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[BUG] Compatibility with CMM resource pack #30
Comments
interesting |
hmm, ok |
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs within 14 days. Thank you for your contributions. |
I am facing the same issue. Their heights are incorrect and no random texture. |
I can confirm all previous issues. Atop of that, the emissive textures aren't working either: The spider texture have no eyes, but they're in separate texture files inside this resource pack marked as emissive. But it not only doesn't glow, in game the spiders have no eyes at all. My workaround is by extracting this resource pack and adjusting the .ty and .tz values until the models get out of the ground, removing the path of the texture files from the cem files, and for every emissive texture I'm merging them with the entities main textures. I'd be very grateful if at least this mod added support for all the other mobs, like squids and silverfishes, so that way I would adapt CMM to this mod to make it playable. |
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs within 14 days. Thank you for your contributions. |
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs within 14 days. Thank you for your contributions. |
This issue has been automatically closed due to it being stale for 14 days. Thank you to everyone who contributed. |
should consider getting rid of stale bot? or make it less strict? |
remove that bot lmao |
I endorse that! xD |
I dont think its a bad idea but it probably shouldnt auto close issues. Getting a stale tag after a period of inactivity seems fine to me though |
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs within 14 days. Thank you for your contributions. |
@dorianpb |
I can confirm a similar set of issues with HIDYK's REALM resource pack. As with @PhilipOfMacedon I was able to get the jem file to work by adding ../../ to the texture path for effected mobs. |
I'm having the same issues with CMM - Some mobs have spinning heads (skeletons, zombies), some are horizontal (sheep, pigs), some are half in the ground (cows, villagers), some had missing textures (fixed using above method) and a couple manage to work just fine (creepers, horses). I've tried every suggestion I could find in the few hours I've been searching and nothing seems to fix any of these issues. One issue not mentioned so far is that (for me at least) drowned have spinning arms and legs, rather than a spinning head. |
Version
Describe the bug
When using the pack Cute Mob Models certain models are either inside the ground, have constantly spinning heads or are completely black
Expected behavior
Models should not be partially underground, heads should not constantly spin without reason and should be fully textured instead of black.
Screenshots (and video)
Screenshots of the pack in cem:
Non-Hostile Mobs:
![Non-Hostile Mobs](https://user-images.githubusercontent.com/38233332/147841265-822be9e5-549c-4c53-b94d-c3bb26d2dc26.png)
Hostile Mobs:
![Hostile Mobs](https://user-images.githubusercontent.com/38233332/147841264-a10f2a5a-a8f6-4823-9233-714df5234d0f.png)
Video of the head spinning:
Base.Profile.2021.12.31.-.23.53.13.01_Trim.mp4
Screenshots of the pack in Optifine:
Non-Hostile Mobs
![Non-Hostile Mobs](https://user-images.githubusercontent.com/38233332/147841151-587ed9d3-aae2-4149-929f-8516855534af.png)
Hostile Mobs:
![Hostile Mobs](https://user-images.githubusercontent.com/38233332/147841153-9cf15736-61e5-4878-9b6c-6843d9557494.png)
Desktop:
Additional context
This issue seems similar to #11 but covers a different pack and slightly different bug so I am creating a seperate issue
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