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Posted

Does any one else have a problem with entity sizes or am I the only one?

It seems like the function this.setSize(float par1, float par2) has no effect anymore, it doesn't make mob bigger or smaller like it used to.

 

 

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I would also want to know is it ok to register renders at void init() in client proxy (like RenderingRegistry.registerEntityRenderingHandler(EntityButterfly.class, new RenderButterfly(new ModelButterfly(1.0F), 0.2F, 0.45F)); ) or is the problem maybe there?

Posted

I believe setSize only sets the size of the hitbox, the part that's used for collision detection, and not how it's actually rendered. To change the render size, you probably need your own render class, and to set the size I would use the code from RenderCaveSpider.

    protected void preRenderCallback(EntityLivingBase par1EntityLivingBase, float par2)
    {
        this.scaleSpider((EntityCaveSpider)par1EntityLivingBase, par2);
    }
    protected void scaleSpider(EntityCaveSpider par1EntityCaveSpider, float par2)
    {
        GL11.glScalef(0.7F, 0.7F, 0.7F);
    }

Post that into your entity rendering class, and replace every instance of EntityCaveSpider with EntityButterfly. The floats inside the glScalef method will determine the render size.

Posted

Just a pet peeve, but I really hate it when people have problems with a method they say" this.blahblah isn't working!". For one thing we have no idea half the time what "this" is and it would be better if you stated the class that the method originated from.

This is the creator of the Rareores mod! Be sure to check it out at

Posted
  On 7/11/2013 at 3:48 PM, Noah_Beech said:

Just a pet peeve, but I really hate it when people have problems with a method they say" this.blahblah isn't working!". For one thing we have no idea half the time what "this" is and it would be better if you stated the class that the method originated from.

 

My pet peeve is people saying "X isn't working!" without posting the error or code (or worse, neither).

 

My response is to add more cheese.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted
  On 7/11/2013 at 3:42 PM, SeaBass said:

I believe setSize only sets the size of the hitbox, the part that's used for collision detection, and not how it's actually rendered. To change the render size, you probably need your own render class, and to set the size I would use the code from RenderCaveSpider.

    protected void preRenderCallback(EntityLivingBase par1EntityLivingBase, float par2)
    {
        this.scaleSpider((EntityCaveSpider)par1EntityLivingBase, par2);
    }
    protected void scaleSpider(EntityCaveSpider par1EntityCaveSpider, float par2)
    {
        GL11.glScalef(0.7F, 0.7F, 0.7F);
    }

Post that into your entity rendering class, and replace every instance of EntityCaveSpider with EntityButterfly. The floats inside the glScalef method will determine the render size.

 

I already have renderer, check below

 

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Everything was running ok (with 1.5.2 and before) when I changed setSize in EntityButterfly and also registered renderer with same size (like RenderingRegistry.registerEntityRenderingHandler(EntityButterfly.class, new RenderButterfly(new ModelButterfly(1.0F), 0.2F, 0.45F)); ) but now it just doesn't so I think the problem is somewhere else but thanks any way =)

 

For Noah_Beech, I said this.setSize because I have this same problem with every entity when the size is anything else than normal..

Posted

All I had to do with mine is change:

protected void preRenderCallback(EntityLiving par1EntityLiving, float par2)

To:

protected void preRenderCallback(EntityLivingBase par1EntityLiving, float par2)

Posted
  On 7/11/2013 at 4:35 PM, SeaBass said:

All I had to do with mine is change:

protected void preRenderCallback(EntityLiving par1EntityLiving, float par2)

To:

protected void preRenderCallback(EntityLivingBase par1EntityLiving, float par2)

 

Thank you so much! I've been so blind... (/me feels stupid)

When the 1.6.1 came out I fixed those EntityLiving parts that didn't work anymore and somehow missed these...It seems like I got source blindness =D

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