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Posted

Continuing on the "Derpy Pig Mod", i ran into problems when creating my Pig Cannon.  I managed to get the launcher to render but when i  tried to render the projectile, it never worked :/

The projectile renders as a white cube when i run the game.

My goal is to get this projectile to render as a pig, and face the right direction.

 

Here is my projectile code

 

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Here is my launcher code:

 

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Srry if im new to rendering and stuff, the most ive done with rendering is an item renderer :/

Creator Of Weapons+ Mod & Sword Art Online HUD Mod

Posted

Hi

 

I couldn't see anything in your code that tells how to render the pig?

 

Have you used RenderingRegistry.registerEntityRenderingHandler?

 

It should probably look something like

RenderingRegistry.registerEntityRenderingHandler(EntityPigMissile.class, new RenderPig(new ModelPig(), new ModelPig(0.5F), 0.7F));

 

Once you have done that your renderer will be added to RenderManager and it should be called properly by the vanilla code

(which for your interest starts in

RenderGlobal.renderEntities just after            this.theWorld.theProfiler.endStartSection("entities");

which goes through to

RenderManager.renderEntityWithPosYaw

 

Posted

i tried to register the renderer in the mod class, but the game crashes whenever i shoot the cannon

 

Mod Class:

 

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The purple section is when the stuff for the pig missile is called, and the underlined part of that is the code that crashed the game

Creator Of Weapons+ Mod & Sword Art Online HUD Mod

Posted

what does the error message log say when the game crashes?  it should look something like (for example)

 

cpw.mods.fml.common.LoaderException: java.lang.NullPointerException
at cpw.mods.fml.common.discovery.asm.ASMModParser.<init>(ASMModParser.java:60)
at cpw.mods.fml.common.discovery.JarDiscoverer.discover(JarDiscoverer.java:72)
at cpw.mods.fml.common.discovery.ContainerType.findMods(ContainerType.java:42)
at cpw.mods.fml.common.discovery.ModCandidate.explore(ModCandidate.java:64)
at cpw.mods.fml.common.discovery.ModDiscoverer.identifyMods(ModDiscoverer.java:118)
at cpw.mods.fml.common.Loader.identifyMods(Loader.java:354)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:486)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:182)
at net.minecraft.client.Minecraft.startGame(Minecraft.java:462)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:788)
at net.minecraft.client.main.Main.main(Main.java:93)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
Caused by: java.lang.NullPointerException
at cpw.mods.fml.common.discovery.asm.ASMModParser.isBaseMod(ASMModParser.java:132)
at cpw.mods.fml.common.discovery.asm.ModClassVisitor.visitMethod(ModClassVisitor.java:58)
at org.objectweb.asm.ClassReader.readMethod(ClassReader.java:852)
at org.objectweb.asm.ClassReader.accept(ClassReader.java:669)
at org.objectweb.asm.ClassReader.accept(ClassReader.java:506)
at cpw.mods.fml.common.discovery.asm.ASMModParser.<init>(ASMModParser.java:55)

 

Posted

Here is he crash report:

 

  Reveal hidden contents

 

Creator Of Weapons+ Mod & Sword Art Online HUD Mod

Posted

Is there a way i can make the Pig Missile render as a pig (By tht i mean use the pig model) without subclassing EntityLiving, because tht crashes the game as well :/

 

Pig Missile Changed Class (Extending EntityLiving):

 

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Crash Report (With PigMissile Change to EntityLiving):

 

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Creator Of Weapons+ Mod & Sword Art Online HUD Mod

Posted

Hmmm this is getting a bit trickier.  I haven't tried this before so I'm just guessing here.

 

There are two approaches that spring to mind.  They both involve creating a custom Renderer instead of RenderPig.

i.e.  RenderPigMissile extends Render  (see  RenderArrow for example)

 

Then you could either

1) Look through RenderPig and RenderLiving for the rendering code and textures, and copy them into RenderPigMissile; or

2) Create a static entityPig in RenderPigMissile, then when RenderPigMissile.doRender is called, set the relevant member variables in your static entityPig, then call RenderPig.doRender(entityPig, ...) directly.  Rummaging through RenderLiving.doLiving should help you figure out what the "relevant member variables" are.

 

PigMissile should still extend EntityThrowable in either case, because you want the game to treat it as a projectile not a pig.

 

Good luck, should look pretty funny when it's done :-)

 

-TGG

 

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