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Posted

hey guys , what code to add to make mob hold items, i have some codes in entity class but still it doesn't show or appear

Proud mod developer of:

 

Mob Armor mod

Block monster mod

Clay Living Dolls mod

Much More Spiders mod

Elemental cows reborn

Mr gorilla mod

Posted

You just want a mob to hold an item like a sword?  You don't mess with rendering for that.

 

You give the entity the item.

 

this.setCurrentItemOrArmor(0, new ItemStack(Items.iron_sword));

 

This is part of my constructor for a custom entity.  You could as easily replace this with whatever entity you are looking at.  If the entity is a normal biped, it will work fine.

 

If you are trying to get a creeper to hold and item, now you need to get off in the weeds of custom rendering and such.

Long time Bukkit & Forge Programmer

Happy to try and help

Posted

im trying to get  knight to get hold sword of carnage

Proud mod developer of:

 

Mob Armor mod

Block monster mod

Clay Living Dolls mod

Much More Spiders mod

Elemental cows reborn

Mr gorilla mod

Posted

You just want a mob to hold an item like a sword?  You don't mess with rendering for that.

 

You give the entity the item.

 

this.setCurrentItemOrArmor(0, new ItemStack(Items.iron_sword));

 

This is part of my constructor for a custom entity.  You could as easily replace this with whatever entity you are looking at.  If the entity is a normal biped, it will work fine.

 

If you are trying to get a creeper to hold and item, now you need to get off in the weeds of custom rendering and such.

 

 

 

 

idk why but i doesn't work

 

EntityCode

package fallensword.mod.entities;



import fallensword.mod.FallenSwordMod;
import net.minecraft.block.Block;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.EnumCreatureAttribute;
import net.minecraft.entity.SharedMonsterAttributes;
import net.minecraft.entity.ai.EntityAIAttackOnCollide;
import net.minecraft.entity.ai.EntityAIBreakDoor;
import net.minecraft.entity.ai.EntityAIHurtByTarget;
import net.minecraft.entity.ai.EntityAILookIdle;
import net.minecraft.entity.ai.EntityAIMoveThroughVillage;
import net.minecraft.entity.ai.EntityAINearestAttackableTarget;
import net.minecraft.entity.ai.EntityAIOpenDoor;
import net.minecraft.entity.ai.EntityAISwimming;
import net.minecraft.entity.ai.EntityAIWander;
import net.minecraft.entity.ai.EntityAIWatchClosest;
import net.minecraft.entity.boss.EntityWither;
import net.minecraft.entity.monster.EntityIronGolem;
import net.minecraft.entity.monster.EntityMob;
import net.minecraft.entity.monster.EntityZombie;
import net.minecraft.entity.passive.EntityAnimal;
import net.minecraft.entity.passive.EntityVillager;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.init.Items;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.potion.Potion;
import net.minecraft.potion.PotionEffect;
import net.minecraft.world.EnumDifficulty;
import net.minecraft.world.World;
import net.minecraftforge.common.ForgeModContainer;


public class EntityCorruptedKnight extends EntityMob {



public EntityCorruptedKnight(World world) {
	super(world);








	this.captureDrops=true;
	isImmuneToFire = true;
	this.getNavigator().setBreakDoors(true);
	this.tasks.addTask(0, new EntityAISwimming(this));
        this.tasks.addTask(4, new EntityAIAttackOnCollide(this, EntityVillager.class, 1.0D, true));
        this.tasks.addTask(2, new EntityAIAttackOnCollide(this, EntityPlayer.class, 1.0D, false));
        this.tasks.addTask(2, new EntityAIAttackOnCollide(this, EntityIronGolem.class, 1.0D, true));
        this.tasks.addTask(2, new EntityAIAttackOnCollide(this, EntityLiving.class, 1.0D, true));
        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(9, new EntityAIBreakDoor(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, true));
        this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityIronGolem.class, 0, true));
        this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityAnimal.class, 1, true));
        this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityMob.class, 1, true));

        
        
        
}


protected void addRandomArmor()
 {

	this.setCurrentItemOrArmor(0, new ItemStack(FallenSwordMod.SwordOfCarnage));	




}



    





protected Item getDropItem()
    {
        return FallenSwordMod.BloodRuby;
    }
    
    protected void dropRareDrop(int par1) {
    	this.entityDropItem(new ItemStack(FallenSwordMod.BloodRubyAxe, 1, 1), 0.0F);
    }
    

  
    
    
    
    protected String getLivingSound()
    {
        return "mob.zombie.say";
    }

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

    /**
     * Returns the sound this mob makes on death.
     */
    protected String getDeathSound()
    {
        return "mob.zombie.death";
    }

    protected void func_145780_a(int p_145780_1_, int p_145780_2_, int p_145780_3_, Block p_145780_4_)
    {
        this.playSound("mob.zombie.step", 0.15F, 1.0F);
    }
    
    
    
    

    
    
    
    
    
    
    
    
    
    
    

protected void applyEntityAttributes()
    {
        super.applyEntityAttributes();
        this.getEntityAttribute(SharedMonsterAttributes.followRange).setBaseValue(60.0D);
        this.getEntityAttribute(SharedMonsterAttributes.movementSpeed).setBaseValue(0.4D);
        this.getEntityAttribute(SharedMonsterAttributes.attackDamage).setBaseValue(50.0D);
        this.getEntityAttribute(SharedMonsterAttributes.maxHealth).setBaseValue(250.0D);
        
    }


   //* Returns the current armor value as determined by a call to InventoryPlayer.getTotalArmorValue
       
      public int getTotalArmorValue()
      {
              return 5;
      }



protected boolean isAIEnabled()
    {
        return true;
    }





public EnumCreatureAttribute getCreatureAttribute()
{
    return EnumCreatureAttribute.UNDEFINED;
}




}


        

      


 

 

 

 

 

RenderCode

 

package fallensword.mod.entities.renders;

import org.lwjgl.opengl.GL11;






import fallensword.mod.FallenSwordMod;
import fallensword.mod.entities.EntityCorruptedKnight;
import fallensword.mod.entities.models.ModelCorruptedKnight;
import net.minecraft.block.Block;
import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelBiped;
import net.minecraft.client.renderer.RenderBlocks;
import net.minecraft.client.renderer.entity.RenderLiving;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.init.Items;
import net.minecraft.item.Item;
import net.minecraft.item.ItemBlock;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ResourceLocation;


public class RenderCorruptedKnight extends RenderLiving {

private static final ResourceLocation texture = new ResourceLocation(FallenSwordMod.MODID + ":" + "textures/model/CorruptedKnight.png");

protected ModelCorruptedKnight modelEntity;



public RenderCorruptedKnight(ModelBiped par1ModelBiped, float par2) {
	super(par1ModelBiped, par2);
	modelEntity = ((ModelCorruptedKnight) mainModel);
}

public void renderCorruptedKnight(EntityCorruptedKnight entity, double x, double y, double z, float u, float v) {
	super.doRender(entity, x, y, z, u, v);
}

public void doRenderLiving(EntityLiving entityLiving, double x, double y, double z, float u, float v) {
	renderCorruptedKnight((EntityCorruptedKnight)entityLiving, x, y, z, u, v);
}

public void doRender(Entity entity, double x, double y, double z, float u, float v) {
	renderCorruptedKnight((EntityCorruptedKnight)entity, x, y, z, u, v);
}


@Override
protected ResourceLocation getEntityTexture(Entity var1) {
	return texture;
}


}

 

 

 

Model Code

package fallensword.mod.entities.models;

import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelBiped;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.entity.Entity;
import net.minecraft.util.MathHelper;

public class ModelCorruptedKnight extends ModelBiped
{
  //fields
    ModelRenderer head;
    ModelRenderer body;
    ModelRenderer rightarm;
    ModelRenderer leftarm;
    ModelRenderer rightleg;
    ModelRenderer leftleg;
  
  public ModelCorruptedKnight()
  {
    textureWidth = 64;
    textureHeight = 32;
    
      head = new ModelRenderer(this, 0, 0);
      head.addBox(-4F, -8F, -4F, 8, 8, ;
      head.setRotationPoint(0F, 0F, 0F);
      head.setTextureSize(64, 32);
      head.mirror = true;
      setRotation(head, 0F, 0F, 0F);
      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, 0, 16);
      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);
    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)
  {
    super.setRotationAngles(f, f1, f2, f3, f4, f5, null);
    this.head.rotateAngleY = f3 / (180F / (float)Math.PI);
    this.head.rotateAngleX = f4 / (180F / (float)Math.PI);
    //this.lhornang.rotateAngleY = f3 / (180F / (float)Math.PI);
    //this.lhornang.rotateAngleX = f4 / (180F / (float)Math.PI);
    //this.rhorn.rotateAngleY = f3 / (180F / (float)Math.PI);
    //this.rhorn.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;
  }
  
}

Proud mod developer of:

 

Mob Armor mod

Block monster mod

Clay Living Dolls mod

Much More Spiders mod

Elemental cows reborn

Mr gorilla mod

Posted

Add this to your render code:

 

    protected void renderEquippedItems(EntityPFWarrior entity, float par2)
    {
        super.renderEquippedItems((EntityLiving)entity, par2);
    }
    
    protected void renderEquippedItems(EntityLivingBase entityLivingBase, float par2)
    {
        this.renderEquippedItems((EntityPFWarrior)entityLivingBase, par2);
    }

Developer of Primeval Forest.

Posted

nope still doesn't work :/

 

 

package fallensword.mod.entities.renders;

 

import org.lwjgl.opengl.GL11;

 

 

 

 

 

 

import fallensword.mod.FallenSwordMod;

import fallensword.mod.entities.EntityCorruptedKnight;

import fallensword.mod.entities.models.ModelCorruptedKnight;

import net.minecraft.block.Block;

import net.minecraft.client.model.ModelBase;

import net.minecraft.client.model.ModelBiped;

import net.minecraft.client.renderer.RenderBlocks;

import net.minecraft.client.renderer.entity.RenderLiving;

import net.minecraft.entity.Entity;

import net.minecraft.entity.EntityLiving;

import net.minecraft.entity.EntityLivingBase;

import net.minecraft.init.Items;

import net.minecraft.item.Item;

import net.minecraft.item.ItemBlock;

import net.minecraft.item.ItemStack;

import net.minecraft.util.ResourceLocation;

 

 

public class RenderCorruptedKnight extends RenderLiving {

 

private static final ResourceLocation texture = new ResourceLocation(FallenSwordMod.MODID + ":" + "textures/model/CorruptedKnight.png");

 

protected ModelCorruptedKnight modelEntity;

 

 

 

public RenderCorruptedKnight(ModelBiped par1ModelBiped, float par2) {

super(par1ModelBiped, par2);

modelEntity = ((ModelCorruptedKnight) mainModel);

}

 

public void renderCorruptedKnight(EntityCorruptedKnight entity, double x, double y, double z, float u, float v) {

super.doRender(entity, x, y, z, u, v);

}

 

public void doRenderLiving(EntityLiving entityLiving, double x, double y, double z, float u, float v) {

renderCorruptedKnight((EntityCorruptedKnight)entityLiving, x, y, z, u, v);

}

 

public void doRender(Entity entity, double x, double y, double z, float u, float v) {

renderCorruptedKnight((EntityCorruptedKnight)entity, x, y, z, u, v);

}

protected void renderEquippedItems(EntityCorruptedKnight entity, float par2)

    {

        super.renderEquippedItems((EntityLiving)entity, par2);

    }

   

    protected void renderEquippedItems(EntityLivingBase entityLivingBase, float par2)

    {

        this.renderEquippedItems((EntityCorruptedKnight)entityLivingBase, par2);

    }

 

@Override

protected ResourceLocation getEntityTexture(Entity var1) {

return texture;

}

 

 

}

Proud mod developer of:

 

Mob Armor mod

Block monster mod

Clay Living Dolls mod

Much More Spiders mod

Elemental cows reborn

Mr gorilla mod

Posted

Extend RenderBiped instead of RenderLiving

Why extends RenderBiped? For me everything works by extending RenderLiving.

 

Change the doRender methods a bit:

    /**
     * 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 func_76986_a(T entity, double d, double d1,
     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
     */
    public void doRender(EntityPFWarrior entity, double par2, double par4, double par6, float par8, float par9)
    {
        super.doRender((EntityLiving)entity, par2, par4, par6, par8, par9);
    }

    protected void renderEquippedItems(EntityPFWarrior entity, float par2)
    {
        super.renderEquippedItems((EntityLiving)entity, par2);
    }
    
    protected void renderEquippedItems(EntityLivingBase entityLivingBase, float par2)
    {
        this.renderEquippedItems((EntityPFWarrior)entityLivingBase, par2);
    }

    /**
     * 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 func_76986_a(T entity, double d, double d1,
     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
     */
    public void doRender(EntityLiving entityLiving, double par2, double par4, double par6, float par8, float par9)
    {
        this.doRender((EntityPFWarrior)entityLiving, 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 func_76986_a(T entity, double d, double d1,
     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
     */
    public void doRender(EntityLivingBase entity, double par2, double par4, double par6, float par8, float par9)
    {
        this.doRender((EntityPFWarrior)entity, 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 func_76986_a(T entity, double d, double d1,
     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
     */
    public void doRender(Entity entity, double par2, double par4, double par6, float par8, float par9)
    {
        this.doRender((EntityPFWarrior)entity, par2, par4, par6, par8, par9);
    }

Developer of Primeval Forest.

Posted

Extend RenderBiped instead of RenderLiving

 

 

nope still not  :///

 

package fallensword.mod.entities.renders;

 

import org.lwjgl.opengl.GL11;

 

 

 

 

 

 

 

import fallensword.mod.FallenSwordMod;

import fallensword.mod.entities.EntityCorruptedKnight;

import fallensword.mod.entities.models.ModelCorruptedKnight;

import net.minecraft.block.Block;

import net.minecraft.client.model.ModelBase;

import net.minecraft.client.model.ModelBiped;

import net.minecraft.client.renderer.RenderBlocks;

import net.minecraft.client.renderer.entity.RenderBiped;

import net.minecraft.client.renderer.entity.RenderLiving;

import net.minecraft.entity.Entity;

import net.minecraft.entity.EntityLiving;

import net.minecraft.entity.EntityLivingBase;

import net.minecraft.init.Items;

import net.minecraft.item.Item;

import net.minecraft.item.ItemBlock;

import net.minecraft.item.ItemStack;

import net.minecraft.util.ResourceLocation;

 

 

public class RenderCorruptedKnight extends RenderBiped {

 

private static final ResourceLocation texture = new ResourceLocation(FallenSwordMod.MODID + ":" + "textures/model/CorruptedKnight.png");

 

protected ModelCorruptedKnight modelEntity;

 

 

 

public RenderCorruptedKnight(ModelBiped par1ModelBiped, float par2) {

super(par1ModelBiped, par2);

modelEntity = ((ModelCorruptedKnight) mainModel);

}

 

public void renderCorruptedKnight(EntityCorruptedKnight entity, double x, double y, double z, float u, float v) {

super.doRender(entity, x, y, z, u, v);

}

 

public void doRenderBiped(EntityLiving entityLiving, double x, double y, double z, float u, float v) {

renderCorruptedKnight((EntityCorruptedKnight)entityLiving, x, y, z, u, v);

}

 

public void doRender(Entity entity, double x, double y, double z, float u, float v) {

renderCorruptedKnight((EntityCorruptedKnight)entity, x, y, z, u, v);

}

protected void renderEquippedItems(EntityCorruptedKnight entity, float par2)

    {

        super.renderEquippedItems((EntityLiving)entity, par2);

    }

   

    protected void renderEquippedItems(EntityLivingBase entityLivingBase, float par2)

    {

        this.renderEquippedItems((EntityCorruptedKnight)entityLivingBase, par2);

    }

 

@Override

protected ResourceLocation getEntityTexture(Entity var1) {

return texture;

}

 

 

}

 

 

Proud mod developer of:

 

Mob Armor mod

Block monster mod

Clay Living Dolls mod

Much More Spiders mod

Elemental cows reborn

Mr gorilla mod

Posted

Change the doRender methods a bit:

    /**
     * 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 func_76986_a(T entity, double d, double d1,
     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
     */
    public void doRender(EntityPFWarrior entity, double par2, double par4, double par6, float par8, float par9)
    {
        super.doRender((EntityLiving)entity, par2, par4, par6, par8, par9);
    }

    protected void renderEquippedItems(EntityPFWarrior entity, float par2)
    {
        super.renderEquippedItems((EntityLiving)entity, par2);
    }
    
    protected void renderEquippedItems(EntityLivingBase entityLivingBase, float par2)
    {
        this.renderEquippedItems((EntityPFWarrior)entityLivingBase, par2);
    }

    /**
     * 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 func_76986_a(T entity, double d, double d1,
     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
     */
    public void doRender(EntityLiving entityLiving, double par2, double par4, double par6, float par8, float par9)
    {
        this.doRender((EntityPFWarrior)entityLiving, 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 func_76986_a(T entity, double d, double d1,
     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
     */
    public void doRender(EntityLivingBase entity, double par2, double par4, double par6, float par8, float par9)
    {
        this.doRender((EntityPFWarrior)entity, 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 func_76986_a(T entity, double d, double d1,
     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
     */
    public void doRender(Entity entity, double par2, double par4, double par6, float par8, float par9)
    {
        this.doRender((EntityPFWarrior)entity, par2, par4, par6, par8, par9);
    }

Developer of Primeval Forest.

Posted

He is rendering a biped.  All he needs to do is extend renderbiped and change what skin texture and/or model is being used.  Everything else will work. 

 

Or, he can go through and recreate all the work.

Long time Bukkit & Forge Programmer

Happy to try and help

Posted

 

From your clientproxy where you tell it to use this render, you can specify a custom model if you have one.  Done.  You don't need anything else.

 

ignore how i define where the texture is and use the standard method.  I have a database type lookup.

 

 

 

@SideOnly(Side.CLIENT)

public class MyRenderNPC extends RenderBiped {

 

    // Setup Variables

    Custom_NPC instance = Custom_NPC.instance;

 

    // setup Variables

    protected ResourceLocation texture = new ResourceLocation("custom_npc", instance.textures().textures.get("GUARD_BASIC.PNG"));

   

    public MyRenderNPC(String texture_name, ModelBiped model, float size) {   

        super(model, size);

       

        // Set Texture

        texture = new ResourceLocation("custom_npc", instance.textures().textures.get(texture_name));

       

    }

 

    @Override

    protected ResourceLocation getEntityTexture(Entity entity) {

   

        // TODO Auto-generated method stub

        return texture;

       

    }

 

}

 

 

 

Long time Bukkit & Forge Programmer

Happy to try and help

Posted

He is rendering a biped.  All he needs to do is extend renderbiped and change what skin texture and/or model is being used.  Everything else will work. 

 

Or, he can go through and recreate all the work.

I'm rendering in this code a Biped Model too, well the model is currently in re-creation, that I have my own model and after I recreated the model, I need not to change the render code ;)

Developer of Primeval Forest.

Posted

Its the easiest way.

 

If you want to do something really fancy, there are some times you need to deviate.

Long time Bukkit & Forge Programmer

Happy to try and help

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