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Showing content with the highest reputation on 12/09/19 in all areas

  1. There is literally zero reasons for you to be using Tabula or BlockBench to add a horn to a horse. You already have Horsemodel. You already have a texture file for a horse that you can add texture to make the horn. I have a feeling that you are just lost. You should then add a box like I said before to your model class. this.corn.addBox(.....); Then right here is the coordinates of the texture on the png. this.corn = new RendererModel(this, number, number); The 2 numbers tell exactly where the texture is located on png.
    1 point
  2. download tabula (1.12). import horse model. save as project. download tabula plugin for BlockBench. import horsemodel edit as you please export as java class
    1 point
  3. On your end, join "localhost" on your friend's end put in your Hamachi IP address
    1 point
  4. event.getRegistry().registerAll(items) There is no need to for-each to pass each one individually to a method that accepts a list.
    1 point
  5. You should add box for your entities "corn". Render it in then just copyModelAngles of the head. See vahnilla code for how it copys headwear to head.
    1 point
  6. This event does not fire on 1.14 https://github.com/MinecraftForge/MinecraftForge/pull/6267
    1 point
  7. Java 11 can't be supported without dropping support for Java 8 due to a library Forge uses, and Java 8 support can't be dropped because it's the version Mojang targets and ships Minecraft with.
    1 point
  8. Really... okay. I thought since it was related.....
    1 point
  9. Just followed these steps and made a new mob, it renders and behaves corruptly AI-wise, however it cannot be hit for some reason. Anyway I try to attack it, the mob is simply unfazed. Please help. SOLVED.
    1 point
  10. I just finished experimenting with this. Here's my repository if you want to have a look: https://github.com/TheMikeste1/Wabbits You'll need to register an EntityType. Please note that the way I'm doing this is a little strangely because of the way I set up my spawn eggs. There's a lot of code you don't need in my repository. Once you've registered an EntityType, you'll need a probably need a custom entity class. For rendering, you'll need a renderer, renderer factory, and a model (unless you want to use one of the existing models. Once you've made those, you can register your renderer like so (note that this is client side only!): RenderingRegistry.registerEntityRenderingHandler(WabbitEntity.class, RenderWabbitFactory.INSTANCE);
    1 point
  11. I'm trying to figure that out too. We can probably get there by looking at how Choonster does it: https://github.com/Choonster-Minecraft-Mods/TestMod3/blob/1.14.4/src/main/java/choonster/testmod3/init/ModEntities.java (Though the 1.14 branch is still being worked on and may not be reliable)
    1 point
  12. You could probably just remove your render() override entirely and the problem may fix itself; you don't seem to be doing anything special and you properly set your model objects as children of the parent's objects, so the parent model can just handle everything on its own. If you don't want to get rid of it, just remove your individual render calls for your objects and call the method's super. Admittedly though, it's been a while since I've worked with entity models.
    0 points
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