mirror of
https://github.com/xSquishyLiam/mc-GeyserModelEngine-plugin.git
synced 2025-12-19 14:59:19 +00:00
40
README.md
40
README.md
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> GitHub仓库:https://github.com/zimzaza4/GeyserModelEngine
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> GitHub仓库:https://github.com/zimzaza4/GeyserModelEngine
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[English](README_EN.md) | [简体中文](README.md)
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# 这是个什么玩意
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# 这是个什么玩意
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能让你Geyser服务器支持MEG4
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能让你Geyser服务器支持MEG4
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[LibsDisguises](https://www.spigotmc.org/resources/libs-disguises-free.81/)
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[LibsDisguises](https://www.spigotmc.org/resources/libs-disguises-free.81/)
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下载完后,将GeyserModelEngine放入插件文件夹
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下载完后,将`GeyserModelEngine``LibsDisguises`放入插件文件夹
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把geyserutils-spigot/velocity/bungeecord放入插件文件夹
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根据服务端版本把`geyserutils-spigot`/`velocity`/`bungeecord`放入插件文件夹
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将geyserutils-geyser放入geyser的扩展文件夹,这时就安装好了
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将`geyserutils-geyser`放入geyser的扩展文件夹,这时就安装好了
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当然,先别急着用,现在你还得接着读下去
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当然,先别急着用,现在你还得接着读下去
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# 转换模型
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# 转换模型
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打开你的bbmodel模型文件,将模型转换为基岩版模型
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打开你的bbmodel模型工程文件,将模型转换为基岩版模型
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打开刚转换完的模型,把这个多余的hitbox删了
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打开刚转换完的模型,把这个多余的hitbox删了(如果没有就不用管)
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<img src="docimg/hitbox.png" width="500">
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<img src="docimg/hitbox.png" width="500">
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不然基岩版看会变成这样
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不然BE玩家看会看到这个hixbox碰撞箱
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<img src="docimg/hitbox1.jpg" width="500">
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<img src="docimg/hitbox1.jpg" width="500">
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然后记得保存模型纹理
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然后记得导出模型的纹理
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# 安装模型
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# 安装模型
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这时我们再创建一个文件夹名为你模型的id。比如我使用的测试模型的id是`parry_knight`,就创建`parry_knight`文件夹
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这时我们再创建一个文件夹名为你模型的id。比如我使用的测试模型的id是`parry_knight`,就创建`parry_knight`文件夹
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创建完后你的文件路径应该是这样 `plugins/Geyser-Spigot/extensions/geyserutils/skins/模型id/`
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最后将模型和纹理贴图放进去
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最后将模型和纹理贴图放进去
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tips: 每个模型都要有独立的模型文件夹
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<img src="docimg/example.jpg" width="500">
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<img src="docimg/example.jpg" width="500">
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这时候重启服务器生成MEG4模型,你的BE玩家应该能正常看到模型了
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这时候重启服务器你的BE玩家应该能正常看到模型了。
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接下来就是有关模型动画的部分了!
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接下来就是有关模型动画的部分了!
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将模型的动画导出json格式
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将模型的动画导出json格式
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将动画文件名称修改为"animation.模型ID.json"
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将动画文件名称修改为`animation.模型ID.json`
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之后放入你的资源包
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之后放入你的资源包
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现在我们打开动画文件开始修改动画文件里的动画id
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现在我们打开动画文件开始修改动画文件里的动画id
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原本所有的动作id基本都是idle、walk这样的,现在你得给他加个前缀
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原本所有的`动作id`基本都是`idle`、`walk`这样的,现在你得给他加个前缀
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例如:idle
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例如:`idle`
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改为:animation.模型ID.idle
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改为:`animation.模型ID.idle`
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示例:animation.parry_knight.idle
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示例:`animation.parry_knight.idle`
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改完后修改资源包版本号或者uuid,打包资源包
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改完后修改资源包版本号或者uuid,打包资源包
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重载Geyser或者重启服务器
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最后一步,重载Geyser或者重启服务器
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# 完结
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# 完结
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# 常见问题
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# 常见问题
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同上
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### 为什么生成模型后会变成史蒂夫?
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你没好好读怎么安装模型
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99
README_EN.md
Normal file
99
README_EN.md
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# GeyserModelEngine
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> GitHub:https://github.com/zimzaza4/GeyserModelEngine
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[English](README_EN.md) | [简体中文](README.md)
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# About
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it can let your Geyser server support on MEG4
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# How to install?
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download this plugin
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[GeyserUtils](https://github.com/zimzaza4/GeyserUtils)
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[GeyserModelEngine](https://github.com/zimzaza4/GeyserModelEngine)
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[LibsDisguises](https://www.spigotmc.org/resources/libs-disguises-free.81/)
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After downloading, place GeyserModelEngine in the plugins folder
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The `geyserutils-spigot`/`velocity`/`bungeecord` into the plugins folder
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Put `geyserutils-geyser` into geyser extensions folder, and the installation is complete
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# convert model
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Open your bbmodel project file and convert the model to bedrock model
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Open the newly converted model and delete the extra hitbox (if not, leave it alone)
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<img src="docimg/hitbox.png" width="500">
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Otherwise BE players will see this hixbox
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<img src="docimg/hitbox1.jpg" width="500">
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Then save to export the texture of the model
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# install model
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Open Geyser's extensions folder and create a folder called `geyserutils`, and then create a folder inside called `skins`
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Now let's create a folder called the id of your model. For example, if the id of the test model I use is `parry_knight`, I create a `parry_knight` folder
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Your file path should look like this:
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`plugins/Geyser-Spigot/extensions/geyserutils/skins/modelid/`
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Finally put the model and texture map in
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<img src="docimg/example.jpg" width="500">
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now restart your server to generated MEG4 model , your BE player should be able to see the model normally.
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restart you server,summon model.We should be able to see the model normally
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after that , it's about model's animation's part :
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# model animation
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let model's animation export to json format
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named the animation file by `animation.modelID.json`
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then put it into your resource pack
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<img src="docimg/example1.jpg" width="500">
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now let us open the animation file to starting change the animaiton ID
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originally , all the `animationID` were basic named like `idle` , `walk` , but now you should add a prefix
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such as :
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`idle` to `animation.modelID.idle`
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example : `animation.parry_knight.idle`
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after changed the resource pack 's version or uuid , pack the resource pack.
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finally , restart the Geyser or server
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# END
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Congratulations ! now you exactly know how to use , if you still can't finish yet
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well , maybe that's my problem = D
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# restrictions
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,,,,,a lot
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# problems
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### why I have generrated the model , but I got a steve ?
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I guess that you have not wholly read this file..
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Reference in New Issue
Block a user