Custom Entity Models (CEM)

Custom Entity Models (CEM)

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[BUG] Compatibility with CMM resource pack

ItsLogic opened this issue ยท 19 comments

commented

Version

  • I am using the latest version of CEM

Describe the bug

When using the pack Cute Mob Models certain models are either inside the ground, have constantly spinning heads or are completely black

Expected behavior

Models should not be partially underground, heads should not constantly spin without reason and should be fully textured instead of black.

Screenshots (and video)

Screenshots of the pack in cem:

Non-Hostile Mobs:
Non-Hostile Mobs

Hostile Mobs:
Hostile Mobs

Video of the head spinning:

Base.Profile.2021.12.31.-.23.53.13.01_Trim.mp4

Screenshots of the pack in Optifine:

Non-Hostile Mobs
Non-Hostile Mobs

Hostile Mobs:
Hostile Mobs

Desktop:

  • OS: Windows 10 21H1 (19043.1415)
  • Java Version: 17.0.1
  • Minecraft Version: 1.18.1

Additional context

This issue seems similar to #11 but covers a different pack and slightly different bug so I am creating a seperate issue

commented

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs within 14 days. Thank you for your contributions.

commented

interesting
what happens when you turn the model fix off?

commented

It fixes and breaks a few things.

Two non hostile mobs are now at the right height while two are now sideways instead of upright
Non-Hostile Mobs

The wither skeleton seems to be at the right height now and the spider looks like it was at the same height as it was before but now with straightened legs which are clipping the ground instead of permanently extended ones. Heads are also still spinning like the previous video.
Hostile Mobs

commented

hmm, ok
thanks for testing
this is probably just an animation incompatibility

commented

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs within 14 days. Thank you for your contributions.

commented

I am facing the same issue. Their heights are incorrect and no random texture.

commented

Image
The ender dragon is also completely white.
It's supposed to looks like:
Image

commented

I can confirm all previous issues. Atop of that, the emissive textures aren't working either: The spider texture have no eyes, but they're in separate texture files inside this resource pack marked as emissive. But it not only doesn't glow, in game the spiders have no eyes at all.

My workaround is by extracting this resource pack and adjusting the .ty and .tz values until the models get out of the ground, removing the path of the texture files from the cem files, and for every emissive texture I'm merging them with the entities main textures.

I'd be very grateful if at least this mod added support for all the other mobs, like squids and silverfishes, so that way I would adapt CMM to this mod to make it playable.

commented

Regarding the texture problem, the entities showing glitched textures are the ones who had a specified path on its .jem files. Check it out:

Initially, in the file assets/minecraft/optifine/cem/cave_spider.jem the first parameter is as following:
"texture": "textures/entity/spider/cave_spider.png",
ignoring the fact I already fixed her height at parameter body1.tz, the spider shows like this:
2022-01-28_04 45 02
But after I add the previous directory path:
"texture": "../../textures/entity/spider/cave_spider.png",
The spider shows "normally" (yeah, unfortunately without her pretty voxel anime girl emissive eyes):
2022-01-28_04 45 49

So I guess the problem here is that this CEM mod is taking the relative path on the jem module instead of the absolute path from the resource pack's root directory. Also note that excluding this line from the file works too, but it restricts the use of personalized texture files, forcing us to name them accordingly to the default names and paths.

[EDIT] I'm confirming LovelyA72's issue with Ender Dragon. No matter how I set up ender_dragon.jem file, if it's not all white, it gets the original texture, but all wrong.

commented

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs within 14 days. Thank you for your contributions.

commented

This issue has been automatically closed due to it being stale for 14 days. Thank you to everyone who contributed.

commented

should consider getting rid of stale bot? or make it less strict?

commented

remove that bot lmao

commented

I endorse that! xD

commented

should consider getting rid of stale bot? or make it less strict?

I dont think its a bad idea but it probably shouldnt auto close issues. Getting a stale tag after a period of inactivity seems fine to me though

commented

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs within 14 days. Thank you for your contributions.

commented

@dorianpb
Many mobs in this resource pack works flawlessly now thanks to you <3 (if in CEM the "use model creation fix" is off models works good) but some models like strays, skeletons and zombie variants having spinning head problem and spiders feet are half buried under blocks. I haven't checked all mobs but this 2 problems are the last main ones that remained.
I have the following mods that might helped to fix other issues like emissive and random textures
main mods:
Entity Texture Features
Puzzle
CIT resewen
optional mods:
animatica
continuity
chime

commented

I can confirm a similar set of issues with HIDYK's REALM resource pack. As with @PhilipOfMacedon I was able to get the jem file to work by adding ../../ to the texture path for effected mobs.

commented

I'm having the same issues with CMM - Some mobs have spinning heads (skeletons, zombies), some are horizontal (sheep, pigs), some are half in the ground (cows, villagers), some had missing textures (fixed using above method) and a couple manage to work just fine (creepers, horses). I've tried every suggestion I could find in the few hours I've been searching and nothing seems to fix any of these issues.

One issue not mentioned so far is that (for me at least) drowned have spinning arms and legs, rather than a spinning head.