Jump to content
View in the app

A better way to browse. Learn more.

Forge Forums

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Featured Replies

Posted

If I was to render a mob as a different mob, and I only had a reference to the entity I want to render as, how would I go about doing this?

  • Author

If you've ever played old thaumcraft, you'll remember how the corruption could take over mobs like sheep, cows, zombies, etc. I want to do something like that.

the class "RenderManager" has a hashmap with all entities and their respective render class

    /** A map of entity classes and the associated renderer. */
    public Map entityRenderMap = new HashMap();

    /** The static instance of RenderManager. */
    public static RenderManager instance = new RenderManager();

    private RenderManager()
    {
        this.entityRenderMap.put(EntityCaveSpider.class, new RenderCaveSpider());

(some of the code was removed btw)

 

maybe you could just get that render manager and manually override the class you want to render differently ?

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

yeah what i mean was:

when the world is corrupted:

get a reference to that hashmap (using reflection)

 

then

renderMap.put(EntityClass, infectedRenderer)

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

  • Author

I'm still a little confused. I want this to work for all mobs (vanilla or not), so that would require lots of if-else statements if I used that way.

oh... well you could use the RenderLivingEvent then, cancel the ones that are infected and manually render the infected version

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

If you're wanting to just replace the mob with a different one entirely, I'd suggest looking at the code that turns zombie villagers back into regular ones. :P

  • Author

If you're wanting to just replace the mob with a different one entirely, I'd suggest looking at the code that turns zombie villagers back into regular ones. :P

I already got that stuff done. I just need to get the rendering side done.

oh... well you could use the RenderLivingEvent then, cancel the ones that are infected and manually render the infected version

I'll try that.

Hmm... Cancel the renderer... Maybe give it the new renderer?

I am Mew. The Legendary Psychic. I behave oddly and am always playing practical jokes.

 

I have also found that I really love making extremely long and extremely but sometimes not so descriptive variables. Sort of like what I just did there xD

  • Author

but how? this is what I have for the rendering code so far.

@ForgeSubscribe
public void onLivingRender(RenderLivingEvent.Pre event)
{
	if(event.entity instanceof EntityXanafiedMob)
	{
		EntityXanafiedMob xana = (EntityXanafiedMob) event.entity;
		if(xana.infectedMob != null)
		{
			event.setCanceled(true);
		}
	}
}

every mob renderer extends render right?

 

 

well in the constructor of the class which deals with the infected mobs make a hashmap of <Class, Render> then once you get to the point where you know your mob is infected, use the hashmap to get the corresponding Render object and call doRender

 

pseudo code:

 

class someClass{
    HashMap<Class, Render> renderMap
    someClass(){
        renderMap.put(EntityXanafiedZombie.class, new RenderXanafiedZombie());
        renderMap.put(EntityXanafiedSkeleton.class, new RenderXanafiedSkeleton());
        renderMap.put(EntityXanafiedSilverfish.class, new RenderXanafiedSilverfish());
    }

    @ForgeSubscribe
    handleLivingRender(RenderLivingEvent){
        condition
            condition
                morecondition
                    Render r = renderMap.get(xanafiedMob.getClass());//get class will return the true class of the object
                    r.doRender(*args*);
    }


}

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

  • Author

here's my code for the event handler. it still doesn't work.

@ForgeSubscribe
public void onLivingRender(RenderLivingEvent.Pre event)
{
	if(event.entity instanceof EntityXanafiedMob)
	{
		EntityXanafiedMob xana = (EntityXanafiedMob) event.entity;
		if(xana.infectedMob != null)
		{
			event.setCanceled(true);
			Render r = RenderManager.instance.getEntityClassRenderObject(xana.infectedMob.getClass());
			r.doRender(xana.infectedMob, xana.posX, xana.posY, xana.posZ, xana.rotationYaw, 0.0F);
		}
	}
}

if(event.entity instanceof EntityXanafiedMob)

Is EntityXanafiedMob a living entity with a renderer ?

 

if(xana.infectedMob != null)

Where do you set the infectedMob field ?

 

Render r = RenderManager.instance.getEntityClassRenderObject(xana.infectedMob.getClass());
			r.doRender(xana.infectedMob, xana.posX, xana.posY, xana.posZ, xana.rotationYaw, 0.0F);

You are using the infectedMob renderer to render the infectedMob field at the position of xana entity.

Is that what you want ?

 

I got a different way to render 3d armors currently working which is a little bit hard but really nice Thanks to hydroflame

 

First of all dont ever use techne for your 3d . You dont want your player to be a fat cube guy when you wore it it happens a lot .

2nd learn what is wavefront objects . 3rd look at the forge wiki about the tutorial on wavefront objects :D

 

I promise you this is the best im working on it right now :D

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
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

Important Information

By using this site, you agree to our Terms of Use.

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.