Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Using player skins as zombie textures


Recommended Posts

 Hi! I am trying to make my own zombie apocalypse mod, and I want to make my zombies look different. A good example how it must look are zombies in "7 Days to die" game. I want to use player skins as textures for my zombies, but they look completely screwed up on zombie model. And, if I use player model instead, textures fit perfectly, but zombie walks like player, not like zombie. Do I have to create my own model for my zombies? Or is there a way to make player model move like zombie / fit player skin on zombie model?

I know you will recommend me to look at vanilla classes. I already did it. There are a lot of variable names like p_212850_1_, which makes code very hard to understand...

Link to comment
Share on other sites

Posted (edited)
On 7/2/2021 at 2:46 PM, Mad Alchemist said:

 Hi! I am trying to make my own zombie apocalypse mod, and I want to make my zombies look different.

Hi MadAlchemist, if you open the AbstractZombieModel class, you can see that the following controls the arms-out zombie pose:

public void setupAnim(T p_225597_1_, float p_225597_2_, float p_225597_3_, float p_225597_4_, float p_225597_5_, float p_225597_6_) {
      super.setupAnim(p_225597_1_, p_225597_2_, p_225597_3_, p_225597_4_, p_225597_5_, p_225597_6_);
      ModelHelper.animateZombieArms(this.leftArm, this.rightArm, this.isAggressive(p_225597_1_), this.attackTime, p_225597_4_);
}

public abstract boolean isAggressive(T p_212850_1_);

So the easiest way to apply this to a player model is copy the AbstractZombieModel class, but have it extend PlayerModel rather than BipedModel. You may need to add another animateZombieArms line that takes in this.leftSleeve and this.rightSleeve from PlayerModel. Finally you'll want your entity renderer to copy the AbstractZombieRenderer class (and add a CapeLayer from PlayerRenderer to your constructor if certain players have capes). Then player skins should fit your custom zombie.

Edited by urbanxx001
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share



  • Recently Browsing

    No registered users viewing this page.

  • Posts

    • show the code your use for this is the Event called?, use debugger to check the values in the condition
    • if you add your Biome to the Overworld via BiomeManager#addAdditionalOverworldBiomes, you need to register your Biome via DeferredRegister or RegistryEvent unfortunately a json only Biome does not work in this case
    • use debugger to check the conditions you are using before you render your Entity
    • yes, and then post the correct logs
    • Good Morning, I tried overriding one of the vanilla rock blocks according to instructions in this old thread, but failed for the same reason the org TM did, even though I got a tiny bit farther than he did. I can remove the original block entirely from world spawn, and replace it with custom version, which I want to prevent due to following up workload(adapting recipes etc. to custom block). What I tried solving the issue/actually making replacing(partially) work: 1. I had to use the original Forge variant of registering the block in main class, like that: which actually did use the custom granite block as replacer(not exactly illustrated in the old thread), but didn't consider it on world feature generation... 2. I then believed it was due to not using correct path variables for assets texture/models/blockstates etc., so I created missing asset packets for both, vanilla asset path, and my mod path. This also did not fix the issue with creating holes filled up with Items.AIR on world feature generation. 3. I then tried to remove the vanilla granite block during feature generation, and reimported it after with my replacement set up, during feature generation as well(according to @Luis_ST advice). But the holes were still there, only this time I got my replaced granite block spawned as well. What do I want to achieve(asking myself and you in hope maybe there's a better solution)? Mojang found it a good idea, to give one of the hardest rock materials on this planet, the .harvestLevel(soft as a pillow), so I can harvest it with a wooden pickaxes(which technically is even worth, but doesn't matter since wooden "pickaxe" tools do not exist in my mod). I really just want to compare harvestLevel of any of my tools, against the harvestLevel of the targetBlock, so I can automatically disallow harvesting it, if the tool doesn't match the harvestLevel(which for whatever reason does not work as intended in 1.16.5 Minecraft). Edit: and before you shout "doPlayerHarvestCheck". Yes, I do that! Edit2: Also, why are there Manga Comic Girls, on the right upper corner of my Monitor, stating how can it be that big?(whatever "it" is?)
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.