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[EMF] Entity Model Features

[EMF] Entity Model Features

EMF is an, OptiFine format, Custom Entity Model replacement mod available for Fabric and Forge.

26.93M
6,210
Mobs
Utility

Compatibility

Minecraft: Java Edition

1.21.x
1.20.x
1.19.2–1.19.4
1.18.2

Platforms

Fabric
Forge
NeoForge
Quilt

Supported environments

Client-side

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Links

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Creators

Traben
Traben Owner

Details

Licensed LGPL-3.0-only
Published 2 years ago
Updated last month
DescriptionGalleryChangelogVersions

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[EMF] Entity Model Features 1.2.1

by Traben on Dec 29, 2023
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[EMF] Entity Model Features 1.2.1

by Traben on Dec 29, 2023
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[EMF] Entity Model Features 1.2.1

by Traben on Dec 29, 2023
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  • now works with and requires ETF 5.1+ including the same stability fixes
  • the in() animation method now allows 2 or more parameters, instead of the previous 3 or more (OptiFine parity)

[EMF] Entity Model Features 1.2

by Traben on Dec 12, 2023
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1.2 backport

[EMF] Entity Model Features 1.2

by Traben on Dec 7, 2023
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[EMF] Entity Model Features 1.2

by Traben on Dec 7, 2023
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[EMF] Entity Model Features 1.2

by Traben on Dec 7, 2023
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[EMF] Entity Model Features 1.2

by Traben on Dec 7, 2023
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  • added an EMF only random property to make model variation easier in cases that do not typically need properties in ETF. e.g. you don't need a property to check a cat variant in ETF because you are already working with the black cat texture directly. the property name is variant or variants. The property allows regex, pattern, or a simple list of variant names. If the property starts with "print:" it will print the variant found for the entity to the game log, and use the rest of the property text as normal. This property will work with any modded entity that implements the VariantHolder<T> class and will use the string representation of the type, e.g. "black" for a cat, "oak" for a boat. This property also works uniquely with these block entities: signs (wood), bed (color), shulkerbox (color), Decorated pot (all 4 sherd face types). For all other regular & block entities it returns the EntityType or BlockEntityType registry id. This allows for the separation of different entity types that might use the same model name, such as various modded entities do.

  • added NeoForge 1.20.2 support, all prior versions will not have separate jars for forge and neoforge.

  • fixed boolean inverted methods

  • fixed most, if not, all model variation issues

  • much better texture override code

  • emissive textures in overrides now work correctly

  • reworked for etf rewrite

  • added model variation rate setting to emf settings

  • fixed the config gui screen getting all black and not displaying the mobs

  • added a debug printout setting which will print debug info to chat and the log when an entity is right clicked

  • emf now accepts model variants without .properties files, you do not even need to declare a 'default' model, you can just create villager2.jem and variant #1 will automatically be the vanilla model.

  • fixed an issue with held entities such as players holding a chest, messing with further models to be rendered for that entity, such as elytras

  • fixed several other minor issues

  • fixed texture overrides affecting villager clothing layers also

  • texture overrides now use the render layer factory of the underlying model (fixes villager clothing layers and some others when the base model had textures overrides)

  • ensured texture overrides will not reapply again on models reused multiple times by entities (e.g. villagers clothes reusing the base villager model)

  • fixed sodium 0.5.4 compat

[EMF] Entity Model Features 1.2.beta.2

by Traben on Dec 6, 2023
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1.20.3 EMF builds for use with an ongoing ETF rewrite.

usually kept as dev builds downloadable only in my discord, this has been uploaded to the download pages so mod packs may access 1.20.3

full changelogs available in my discord and will accompany the full non beta release

[EMF] Entity Model Features 1.1.0

by Traben on Nov 4, 2023
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[EMF] Entity Model Features 1.1.0

by Traben on Nov 4, 2023
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[EMF] Entity Model Features 1.1.0

by Traben on Nov 4, 2023
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[EMF] Entity Model Features 1.1.0

by Traben on Nov 4, 2023
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[EMF] Entity Model Features 1.1.0

by Traben on Nov 4, 2023
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[EMF] Entity Model Features 1.1.0

by Traben on Nov 4, 2023
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[EMF] Entity Model Features 1.1.0

by Traben on Nov 4, 2023
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[EMF] Entity Model Features 1.1.0

by Traben on Nov 4, 2023
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[EMF] Entity Model Features 1.1.0

by Traben on Nov 4, 2023
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[EMF] Entity Model Features 1.1.0

by Traben on Nov 4, 2023
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[EMF] Entity Model Features 1.1.0

by Traben on Nov 4, 2023
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1.1.0

  • fixed rule_index variable using the wrong value
  • fixed random() method breaking when used with no args
  • fixed Non [a-z0-9/._-] character in path crash with modded entities having model id's that do not create valid Identifiers/ResourceLocations
  • fixed wolf collar models only being separate from the base model if a wolf_collar.jem was present (wolves share their base model with the collar renderer in vanilla)
  • fixed ! boolean inverting not applying to varb variable booleans
  • added keyframe() & keyframeloop() animation methods to simplify keyframe format animations, the format is keyframe(k, a, b, c,...) with k being the linear progress of the keyframes (typically a timer), and all further values being the individual keyframes value. In practise, k=0 will output the value of keyframe a, k=1 will output the value of keyframe b, and k=1.5 will give a linear output halfway between b & c. In effect k is the timer playing through the keyframes, with each keyframe value at a whole number with a being 0. keyframeloop() will wrap around from the final frame back to frame a and so on as k increases past the last frame. whereas keyframe() will only display the last frame for higher k values. k will be treated as a positive number even if negative.
  • fixed print() & printb() methods only printing once if the x value had logically resolved to a constant
  • now requires ETF 4.6.1 or higher
  • added nan variable that resolves to Float.NaN in runtime mostly for debugging purposes, it being used should make any math function/equation give its failure outcome.
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