[EMF] Entity Model Features [Fabric & Forge]

[EMF] Entity Model Features [Fabric & Forge]

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[Bug - models] model variation doesn't work without a default model

PastaLaPasta opened this issue ยท 8 comments

commented

Describe the bug
I'm setting up a personal pack with zombie variants that uses the thinner arms that the player can use. They are a part of the same folders the regular arms use in Blockbench, but when the pack is loaded with EMF those second set of arms will not work (the normal ones will though).

List and link to broken resourcepacks
Here.

Expected behavior
The model should load the same way it does with OF.

Screenshots
An example can be seen here: https://imgur.com/a/FvYASXG

(please complete the following information):

  • Minecraft Version: 1.20.1
  • EMF version: 1.2
commented

Is there any chance that we can get an example resource pack or at least the broken .jem in your pack? It will be very difficult to isolate the issue if we can't replicate it.

commented

Alright, I've put the model and textures into a zip archive and linked it in the main post.

Since I'm redistributing it, I'll add this disclaimer: this is a modification of somebody else's pack rather than my entirely original textures/models. The original is an older version of the pack found here.

commented

Okay from looking at your pack, this issue is because EMF currently doesn't variate models unless you include a default model, because iirc there were some issues having the ability to render both the custom model and the vanilla model for the same entity type at the same time

I'm sure this will be fixed eventually, but for now if you include the default zombie.jem in your pack next to zombie.properties and zombie2.jem, you should be good for both Optifine and EMF.

commented

That did indeed work. Thank you.

Programming is strange.

commented

Hmm that shouldn't be necessary after v1.2 I'll have to double check there isn't some check canceling things left in

commented

i've identified the cause should be fixed next update

commented

:)

commented

This is now fixed