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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
  On 6/24/2014 at 5:56 PM, delpi said:

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
  On 6/24/2014 at 6:51 PM, delpi said:

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
  On 6/24/2014 at 6:51 PM, delpi said:

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.

 

 

  Reveal hidden contents

 

Long time Bukkit & Forge Programmer

Happy to try and help

Posted
  On 6/24/2014 at 7:05 PM, delpi said:

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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