Jump to content

Mob Scaling and Dimension testing


majesticmadman98

Recommended Posts

It sets the size of the bounding collision box only.  It does not affect visible scaling.

 

Note also that you can only specify two dimensions -- the X and Z are always equal so the the base of the bounding box is always square.

 

For fun, you can see the bounding boxes of the entities while you're playing the game -- just press F3+B.  I recommend doing this when making custom entity models because it is easy to have the collision box needing adjustment.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Link to comment
Share on other sites

Well I do the scaling like this, in the Model class for my entity.

 

    // scale the whole thing for big or small entities
    GL11.glPushMatrix();
    GL11.glTranslatef(0F, -0.2F, 0F); // need to move the model a bit to keep "feet" on the ground.  Actual formula seems to be 1.5-1.5*scaleFactor but you can just play around with it manually.
    GL11.glScalef(entity.getScaleFactor(), entity.getScaleFactor(), entity.getScaleFactor());  // put your own scaling amount here

     myModelRenderer.render(f5);  // render your own stuff here

    // don't forget to pop the matrix for overall scaling
    GL11.glPopMatrix();
  }

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Link to comment
Share on other sites

oh ok thats a bummer, so it has to be done in the model class, rats I try use the same model for some different things so I'll just have to copy the model and have each mob with a seperate one, anyway thanks

 

Well if you're sharing the class, you could just use variables to check to see if you want to scale.  For example, in my code above the scaleFactor variable is passed from the entity so each entity using that model can have different scaling.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Link to comment
Share on other sites

ok, please dont tell me to learn Java it's not gonna help solve this quick problem, thanks. I have two mobs both using the same model, so I want to use the same model class, and use an IF statement to control the scale. So in my model class I've tried placing in the GL11 matrix but errors up loads, but firstly I'm trying to create a string in EntityMinotaur and EntitySatyr as shown below. Could you please say if this is the right thing to do.  The string I'm trying to write the IF based on is "CreatureChoice"

 

Then in the model class I want to put this code but as I said before the GL11 stuff errors up everything around it:

  if (CreatureChoice == minotaur){
  GL11.glPushMatrix;
  GL11.glTranslatef(0F, -0.2F, 0F); 
  GL11.glScalef(1.5F, 1.5F, 1.5F);
  GL11.glPopMatrix(); }

 

EntityMinotaur (with the string):

package greek.entity;

 

import net.minecraft.entity.SharedMonsterAttributes;

import net.minecraft.entity.ai.EntityAIAttackOnCollide;

import net.minecraft.entity.ai.EntityAIHurtByTarget;

import net.minecraft.entity.ai.EntityAILookIdle;

import net.minecraft.entity.ai.EntityAIMoveThroughVillage;

import net.minecraft.entity.ai.EntityAIMoveTowardsRestriction;

import net.minecraft.entity.ai.EntityAINearestAttackableTarget;

import net.minecraft.entity.ai.EntityAISwimming;

import net.minecraft.entity.ai.EntityAIWander;

import net.minecraft.entity.ai.EntityAIWatchClosest;

import net.minecraft.entity.monster.EntityMob;

import net.minecraft.entity.passive.EntityVillager;

import net.minecraft.entity.player.EntityPlayer;

import net.minecraft.world.World;

 

public class EntityMinotaur extends EntityMob{

 

public String CreatureChoice = "Minotaur";

 

public EntityMinotaur(World world) {

super(world);

this.getNavigator().setBreakDoors(true);

        this.tasks.addTask(0, new EntityAISwimming(this));

        this.tasks.addTask(2, new EntityAIAttackOnCollide(this, EntityPlayer.class, 1.0D, false));

        this.tasks.addTask(4, new EntityAIAttackOnCollide(this, EntityVillager.class, 1.0D, true));

        this.tasks.addTask(5, new EntityAIMoveTowardsRestriction(this, 1.0D));

        this.tasks.addTask(6, new EntityAIMoveThroughVillage(this, 1.0D, false));

        this.tasks.addTask(7, new EntityAIWander(this, 1.0D));

        this.tasks.addTask(8, new EntityAIWatchClosest(this, EntityPlayer.class, 8.0F));

        this.tasks.addTask(8, new EntityAILookIdle(this));

        this.targetTasks.addTask(1, new EntityAIHurtByTarget(this, true));

        this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityPlayer.class, 0, true));

        this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityVillager.class, 0, false));

        this.setSize(0.6F, 1.8F);

}

 

protected void applyEntityAttributes() {

super.applyEntityAttributes();

this.getEntityAttribute(SharedMonsterAttributes.followRange).setBaseValue(40.0D);

this.getEntityAttribute(SharedMonsterAttributes.movementSpeed).setBaseValue(5.23000000417232513D);

this.getEntityAttribute(SharedMonsterAttributes.attackDamage).setBaseValue(6.0D);

this.getEntityAttribute(SharedMonsterAttributes.maxHealth).setBaseValue(70.0D);

this.getEntityAttribute(SharedMonsterAttributes.knockbackResistance).setBaseValue(2.0D);

}

 

}

 

EntitySatyr (with the string):

package greek.entity;

 

import net.minecraft.entity.SharedMonsterAttributes;

import net.minecraft.entity.ai.EntityAIAttackOnCollide;

import net.minecraft.entity.ai.EntityAIHurtByTarget;

import net.minecraft.entity.ai.EntityAILookIdle;

import net.minecraft.entity.ai.EntityAIMoveThroughVillage;

import net.minecraft.entity.ai.EntityAIMoveTowardsRestriction;

import net.minecraft.entity.ai.EntityAINearestAttackableTarget;

import net.minecraft.entity.ai.EntityAISwimming;

import net.minecraft.entity.ai.EntityAIWander;

import net.minecraft.entity.ai.EntityAIWatchClosest;

import net.minecraft.entity.monster.EntityMob;

import net.minecraft.entity.passive.EntityVillager;

import net.minecraft.entity.player.EntityPlayer;

import net.minecraft.world.World;

 

public class EntitySatyr extends EntityMob{

 

public String CreatureChoice = "satyr";

 

 

public EntitySatyr(World world) {

super(world);

this.getNavigator().setBreakDoors(true);

        this.tasks.addTask(0, new EntityAISwimming(this));     

        this.tasks.addTask(5, new EntityAIMoveTowardsRestriction(this, 1.0D));

        this.tasks.addTask(6, new EntityAIMoveThroughVillage(this, 1.0D, false));

        this.tasks.addTask(7, new EntityAIWander(this, 1.0D));

        this.tasks.addTask(8, new EntityAIWatchClosest(this, EntityPlayer.class, 8.0F));

        this.tasks.addTask(8, new EntityAILookIdle(this));

        this.setSize(0.6F, 1.8F);

}

 

protected void applyEntityAttributes() {

super.applyEntityAttributes();

this.getEntityAttribute(SharedMonsterAttributes.followRange).setBaseValue(40.0D);

this.getEntityAttribute(SharedMonsterAttributes.movementSpeed).setBaseValue(7.23000000417232513D);

this.getEntityAttribute(SharedMonsterAttributes.attackDamage).setBaseValue(6.0D);

this.getEntityAttribute(SharedMonsterAttributes.maxHealth).setBaseValue(20.0D);

this.getEntityAttribute(SharedMonsterAttributes.knockbackResistance).setBaseValue(2.0D);

}

 

}

 

ModelHornedBiped(without IF and GL11 shown above):

 

package greek.models.mobs;

 

import org.lwjgl.opengl.GL11;

 

import net.minecraft.client.model.ModelBase;

import net.minecraft.client.model.ModelRenderer;

import net.minecraft.entity.Entity;

import net.minecraft.util.MathHelper;

 

public class ModelHornedBiped extends ModelBase

{

  //fields

    ModelRenderer nose;

    ModelRenderer Shape2;

    ModelRenderer Shape3;

    ModelRenderer Shape4;

    ModelRenderer Shape5;

    ModelRenderer head;

    ModelRenderer body;

    ModelRenderer rightarm;

    ModelRenderer leftarm;

    ModelRenderer rightleg;

    ModelRenderer leftleg;

 

  public ModelHornedBiped()

  {

    textureWidth = 64;

    textureHeight = 32;

   

    nose = new ModelRenderer(this, 32, 13);

    nose.addBox(-1.5F, -1F, -1F, 3, 2, 1);

    nose.setRotationPoint(0F, -3F, -4F);

    nose.setTextureSize(64, 32);

    nose.mirror = true;

      setRotation(nose, 0F, 0F, 0F);

      Shape2 = new ModelRenderer(this, 40, 12);

      Shape2.addBox(0F, -1F, -1F, 2, 2, 2);

      Shape2.setRotationPoint(4F, -5F, 0F);

      Shape2.setTextureSize(64, 32);

      Shape2.mirror = true;

      setRotation(Shape2, 0F, 0F, 0F);

      Shape3 = new ModelRenderer(this, 32, 0);

      Shape3.addBox(-1F, -4F, -1F, 2, 4, 2);

      Shape3.setRotationPoint(-1.5F, -1F, 0F);

      Shape3.setTextureSize(64, 32);

      Shape3.mirror = true;

      setRotation(Shape3, 0F, 0F, 0F);

      Shape4 = new ModelRenderer(this, 40, 12);

      Shape4.addBox(-2F, -1F, -1F, 2, 2, 2);

      Shape4.setRotationPoint(-4F, -5F, 0F);

      Shape4.setTextureSize(64, 32);

      Shape4.mirror = true;

      setRotation(Shape4, 0F, 0F, 0F);

      Shape5 = new ModelRenderer(this, 32, 0);

      Shape5.addBox(-1F, -4F, -1F, 2, 4, 2);

      Shape5.setRotationPoint(1.5F, -1F, 0F);

      Shape5.setTextureSize(64, 32);

      Shape5.mirror = true;

      setRotation(Shape5, 0F, 0F, 0F);

      head = new ModelRenderer(this, 0, 0);

      head.addBox(-4F, -8F, -4F, 8, 8, 8);

      head.setRotationPoint(0F, 0F, 0F);

      head.setTextureSize(64, 32);

      head.mirror = true;

      setRotation(head, 0F, 0F, 0F);

      head.addChild(nose);

      head.addChild(Shape2);

      head.addChild(Shape4);

      Shape2.addChild(Shape5);

      Shape4.addChild(Shape3);

      body = new ModelRenderer(this, 16, 16);

      body.addBox(-4F, 0F, -2F, 8, 12, 4);

      body.setRotationPoint(0F, 0F, 0F);

      body.setTextureSize(64, 32);

      body.mirror = true;

      setRotation(body, 0F, 0F, 0F);

      rightarm = new ModelRenderer(this, 40, 16);

      rightarm.addBox(-3F, -2F, -2F, 4, 12, 4);

      rightarm.setRotationPoint(-5F, 2F, 0F);

      rightarm.setTextureSize(64, 32);

      rightarm.mirror = true;

      setRotation(rightarm, 0F, 0F, 0F);

      leftarm = new ModelRenderer(this, 40, 16);

      leftarm.addBox(-1F, -2F, -2F, 4, 12, 4);

      leftarm.setRotationPoint(5F, 2F, 0F);

      leftarm.setTextureSize(64, 32);

      leftarm.mirror = true;

      setRotation(leftarm, 0F, 0F, 0F);

      rightleg = new ModelRenderer(this, 0, 16);

      rightleg.addBox(-2F, 0F, -2F, 4, 12, 4);

      rightleg.setRotationPoint(-2F, 12F, 0F);

      rightleg.setTextureSize(64, 32);

      rightleg.mirror = true;

      setRotation(rightleg, 0F, 0F, 0F);

      leftleg = new ModelRenderer(this, 48, 0);

      leftleg.addBox(-2F, 0F, -2F, 4, 12, 4);

      leftleg.setRotationPoint(2F, 12F, 0F);

      leftleg.setTextureSize(64, 32);

      leftleg.mirror = true;

      setRotation(leftleg, 0F, 0F, 0F);

  }

 

  public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5)

  {

    super.render(entity, f, f1, f2, f3, f4, f5);

    setRotationAngles(f, f1, f2, f3, f4, f5, entity);

    head.render(f5);

    body.render(f5);

    rightarm.render(f5);

    leftarm.render(f5);

    rightleg.render(f5);

    leftleg.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);

   

    this.head.rotateAngleY = f3 / (180F / (float)Math.PI);

    this.head.rotateAngleX = f4 / (180F / (float)Math.PI);

    this.rightarm.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 2.0F * f1 * 0.5F;

    this.leftarm.rotateAngleX = MathHelper.cos(f * 0.6662F) * 2.0F * f1 * 0.5F;

    this.rightarm.rotateAngleZ = 0.0F;

    this.leftarm.rotateAngleZ = 0.0F;

    this.rightleg.rotateAngleX = MathHelper.cos(f * 0.6662F) * 1.4F * f1;

    this.leftleg.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 1.4F * f1;

    this.rightleg.rotateAngleY = 0.0F;

    this.leftleg.rotateAngleY = 0.0F;

 

  }

 

}

 

 

 

Link to comment
Share on other sites

I know you said "don't tell you to learn Java" but your problem is exactly that -- you need to understand Java better as you're doing about four things that are Java mistakes and have nothing to do with Minecraft.

 

First of all, you assign CreatureChoice (which should really be creatureChoice for programming convention) to a String value but then in your example of your checking for a minotaur you aren't comparing to String.  Furthermore, String is a little tricky as you shouldn't use == to test if it is equals, but rather you should use the equals() method.  Note also that you put a capital "M" on "Minotaur", but used a lowercase "s" on "satyr" so that could cause trouble if you didn't get it right.  So instead it should be something like:

 

if (creatureChoice.equals("Minotaur"){

 

But then you have another Java programming problem -- the value of creatureChoice exists in the EntityMinotaur and EntitySatyr instead of the ModelHornedBiped class.  So you'd have to "cast" the Entity parameter into the class to access the creatureChoice field.  But the problem is that you actually can't know which type is being passed so you can't cast it.  To solve that, you'd have to create a common parent class called EntityHornedBiped but that changes your whole class structure ... anyway, the approach you're taking is not the right approach.

 

The good news is that there is a much easier way.  Just use the instanceof operator to check what kind of entity is being modeled.  So forget about all that string stuff.  Instead you should just do something like this in your ModelHornedBiped class:

if (entity instanceof EntityMinotaur){
  GL11.glPushMatrix;
  GL11.glTranslatef(0F, -0.2F, 0F); 
  GL11.glScalef(1.5F, 1.5F, 1.5F);
  GL11.glPopMatrix(); }

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Link to comment
Share on other sites

Yeah, I'm aware of the lack of knowledge being the problem, I j ist had to wait till all my gcses were done, which my last was Friday, so now over summer I'm gonna work through this java "bible" I have, as for the instance thatnks for showing me, ans exposing what's wrong with what I tries rather than just leaving it a learn java thanks

Link to comment
Share on other sites

Yeah, I'm aware of the lack of knowledge being the problem, I j ist had to wait till all my gcses were done, which my last was Friday, so now over summer I'm gonna work through this java "bible" I have, as for the instance thatnks for showing me, ans exposing what's wrong with what I tries rather than just leaving it a learn java thanks

 

Yeah no problem.  I'm okay with helping anyone that's willing to put in the work.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

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.

Guest
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.

Announcements



×
×
  • Create New...

Important Information

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