Posted August 30, 201312 yr Hello, I've been trying to add a mob to the game and have been able to get an egg that can spawn my new mob. However, it comes out like the picture below instead of what it should be, a bee. What is wrong with my code? Below I have posted everything I got for you. Main Class: package kmccmk9.witchcraft; import java.awt.Color; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityEggInfo; import net.minecraft.entity.EntityList; import net.minecraft.entity.EnumCreatureType; import net.minecraft.src.ModLoader; import net.minecraft.world.biome.BiomeGenBase; import kmccmk9.witchcraft.CommonProxy; import cpw.mods.fml.common.Mod; import cpw.mods.fml.common.SidedProxy; import cpw.mods.fml.common.Mod.EventHandler; import cpw.mods.fml.common.Mod.Instance; import cpw.mods.fml.common.event.FMLInitializationEvent; import cpw.mods.fml.common.event.FMLPostInitializationEvent; import cpw.mods.fml.common.event.FMLPreInitializationEvent; import cpw.mods.fml.common.network.NetworkMod; import cpw.mods.fml.common.registry.EntityRegistry; import cpw.mods.fml.common.registry.LanguageRegistry; @Mod(modid="witchcraft", name="WitchCraft", version="0.0.1") @NetworkMod(clientSideRequired=true, serverSideRequired=false) public class WitchCraft { // The instance of your mod that Forge uses. @Instance("WitchCraft") public static WitchCraft instance; // Says where the client and server 'proxy' code is loaded. @SidedProxy(clientSide="kmccmk9.witchcraft.client.ClientProxy", serverSide="kmccmk9.witchcraft.CommonProxy") public static CommonProxy proxy; @EventHandler public void preInit(FMLPreInitializationEvent event) { // Stub Method } @EventHandler public void load(FMLInitializationEvent event) { int background = (Color.YELLOW.getRed() << 16) + (Color.YELLOW.getGreen() << + Color.YELLOW.getBlue(); int foreground = (Color.BLACK.getRed() << 16) + (Color.BLACK.getGreen() << + Color.BLACK.getBlue(); int id = ModLoader.getUniqueEntityId(); EntityRegistry.registerModEntity(EntityBee.class, "Bee", 1, this, 80, 5, true); ModLoader.registerEntityID(EntityBee.class, "Bee", id, background, foreground); EntityRegistry.addSpawn(EntityBee.class, 7, 1, 4, EnumCreatureType.monster, BiomeGenBase.beach, BiomeGenBase.forest, BiomeGenBase.jungle, BiomeGenBase.plains); LanguageRegistry.instance().addStringLocalization("entity.witchcraft.Bee.name", "Bee"); EntityList.IDtoClassMapping.put(id, EntityBee.class); EntityList.entityEggs.put(id, new EntityEggInfo(id, background, foreground)); } @EventHandler public void postInit(FMLPostInitializationEvent event) { // Stub Method } } EntityClass: package kmccmk9.witchcraft; import net.minecraft.client.renderer.EntityRenderer; import net.minecraft.entity.EntityLiving; import net.minecraft.entity.ai.EntityAIWander; import net.minecraft.item.Item; import net.minecraft.world.World; import net.minecraft.src.*; public class EntityBee extends EntityLiving { public EntityBee(World par1World) { super(par1World); this.getNavigator().setAvoidsWater(true); this.setSize(0.5F, 0.5F); this.setEntityHealth(15F); this.setAIMoveSpeed(3F); } protected int getDropItemId() { return Item.porkRaw.itemID; } public String getTexture() { return "textures/bee.png"; } } ModelClass: package kmccmk9.witchcraft.client; import net.minecraft.client.model.ModelBase; import net.minecraft.client.model.ModelRenderer; import net.minecraft.entity.Entity; public class ModelBee extends ModelBase { //fields ModelRenderer BeeBody; ModelRenderer BeeHead; ModelRenderer ant1; ModelRenderer ant2; ModelRenderer wing2; ModelRenderer wing1; public ModelBee() { //constructor: ant1 = new ModelRenderer(this, 0, 0); ant1.mirror = true; ant1.addBox(2F, 4F, -1F, 1, 4, 1); ant1.rotateAngleZ = 0.17453292519943295F; ant2 = new ModelRenderer(this, 41, 5); ant2.mirror = true; ant2.addBox(2F, 3F, -1F, 1, 4, 1); ant2.rotateAngleZ = 6.1086523819801535F; BeeBody = new ModelRenderer(this, 0, 0); BeeBody.mirror = true; BeeBody.addBox(0F, 0F, 0F, 5, 4, ; BeeHead = new ModelRenderer(this, 19, 2); BeeHead.mirror = true; BeeHead.addBox(0F, 0F, 0F, 3, 3, 2); //BeeHead.setPosition(1F, 1F, -2F); wing1 = new ModelRenderer(this, 31, 1); wing1.mirror = true; wing1.addBox(5F, 1F, 2F, 4, 1, 3); wing1.rotateAngleZ = 6.126105674500097F; wing2 = new ModelRenderer(this, 31, 5); wing2.mirror = true; wing2.addBox(-4F, 2F, 2F, 4, 1, 3); wing2.rotateAngleZ = 0.15707963267948966F; } public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) { //render: ant1.render(f5); ant2.render(f5); BeeBody.render(f5); BeeHead.render(f5); wing1.render(f5); wing2.render(f5); } private void setRotation(ModelRenderer model, float x, float y, float z) { model.rotateAngleX = x; model.rotateAngleY = y; model.rotateAngleZ = z; } public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity) { super.setRotationAngles(f, f1, f2, f3, f4, f5, entity); } } RendererClass: package kmccmk9.witchcraft; import kmccmk9.witchcraft.client.ModelBee; import net.minecraft.client.Minecraft; import net.minecraft.client.model.ModelBase; import net.minecraft.client.renderer.EntityRenderer; import net.minecraft.client.renderer.entity.RenderLiving; import net.minecraft.entity.Entity; import net.minecraft.util.ResourceLocation; public class RendererBee extends RenderLiving { protected ModelBee model; private static final ResourceLocation field_110775_a = new ResourceLocation("textures/bee.png"); public RendererBee(ModelBee par1ModelBase, float par2) { super(par1ModelBase, par2); model = (ModelBee)par1ModelBase; } @Override protected ResourceLocation func_110775_a(Entity entity) { // TODO Auto-generated method stub return null; } } Any help is greatly appreciated!
August 30, 201312 yr private static final ResourceLocation field_110775_a = new ResourceLocation("textures/bee.png"); @Override protected ResourceLocation func_110775_a(Entity entity) { // TODO Auto-generated method stub return null; } *facepalm* Why do you think that should work ?
August 30, 201312 yr Author private static final ResourceLocation field_110775_a = new ResourceLocation("textures/bee.png"); @Override protected ResourceLocation func_110775_a(Entity entity) { // TODO Auto-generated method stub return null; } *facepalm* Why do you think that should work ? Ya I had a feeling it may be in that class. But I keep trying to follow different tutorials for different forge versions since no one seems to have one for 1.6.2 as of yet. Okay so what would I need to return then?
August 30, 201312 yr protected ResourceLocation func_110775_a(Entity entity) { how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 30, 201312 yr Your ResourceLocation of course ! that is what the method asks for ! And give the right texture path too...
August 30, 201312 yr Author Your ResourceLocation of course ! that is what the method asks for ! And give the right texture path too... Okay I changed it and I got this, which seems to still be messed up. But, that is where my texture is?
August 30, 201312 yr I don't recall Minecraft having a bee texture. Look for "texture" threads, the proper use of ResourceLocation would be explained.
August 31, 201312 yr Author I don't recall Minecraft having a bee texture. Look for "texture" threads, the proper use of ResourceLocation would be explained. Ok I'll check it out cause the tutorials explained that the way I wrote it, would be the root of the mod folder, then textures and then bee.png.
August 31, 201312 yr Author I don't recall Minecraft having a bee texture. Look for "texture" threads, the proper use of ResourceLocation would be explained. Even with the wrong texture path, isn't my model messed up?
August 31, 201312 yr Author Ho that, you didn't register your renderer. Ok, can you explain how to do that?
August 31, 201312 yr #RenderingRegistry how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 31, 201312 yr Author #RenderingRegistry Great thanks. I was able to get the resuilt below. Okay, now the model seems to be upside down. The texture problem, I have to figure out still. Is there something I can do with the mirror part of the model code? What I"m shooting for is like the below image.
August 31, 201312 yr The way that resource locations are done is defaulted to the vanilla minecraft assets folder you need to change it to so it's directed towards yours for instance, with mine it's private static final ResourceLocation field_110890_f = new ResourceLocation("jnosh_advzelda", "textures/entity/chu.png"); as the folder structure goes "assets" folder > "jnosh_advzelda" folder > "textures" folder > "entity" folder > "chu.png" assets/jnosh_advzelda/textures/entity/chu you need to do yours in a similar way, but using your own folders (obviously)
August 31, 201312 yr Author The way that resource locations are done is defaulted to the vanilla minecraft assets folder you need to change it to so it's directed towards yours for instance, with mine it's private static final ResourceLocation field_110890_f = new ResourceLocation("jnosh_advzelda", "textures/entity/chu.png"); as the folder structure goes "assets" folder > "jnosh_advzelda" folder > "textures" folder > "entity" folder > "chu.png" assets/jnosh_advzelda/textures/entity/chu you need to do yours in a similar way, but using your own folders (obviously) So textures are no longer placed within your mod folder?
August 31, 201312 yr no, if you're working in Eclipse, they're placed in forge/mcp/src/minecraft/assets mine is forge/mcp/src/minecraft/assets/jnosh_advzelda/textures/entity/chu.png at least, that's the way that I've seen them all set up since 1.6.1 arrived you might wanna invest some time into looking up how to update from 1.5.2 to 1.6.x if you've still got things set up the old way
August 31, 201312 yr Author no, if you're working in Eclipse, they're placed in forge/mcp/src/minecraft/assets mine is forge/mcp/src/minecraft/assets/jnosh_advzelda/textures/entity/chu.png at least, that's the way that I've seen them all set up since 1.6.1 arrived you might wanna invest some time into looking up how to update from 1.5.2 to 1.6.x if you've still got things set up the old way Okay thanks. Also, following another mod I explored, it was done like so kmccmk9/witchCraft/assets/minecraft/textures/entities/file
August 31, 201312 yr Author no, if you're working in Eclipse, they're placed in forge/mcp/src/minecraft/assets mine is forge/mcp/src/minecraft/assets/jnosh_advzelda/textures/entity/chu.png at least, that's the way that I've seen them all set up since 1.6.1 arrived you might wanna invest some time into looking up how to update from 1.5.2 to 1.6.x if you've still got things set up the old way OMG thank you I finally got it! Now do you have any idea what's wrong with my model?
August 31, 201312 yr At a guess I'd say that it's because there isn't really alot in your render file atm, so it might not be connecting the render and entity to the model erm... I'd suggest taking a look at the bat render file it's probably the closest you're gunna get to a bee in vanilla it could be this public void func_82443_a(EntityBat par1EntityBat, double par2, double par4, double par6, float par8, float par9) { int i = ((ModelBat)this.mainModel).getBatSize(); if (i != this.renderedBatSize) { this.renderedBatSize = i; this.mainModel = new ModelBat(); } super.doRenderLiving(par1EntityBat, par2, par4, par6, par8, par9); } so try public void func_82443_a(EntityBee par1EntityBat, double par2, double par4, double par6, float par8, float par9) { int i = ((ModelBee)this.mainModel); this.mainModel = new ModelBee(); super.doRenderLiving(par1EntityBat, par2, par4, par6, par8, par9); } however, that is just a guess exploring the render files would be a better option and there are some 1.6.2 entity tutorials out there that may be a better help than me
September 1, 201312 yr the correct texture calling would be for example ("foldername:textures/mob/bee.png") what this means is that bee.png is located in ("assets/foldername/textures/mob/bee.png")\ for a normal icon texture the calling would be different for example a normal icon texture would be ("foldername:icon") which means the icon would be in ("assets/foldername/textures/[blocks][items]/icon.png") I hope this helps if (You.likescoding == false){ You.goaway; }
September 1, 201312 yr Author At a guess I'd say that it's because there isn't really alot in your render file atm, so it might not be connecting the render and entity to the model erm... I'd suggest taking a look at the bat render file it's probably the closest you're gunna get to a bee in vanilla it could be this public void func_82443_a(EntityBat par1EntityBat, double par2, double par4, double par6, float par8, float par9) { int i = ((ModelBat)this.mainModel).getBatSize(); if (i != this.renderedBatSize) { this.renderedBatSize = i; this.mainModel = new ModelBat(); } super.doRenderLiving(par1EntityBat, par2, par4, par6, par8, par9); } so try public void func_82443_a(EntityBee par1EntityBat, double par2, double par4, double par6, float par8, float par9) { int i = ((ModelBee)this.mainModel); this.mainModel = new ModelBee(); super.doRenderLiving(par1EntityBat, par2, par4, par6, par8, par9); } however, that is just a guess exploring the render files would be a better option and there are some 1.6.2 entity tutorials out there that may be a better help than me the correct texture calling would be for example ("foldername:textures/mob/bee.png") what this means is that bee.png is located in ("assets/foldername/textures/mob/bee.png")\ for a normal icon texture the calling would be different for example a normal icon texture would be ("foldername:icon") which means the icon would be in ("assets/foldername/textures/[blocks][items]/icon.png") I hope this helps Ok well from what I gathered, what's messed up is the beehead. Nothing else. But if you look at my model class you 'll see I had to comment out a setPosition line. I think that is the problem. But setPosition is valid so I had to comment it. Otherwise everything is right, the head is just inside the body.
September 1, 201312 yr Author Then try to find a modeling software that works. I tried both Techne and FMCModeller. The Bee Head is just stick inside the body, if anyone knows how to modify the addbox line for the bee head so that it shows in the right spot...?
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