Jump to content

[Solved, I think] Custom model for item?


Recommended Posts

I have an item that I want to have a 3D model like the portal gun or gravity gun mod. I have already made the model in techie and the texture. I have also tried to follow iChun's video tutorial on how to do it, but the video is not made very well and I wasn't able to follow what he was doing. Could someone explain to me step-by-step how to do it, or at least give me some example code? Thanks!

Link to comment
Share on other sites

I should have explained this earlier, I am VERY new to Java, telling me to use a certain class means almost nothing to me... What I really need is an in-depth explanation on how to tell Minecraft to render an Item as a 3D model. But thanks for trying to help!

Link to comment
Share on other sites

I should have explained this earlier, I am VERY new to Java, telling me to use a certain class means almost nothing to me... What I really need is an in-depth explanation on how to tell Minecraft to render an Item as a 3D model. But thanks for trying to help!


Then this is the place you should start before anything else mate :)


I promise you it's worth the time as you will save your self a lot more time in the future by spending time on this now before you go further.


This is both an intro to Java and to minecraft modding at the same time. Ending up with rather advance stuff.

Including rendering of 3d models inside a gui and other stuff!


Start there, then you will be much better off when you continue ;)


Also this blogg is an valuable resource to have at hand when you are new to minecraft's inner workings:


If you guys dont get it.. then well ya.. try harder...

Link to comment
Share on other sites

another one trying to run before he can walk ?


Pretty much. On a side note, I feel like the BIGGEST idiot right now... I was accidentally referring to the item id in registerItemRenderer as its original item id, not example.itemID(). Well, it works now (need to get textures and scaling fixed), but thanks all for the help!

Link to comment
Share on other sites

no trust me theres worst, at least you admit it


some peopel want to just mod and dont care when we say they should learn a bit before



but some of them dont even know how to create a method, they just know ctrl+c and ctrl+v

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

-hydroflame, author of the forge revolution-

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.

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.


  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Your project sounds fascinating and quite ambitious! It's great to see someone so passionate about enhancing the Minecraft experience. I'm sure you'll find plenty of talented modders here who share your enthusiasm. A few thousand dollars is a generous budget and should attract experienced developers. Here’s how you can approach this: Define Your Core Features: Prioritize the most important features you want in your mod. It sounds like you want to add: A new biome for the Overworld A new biome for the End New commands New mobs and items Break Down the Project: Given the scale, breaking the project into smaller, manageable pieces is smart. This approach ensures that progress is made consistently, and it allows for periodic reviews and payments. It also helps in adapting the project based on any unforeseen challenges or new ideas that come up. Share Your Concept Art: Your amateur concept art will be very helpful for modders to understand your vision. It’s also a great starting point for collaboration, as it allows others to bring their own creative ideas to the table. Find Passionate Modders: Since you prefer working with people passionate about Minecraft, this forum is a good choice. You might want to specify any particular skills or experience levels you're looking for in a modder. Additionally, sharing your timeline and expectations upfront can help in setting the right pace for the project.
    • You have to set the java path in your start script
    • i tried that and i got rid of java to install the new one but it still says i have the old one and i cant get the new one because of the old one  
    • Я создал босса для Майнкрафт и когда он вызывается «Произошла непредвиденная ошибка при попытке выполнить эту команду» и в описании «Не удается вызвать ошибку "net.minecraft.world.entity.ai.attributes.attribute instance.m_22100_ (double)", потому что возвращаемое значение "net.minecraft.world.entity.monster.zombie.m_21051_ (net.minecraft.world.entity.ai.attributes.attribute)" имеет значение null. Я не до конца понимаю, в чем ошибка. Но, похоже, это связано с атрибутами. Помогите пожалуйста разобраться   Вот сам класс босса: package org.mymod.afraid; import net.minecraft.world.entity.EntityType; import net.minecraft.world.entity.EquipmentSlot; import net.minecraft.world.entity.ai.attributes.AttributeSupplier; import net.minecraft.world.entity.ai.attributes.Attributes; import net.minecraft.world.entity.ai.goal.*; import net.minecraft.world.entity.ai.goal.target.HurtByTargetGoal; import net.minecraft.world.entity.ai.goal.target.NearestAttackableTargetGoal; import net.minecraft.world.entity.monster.Zombie; import net.minecraft.world.entity.player.Player; import net.minecraft.world.item.ItemStack; import net.minecraft.world.item.Items; import net.minecraft.world.level.Level; import net.minecraft.world.damagesource.DamageSource; import net.minecraft.world.phys.Vec3; import net.minecraft.core.BlockPos; import net.minecraft.world.level.block.Blocks; import net.minecraft.world.entity.projectile.SmallFireball; import org.jetbrains.annotations.NotNull; public class AfraidBoss extends Zombie { private static final int MAX_HEALTH = 1000; private static final double ATTACK_DAMAGE = 10.0D; private static final double FOLLOW_RANGE = 50.0D; private static final double ATTACK_KNOCKBACK = 1.0D; private static final double MOVEMENT_SPEED = 0.25D; private static final int TELEPORT_RADIUS = 20; private static final int FIREBALL_COOLDOWN = 100; // 5 seconds (20 ticks per second) private static final int FIREBALL_COUNT = 3; private int fireballCooldown = 0; private int fireDashCooldown = 0; public AfraidBoss(EntityType<? extends Zombie> type, Level level) { super(type, level); this.setHealth(MAX_HEALTH); this.setItemSlot(EquipmentSlot.MAINHAND, new ItemStack(Items.DIAMOND_SWORD)); this.setItemSlot(EquipmentSlot.OFFHAND, new ItemStack(Items.DIAMOND_SWORD)); } @Override protected void registerGoals() { this.goalSelector.addGoal(1, new MeleeAttackGoal(this, 1.0, true)); this.goalSelector.addGoal(2, new MoveTowardsTargetGoal(this, 1.0, (float) TELEPORT_RADIUS)); this.goalSelector.addGoal(3, new LookAtPlayerGoal(this, Player.class, 8.0F)); this.goalSelector.addGoal(4, new WaterAvoidingRandomStrollGoal(this, 1.0)); this.goalSelector.addGoal(5, new HurtByTargetGoal(this)); this.targetSelector.addGoal(1, new NearestAttackableTargetGoal<>(this, Player.class, true)); } @Override public void aiStep() { super.aiStep(); if (this.getTarget() instanceof Player) { Player player = (Player) this.getTarget(); double distanceToPlayer = this.distanceToSqr(player); // Fire Dash ability if (distanceToPlayer <= TELEPORT_RADIUS * TELEPORT_RADIUS && fireDashCooldown == 0) { this.fireDash(player); fireDashCooldown = 200; // Cooldown for fire dash (10 seconds) } // Fireball attack if (fireballCooldown == 0) { this.shootFireballs(player); fireballCooldown = FIREBALL_COOLDOWN; // Cooldown for fireball attack (5 seconds) } // Decrement cooldowns if (fireDashCooldown > 0) { fireDashCooldown--; } if (fireballCooldown > 0) { fireballCooldown--; } } } private void fireDash(Player player) { Vec3 direction = player.position().subtract(this.position()).normalize(); Vec3 newPos = this.position().add(direction.scale(10)); this.teleportTo(newPos.x, newPos.y, newPos.z); this.createFireTrail(newPos); player.hurt(DamageSource.mobAttack(this), 20.0F); // Damage the player } private void createFireTrail(Vec3 position) { for (int x = -2; x <= 2; x++) { for (int z = -2; z <= 2; z++) { BlockPos firePos = new BlockPos(position.x + x, position.y, position.z + z); this.level.setBlock(firePos, Blocks.FIRE.defaultBlockState(), 11); } } } private void shootFireballs(Player player) { Vec3 direction = player.position().subtract(this.position()).normalize(); for (int i = 0; i < FIREBALL_COUNT; i++) { SmallFireball fireball = new SmallFireball(this.level, this, direction.x, direction.y, direction.z); fireball.setPos(this.getX() + direction.x, this.getY() + direction.y, this.getZ() + direction.z); this.level.addFreshEntity(fireball); } } public static AttributeSupplier.Builder createAttributes() { return Zombie.createMobAttributes() .add(Attributes.MAX_HEALTH, MAX_HEALTH) .add(Attributes.ATTACK_DAMAGE, ATTACK_DAMAGE) .add(Attributes.FOLLOW_RANGE, FOLLOW_RANGE) .add(Attributes.ATTACK_KNOCKBACK, ATTACK_KNOCKBACK) .add(Attributes.MOVEMENT_SPEED, MOVEMENT_SPEED); } @Override public boolean hurt(@NotNull DamageSource source, float amount) { boolean flag = super.hurt(source, amount); if (flag && source.getEntity() instanceof Player) { Player player = (Player) source.getEntity(); if (this.random.nextInt(10) == 0) { this.teleportAndAttack(player); } } return flag; } private void teleportAndAttack(Player player) { Vec3 randomPos = player.position().add((this.random.nextDouble() - 0.5) * 4, 0, (this.random.nextDouble() - 0.5) * 4); if (this.randomTeleport(randomPos.x, randomPos.y, randomPos.z, true)) { player.hurt(DamageSource.mobAttack(this), 10.0F); // Damage the player } } }  
  • Topics

  • Create New...

Important Information

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