All versions
4.0.1BETA
Beta
4.0.1BETA2 weeks ago 27
Compatibility
Minecraft: Java Edition
1.7.10
Platform
Forge
Supported environments
Client and server
Changes
Beta Changelog
Player-Facing Changes
- Added native support for TaCZ-style Bedrock weapon models.
- TaCZ-style guns can now use their original models, textures, and animations directly in HMG.
- Added support for TaCZ walking and sprinting animations.
- Added directional walking and ADS walking animations.
- Added sprint start, sprint loop, airborne sprint hold, and sprint end transitions.
- Improved animation layering so movement and weapon actions blend more naturally.
- Added support for shared TaCZ rifle/pistol movement animations without replacing each gun’s own firing, reload, or inspect animations.
- Added support for HMG skins on both native
.bbmodelguns and imported Bedrock guns. - Fixed texture/resource conflicts that could cause older HMG weapons to render incorrectly.
- Restored normal rendering for legacy HMG weapons affected by the first Bedrock implementation.
- Improved Bedrock model UVs, transforms, and general first-person rendering.
- Official TaCZ AK-47 and Glock 17 are now included as initial compatibility examples.
- Warzone-style
taczpack.datpacks are intentionally unsupported.
Known Beta Issues
- Legacy HMG reload animations are currently broken.
- Bedrock gun icons can be offset in the creative menu and inventory.
- Third-person hand placement still needs refinement.
- Some imported TaCZ guns currently show optional attachment geometry by default, such as the AK sight rail or Glock extended magazine.
- Some weapons may have overlapping geometry or texture fighting because of those extra visible parts.
- TaCZ-specific gameplay systems such as underbarrels, attachment logic, Lua behavior, custom ammunition systems, and ballistics are not supported.
Developer / Compatibility Changes
- Added native Bedrock geometry loading through HMG’s existing imported-model runtime.
- Added support for nested bones, pivots, rotations, mirror, inflate, negative dimensions, texture dimensions, and box/per-face UVs.
- Added
BASE → MOVEMENT → ACTION → ADDITIVEanimation layering. - Added shared animation fallback support while preserving local weapon actions.
- Isolated imported model/texture resources to prevent cross-pack collisions.
- Added format-based rejection for packed/obfuscated
taczpack.datcontent.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:tLB5NaAk:JMeS9uj6"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:tLB5NaAk:JMeS9uj6"
}

