Blockhaven: golems, hoglins, striders and ravagers on Java's models - #73
Merged
eklonofficial merged 8 commits intoOct 3, 2026
Merged
Conversation
|
@k1519035 is attempting to deploy a commit to the Marin Team on Vercel. A member of the Team first needs to authorize it. |
…inventory preview The player is Java's PlayerModel (64x64 skin with its outer layer, slim arms) unwrapped exactly as ModelPart.Cube, posed by a port of HumanoidModel.setupAnim. Players can load their own Minecraft skin (64x64 or classic 64x32). Armor is Java's two-layer armor model, using a pack's textures/models/armor when present. The inventory shows the live model turned towards the pointer. Also fixes the elytra wind code throwing in the rain. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01R5yMmGQVzFD1XVDyZe42KG
Its angles came out NaN until the first mouse move, so the preview stayed empty. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01R5yMmGQVzFD1XVDyZe42KG
…from your own game Zombie, husk, drowned, skeleton, stray and wither skeleton use Java's ZombieModel, DrownedModel and SkeletonModel meshes and texture layouts, posed by HumanoidModel.setupAnim with Java's zombie and skeleton arm animations. A resource pack's entity textures replace their painted skins, and the stray's clothes and the drowned's outer layer are drawn as in Java. tools/pack-from-jar.mjs builds a resource pack of the official textures from the player's own installed Minecraft (launcher, Modrinth, Prism or CurseForge), never committed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01R5yMmGQVzFD1XVDyZe42KG
Villagers (with their biome and profession layers), wandering traders, zombie villagers, witches, pillagers, vindicators, evokers, piglins and zombified piglins use Java's VillagerModel, WitchModel, IllagerModel, PiglinModel and ZombieVillagerModel, posed by their setupAnim (folded arms, spellcasting, crossbows, axe swings, flapping ears). Entity texture layers grow to 128x128 so Java's taller textures (the witch's 64x128) fit, and a model face's painted decoration no longer spills onto another face's pixels. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01R5yMmGQVzFD1XVDyZe42KG
Pig, cow, mooshroom, sheep (with its tinted wool layer), chicken, wolf (tame and angry skins, sitting), fox, polar bear, goat, llama, horse and donkey use Java's model geometry and texture layouts, posed by their setupAnim; mooshrooms carry Java's mushrooms. Their painted looks carry over, and a resource pack's textures/entity images replace them. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01R5yMmGQVzFD1XVDyZe42KG
Checked every model against the LayerDefinitions 1.20.1 builds: quadruped legs share one unmirrored texture, the goat's ears are 3 wide and its goatee mirrored, and armor legs are inflated 0.1 less than the rest (HumanoidArmorModel). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01R5yMmGQVzFD1XVDyZe42KG
…dels Creeper, spider and cave spider, enderman, slime, magma cube, silverfish, endermite, blaze, ghast and phantom now use Java 1.20.1's own model geometry and texture layouts (checked against the LayerDefinitions the game builds), so resource packs skin them, with their setupAnim poses: splayed spider legs, the enderman's clamped stride and screaming jaw, magma slices parting as it squishes, circling blaze rods, swaying tentacles, beating phantom wings. Also CreeperRenderer's swell, the slime squish and its see-through outer jelly (a new translucent mob pass), the eyes layers, the ghast's 4.5x size and its shooting face. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01R5yMmGQVzFD1XVDyZe42KG
Iron golem, snow golem, hoglin, strider and ravager now use Java 1.20.1's model geometry and texture layouts (checked against the game's LayerDefinitions), with their setupAnim / prepareMobModel poses: the golem's triangle-wave stride and two-armed slam, the snow golem's turning body, the hoglin's flapping ears and goring head, the strider's bobbing body and streaming bristles, the ravager's lunging neck and snapping jaw. Also the iron golem's walk lurch and crackiness layers, the snow golem's carved pumpkin, and the strider's cold skin, shiver and saddle. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01R5yMmGQVzFD1XVDyZe42KG
eklonofficial
force-pushed
the
blockhaven-mobs-beasts
branch
from
October 3, 2026 14:16
be9cde5 to
4ff5855
Compare
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Stacked on #72. Review that one first; this PR's own change is the top commit.
What
Iron golem, snow golem, hoglin, strider and ravager now use Java 1.20.1's own models (new
js/entity/beasts.js). Their texture offsets match too, so resource packs skin them.setupAnim/prepareMobModel:Testing
npm testpasses (138), including a newtests/beasts.test.mjs.🤖 Generated with Claude Code
https://claude.ai/code/session_01R5yMmGQVzFD1XVDyZe42KG