[ETF] Entity Texture Features - [Fabric & Forge]

[ETF] Entity Texture Features - [Fabric & Forge]

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Entity Texture Features [V2.5.3]-[1.18.x]

wsesrdtf opened this issue · 11 comments

commented

The random mob properties feature seems to be broken.

[ cow ]
skins.1=4 5 6
biomes.1=badlands wooded_badlands eroded_badlands desert jungle sparse_jungle bamboo_jungle savanna savanna_plateau windswept_savanna swamp
weights.1=100 50 25

skins.2=1 2 3
weights.2=100 50 25

[ pig ]
skins.1=2
biomes.1=badlands wooded_badlands eroded_badlands desert jungle sparse_jungle bamboo_jungle savanna savanna_plateau windswept_savanna swamp

skins.2=1

It works well up to version 2.5.1, but after updating to 2.5.3, this function stops working, the biome filtering function becomes paralyzed, and the weight does not work either.

That is, in all biomes, cows have skins of 1 to 3 with the same probability, and pigs only have skins of 1 in all biomes.


And I'm just curious, what about a function that displays a rendered mob's head icon like in Xaero's minimap mod, or a function that displays a rendered 3D appearance of a mob in a mob spawn egg tooltip like Inspecio mod?

At this time, the head icon of the mob that will appear on the minimap is displayed randomly each time. Or sometimes, only villagers have two random textures displayed on the minimap at the same time. Of course, it's not the same as what's worn on an actual villager, it's just random. If you look at the 3 attached minimaps, you can see that the textures of cows and chickens have changed. This is the result of using the same resource pack, but due to some action of the mod, the mob's representative texture changes from time to time. It changes occasionally when reloading the resource pack. And in most cases, it is displayed with a certain specific skin with a high probability. However, when using the random function in the original Optifine of 1.17.1, it was always displayed as the icon of the default skin in the vanilla path without random function applied.
2022-03-07_18 11 40 - 복사본
2022-03-07_23 29 39 - 복사본
2022-03-13_01 43 39 - 복사본
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Also, the rendered 3D mobs displayed in the spawn egg tool appear to have all random textures blinking in sequence at a rate of about 30Hz. The original Optifine 1.18.1 H4 does not have this problem. It is just displayed as a vanilla skin.
Honeycam 2022-03-13 23-25-19

But strangely, in the case of ToroHealth mode, there is no problem at all, and the same rendering tooltip as the texture worn by the actual mob is displayed.

One big difference compared to the original Optifine random mob function is that in the original, number 1 means the original skin in the vanilla path, and even if you put cow1 in the random folder, it is not recognized as number 1.

Can the rendering of mobs displayed in other mods like the original Optifine be fixed to skin number 1?

commented

I have fixed this flickering for inspectio and likely many other gui rendering mods they will all now display the vanilla texture. this fix will be version 2.5.5 releasing soon

as for Xaeros minimap it seems now to pick the texture of the very first mob of that type to load and handles that image internally, it seems to be stable and unchanging. it does NOT pick the vanilla texture always and I do not have plans to support this at the moment as Xaero's mod itself actually supports doing this, (Starting from version 21.6.0 of the minimap mod you are able to override the default icons displayed for entities with your own sprites/images by making a resource pack....) implementing such an internal pack in ETF would effect people with custom resourcepacks without any explanation of why their Xaero's is acting different - additionally this would never help modded entities.

However I will not leave you empty handed, If you want to contact the Xaero's Developer and simply tell them to "make entity.getBlockStateAtPos().isOf(Blocks.VOID_AIR) be true for the entity he sends to getTexture(); in his icon rendering or make inEntity.getBlockStateAtPos() == null" then my mod will present it as the vanilla texture always.

commented

my guess is he send an exact copy of the first mob loaded to get it's texture and whatever mob texture it has will be the rest of them, note this does allow variations like with villager professions, either way Xaero's existing fix will be the better choice here

commented

The problem with random textures has been fixed.
Thank you for your work ! 😁

commented

i am currently fixing this for general random mobs, a fix will be posted to the beta releases tonight, I will look into these other mods as well but that will likely be after i put out the general fix for entities

commented

it will require experiementing but if the mods are presenting random uuids to the entity renderer there may not be anything i can do without seriously detrimenting the random mobs feature itself but I will see what i can do

commented

I heard that the flickering issue in Inspectio tooltips has been fixed.
But some remain.

chicken.properties
skins.2=2 3 4
weights.2=100 50 25
baby.2=false
skins.3=5
baby.3=true

cow.properties
skins.2=5 6 7
biomes.2=badlands wooded_badlands eroded_badlands desert jungle sparse_jungle bamboo_jungle savanna savanna_plateau windswept_savanna swamp
weights.2=100 50 25
skins.3=2 3 4
weights.3=100 50 25

villager.properties
skins.2=2 3
weights.2=50 50

↑ In this case, it blinks.

pig.properties
skins.2=3
biomes.2=badlands wooded_badlands eroded_badlands desert jungle sparse_jungle bamboo_jungle savanna savanna_plateau windswept_savanna swamp
skins.3=2

↑ In this case, it does not blink.

Looking at the difference between the two, if the last loaded skin without special conditions has multiple random textures, they all seem to blink alternately.

In the case of chicken, except for chicks, skin.2, in the case of cow, skin.3, and in the case of villager, skin.2 is the last texture applied These last applied textures are shown blinking alternately in the Inspectio tooltip.

commented

i'll look into this again i think another change reopened this issue

commented

I have just pushed a fix for this, the dev build can be downloaded and tested from the Artifacts at https://github.com/Traben-0/Entity_Texture_Features/actions/runs/2155674225

Otherwise it will be available in the next release after 2.6.0 which may be another week or so

commented

How do I use it?
When I receive the file, there are two jars in the compressed file.
Putting both in the mods folder will cause a crash.
If I put only a large capacity, there is no problem in operation,
and the flickering problem seems to be completely resolved as well,
and I am not totally sure, I don't think the memory problem I experienced in 2.6.0 is here either.

commented

You only need the file that doesn't say sources, that is just a copy of the source code

commented

Thank you for answer.
This update was perfect!