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I'm working on what is basically a copy of the EnderDragon, except I will give it a new texture and have it spit out fire at the player, but I can't seem to get the dragon Model to render in the game. It exists in the game, and attacks the animals in the area, but it is invisible. I've successfully created other custom mobs that work fine, but I'm assuming the Dragon takes more work since it has so many parts to it. Any help in what is required to render a multi-part mob? Here is the Entity and Render code for the dragon, and don't judge on it, I haven't cleaned it up yet until I can get it to show up and then I can customize it more as well.

 

Entity

import java.util.Iterator;
import java.util.List;

import net.minecraft.block.Block;
import net.minecraft.block.BlockEndPortal;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.IEntityMultiPart;
import net.minecraft.entity.boss.EntityDragonPart;
import net.minecraft.entity.boss.IBossDisplayData;
import net.minecraft.entity.item.EntityEnderCrystal;
import net.minecraft.entity.item.EntityXPOrb;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.util.DamageSource;
import net.minecraft.util.MathHelper;
import net.minecraft.util.Vec3;
import net.minecraft.world.Explosion;
import net.minecraft.world.World;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

public class EntityFireDragon extends EntityLiving implements IEntityMultiPart
{
    public double targetX;
    public double targetY;
    public double targetZ;

    /**
     * Ring buffer array for the last 64 Y-positions and yaw rotations. Used to calculate offsets for the animations.
     */
    public double[][] ringBuffer = new double[64][3];

    /**
     * Index into the ring buffer. Incremented once per tick and restarts at 0 once it reaches the end of the buffer.
     */
    public int ringBufferIndex = -1;

    /** An array containing all body parts of this dragon */
    public EntityDragonPart[] dragonPartArray;

    /** The head bounding box of a dragon */
    public EntityDragonPart dragonPartHead;

    /** The body bounding box of a dragon */
    public EntityDragonPart dragonPartBody;
    public EntityDragonPart dragonPartTail1;
    public EntityDragonPart dragonPartTail2;
    public EntityDragonPart dragonPartTail3;
    public EntityDragonPart dragonPartWing1;
    public EntityDragonPart dragonPartWing2;

    /** Animation time at previous tick. */
    public float prevAnimTime = 0.0F;

    /**
     * Animation time, used to control the speed of the animation cycles (wings flapping, jaw opening, etc.)
     */
    public float animTime = 0.0F;

    /** Force selecting a new flight target at next tick if set to true. */
    public boolean forceNewTarget = false;

    /**
     * Activated if the dragon is flying though obsidian, white stone or bedrock. Slows movement and animation speed.
     */
    public boolean slowed = false;
    private Entity target;
    public int deathTicks = 0;

    public EntityFireDragon(World par1World)
    {
        super(par1World);
        this.dragonPartArray = new EntityDragonPart[] {this.dragonPartHead = new EntityDragonPart(this, "head", 6.0F, 6.0F), this.dragonPartBody = new EntityDragonPart(this, "body", 8.0F, 8.0F), this.dragonPartTail1 = new EntityDragonPart(this, "tail", 4.0F, 4.0F), this.dragonPartTail2 = new EntityDragonPart(this, "tail", 4.0F, 4.0F), this.dragonPartTail3 = new EntityDragonPart(this, "tail", 4.0F, 4.0F), this.dragonPartWing1 = new EntityDragonPart(this, "wing", 4.0F, 4.0F), this.dragonPartWing2 = new EntityDragonPart(this, "wing", 4.0F, 4.0F)};
        this.setEntityHealth(this.getMaxHealth());
        this.texture = "/mob/enderdragon/ender.png";
        this.setSize(16.0F, 8.0F);
        this.noClip = true;
        this.isImmuneToFire = true;
        this.targetY = 100.0D;
        this.ignoreFrustumCheck = true;
    }

    public int getMaxHealth()
    {
        return 100;
    }

    protected void entityInit()
    {
        super.entityInit();
        this.dataWatcher.addObject(16, new Integer(this.getMaxHealth()));
    }

    /**
     * Returns a double[3] array with movement offsets, used to calculate trailing tail/neck positions. [0] = yaw
     * offset, [1] = y offset, [2] = unused, always 0. Parameters: buffer index offset, partial ticks.
     */
    public double[] getMovementOffsets(int par1, float par2)
    {
        if (this.health <= 0)
        {
            par2 = 0.0F;
        }

        par2 = 1.0F - par2;
        int j = this.ringBufferIndex - par1 * 1 & 63;
        int k = this.ringBufferIndex - par1 * 1 - 1 & 63;
        double[] adouble = new double[3];
        double d0 = this.ringBuffer[j][0];
        double d1 = MathHelper.wrapAngleTo180_double(this.ringBuffer[k][0] - d0);
        adouble[0] = d0 + d1 * (double)par2;
        d0 = this.ringBuffer[j][1];
        d1 = this.ringBuffer[k][1] - d0;
        adouble[1] = d0 + d1 * (double)par2;
        adouble[2] = this.ringBuffer[j][2] + (this.ringBuffer[k][2] - this.ringBuffer[j][2]) * (double)par2;
        return adouble;
    }

    /**
     * Called frequently so the entity can update its state every tick as required. For example, zombies and skeletons
     * use this to react to sunlight and start to burn.
     */
    public void onLivingUpdate()
    {
        float f;
        float f1;

        if (!this.worldObj.isRemote)
        {
            this.dataWatcher.updateObject(16, Integer.valueOf(this.health));
        }
        else
        {
            f = MathHelper.cos(this.animTime * (float)Math.PI * 2.0F);
            f1 = MathHelper.cos(this.prevAnimTime * (float)Math.PI * 2.0F);

            if (f1 <= -0.3F && f >= -0.3F)
            {
                this.worldObj.playSound(this.posX, this.posY, this.posZ, "mob.enderdragon.wings", 5.0F, 0.8F + this.rand.nextFloat() * 0.3F, false);
            }
        }

        this.prevAnimTime = this.animTime;
        float f2;

        if (this.health <= 0)
        {
            f = (this.rand.nextFloat() - 0.5F) * 8.0F;
            f1 = (this.rand.nextFloat() - 0.5F) * 4.0F;
            f2 = (this.rand.nextFloat() - 0.5F) * 8.0F;
            this.worldObj.spawnParticle("largeexplode", this.posX + (double)f, this.posY + 2.0D + (double)f1, this.posZ + (double)f2, 0.0D, 0.0D, 0.0D);
        }
        else
        {
            
            f = 0.2F / (MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ) * 10.0F + 1.0F);
            f *= (float)Math.pow(2.0D, this.motionY);

            if (this.slowed)
            {
                this.animTime += f * 0.5F;
            }
            else
            {
                this.animTime += f;
            }

            this.rotationYaw = MathHelper.wrapAngleTo180_float(this.rotationYaw);

            if (this.ringBufferIndex < 0)
            {
                for (int i = 0; i < this.ringBuffer.length; ++i)
                {
                    this.ringBuffer[i][0] = (double)this.rotationYaw;
                    this.ringBuffer[i][1] = this.posY;
                }
            }

            if (++this.ringBufferIndex == this.ringBuffer.length)
            {
                this.ringBufferIndex = 0;
            }

            this.ringBuffer[this.ringBufferIndex][0] = (double)this.rotationYaw;
            this.ringBuffer[this.ringBufferIndex][1] = this.posY;
            double d0;
            double d1;
            double d2;
            double d3;
            float f3;

            if (this.worldObj.isRemote)
            {
                if (this.newPosRotationIncrements > 0)
                {
                    d3 = this.posX + (this.newPosX - this.posX) / (double)this.newPosRotationIncrements;
                    d0 = this.posY + (this.newPosY - this.posY) / (double)this.newPosRotationIncrements;
                    d1 = this.posZ + (this.newPosZ - this.posZ) / (double)this.newPosRotationIncrements;
                    d2 = MathHelper.wrapAngleTo180_double(this.newRotationYaw - (double)this.rotationYaw);
                    this.rotationYaw = (float)((double)this.rotationYaw + d2 / (double)this.newPosRotationIncrements);
                    this.rotationPitch = (float)((double)this.rotationPitch + (this.newRotationPitch - (double)this.rotationPitch) / (double)this.newPosRotationIncrements);
                    --this.newPosRotationIncrements;
                    this.setPosition(d3, d0, d1);
                    this.setRotation(this.rotationYaw, this.rotationPitch);
                }
            }
            else
            {
                d3 = this.targetX - this.posX;
                d0 = this.targetY - this.posY;
                d1 = this.targetZ - this.posZ;
                d2 = d3 * d3 + d0 * d0 + d1 * d1;

                if (this.target != null)
                {
                    this.targetX = this.target.posX;
                    this.targetZ = this.target.posZ;
                    double d4 = this.targetX - this.posX;
                    double d5 = this.targetZ - this.posZ;
                    double d6 = Math.sqrt(d4 * d4 + d5 * d5);
                    double d7 = 0.4000000059604645D + d6 / 80.0D - 1.0D;

                    if (d7 > 10.0D)
                    {
                        d7 = 10.0D;
                    }

                    this.targetY = this.target.boundingBox.minY + d7;
                }
                else
                {
                    this.targetX += this.rand.nextGaussian() * 2.0D;
                    this.targetZ += this.rand.nextGaussian() * 2.0D;
                }

                if (this.forceNewTarget || d2 < 100.0D || d2 > 22500.0D || this.isCollidedHorizontally || this.isCollidedVertically)
                {
                    this.setNewTarget();
                }

                d0 /= (double)MathHelper.sqrt_double(d3 * d3 + d1 * d1);
                f3 = 0.6F;

                if (d0 < (double)(-f3))
                {
                    d0 = (double)(-f3);
                }

                if (d0 > (double)f3)
                {
                    d0 = (double)f3;
                }

                this.motionY += d0 * 0.10000000149011612D;
                this.rotationYaw = MathHelper.wrapAngleTo180_float(this.rotationYaw);
                double d8 = 180.0D - Math.atan2(d3, d1) * 180.0D / Math.PI;
                double d9 = MathHelper.wrapAngleTo180_double(d8 - (double)this.rotationYaw);

                if (d9 > 50.0D)
                {
                    d9 = 50.0D;
                }

                if (d9 < -50.0D)
                {
                    d9 = -50.0D;
                }

                Vec3 vec3 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.targetX - this.posX, this.targetY - this.posY, this.targetZ - this.posZ).normalize();
                Vec3 vec31 = this.worldObj.getWorldVec3Pool().getVecFromPool((double)MathHelper.sin(this.rotationYaw * (float)Math.PI / 180.0F), this.motionY, (double)(-MathHelper.cos(this.rotationYaw * (float)Math.PI / 180.0F))).normalize();
                float f4 = (float)(vec31.dotProduct(vec3) + 0.5D) / 1.5F;

                if (f4 < 0.0F)
                {
                    f4 = 0.0F;
                }

                this.randomYawVelocity *= 0.8F;
                float f5 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ) * 1.0F + 1.0F;
                double d10 = Math.sqrt(this.motionX * this.motionX + this.motionZ * this.motionZ) * 1.0D + 1.0D;

                if (d10 > 40.0D)
                {
                    d10 = 40.0D;
                }

                this.randomYawVelocity = (float)((double)this.randomYawVelocity + d9 * (0.699999988079071D / d10 / (double)f5));
                this.rotationYaw += this.randomYawVelocity * 0.1F;
                float f6 = (float)(2.0D / (d10 + 1.0D));
                float f7 = 0.06F;
                this.moveFlying(0.0F, -1.0F, f7 * (f4 * f6 + (1.0F - f6)));

                if (this.slowed)
                {
                    this.moveEntity(this.motionX * 0.800000011920929D, this.motionY * 0.800000011920929D, this.motionZ * 0.800000011920929D);
                }
                else
                {
                    this.moveEntity(this.motionX, this.motionY, this.motionZ);
                }

                Vec3 vec32 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.motionX, this.motionY, this.motionZ).normalize();
                float f8 = (float)(vec32.dotProduct(vec31) + 1.0D) / 2.0F;
                f8 = 0.8F + 0.15F * f8;
                this.motionX *= (double)f8;
                this.motionZ *= (double)f8;
                this.motionY *= 0.9100000262260437D;
            }

            this.renderYawOffset = this.rotationYaw;
            this.dragonPartHead.width = this.dragonPartHead.height = 3.0F;
            this.dragonPartTail1.width = this.dragonPartTail1.height = 2.0F;
            this.dragonPartTail2.width = this.dragonPartTail2.height = 2.0F;
            this.dragonPartTail3.width = this.dragonPartTail3.height = 2.0F;
            this.dragonPartBody.height = 3.0F;
            this.dragonPartBody.width = 5.0F;
            this.dragonPartWing1.height = 2.0F;
            this.dragonPartWing1.width = 4.0F;
            this.dragonPartWing2.height = 3.0F;
            this.dragonPartWing2.width = 4.0F;
            f1 = (float)(this.getMovementOffsets(5, 1.0F)[1] - this.getMovementOffsets(10, 1.0F)[1]) * 10.0F / 180.0F * (float)Math.PI;
            f2 = MathHelper.cos(f1);
            float f9 = -MathHelper.sin(f1);
            float f10 = this.rotationYaw * (float)Math.PI / 180.0F;
            float f11 = MathHelper.sin(f10);
            float f12 = MathHelper.cos(f10);
            this.dragonPartBody.onUpdate();
            this.dragonPartBody.setLocationAndAngles(this.posX + (double)(f11 * 0.5F), this.posY, this.posZ - (double)(f12 * 0.5F), 0.0F, 0.0F);
            this.dragonPartWing1.onUpdate();
            this.dragonPartWing1.setLocationAndAngles(this.posX + (double)(f12 * 4.5F), this.posY + 2.0D, this.posZ + (double)(f11 * 4.5F), 0.0F, 0.0F);
            this.dragonPartWing2.onUpdate();
            this.dragonPartWing2.setLocationAndAngles(this.posX - (double)(f12 * 4.5F), this.posY + 2.0D, this.posZ - (double)(f11 * 4.5F), 0.0F, 0.0F);

            if (!this.worldObj.isRemote && this.hurtTime == 0)
            {
                this.collideWithEntities(this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.dragonPartWing1.boundingBox.expand(4.0D, 2.0D, 4.0D).offset(0.0D, -2.0D, 0.0D)));
                this.collideWithEntities(this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.dragonPartWing2.boundingBox.expand(4.0D, 2.0D, 4.0D).offset(0.0D, -2.0D, 0.0D)));
                this.attackEntitiesInList(this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.dragonPartHead.boundingBox.expand(1.0D, 1.0D, 1.0D)));
            }

            double[] adouble = this.getMovementOffsets(5, 1.0F);
            double[] adouble1 = this.getMovementOffsets(0, 1.0F);
            f3 = MathHelper.sin(this.rotationYaw * (float)Math.PI / 180.0F - this.randomYawVelocity * 0.01F);
            float f13 = MathHelper.cos(this.rotationYaw * (float)Math.PI / 180.0F - this.randomYawVelocity * 0.01F);
            this.dragonPartHead.onUpdate();
            this.dragonPartHead.setLocationAndAngles(this.posX + (double)(f3 * 5.5F * f2), this.posY + (adouble1[1] - adouble[1]) * 1.0D + (double)(f9 * 5.5F), this.posZ - (double)(f13 * 5.5F * f2), 0.0F, 0.0F);

            for (int j = 0; j < 3; ++j)
            {
                EntityDragonPart entitydragonpart = null;

                if (j == 0)
                {
                    entitydragonpart = this.dragonPartTail1;
                }

                if (j == 1)
                {
                    entitydragonpart = this.dragonPartTail2;
                }

                if (j == 2)
                {
                    entitydragonpart = this.dragonPartTail3;
                }

                double[] adouble2 = this.getMovementOffsets(12 + j * 2, 1.0F);
                float f14 = this.rotationYaw * (float)Math.PI / 180.0F + this.simplifyAngle(adouble2[0] - adouble[0]) * (float)Math.PI / 180.0F * 1.0F;
                float f15 = MathHelper.sin(f14);
                float f16 = MathHelper.cos(f14);
                float f17 = 1.5F;
                float f18 = (float)(j + 1) * 2.0F;
                entitydragonpart.onUpdate();
                entitydragonpart.setLocationAndAngles(this.posX - (double)((f11 * f17 + f15 * f18) * f2), this.posY + (adouble2[1] - adouble[1]) * 1.0D - (double)((f18 + f17) * f9) + 1.5D, this.posZ + (double)((f12 * f17 + f16 * f18) * f2), 0.0F, 0.0F);
            }

        }
    }


    /**
     * Pushes all entities inside the list away from the enderdragon.
     */
    private void collideWithEntities(List par1List)
    {
        double d0 = (this.dragonPartBody.boundingBox.minX + this.dragonPartBody.boundingBox.maxX) / 2.0D;
        double d1 = (this.dragonPartBody.boundingBox.minZ + this.dragonPartBody.boundingBox.maxZ) / 2.0D;
        Iterator iterator = par1List.iterator();

        while (iterator.hasNext())
        {
            Entity entity = (Entity)iterator.next();

            if (entity instanceof EntityLiving)
            {
                double d2 = entity.posX - d0;
                double d3 = entity.posZ - d1;
                double d4 = d2 * d2 + d3 * d3;
                entity.addVelocity(d2 / d4 * 4.0D, 0.20000000298023224D, d3 / d4 * 4.0D);
            }
        }
    }

    /**
     * Attacks all entities inside this list, dealing 5 hearts of damage.
     */
    private void attackEntitiesInList(List par1List)
    {
        for (int i = 0; i < par1List.size(); ++i)
        {
            Entity entity = (Entity)par1List.get(i);

            if (entity instanceof EntityLiving)
            {
                entity.attackEntityFrom(DamageSource.causeMobDamage(this), 10);
            }
        }
    }

    /**
     * Sets a new target for the flight AI. It can be a random coordinate or a nearby player.
     */
    private void setNewTarget()
    {
        this.forceNewTarget = false;

        if (this.rand.nextInt(2) == 0 && !this.worldObj.playerEntities.isEmpty())
        {
            this.target = (Entity)this.worldObj.playerEntities.get(this.rand.nextInt(this.worldObj.playerEntities.size()));
        }
        else
        {
            boolean flag = false;

            do
            {
                this.targetX = 0.0D;
                this.targetY = (double)(70.0F + this.rand.nextFloat() * 50.0F);
                this.targetZ = 0.0D;
                this.targetX += (double)(this.rand.nextFloat() * 120.0F - 60.0F);
                this.targetZ += (double)(this.rand.nextFloat() * 120.0F - 60.0F);
                double d0 = this.posX - this.targetX;
                double d1 = this.posY - this.targetY;
                double d2 = this.posZ - this.targetZ;
                flag = d0 * d0 + d1 * d1 + d2 * d2 > 100.0D;
            }
            while (!flag);

            this.target = null;
        }
    }

    /**
     * Simplifies the value of a number by adding/subtracting 180 to the point that the number is between -180 and 180.
     */
    private float simplifyAngle(double par1)
    {
        return (float)MathHelper.wrapAngleTo180_double(par1);
    }

    public boolean attackEntityFromPart(EntityDragonPart par1EntityDragonPart, DamageSource par2DamageSource, int par3)
    {
        if (par1EntityDragonPart != this.dragonPartHead)
        {
            par3 = par3 / 4 + 1;
        }

        float f = this.rotationYaw * (float)Math.PI / 180.0F;
        float f1 = MathHelper.sin(f);
        float f2 = MathHelper.cos(f);
        this.targetX = this.posX + (double)(f1 * 5.0F) + (double)((this.rand.nextFloat() - 0.5F) * 2.0F);
        this.targetY = this.posY + (double)(this.rand.nextFloat() * 3.0F) + 1.0D;
        this.targetZ = this.posZ - (double)(f2 * 5.0F) + (double)((this.rand.nextFloat() - 0.5F) * 2.0F);
        this.target = null;

        if (par2DamageSource.getEntity() instanceof EntityPlayer || par2DamageSource.isExplosion())
        {
            this.func_82195_e(par2DamageSource, par3);
        }

        return true;
    }

    /**
     * Called when the entity is attacked.
     */
    public boolean attackEntityFrom(DamageSource par1DamageSource, int par2)
    {
        return false;
    }

    protected boolean func_82195_e(DamageSource par1DamageSource, int par2)
    {
        return super.attackEntityFrom(par1DamageSource, par2);
    }

    /**
     * handles entity death timer, experience orb and particle creation
     */
    protected void onDeathUpdate()
    {
        ++this.deathTicks;

        if (this.deathTicks >= 180 && this.deathTicks <= 200)
        {
            float f = (this.rand.nextFloat() - 0.5F) * 8.0F;
            float f1 = (this.rand.nextFloat() - 0.5F) * 4.0F;
            float f2 = (this.rand.nextFloat() - 0.5F) * 8.0F;
            this.worldObj.spawnParticle("hugeexplosion", this.posX + (double)f, this.posY + 2.0D + (double)f1, this.posZ + (double)f2, 0.0D, 0.0D, 0.0D);
        }

        int i;
        int j;

        if (!this.worldObj.isRemote)
        {
            if (this.deathTicks > 150 && this.deathTicks % 5 == 0)
            {
                i = 1000;

                while (i > 0)
                {
                    j = EntityXPOrb.getXPSplit(i);
                    i -= j;
                    this.worldObj.spawnEntityInWorld(new EntityXPOrb(this.worldObj, this.posX, this.posY, this.posZ, j));
                }
            }

            if (this.deathTicks == 1)
            {
                this.worldObj.func_82739_e(1018, (int)this.posX, (int)this.posY, (int)this.posZ, 0);
            }
        }

        this.moveEntity(0.0D, 0.10000000149011612D, 0.0D);
        this.renderYawOffset = this.rotationYaw += 20.0F;

        if (this.deathTicks == 100 && !this.worldObj.isRemote)
        {
            i = 100;

            while (i > 0)
            {
                j = EntityXPOrb.getXPSplit(i);
                i -= j;
                this.worldObj.spawnEntityInWorld(new EntityXPOrb(this.worldObj, this.posX, this.posY, this.posZ, j));
            }

           this.setDead();
        }
    }

   
    /**
     * Makes the entity despawn if requirements are reached
     */
    protected void despawnEntity() {}

    /**
     * Return the Entity parts making up this Entity (currently only for dragons)
     */
    public Entity[] getParts()
    {
        return this.dragonPartArray;
    }

    /**
     * Returns true if other Entities should be prevented from moving through this Entity.
     */
    public boolean canBeCollidedWith()
    {
        return true;
    }

    @SideOnly(Side.CLIENT)

    /**
     * Returns the health points of the dragon.
     */
    public int getBossHealth()
    {
        return this.dataWatcher.getWatchableObjectInt(16);
    }

    public World func_82194_d()
    {
        return this.worldObj;
    }

    /**
     * Returns the sound this mob makes while it's alive.
     */
    protected String getLivingSound()
    {
        return "mob.enderdragon.growl";
    }

    /**
     * Returns the sound this mob makes when it is hurt.
     */
    protected String getHurtSound()
    {
        return "mob.enderdragon.hit";
    }

    /**
     * Returns the volume for the sounds this mob makes.
     */
    protected float getSoundVolume()
    {
        return 3.0F;
    }
}

 

Render

@SideOnly(Side.CLIENT)
public class RenderFireDragon extends RenderLiving
{
    /**
     * Reloads the dragon model if not equal to 4. Presumably a leftover debugging field.
     */
    private static int updateModelState = 0;

    /** An instance of the dragon model in RenderDragon */
    protected ModelFireDragon model;

    public RenderFireDragon(ModelFireDragon par1model, float f)
    {
        super(par1model, f);
        model = (ModelFireDragon)mainModel;
        this.setRenderPassModel(this.mainModel);
    }

    /**
     * Used to rotate the dragon as a whole in RenderDragon. It's called in the rotateCorpse method.
     */
    protected void rotateDragonBody(EntityFireDragon par1EntityDragon, float par2, float par3, float par4)
    {
        float f3 = (float)par1EntityDragon.getMovementOffsets(7, par4)[0];
        float f4 = (float)(par1EntityDragon.getMovementOffsets(5, par4)[1] - par1EntityDragon.getMovementOffsets(10, par4)[1]);
        GL11.glRotatef(-f3, 0.0F, 1.0F, 0.0F);
        GL11.glRotatef(f4 * 10.0F, 1.0F, 0.0F, 0.0F);
        GL11.glTranslatef(0.0F, 0.0F, 1.0F);

        if (par1EntityDragon.deathTime > 0)
        {
            float f5 = ((float)par1EntityDragon.deathTime + par4 - 1.0F) / 20.0F * 1.6F;
            f5 = MathHelper.sqrt_float(f5);

            if (f5 > 1.0F)
            {
                f5 = 1.0F;
            }

            GL11.glRotatef(f5 * this.getDeathMaxRotation(par1EntityDragon), 0.0F, 0.0F, 1.0F);
        }
    }

    /**
     * Renders the dragon model. Called by renderModel.
     */
    protected void renderFireDragonModel(EntityFireDragon par1EntityDragon, float par2, float par3, float par4, float par5, float par6, float par7)
    {
            float f6 = (float)par1EntityDragon.deathTicks / 100.0F;
            GL11.glDepthFunc(GL11.GL_LEQUAL);
            GL11.glEnable(GL11.GL_ALPHA_TEST);
            GL11.glAlphaFunc(GL11.GL_GREATER, f6);
            this.loadTexture("/mob/enderdragon/shuffle.png");
            this.mainModel.render(par1EntityDragon, par2, par3, par4, par5, par6, par7);
            GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F);
            GL11.glDepthFunc(GL11.GL_EQUAL);
        

        this.loadTexture(par1EntityDragon.getTexture());
        this.mainModel.render(par1EntityDragon, par2, par3, par4, par5, par6, par7);

        if (par1EntityDragon.hurtTime > 0)
        {
            GL11.glDepthFunc(GL11.GL_EQUAL);
            GL11.glDisable(GL11.GL_TEXTURE_2D);
            GL11.glEnable(GL11.GL_BLEND);
            GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
            GL11.glColor4f(1.0F, 0.0F, 0.0F, 0.5F);
            this.mainModel.render(par1EntityDragon, par2, par3, par4, par5, par6, par7);
            GL11.glEnable(GL11.GL_TEXTURE_2D);
            GL11.glDisable(GL11.GL_BLEND);
            GL11.glDepthFunc(GL11.GL_LEQUAL);
        }
    }

    /**
     * Renders the dragon, along with its dying animation
     */
    public void renderFireDragon(EntityFireDragon par1EntityDragon, double par2, double par4, double par6, float par8, float par9)
    {

        if (updateModelState != 4)
        {
            this.mainModel = new ModelFireDragon(0.0F);
            updateModelState = 4;
        }

        super.doRenderLiving(par1EntityDragon, par2, par4, par6, par8, par9);

        
    }

    /**
     * Renders the animation for when an enderdragon dies
     */
    protected void renderDragonDying(EntityFireDragon par1EntityDragon, float par2)
    {
        super.renderEquippedItems(par1EntityDragon, par2);
        Tessellator tessellator = Tessellator.instance;

        if (par1EntityDragon.deathTicks > 0)
        {
            RenderHelper.disableStandardItemLighting();
            float f1 = ((float)par1EntityDragon.deathTicks + par2) / 200.0F;
            float f2 = 0.0F;

            if (f1 > 0.8F)
            {
                f2 = (f1 - 0.8F) / 0.2F;
            }

            Random random = new Random(432L);
            GL11.glDisable(GL11.GL_TEXTURE_2D);
            GL11.glShadeModel(GL11.GL_SMOOTH);
            GL11.glEnable(GL11.GL_BLEND);
            GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE);
            GL11.glDisable(GL11.GL_ALPHA_TEST);
            GL11.glEnable(GL11.GL_CULL_FACE);
            GL11.glDepthMask(false);
            GL11.glPushMatrix();
            GL11.glTranslatef(0.0F, -1.0F, -2.0F);

            for (int i = 0; (float)i < (f1 + f1 * f1) / 2.0F * 60.0F; ++i)
            {
                GL11.glRotatef(random.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F);
                GL11.glRotatef(random.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F);
                GL11.glRotatef(random.nextFloat() * 360.0F, 0.0F, 0.0F, 1.0F);
                GL11.glRotatef(random.nextFloat() * 360.0F, 1.0F, 0.0F, 0.0F);
                GL11.glRotatef(random.nextFloat() * 360.0F, 0.0F, 1.0F, 0.0F);
                GL11.glRotatef(random.nextFloat() * 360.0F + f1 * 90.0F, 0.0F, 0.0F, 1.0F);
                tessellator.startDrawing(6);
                float f3 = random.nextFloat() * 20.0F + 5.0F + f2 * 10.0F;
                float f4 = random.nextFloat() * 2.0F + 1.0F + f2 * 2.0F;
                tessellator.setColorRGBA_I(16777215, (int)(255.0F * (1.0F - f2)));
                tessellator.addVertex(0.0D, 0.0D, 0.0D);
                tessellator.setColorRGBA_I(16711935, 0);
                tessellator.addVertex(-0.866D * (double)f4, (double)f3, (double)(-0.5F * f4));
                tessellator.addVertex(0.866D * (double)f4, (double)f3, (double)(-0.5F * f4));
                tessellator.addVertex(0.0D, (double)f3, (double)(1.0F * f4));
                tessellator.addVertex(-0.866D * (double)f4, (double)f3, (double)(-0.5F * f4));
                tessellator.draw();
            }

            GL11.glPopMatrix();
            GL11.glDepthMask(true);
            GL11.glDisable(GL11.GL_CULL_FACE);
            GL11.glDisable(GL11.GL_BLEND);
            GL11.glShadeModel(GL11.GL_FLAT);
            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
            GL11.glEnable(GL11.GL_TEXTURE_2D);
            GL11.glEnable(GL11.GL_ALPHA_TEST);
            RenderHelper.enableStandardItemLighting();
        }
    }

    /**
     * Renders the overlay for glowing eyes and the mouth. Called by shouldRenderPass.
     */
    protected int renderGlow(EntityFireDragon par1EntityDragon, int par2, float par3)
    {
        if (par2 == 1)
        {
            GL11.glDepthFunc(GL11.GL_LEQUAL);
        }

        if (par2 != 0)
        {
            return -1;
        }
        else
        {
            this.loadTexture("/mob/enderdragon/ender_eyes.png");
            float f1 = 1.0F;
            GL11.glEnable(GL11.GL_BLEND);
            GL11.glDisable(GL11.GL_ALPHA_TEST);
            GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
            GL11.glDisable(GL11.GL_LIGHTING);
            GL11.glDepthFunc(GL11.GL_EQUAL);
            char c0 = 61680;
            int j = c0 % 65536;
            int k = c0 / 65536;
            OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)j / 1.0F, (float)k / 1.0F);
            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
            GL11.glEnable(GL11.GL_LIGHTING);
            GL11.glColor4f(1.0F, 1.0F, 1.0F, f1);
            return 1;
        }
    }

    /**
     * Queries whether should render the specified pass or not.
     */
    protected int shouldRenderPass(EntityLiving par1EntityLiving, int par2, float par3)
    {
        return this.renderGlow((EntityFireDragon)par1EntityLiving, par2, par3);
    }

    protected void renderEquippedItems(EntityLiving par1EntityLiving, float par2)
    {
        this.renderDragonDying((EntityFireDragon)par1EntityLiving, par2);
    }

    protected void rotateCorpse(EntityLiving par1EntityLiving, float par2, float par3, float par4)
    {
        this.rotateDragonBody((EntityFireDragon)par1EntityLiving, par2, par3, par4);
    }

    /**
     * Renders the model in RenderLiving
     */
    @Override
    protected void renderModel(EntityLiving par1EntityLiving, float par2, float par3, float par4, float par5, float par6, float par7)
    {
        this.renderFireDragonModel((EntityFireDragon)par1EntityLiving, par2, par3, par4, par5, par6, par7);
    }

    public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9)
    {
        this.renderFireDragon((EntityFireDragon)par1EntityLiving, par2, par4, par6, par8, par9);
    }

    /**
     * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
     * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
     * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
     */
    @Override
    public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
    {
        this.renderFireDragon((EntityFireDragon)par1Entity, par2, par4, par6, par8, par9);
    }
}

 

Posted

RenderingRegistry.registerEntityRenderingHandler(Class<? extends Entity> entityClass, Render renderer)

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

Do you also have EntityRegistry.registerModEntity(...) somewhere?

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

Entirely possible :P

I figure that the dragon is handled similarly to other mobs that duplicating it would follow similar logic, but I guess not.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

Yeeaaaahhh...I am basically duplicating, but I was trying to take out the bits of code that involved the healing towers and the whole boss fight thing. I suppose I should make sure I can render it from a basic duplication before trying to mess with it beyond that.

Posted

Hi

 

Looking at the vanilla code I reckon you only need to register RenderDragon.  The only purpose of registering the renderer is so that it can retrieve an appropriate RenderXXXX to call .doRender on, and the RenderDragon calls the rendering for all the bits.

 

Have you tried putting a breakpoint in RenderManager.renderEntityWithPosYaw() and stepping through to see whether it gets to your render code or not?

 

-TGG

Posted

Anyone have any more insight on this? It seems the only thing that doesn't work is actually rendering the model itself. I've duplicated the mob just like I would any other mob, and registered it the same, so what am I missing?

 

Here is the client proxy in case anyone wants to see the actual RenderRegister.

 

Client Proxy

RenderingRegistry.registerEntityRenderingHandler(EntityFireDragon.class, new RenderFireDragon(new ModelFireDragon(0.0F), 0.3F));

 

 

Posted

(slaps forehead) It didn't even cross my mind that I could extend the classes. Now with extending EntityDragon, I will only have to define the methods that I want to change right? I'm not quite sure how to extend from a class where everything is already defined.

And yeah I'm using Eclipse.

Posted

Hi

 

Yes you only need to override the EntityDragon methods that you want to change.

 

If your new class extends the old class, you can override any method in the old class, even if it's already "defined" in the old class (unless it's been declared as private or "final", but very few of the minecraft methods are).

 

The vanilla code does this a lot, for Entitys, Blocks, all sorts of classes.  For example Block.renderAsNormalBlock - overridden in BlockBed extends Block.

 

-TGG

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    • i managed to fix it by reinstalling the modpack and re-add all the extra mods I've had previously.
    • Ah, it appears I spoke too soon, I still need a little help here. I now have the forceloading working reliably.  However, I've realized it's not always the first tick that loads the entity.  I've seen it take anywhere from 2-20ish to actually go through, in which time my debugging has revealed that the chunk is loaded, but during which time calling  serverLevelIn.getEntity(uuidIn) returns a null result.  I suspect this has to do with queuing and how entities are loaded into the game.  While not optimal, it's acceptable, and I don't think there's a whole ton I can do to avoid it. However, my concern is that occasionally teleporting an entity in this manner causes a lag spike.  It's not every time and gives the appearance of being correlated with when other chunks are loading in.  It's also not typically a long spike, but can last a second or two, which is less than ideal.  The gist of how I'm summoning is here (although I've omitted some parts that weren't relevant.  The lag occurs before the actual summon so I'm pretty confident it's the loading, and not the actual summon call). ChunkPos chunkPos = new ChunkPos(entityPosIn); if (serverLevelIn.areEntitiesLoaded(chunkPos.toLong())) { boolean isSummoned = // The method I'm using for actual summoning is called here. Apart from a few checks, the bulk of it is shown later on. if (isSummoned) { // Code that runs here just notifies the player of the summon, clears it from the queue, and removes the forceload } } else { // I continue forcing the chunk until the summon succeeds, to make sure it isn't inadvertently cleared ForgeChunkManager.forceChunk(serverLevelIn, MODID, summonPosIn, chunkPos.x, chunkPos.z, true, true); } The summon code itself uses serverLevelIn.getEntity(uuidIn) to retrieve the entity, and moves it as such.  It is then moved thusly: if (entity.isAlive()) { entity.moveTo(posIn.getX(), posIn.getY(), posIn.getZ()); serverLevelIn.playSound(null, entity, SoundEvents.ENDERMAN_TELEPORT, SoundSource.NEUTRAL, 1.0F, 1.0F); return true; } I originally was calling .getEntity() more frequently and didn't have the check for whether or not entities were loaded in place to prevent unnecessary code calls, but even with those safety measures in place, the lag still persists.  Could this just be an issue with 1.18's lack of optimization in certain areas?  Is there anything I can do to mitigate it?  Is there a performance boosting mod I could recommend alongside my own to reduce the chunk loading lag? At the end of the day, it does work, and I'm putting measures in place to prevent players from abusing the system to cause lag (i.e. each player can only have one queued summon at a time-- trying to summon another replaces the first call).  It's also not an unacceptable level of lag, IMO, given the infrequency of such calls, and the fact that I'm providing the option to toggle off the feature if server admins don't want it used.  However, no amount of lag is ideal, so if possible I'd love to find a more elegant solution-- or at least a mod recommendation to help improve it. Thanks!
    • When i start my forge server its on but when i try to join its come a error Internal Exception: java.lang.OutOfMemoryError: Requested array size exceeds VM limit Server infos: Linux Minecraft version 1.20.1 -Xmx11G -Xms8G
    • Also add the latest.log from your logs-folder
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