Posted June 24, 201411 yr 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
June 24, 201411 yr you have to tell the render class what to render, look at RenderBiped#renderEquipedItems. That should contain everything you need.
June 24, 201411 yr 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
June 24, 201411 yr Author 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
June 24, 201411 yr Author 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
June 24, 201411 yr 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.
June 24, 201411 yr Author 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
June 24, 201411 yr Extend RenderBiped instead of RenderLiving Long time Bukkit & Forge Programmer Happy to try and help
June 24, 201411 yr 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.
June 24, 201411 yr Author 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
June 24, 201411 yr 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.
June 24, 201411 yr 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
June 24, 201411 yr 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
June 24, 201411 yr 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.
June 24, 201411 yr 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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