#$500 Bounty - 1.20.1 Custom Models on Player Body
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yeah so in the same way that you can equip an item with custom model data on the head of a player to turn into cosmetics whatever, I'm needing the same thing but on the back/body of the player
don't you think $500 is too much for that sort of thing?
or do you want some professional lighting rendering done for an item?
it's something that nobody has figured out whilst still keeping it server side thus far so i'm happy to pay that much
oh ok makes sense
here is an example, the duck floatie is just a leather horse armour with custom model data but this was originally achieved with client side. it needs to be done now strictly server-side
$500 Bounty - 1.20.1 Custom Models on Player Body
no so the custom model just needs to be on the players body, i shouldn't have used the term rendering or back
that photo it is in the right spot, it needs to be attached to the players body without any delay in movement or lag
is the photo a clientside version? How do you get a model to show up in a serverside mod?
oh are you using a texturepack
you can use a tool to arrange it's position
yes the photo is a clientside version
oh I bet you got it to work, but when you move, it jiggles around like it's in the player's hand
so you want to do this as a serverside?
you can use a texturepack and a serverside mod, or even a plugin to do this
you just have to force a texturepack in the server.properties of your server
and it should work
i can't use hybrid servers as they are too unstable, and no server-side mods exist to place custom model data items onto a players back. if you do this normally, it will just not render the custom model
what if you use an armour stand, and a CustomModelData to assign it the rubberduck model, and use the serverside mod to keep it on the player's back
do you know what I mean
you need a texturepack though, which can be forced with a url
the armour stand option has been explored but because it's just constantly teleporting the armour stand to the players pos, it has a delay in movement which is incredibly jarring, i need it to be seamless
I don't know how, but this server somehow made a plugin look like a mod
it's definitely possible
I don't know if I can help much though
yeah hence why i need to find someone to make it possible
yeah
you can make it equippable in the chestplate slot using your mod
yeah the issue is it doesn't render though like it won't show anything
edit the model file using something like blockbench to position it how you want
it won't show up?
or is it in the wrong position
it won't show because chestplates don't support custom models in the same way that head items do
oh
and equipping it as a head item won't be good enough because it takes up the slot
I think it might be dissapearing because you didn't position it right
the resource pack model
You could just check how the spigot plugins do it, afaik it's just an invisible armorstand (riding?)/following the player
no they're too laggy or something he said
@void geyser I think you're not using armour stands correctly
make the armour stand ride the player, like you can make mobs ride each other
it should fix the lag issue
good luck
are the models created by attaching display entities? if so then you can use polymer virtual entities to attach display entities on player with EntityAttachment
can even use that for animated models if you wanted to, like using nylon library for example
oh and for the "lag issue": interpolation can be applied to display entities for smooth looking animations
normally it would updates 20 times a second (aka 20 fps) but with interpolation, it will looks like it's being animated at your game's frame rate
it’d probably still be difficult to sync that up to the position of specific modelparts tho
if not impossible
so i see the issue here
Nylon may help with this. Not easy, but theoretically possible.
I assume a resource pack is okay?
yeah that's how you'd get the model, but attaching it to the body is the hard part
Can’t you just make something ride the player, and the model to that?
Seems pretty simple
Although rotation may be tricky
Hmmmm, I’ll have to experiment
rotation is the current limitation
im not sure what's the current problem with rotations
An entity riding ontop the player won’t match the rotation of the player exactly
Unless I’m mistaken
you can keep setting the yaw of the entity
Oh I guess so. Yeah you could probably get it pretty close. But I think there will always be a little lag between the body moving on the client and the server getting that and then sending the rotation packet back to the client. You could probably get it close with interpolation, but it would be tricky
i did thought of using vertex shader, but it couldn't be used for generating vertices for model because it is for transforming vertices only
Oh smart
if there is support for geometry shader in vanilla it would be really nice
Perhaps all the rotation could be handled via a shader?
Load the model in statically facing one direction and rotate it with the shader?
I don’t know nearly enough about shaders to know if that’s a real solution
I know it’s possible to rotate a mesh using just linear transforms, I watched a good video on it recently. But I’m not sure if that can be done in a shader
problem is: i couldn't find a way to get player's rotation when modifying the item model shader
Ah. That would be a problem
each component is completely separated from each other
Like the body parts?
i mean player and item
overkill solution would be 1. make the vertex shader map vertices to a small square in screen space, and 2. emulate vertex + fragment shader in the fragment side (or use sdf magic idk tbh)
i have seen someone emulated the vertex + fragment shader pipeline with just fragment shader alone on shadertoy
ok so: with armor cutout shader, in theory you need a model for each part of the armor (legs, chest, hands, etc.)
and then we emulate the shader pipeline on fragment shader
the issue right now is: how do i make depth testing works as intended
for those that want to try implementing this: UV0 vertex attribute in armor_cutout_no_cull tell you the coordinates of the vertex on the armor texture so use that to identify which model part the game is trying to render, then use rasterizer like https://www.shadertoy.com/view/XdlGzn to generate model on fragment shader side
ok nvm you can just use this https://github.com/DartCat25/CEM-S
this one uses ray tracing so it's more or less the same as my intention to use rasterizer
Oh shoot
I guess it’s been done haha
only issue with this is it won’t work with iris or optifine

i think it doesn't work with user's shaders because of vanilla-style lightning on the models
your best other option is to attach display entities on player
like a display armor stand? only issue was it didn't track rotation
huh wait does 1.20.1 have display entities 🤔