Jump to content

Rendering mob as different mob


endershadow

Recommended Posts

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-

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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);
		}
	}
}

Link to comment
Share on other sites

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-

Link to comment
Share on other sites

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);
		}
	}
}

Link to comment
Share on other sites

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 ?

 

Link to comment
Share on other sites

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

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

×
×
  • Create New...

Important Information

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