static final ModelPart OUTER_MODEL = createMesh(CubeDeformation.NONE, 0.0F).getRoot().bake(64, 64);
public AdvancedModelBox HornL;
public AdvancedModelBox HornR;
public AdvancedModelBox HornL3;
public AdvancedModelBox HornR3;
public AdvancedModelBox HeadFront;
public AdvancedModelBox Jaw;
public AdvancedModelBox HornL2;
public AdvancedModelBox HornR2;
public AdvancedModelBox Teeth1;
public AdvancedModelBox Teeth2;
public AdvancedModelBox RightShoulderSpike1;
public AdvancedModelBox RightShoulderSpike2;
public AdvancedModelBox LeftLegSpike;
public AdvancedModelBox LeftLegSpike2;
public AdvancedModelBox LeftLegSpike3;
public AdvancedModelBox BackSpike1;
public AdvancedModelBox BackSpike2;
public AdvancedModelBox BackSpike3;
public AdvancedModelBox LeftShoulderSpike1;
public AdvancedModelBox LeftShoulderSpike2;
public AdvancedModelBox RightLegSpike;
public AdvancedModelBox RightLegSpike2;
public AdvancedModelBox RightLegSpike3;

public ModelFireDragonScaleArmor(ModelPart modelPart) {
super(modelPart);
}
private static final ModelPart INNER_MODEL = createMesh(CubeDeformation.NONE.extend(INNER_MODEL_OFFSET), 0.0F).getRoot().bake(64, 64);
private static final ModelPart OUTER_MODEL = createMesh(CubeDeformation.NONE.extend(OUTER_MODEL_OFFSET), 0.0F).getRoot().bake(64, 64);


public ModelFireDragonScaleArmor(boolean inner) {
super(getBakedModel(inner));
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@@ -1,6 +1,5 @@
package com.github.alexthe666.iceandfire.client.model.armor;

import com.github.alexthe666.citadel.client.model.AdvancedModelBox;
import net.minecraft.client.model.HumanoidModel;
import net.minecraft.client.model.geom.ModelPart;
import net.minecraft.client.model.geom.PartPose;
Expand All @@ -10,38 +9,8 @@
import net.minecraft.client.model.geom.builders.PartDefinition;

public class ModelIceDragonScaleArmor extends ArmorModelBase {
// TODO: Make the inner model and outer model separate/ make them use normal minecraft armor dimensions while still looking good
private static final ModelPart INNER_MODEL = createMesh(CubeDeformation.NONE, 0.0F).getRoot().bake(64, 64);
private static final ModelPart OUTER_MODEL = createMesh(CubeDeformation.NONE, 0.0F).getRoot().bake(64, 64);
public AdvancedModelBox HornL;
public AdvancedModelBox HornR;
public AdvancedModelBox HornL3;
public AdvancedModelBox HornR3;
public AdvancedModelBox HeadFront;
public AdvancedModelBox Jaw;
public AdvancedModelBox HornR4;
public AdvancedModelBox HornL4;
public AdvancedModelBox HornL2;
public AdvancedModelBox HornR2;
public AdvancedModelBox Teeth2;
public AdvancedModelBox Teeth1;
public AdvancedModelBox RightShoulderSpike1;
public AdvancedModelBox RightShoulderSpike2;
public AdvancedModelBox LeftLegSpike;
public AdvancedModelBox LeftLegSpike2;
public AdvancedModelBox LeftLegSpike3;
public AdvancedModelBox BackSpike1;
public AdvancedModelBox BackSpike2;
public AdvancedModelBox BackSpike3;
public AdvancedModelBox LeftShoulderSpike1;
public AdvancedModelBox LeftShoulderSpike2;
public AdvancedModelBox RightLegSpike;
public AdvancedModelBox RightLegSpike2;
public AdvancedModelBox RightLegSpike3;

public ModelIceDragonScaleArmor(ModelPart modelPart) {
super(modelPart);
}
private static final ModelPart INNER_MODEL = createMesh(CubeDeformation.NONE.extend(INNER_MODEL_OFFSET), 0.0F).getRoot().bake(64, 64);
private static final ModelPart OUTER_MODEL = createMesh(CubeDeformation.NONE.extend(OUTER_MODEL_OFFSET), 0.0F).getRoot().bake(64, 64);

public ModelIceDragonScaleArmor(boolean inner) {
super(getBakedModel(inner));
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@@ -1,6 +1,5 @@
package com.github.alexthe666.iceandfire.client.model.armor;

import com.github.alexthe666.citadel.client.model.AdvancedModelBox;
import net.minecraft.client.model.HumanoidModel;
import net.minecraft.client.model.geom.ModelPart;
import net.minecraft.client.model.geom.PartPose;
Expand All @@ -10,41 +9,8 @@
import net.minecraft.client.model.geom.builders.PartDefinition;

public class ModelLightningDragonScaleArmor extends ArmorModelBase {
// TODO: Make the inner model and outer model separate/ make them use normal minecraft armor dimensions while still looking good
private static final ModelPart INNER_MODEL = createMesh(CubeDeformation.NONE, 0.0F).getRoot().bake(64, 64);
private static final ModelPart OUTER_MODEL = createMesh(CubeDeformation.NONE, 0.0F).getRoot().bake(64, 64);
public AdvancedModelBox HornL;
public AdvancedModelBox HornR;
public AdvancedModelBox HornL3;
public AdvancedModelBox HornR3;
public AdvancedModelBox Jaw;
public AdvancedModelBox HornR4;
public AdvancedModelBox HornL4;
public AdvancedModelBox HeadFront;
public AdvancedModelBox HornL2;
public AdvancedModelBox HornR2;
public AdvancedModelBox Teeth4;
public AdvancedModelBox Teeth3;
public AdvancedModelBox Teeth1;
public AdvancedModelBox Teeth2;
public AdvancedModelBox RightShoulderSpike1;
public AdvancedModelBox RightShoulderSpike2;
public AdvancedModelBox LeftLegSpike;
public AdvancedModelBox LeftLegSpike2;
public AdvancedModelBox LeftLegSpike3;
public AdvancedModelBox BackSpike1;
public AdvancedModelBox BackSpike2;
public AdvancedModelBox BackSpike3;
public AdvancedModelBox LeftShoulderSpike1;
public AdvancedModelBox LeftShoulderSpike2;
public AdvancedModelBox RightLegSpike;
public AdvancedModelBox RightLegSpike2;
public AdvancedModelBox RightLegSpike3;


public ModelLightningDragonScaleArmor(ModelPart modelPart) {
super(modelPart);
}
private static final ModelPart INNER_MODEL = createMesh(CubeDeformation.NONE.extend(INNER_MODEL_OFFSET), 0.0F).getRoot().bake(64, 64);
private static final ModelPart OUTER_MODEL = createMesh(CubeDeformation.NONE.extend(OUTER_MODEL_OFFSET), 0.0F).getRoot().bake(64, 64);

public ModelLightningDragonScaleArmor(boolean inner) {
super(getBakedModel(inner));
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package com.github.alexthe666.iceandfire.client.model.armor;

import com.github.alexthe666.citadel.client.model.AdvancedModelBox;
import net.minecraft.client.model.HumanoidModel;
import net.minecraft.client.model.geom.ModelPart;
import net.minecraft.client.model.geom.PartPose;
Expand All @@ -10,21 +9,8 @@
import net.minecraft.client.model.geom.builders.PartDefinition;

public class ModelSeaSerpentArmor extends ArmorModelBase {
// TODO: Make the inner model and outer model separate/ make them use normal minecraft armor dimensions while still looking good
private static final ModelPart INNER_MODEL = createMesh(CubeDeformation.NONE, 0.0F).getRoot().bake(64, 64);
private static final ModelPart OUTER_MODEL = createMesh(CubeDeformation.NONE, 0.0F).getRoot().bake(64, 64);
public AdvancedModelBox headFin;
public AdvancedModelBox headFin2;
public AdvancedModelBox armFinR;
public AdvancedModelBox shoulderR;
public AdvancedModelBox legFinR;
public AdvancedModelBox armFinL;
public AdvancedModelBox shoulderL;
public AdvancedModelBox legFinL;

public ModelSeaSerpentArmor(ModelPart modelPart) {
super(modelPart);
}
private static final ModelPart INNER_MODEL = createMesh(CubeDeformation.NONE.extend(INNER_MODEL_OFFSET), 0.0F).getRoot().bake(64, 64);
private static final ModelPart OUTER_MODEL = createMesh(CubeDeformation.NONE.extend(OUTER_MODEL_OFFSET), 0.0F).getRoot().bake(64, 64);

public ModelSeaSerpentArmor(boolean inner) {
super(getBakedModel(inner));
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