#Name based Optifine Entity wolf model

52 messages · Page 1 of 1 (latest)

lusty glade
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Hi Im trying to create a resource pack that changes the model and model and texture of a wolf based on its name, Ive already done a name based texture change for a cat and that was easy however Ive run into 2 issues with the wolf

so the first is that when loading the model into the game the head doesnt tilt when food is held
Ive only made simple modifications to the model so far (which I got from the CEM Template Loader) and I havent touched any of the main groups
Ive had the same thing happen even with an unmodified model

the second thing is loading the texture, so far Ive only been able to get it to work when putting it in the cem folder and specifying the name in the model itself and when it does load I havent been able to figure out how to correctly render the collar with the custom model too

hollow surgeBOT
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cunning terrace
# lusty glade Hi Im trying to create a resource pack that changes the model and model and text...

First of all for your texture problem you should put your model named wolf2 (if it's the second wolf that exist (first is the regular one)) directly in your cem folder and not in subfolder (maybe it's patch but in case of...) then you can create a mob folder in your optifine folder and in your mob folder create another one named wolf. Then put your texture here and name it wolf2 (you may want to create two other texture named wolf_angry2 and wolf_tame2). It should look like this: optifine/mob/wolf/yourtextures. Now you just have to make two .properties files one in the cem folder and another in the mob/wolf folder.

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And for the collar one normally with the model you've done it should render properly put maybe you should create a collar2 textures with the other with it's own collar.

lusty glade
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okayy thank you so much that did it for the texture part and I didnt need a separate collar texture
but they still dont tilt their head

lusty glade
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yess ty

cunning terrace
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the normal pivot point for a wolf head is 1 10.5 -7

lusty glade
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nope I recreated the model from scratch again and made sure to only copy the ears into a subgroup without changing anything

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Ive had that happen even with an unmodified export

lusty glade
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something even weirder, loading it with actual Optifine instead of Entity Model Features renders it like this and crashes the game

plush delta
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send the model

lusty glade
lusty glade
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nope

plush delta
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its not optional

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a wolf.jem is required

lusty glade
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I thought it wouldnt be

plush delta
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if you want it to work with optifine then it is

lusty glade
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whats even weirder is that when I exported the model from this mod it didnt have a head or a tail

lusty glade
plush delta
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you should keep that enabled if you want the pack to work with EMF and OptiFine, which you should want unless you are using EMF only features

lusty glade
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I think Im only going to use it with EMF at least for now

plush delta
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add the base model, then check if the head works in optifine

lusty glade
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okay

lusty glade
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I added the jem exported from CEM Template Loader and now neither tilt their heads

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with actual Optifine

plush delta
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weird

twilit grail
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Going from memory here. This should occur with all models that replace the head I think, the wolf actually has 2 head groups in vanilla 1 normal and then 1 sub group that does this tilt effect. Optifine (and by extension emf) maps the head part to replace only the outer group so this would get lost

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You should be able to resolve this with emf only as emf should allow you to target that sub group even if it isn't available in optifine

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You'll need to do an export of the wolf model and then check the game log as it will print out this sub part name that you can target

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Then either place your head in there or copy its tilt with animations

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From memory I think the part is named 'real_head'

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Maybe optifine can read it via animations to but i can't guarantee that

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There should also be a similar behaviour with the tail

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But I can't remember off the top of my head what the tail subgroup was for

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Probably the health based lifting

plush delta
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that works fine with cem

twilit grail
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Possibly the side to side behaviour then?

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Or even the roll during the water shake thing

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I can look later if I remember

twilit grail
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ok the real_head and real_tail vanilla sub groups are indeed both there for roll animations rz

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real_heal handles both the water shake animation roll and head tilt roll

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the tail one only handles the shake animation

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the shake animation logic seems to be all internal values so best you could do to replicate it is see if body is getting rolled

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okay good news EMF can read these parts so that can be extrapolated

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its probably worth recommending adding these parts to optifine @plush delta , if they can't already be read, then again no one seems to have really noticed

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¯_(ツ)_/¯

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but if optifine can read real_head.rx etc then it might be best to just make a head tilting & tail rolling template and carrying on