UntouchedWagons Posted August 28, 2014 Share Posted August 28, 2014 package untouchedwagons.minecraft.custom_mobs.renders; import net.minecraft.client.model.ModelBiped; import net.minecraft.client.renderer.entity.RenderLiving; import net.minecraft.entity.Entity; import net.minecraft.util.ResourceLocation; public class PlayerRender extends RenderLiving { private String player_name; public PlayerRender(String player_name) { super(new ModelBiped(), 0.5F); this.player_name = player_name; } @Override protected ResourceLocation getEntityTexture(Entity entity) { return new ResourceLocation("custom-mobs", "skins/" + this.player_name + ".png"); } } This works fine if the skin is from the previous system but the entities' textures are all messed up if the skin is using the new format. Quote I like trains. Link to comment Share on other sites More sharing options...
Eternaldoom Posted August 28, 2014 Share Posted August 28, 2014 Make a new model. Quote Check out my mod, Realms of Chaos, here. If I helped you, be sure to press the "Thank You" button! Link to comment Share on other sites More sharing options...
UntouchedWagons Posted August 29, 2014 Author Share Posted August 29, 2014 Oh god I don't have the slightest clue what's involved with that. Quote I like trains. Link to comment Share on other sites More sharing options...
Eternaldoom Posted August 29, 2014 Share Posted August 29, 2014 Look at ModelBiped and the other Model classes. You can use Techne to model it and generate the code. The main problem would be making all of the texture offsets match the new skin layout. Quote Check out my mod, Realms of Chaos, here. If I helped you, be sure to press the "Thank You" button! Link to comment Share on other sites More sharing options...
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