Model Engine—Ultimate Entity Model Manager [1.19.4 - 1.21.4]

Model Engine—Ultimate Entity Model Manager [1.19.4 - 1.21.4] R4.0.8

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Actually fix nametag nulling
Build 2207 ·
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Fixed nametag json string nulling
Build 2206 ·
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User Limb System

This is a new system used for shader-compatible player models using the MineSkin API. You will need to create a Mineskin API key and supply it in the config.

The plugin will generated 2 files under `internals/skins`: `steve_mapped.bbmodel` & `alex_mapped.bbmodel`. You can modify these files to adjust the UV mapping, pivot point, or even add custom limbs for more personalized uses. Faces can also reference a different texture, which will dynamically applied to the limb when generating.

MEG also generates an example file at `internals/examples/player_model.bbmodel`, which is a working setup you can use off the box as a starting point.

The config also has a section called `User-Limb`:
- `Eager-Generate-Skins`: generate limb data immediately when a player joins the server
- `Default-Classic/Slim-Skin`: the ID of default skin used when the limb data is not done generating for a player based on player model type
- `Default-Skins`: the default skins that MEG immediately generates when the server starts. Each entry can take in any of the following data to generate the limb data:
- `base64`: Base64 representation of the raw image
- `url`: Direct link to the skin file (any endpoint works, like NameMC for example)
- `path`: File path to the skin file relative to the `skins` folder in the plugin folder
- `username`: Minecraft username of the skin bearer
- `uuid`: Minecraft UUID of the skin bearer

`modelskin` mechanic should work on this new type of limb.

Keep in mind that since this is using the Mineskin API, requests are rate-limited **by Mineskin** and only sped up by subscribing to their service.

This is still an experimental system, expect bugs. Proper model save-load coming soon.
Build 2205 ·
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Fixed edge case with uv being null
Build 2204 ·
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Model mechanic now accept placeholder booleans

Models now display fire hologram when on fire

- You can turn off fire across all models in config
- Model mechanic allow finer control
- `ff` `forcefire`: force the model to render fire (or false to never render fire)
- A new folder will be created by MEG named `internals`, and inside will have a model called `internal_fire`. By default, this model will use the default fire textures. You can replace the texture and even model, but the `fire_0` and `fire_1` bone must remain
- Fire is calculated using the model's hitbox. Subhitboxes **WILL NOT** render fire
- Due to ambient occlusion, the fire renders a bit dimmer than actual fire on entities. Lmk if you can think of a way to fix it
- User-definable fire type planned
Build 2203 ·
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Minor generator optimization
Build 2202 ·
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Added BoneTransformReadEvent
Build 2201 ·
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Fixed stackoverflow when wrapping move controller
Build 2200 ·
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Fixed hitbox parameter not parsed by model mechanic
Build 2199 ·
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1.21.10 Support
Build 2198 ·
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Fixed removed bones still trying to be ticked
Build 2197 ·
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Fixed animation running at 2x speed after restart
Build 2196 ·
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Fixed animate model override bone default transform
Build 2195 ·
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v5.0 bbmodel support

Models before v5.0 are still usable
Since this is a pretty big change, a version update will be released soon (despite IK not yet finished, but Molang is so I guess that counts :hmm:)
Build 2194 ·
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Fixed state machine rotation lerp inverted
Build 2193 ·
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Force sync entity get function
Build 2192 ·
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Force sync execution on entity load/reload
Build 2191 ·
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Fixed billboard not working on many versions

because Im a dumb dumb and only implemented it on 1.21.4 heh

Also if you think you've seen this update before. You haven't. Please report any temporal anomalies to MythicStaff asap.
Build 2190 ·
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1.21.9 support

Barely tested. Lmk if something broke
Build 2189 ·
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Removed debug PFX
Build 2188 ·
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