EaSports69 Posted June 2, 2023 Posted June 2, 2023 package com.example.examplemod.entity.renderer import com.example.examplemod.ExampleMod; import net.minecraft.client.model.HumanoidModel; import net.minecraft.client.model.Model; import net.minecraft.client.model.geom.ModelLayers; import net.minecraft.client.renderer.entity.EntityRendererProvider; import net.minecraft.client.renderer.entity.HumanoidMobRenderer; import net.minecraft.client.renderer.entity.MobRenderer; import net.minecraft.client.renderer.entity.layers.HumanoidArmorLayer; import net.minecraft.client.renderer.entity.layers.ItemInHandLayer; import net.minecraft.resources.ResourceLocation; public class ExampleEntityRenderer<Type extends ExampleEntity> extends HumanoidMobRenderer<Type, ExampleEntityModel<Type>> { private static final ResourceLocation TEXTURE = new ResourceLocation(ExampleMod.MOD_ID, "textures/entity/example/exampleentity.png"); public ExampleEntityRenderer(EntityRendererProvider.Context context) { super(context, new ExampleEntityModel<>(context.bakeLayer(ExampleEntityModel.LAYER_LOCATION)), 0.6f); this.addLayer(new ItemInHandLayer<>(this)); this.addLayer(new HumanoidArmorLayer<>(this, new HumanoidModel(context.bakeLayer(ModelLayers.PLAYER_INNER_ARMOR)), new HumanoidModel(context.bakeLayer(ModelLayers.PLAYER_OUTER_ARMOR)))); } @Override public ResourceLocation getTextureLocation(Type entity) { return TEXTURE; } } If your entity model extends the humanoid model and has the appropriate methods and items in its equipment slots, it will hopefully render them Quote
ChampionAsh5357 Posted June 2, 2023 Posted June 2, 2023 Ignoring the mismatched format, this doesn't really explain anything about what is needed. First, you have a bunch of random classes which you don't define: ExampleEntityModel, the layer location, model layers, etc. Even if they are not relevant, you should just hide them behind a `//...` so they don't detract from your main point. For example, what about registering the layer definitions? the entity renderer? Anything that is not explained should be mentioned to use the same method as usual. You should also explain why adding those two layers would do what you needed. Additionally, you need to explain when a different model layer should be used, since not all mobs will have the exact same dimensions as the player (e.g., piglin). On 6/2/2023 at 10:59 AM, EaSports69 said: package com.example.examplemod.entity.renderer Expand This will crash, it needs a semicolon. On 6/2/2023 at 10:59 AM, EaSports69 said: this.addLayer(new ItemInHandLayer<>(this)); Expand This is already added for HumanoidMobRenderer, so it is redundant. On 6/2/2023 at 10:59 AM, EaSports69 said: this.addLayer(new HumanoidArmorLayer<>(this, new HumanoidModel(context.bakeLayer(ModelLayers.PLAYER_INNER_ARMOR)), new HumanoidModel(context.bakeLayer(ModelLayers.PLAYER_OUTER_ARMOR)))); Expand This will crash, you need to pass in a ModelManager from the context. Additionally, the type parameter for HumanoidModel should be inferred and not just removed. Quote
EaSports69 Posted June 2, 2023 Author Posted June 2, 2023 It's for 1.182, sorry for not clarifying. Quote
EaSports69 Posted June 2, 2023 Author Posted June 2, 2023 (edited) I use the exampleentity model as it's basically, an example. also in order for it to work(sorry for not clarifying again), you need to add in your Entity class the protected void populateDefaultEquipmentSlots(DifficultyInstance difficultyInstance) { super.populateDefaultEquipmentSlots(difficultyInstance); this.setItemSlot(EquipmentSlot.MAINHAND, new ItemStack(Items.DIAMOND_SWORD.get())); this.setItemSlot(EquipmentSlot.HEAD, new ItemStack(Items.DIAMOND_HELMET.get())); this.setItemSlot(EquipmentSlot.CHEST, new ItemStack(Items.DIAMOND_CHESTPLATE.get())); this.setItemSlot(EquipmentSlot.LEGS, new ItemStack(Items.DIAMOND_LEGGINGS.get())); this.setItemSlot(EquipmentSlot.FEET, new ItemStack(Items.DIAMOND_BOOTS.get())); } //This adds the items in your entity's respective slots, here I'm using for an example diamond items In your model, you need to extend the HumanoidModel class, and it should look like this public class PigmanEntityModel<Type extends ExampleEntity> extends HumanoidModel<Type> { // This extends the humanoid model in your class and makes possible the animations and the ability to hold items public static final ModelLayerLocation LAYER_LOCATION = new ModelLayerLocation(new ResourceLocation(ExampleMod.MOD_ID, "example"), "main"); public ExampleEntityModel(ModelPart modelPart) { super(modelPart); } public static LayerDefinition createBodyLayer() { MeshDefinition meshdefinition = new MeshDefinition(); PartDefinition partdefinition = meshdefinition.getRoot(); PartDefinition head = partdefinition.addOrReplaceChild("head", CubeListBuilder.create().texOffs(0, 0).addBox(-4.0F, -8.0F, -4.0F, 8.0F, 8.0F, 8.0F, new CubeDeformation(0.0F)), PartPose.offset(0.0F, 0.0F, 0.0F)); PartDefinition hat = partdefinition.addOrReplaceChild("hat", CubeListBuilder.create().texOffs(32, 0).addBox(-4.0F, -8.0F, -4.0F, 8.0F, 8.0F, 8.0F, new CubeDeformation(0.0F).extend(0.5F)), PartPose.offset(0.0F, 0.0F, 0.0F)); PartDefinition body = partdefinition.addOrReplaceChild("body", CubeListBuilder.create().texOffs(16, 16).addBox(-4.0F, 0.0F, -2.0F, 8.0F, 12.0F, 4.0F, new CubeDeformation(0.0F)), PartPose.offset(0.0F, 0.0F, 0.0F)); PartDefinition right_arm = partdefinition.addOrReplaceChild("right_arm", CubeListBuilder.create().texOffs(40, 16).addBox(-3.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F, new CubeDeformation(0.0F)), PartPose.offset(-5.0F, 2.0F, 0.0F)); PartDefinition left_arm = partdefinition.addOrReplaceChild("left_arm", CubeListBuilder.create().texOffs(32, 48).mirror().addBox(-1.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F, new CubeDeformation(0.0F)), PartPose.offset(5.0F, 2.0F, 0.0F)); PartDefinition right_leg = partdefinition.addOrReplaceChild("right_leg", CubeListBuilder.create().texOffs(0, 16).addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F, new CubeDeformation(0.0F)), PartPose.offset(-1.9F, 12.0F, 0.0F)); PartDefinition left_leg = partdefinition.addOrReplaceChild("left_leg", CubeListBuilder.create().texOffs(16, 48).addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F, new CubeDeformation(0.0F)), PartPose.offset(1.9F, 12.0F, 0.0F)); //This is if you use the player model only return LayerDefinition.create(meshdefinition, 64, 64); } public void prepareMobModel(Type p_103793_, float p_103794_, float p_103795_, float p_103796_) { this.rightArmPose = HumanoidModel.ArmPose.EMPTY; this.leftArmPose = HumanoidModel.ArmPose.EMPTY; ItemStack itemstack = p_103793_.getItemInHand(InteractionHand.MAIN_HAND); if (itemstack.is(Items.CROSSBOW) && p_103793_.isAggressive()) { if (p_103793_.getMainArm() == HumanoidArm.RIGHT) { this.rightArmPose = ArmPose.ITEM; } else { this.leftArmPose = ArmPose.ITEM; } } //This adds the arm poses and the attack animations if the mob is hostile super.prepareMobModel(p_103793_, p_103794_, p_103795_, p_103796_); } public void setupAnim(Type p_103798_, float p_103799_, float p_103800_, float p_103801_, float p_103802_, float p_103803_) { super.setupAnim(p_103798_, p_103799_, p_103800_, p_103801_, p_103802_, p_103803_); ItemStack itemstack = p_103798_.getMainHandItem(); if (p_103798_.isAggressive() && (itemstack.isEmpty() || !itemstack.is(Items.DIAMOND_SWORD))) { float f = Mth.sin(this.attackTime * (float)Math.PI); float f1 = Mth.sin((1.0F - (1.0F - this.attackTime) * (1.0F - this.attackTime)) * (float)Math.PI); this.rightArm.zRot = 0.0F; this.leftArm.zRot = 0.0F; this.rightArm.yRot = -(0.1F - f * 0.6F); this.leftArm.yRot = 0.1F - f * 0.6F; this.rightArm.xRot = (-(float)Math.PI / 2F); this.leftArm.xRot = (-(float)Math.PI / 2F); this.rightArm.xRot -= f * 1.2F - f1 * 0.4F; this.leftArm.xRot -= f * 1.2F - f1 * 0.4F; AnimationUtils.bobArms(this.rightArm, this.leftArm, p_103801_); } //This adds the basic animations for the mob and the attack animations } public void translateToHand(HumanoidArm p_103778_, PoseStack p_103779_) { float f = p_103778_ == HumanoidArm.RIGHT ? 1.0F : -1.0F; ModelPart modelpart = this.getArm(p_103778_); modelpart.x += f; modelpart.translateAndRotate(p_103779_); modelpart.x -= f; //This is for the arm } After importing the necessary classes it should work(Keep in mind this is for 1.18.2) Edited June 2, 2023 by EaSports69 Didn't clarify Quote
ChampionAsh5357 Posted June 5, 2023 Posted June 5, 2023 I will mention that you should specify what the parameter names are and why your code is structured as such. Currently, it just looks like copy-paste from a pillager or skeleton. Quote
Recommended Posts
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.