Epic Knights: Shields, Armor and Weapons [Fabric/Forge/NeoForge]

Epic Knights: Shields, Armor and Weapons [Fabric/Forge/NeoForge]

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Textures bugged with OptiFine in 1.20.1

Scydus opened this issue ยท 2 comments

commented

Steps to Reproduce

  1. Install Epic Knights and the required dependencies (Cloth Config and Architectury)
  2. Put OptiFine (Any Minecraft 1.20.1 compatible version) into the mods folder.
  3. Launch the game, enter a world and wear some head armor from the mod, the textures will be bugged.
    EKBug

Expected Behavior

The textures are meant to not look weird

Actual Behavior

The textures look weird

Your Minecraft version

Minecraft 1.20.1 Forge 47.1.3

Your error log

Additional Comments

I attempted to mess around in video settings to no avail, reinstalled both OptiFine (several different but compatible to 1.20.1 versions) and all the mods (also all different but compatible 1.20.1 versions), and the issue always remains.
The textures work completely fine without OptiFine. Every helmet from the mod suffers from this issue. Any other modded armor packs I've tested out with OptiFine work perfectly, so I'm assuming the mod is the culprit.

Issue may be related to the headgear having the visors poke out from the player's head.

I looked through descriptions of the mod and didn't see a "not compatible with OptiFine" warning anywhere, so if there is one, I apologize for wasting time.

Conclusion

  • I agree that I am inattentively reading the description, just filling out everything
commented

For whatever reason Optifine refuses to load models registered via initializeClient. This is the common way for letting forge understand what the model does the armor have. I used to do it all the time until 1.20.1 and there were always no issues with it. I checked out some other mods and figured out that if the mod uses mixin with the armorRender override it works fine, otherwise - not. However, it's not safe to use mixin in wherever you can do without them. So I close this issue since I believe it's on optifine side

commented

For whatever reason Optifine refuses to load models registered via initializeClient. This is the common way for letting forge understand what the model does the armor have. I used to do it all the time until 1.20.1 and there were always no issues with it. I checked out some other mods and figured out that if the mod uses mixin with the armorRender override it works fine, otherwise - not. However, it's not safe to use mixin in wherever you can do without them. So I close this issue since I believe it's on optifine side

Thanks for clarifying and replying. OptiFine sucks balls.