First-person Model (Forge/Fabric)

First-person Model (Forge/Fabric)

9M Downloads

I can't configure a mod item in Auto Vanilla Hands

peow opened this issue ยท 35 comments

commented

i'm using a mod that adds a cave map, called Cave Survey (https://modrinth.com/mod/cave-survey), but it doesn't work with FirstPersonModel + NotEnoughAnimations, so I disabled it in the settings, but it seems that the settings have no effect, I put both the empty map and full map but Auto Vanilla Hands still does not work

Cave Map without FirstPersonModel:
2024-01-29_12 05 15

Cave Map with FirstPersonModel configured to use AutoVanillaHands:
2024-01-29_12 05 27


my config file:

{
"configVersion": 2,
"enabledByDefault": true,
"xOffset": 0,
"sneakXOffset": 0,
"sitXOffset": 0,
"renderStuckFeatures": false,
"vanillaHands": false,
"doubleHands": false,
"autoVanillaHands": [
"twilightforest:filled_ore_map",
"twilightforest:filled_magic_map",
"twilightforest:filled_maze_map",
"antiqueatlas:antique_atlas",
"cave-survey:filled_cave_map",
"cave-survey:cave_map",
"polaroidcamera:camera"
],
"autoToggleModItems": [
"exposure:camera",
"cave-survey:filled_cave_map",
"cave-survey:cave_map",
"polaroidcamera:camera"
]
}

  • "polaroidcamera:camera" (other mod item) works fine, just cave maps don't

  • im using Fabric 1.20.1, FirstPersonModel v2.3.2

commented

My config file is resetting itself whenever I add anything to it, I will have to set it to read only.

commented

Yeah, testing with CGM (the ol' classic) since it will either work, not work, or be very obvious that it's working (third arm), I cannot get vanilla hands to function. I can manually enable everything to be vanilla hands, but that's not what we want, now is it?

The config hasn't be overwritten this time, and everything looks valid, but it just doesn't apply ingame. Very odd.

commented

My config file is resetting itself whenever I add anything to it, I will have to set it to read only.

No, that's means the json is invalid or you had the game running and then tried to modify the config in there.

commented

I'll be bland. I dont get why people install gun mods into mc. I don't see the appeal.
It's great that Mr.Crayfish added a 3rd person animation(better than most mods these days), but it wasn't intended to be "right" in relation to the camera/head (same with any mojang animation).

function for the X-Y-Z visual offset?

Now think about that. How should this look like? Should the entire player float and your eyes come out of the shoulder because you had to move up the model? Should the item be floating outside of the arms to line up(which wouldn't even work without hooking CGM)? Should the camera be moved, causing anticheat issues and also move the camera into the torso? Also when rotating the camera a simple XYZ offset wouldn't work for both cases since the camera pos is fixed in place when rotating, while the player model/player head is rotating on a circle.
OR just use the firstperson model by Crayfish that is intended to work correctly and does work perfectly fine(via vanilla hands/autoToggleModItems)(Or just don't use CGM and FPM at the same time)?
It just makes no sense to even try to sink time into this as it wont work, wont look great and be used by at best a few hundred people.

commented

Ngl, hating on people's preferences for things is silly in general. You're a mod author, not a mod curator, regardless of your status. I use both because A. they're cool B. I play much more difficult ways than most people C. I can - much like anyone else.

If you read what I wrote, moving the arms and the item would allow for compatibility between many items that simply don't sit right. The body isn't really visible during most playtime, and you're not gonna be holding most items more than a few seconds, meaning the awkwardness of any parts is outweighed by the functionality added. Configurability is part of why people use mods, and only applying what I said to one mod denigrates both of our intellects. I already said I don't know Java very much and like to pander ideas because who else will do it?

I'm out; you've clearly reached a point of exasperation that was completely unbeknownst to me until you started being rude.

commented

Ngl, hating on people's preferences for things is silly in general.

I'm not hating your preferences, it's just that I had this talk a few times and am tired of it(the CGM talk is now ongoing for like 2-3 years of people CONSTANTLY asking why it doesn't work/look right). Moving the arms+ items is not an easy thing and the way you initially asked for just doesn't work(just fixed offsets, no matter which way you do it). And I develop this mod as a hobby, its not my job. So it's not in my interest to spend a bunch of time to try to get some mod combination to work that I personally have no interest in(Crayfish and I have probably both spent 5+ hours of our personal time already on this) and that has a decent solution(using the vanilla view with the config setting that I introduced exactly for this one mod).
What you are asking for sounds more like adding arms to the firstperson animations like this
grafik
https://cdn.discordapp.com/attachments/1030937307286601909/1033370985891639378/Minecraft_2022.10.22_-_14.26.42.02.mp4?ex=65ec63ba&is=65d9eeba&hm=47756bc6dce11e01d1eca896e423e75dbd650451ad994c5b1ed97765bbad9ce3&
But that's just not what this mod is about, that's an entirely different thing(also that's exactly what CGM already does in firstperson, so it's just re-inventing the wheel).

commented

No, that's means the json is invalid or you had the game running and then tried to modify the config in there.

Why would the json be invalid? It's definitely reading the file and modifying it when not in read only mode. I also close the game completely to edit this mod's config, so that's not the issue.

commented

If it rests when the game starts = the file is invalid. Not the values in there, the formatting.

commented

I know exactly what I did wrong, disregard my input to this issue. I will say that the CGM autovanillahands is janky af even after your funny fix. Definitely turning that off.

commented

but the sights work? (since its the normal mod view)

commented

I mean, it works as I described it #357.

commented

Oh it very much works, it's just not at all natural, which is extremely unfortunate. But who needs iron sights anyway?

commented

Before I leave this issue to the main topic, would it be possible to implement a whitelisted function for the X-Y-Z visual offset? Like the autovanillahands list, a list of things with custom XYZ views to them? Currently the sights are functional with severe sight adjustment, but those edits make the game near unplayable for every other instance. It'd be neat to be able to individually edit an item's sight line.

Yes, it correctly applies autovanillahands, however the first person model retains its arms like normal and the rotation of CGM guns makes it so that the left arm is always visible, creating an uncanny feeling. So we've subtracted from the 4 arms to 3 arms lol.

commented

You added the weapons to the wrong part of the config. Add them to autoToggleModItems instead of vanilla hands. Then you don't have this problem.

commented

oooh, I see.

commented

image

commented

Or wait huh. It's clearly too late for my mind. Also no clue what you mean with XYZ offsets. Nothing anywhere has any special offsets.

commented

The visual offset you can create in the config menu ingame. Screenshot incoming once I start it up.

commented

The visual offset you can create in the config menu ingame. Screenshot incoming once I start it up.

huh? Thats the model offset and only the X position in case a custom model or armor is in the way. What does that have to do with items?

commented

It fixes the sightline on the ironsights of CGM guns when aiming lol

commented

Just no. CGM is NOT a 3rd person compatible mod. Thats it. It doesn't work. Wasn't intended to work by either Mr Crayfish nor me.

commented

To resolve this to a more functional system, a whitelist for specific items that need the entire arm and item model shifted whichever way to see them properly, rather than the actual sightline (I believe that'd just make a gun inaccurate), configurable by the player to avoid unnecessary work on your part if you were to implement such a system.

commented

Simply put, being able to mark an item to be shifted a set of directions when held.

commented

I don't know java, I'm just an idea guy, but I do know says this should be possible. No idea how hard it would be though.

commented

Ngl, hating on people's preferences for things is silly in general.

I'm not hating your preferences, it's just that I had this talk a few times and am tired of it(the CGM talk is now ongoing for like 2-3 years of people CONSTANTLY asking why it doesn't work/look right). Moving the arms+ items is not an easy thing and the way you initially asked for just doesn't work(just fixed offsets, no matter which way you do it). And I develop this mod as a hobby, its not my job. So it's not in my interest to spend a bunch of time to try to get some mod combination to work that I personally have no interest in(Crayfish and I have probably both spent 5+ hours of our personal time already on this) and that has a decent solution(using the vanilla view with the config setting that I introduced exactly for this one mod). What you are asking for sounds more like adding arms to the firstperson animations like this grafik https://cdn.discordapp.com/attachments/1030937307286601909/1033370985891639378/Minecraft_2022.10.22_-_14.26.42.02.mp4?ex=65ec63ba&is=65d9eeba&hm=47756bc6dce11e01d1eca896e423e75dbd650451ad994c5b1ed97765bbad9ce3& But that's just not what this mod is about, that's an entirely different thing(also that's exactly what CGM already does in firstperson, so it's just re-inventing the wheel).

which fabric mod adds this?

commented

It was https://github.com/tr7zw/AnimatedFirstPerson , but canceled developing that mod as I suck too much in making decent animations, and Trainguy is working on a mod that looks way better:
https://gyazo.com/099244ee30f9835fdfbfdf3ea89b202b.mp4

commented

really cool, where can I follow Trainguy to know when the mod is ready? he has a discord server?

commented

https://discord.gg/CVnVP8Ff but sadly progress is slow.

commented

ok tx

commented

Oh yea, please test with the latest build, also verify that in the log it found the correct item(and that the item name is right, for example cave-survey as the namespace is not valid? verify with F3+H).

commented

I understand why it's not working, the Cave Survey mod doesn't add a new map, it just creates a variant of the normal Minecraft map, with a different name, etc., I discovered this by looking at its NBT tags, which are:
image

minecraft:filled_map{"cave-survey$lore": 3b, CustomModelData: 2, HideFlags: 255, "Polymer$itemId": "cave-survey:filled_cave_map", display: {Lore: [], Name: '{"italic":false,"color":"white","extra":[{"translate":"item.cave-survey.filled_cave_map"}],"text":""}'}, "Polymer$itemTag": {sight: 0b, map: 40}, sight: 0b, map: 40}

so when adding "minecraft:filled_map" in autoToggleModItems, the Cave Survey maps are affected, however this must also affect normal Minecraft maps, I imagine that the only way to avoid this would be if FirstPersonModel could differentiate NBT's, but thanks for your attention

commented

Did you restart the game after changing the config? It's not live reloading.

commented

yes, many times

commented

You can see on the screenshot that its a cave-survey:filled_cave_map, not minecraft:filled_map?

commented

yes, but I believe that this id is fake, using this parameter "Polymer$itemId"
the Cave Survey Map is only affected by adding "minecraft:filled_map" in autoToggleModItems