Posted September 1, 201411 yr First of all, a huge thank you to Eternaldoom for helping out with the rendering. Unfortunately, my penguin doesn't quite walk properly, and I can't figure out why. I built the model in Techne, but for some reason I cannot find it and reopen it. http://minecraftforge.net/forum/Smileys/default/undecided.gif My penguin animates properly (aside from the head, I need to fix that), but it walks sideways... Can anyone help? Here is the ModelPenguin file, if you need more I can help. package ArctiCraftMob; 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 ModelPenguin extends ModelBase { //fields ModelRenderer Leg1; ModelRenderer Leg2; ModelRenderer Body; ModelRenderer Arm1; ModelRenderer Arm2; ModelRenderer Head; ModelRenderer Foot1; ModelRenderer Foot2; public ModelPenguin() { textureWidth = 64; textureHeight = 32; Leg1 = new ModelRenderer(this, 42, 12); Leg1.addBox(0F, 0F, 0F, 1, 7, 1); Leg1.setRotationPoint(0F, 17F, -2F); Leg1.setTextureSize(64, 32); Leg1.mirror = true; setRotation(Leg1, 0F, 0F, 0F); Leg2 = new ModelRenderer(this, 42, 12); Leg2.addBox(0F, 0F, 0F, 1, 7, 1); Leg2.setRotationPoint(0F, 17F, 1F); Leg2.setTextureSize(64, 32); Leg2.mirror = true; setRotation(Leg2, 0F, 0F, 0F); Body = new ModelRenderer(this, 46, 12); Body.addBox(0F, 0F, 0F, 3, 11, 6); Body.setRotationPoint(-1F, 6F, -3F); Body.setTextureSize(64, 32); Body.mirror = true; setRotation(Body, 0F, 0F, 0F); Arm1 = new ModelRenderer(this, 32, 0); Arm1.addBox(0F, 0F, 0F, 3, 11, 1); Arm1.setRotationPoint(2F, 6F, -3F); Arm1.setTextureSize(64, 32); Arm1.mirror = true; setRotation(Arm1, 0.2617994F, 3.141593F, 0F); Arm2 = new ModelRenderer(this, 32, 0); Arm2.addBox(0F, 0F, 0F, 3, 11, 1); Arm2.setRotationPoint(-1F, 6F, 3F); Arm2.setTextureSize(64, 32); Arm2.mirror = true; setRotation(Arm2, 0.2617994F, 0F, 0F); Head = new ModelRenderer(this, 42, 0); Head.addBox(0F, -2F, -3F, 5, 6, 6); Head.setTextureOffset(24, 0); //beak Head.setRotationPoint(-2F, 2F, 0F); Head.setTextureSize(64, 32); Head.mirror = true; setRotation(Head, 0F, 0F, 0F); Foot1 = new ModelRenderer(this, 36, 26); Foot1.addBox(0F, 0F, -3F, 2, 0, 3); Foot1.setRotationPoint(0F, 24F, 0F); Foot1.setTextureSize(64, 32); Foot1.mirror = true; setRotation(Foot1, 0F, 0F, 0F); Foot2 = new ModelRenderer(this, 36, 26); Foot2.addBox(0F, 0F, 0F, 2, 0, 3); Foot2.setRotationPoint(0F, 24F, 0F); Foot2.setTextureSize(64, 32); Foot2.mirror = true; setRotation(Foot2, 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); if (this.isChild) { float f6 = 2.0F; GL11.glPushMatrix(); GL11.glTranslatef(0.0F, 5.0F * f5, 2.0F * f5); this.Head.renderWithRotation(f5); GL11.glPopMatrix(); GL11.glPushMatrix(); GL11.glScalef(1.0F / f6, 1.0F / f6, 1.0F / f6); GL11.glTranslatef(0.0F, 24.0F * f5, 0.0F); this.Body.render(f5); this.Leg1.render(f5); this.Leg2.render(f5); this.Arm1.render(f5); this.Arm2.render(f5); this.Foot1.render(f5); this.Foot2.render(f5); GL11.glPopMatrix(); } else { this.Leg1.render(f5); this.Leg2.render(f5); this.Body.render(f5); this.Arm1.render(f5); this.Arm2.render(f5); this.Head.renderWithRotation(f5); this.Foot1.render(f5); this.Foot2.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 par1, float par2, float par3, float par4, float par5, float par6, Entity par7) { float f6 = (180F / (float)Math.PI); this.Head.rotateAngleX = par5 / (180F / (float)Math.PI); this.Head.rotateAngleY = par4 / (180F / (float)Math.PI); this.Body.rotateAngleY = par5 / (180F / (float)Math.PI); this.Leg1.rotateAngleZ = MathHelper.cos(par1 * 0.3331F) * 1.4F * par2; this.Leg2.rotateAngleZ = MathHelper.cos(par1 * 0.3331F + (float)Math.PI) * 1.4F * par2; this.Arm1.rotateAngleZ = MathHelper.cos(par1 * 0.3331F) * 1.4F * par2; this.Arm2.rotateAngleZ = MathHelper.cos(par1 * 0.3331F + (float)Math.PI) * 1.4F * par2; } } Thanks in advance. Developer of small, unreleased, basic, and incomplete mods since 2014!
September 1, 201411 yr You pointed your model the wrong way when modeling it. You can rotate the whole thing in your render class by using glRotatef in the preRenderCallback method. Check out my mod, Realms of Chaos, here. If I helped you, be sure to press the "Thank You" button!
September 1, 201411 yr Author Hm... I added a new preRenderCallback method, with the glRotatef, but it doesn't seem to be working. protected void preRenderCallback() { GL11.glRotatef(90, 0, 1, 0); } Should this be before the ModelPenguin() method? It's currently between ModelPenguin() and render(). EDIT: Tried and does not work Developer of small, unreleased, basic, and incomplete mods since 2014!
September 3, 201411 yr Author Bump. I seriously don't know why glRotatef() isn't working... Developer of small, unreleased, basic, and incomplete mods since 2014!
September 3, 201411 yr Author Is it something wrong with the method? The function? Can anyone help please? Developer of small, unreleased, basic, and incomplete mods since 2014!
September 3, 201411 yr Use @Override to check your methods. It should be: protected void preRenderCallback(EntityLivingBase, float) Check out my mod, Realms of Chaos, here. If I helped you, be sure to press the "Thank You" button!
September 3, 201411 yr Author My preRenderCallback method is now as follows: protected void preRenderCallback(EntityLivingBase par1, float par2) { GL11.glRotatef(90, 0, 1, 0); } Should I be calling for the method anywhere? Here is my full ModelPenguin: package ArctiCraftMob; 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.entity.EntityLivingBase; import net.minecraft.util.MathHelper; public class ModelPenguin extends ModelBase { //fields ModelRenderer Leg1; ModelRenderer Leg2; ModelRenderer Body; ModelRenderer Arm1; ModelRenderer Arm2; ModelRenderer Head; ModelRenderer Foot1; ModelRenderer Foot2; protected void preRenderCallback(EntityLivingBase par1, float par2) { GL11.glRotatef(90, 0, 1, 0); } public ModelPenguin() { textureWidth = 64; textureHeight = 32; Leg1 = new ModelRenderer(this, 42, 12); Leg1.addBox(0F, 0F, 0F, 1, 7, 1); Leg1.setRotationPoint(0F, 17F, -2F); Leg1.setTextureSize(64, 32); Leg1.mirror = true; setRotation(Leg1, 0F, 0F, 0F); Leg2 = new ModelRenderer(this, 42, 12); Leg2.addBox(0F, 0F, 0F, 1, 7, 1); Leg2.setRotationPoint(0F, 17F, 1F); Leg2.setTextureSize(64, 32); Leg2.mirror = true; setRotation(Leg2, 0F, 0F, 0F); Body = new ModelRenderer(this, 46, 12); Body.addBox(0F, 0F, 0F, 3, 11, 6); Body.setRotationPoint(-1F, 6F, -3F); Body.setTextureSize(64, 32); Body.mirror = true; setRotation(Body, 0F, 0F, 0F); Arm1 = new ModelRenderer(this, 32, 0); Arm1.addBox(0F, 0F, 0F, 3, 11, 1); Arm1.setRotationPoint(2F, 6F, -3F); Arm1.setTextureSize(64, 32); Arm1.mirror = true; setRotation(Arm1, 0.2617994F, 3.141593F, 0F); Arm2 = new ModelRenderer(this, 32, 0); Arm2.addBox(0F, 0F, 0F, 3, 11, 1); Arm2.setRotationPoint(-1F, 6F, 3F); Arm2.setTextureSize(64, 32); Arm2.mirror = true; setRotation(Arm2, 0.2617994F, 0F, 0F); Head = new ModelRenderer(this, 42, 0); Head.addBox(0F, -2F, -3F, 5, 6, 6); Head.setTextureOffset(24, 0); //beak Head.setRotationPoint(-2F, 2F, 0F); Head.setTextureSize(64, 32); Head.mirror = true; setRotation(Head, 0F, 0F, 0F); Foot1 = new ModelRenderer(this, 36, 26); Foot1.addBox(0F, 0F, -3F, 2, 0, 3); Foot1.setRotationPoint(0F, 24F, 0F); Foot1.setTextureSize(64, 32); Foot1.mirror = true; setRotation(Foot1, 0F, 0F, 0F); Foot2 = new ModelRenderer(this, 36, 26); Foot2.addBox(0F, 0F, 0F, 2, 0, 3); Foot2.setRotationPoint(0F, 24F, 0F); Foot2.setTextureSize(64, 32); Foot2.mirror = true; setRotation(Foot2, 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); if (this.isChild) { float f6 = 2.0F; GL11.glPushMatrix(); GL11.glTranslatef(0.0F, 5.0F * f5, 2.0F * f5); this.Head.renderWithRotation(f5); GL11.glPopMatrix(); GL11.glPushMatrix(); GL11.glScalef(1.0F / f6, 1.0F / f6, 1.0F / f6); GL11.glTranslatef(0.0F, 24.0F * f5, 0.0F); this.Body.render(f5); this.Leg1.render(f5); this.Leg2.render(f5); this.Arm1.render(f5); this.Arm2.render(f5); this.Foot1.render(f5); this.Foot2.render(f5); GL11.glPopMatrix(); } else { this.Leg1.render(f5); this.Leg2.render(f5); this.Body.render(f5); this.Arm1.render(f5); this.Arm2.render(f5); this.Head.renderWithRotation(f5); this.Foot1.render(f5); this.Foot2.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 par1, float par2, float par3, float par4, float par5, float par6, Entity par7) { float f6 = (180F / (float)Math.PI); this.Head.rotateAngleX = par5 / (180F / (float)Math.PI); this.Head.rotateAngleY = par4 / (180F / (float)Math.PI); this.Body.rotateAngleY = par5 / (180F / (float)Math.PI); this.Leg1.rotateAngleZ = MathHelper.cos(par1 * 0.3331F) * 1.4F * par2; this.Leg2.rotateAngleZ = MathHelper.cos(par1 * 0.3331F + (float)Math.PI) * 1.4F * par2; this.Arm1.rotateAngleZ = MathHelper.cos(par1 * 0.3331F) * 1.4F * par2; this.Arm2.rotateAngleZ = MathHelper.cos(par1 * 0.3331F + (float)Math.PI) * 1.4F * par2; } } Developer of small, unreleased, basic, and incomplete mods since 2014!
September 3, 201411 yr Again, use @Override. preRenderCallback should be in the Render class, not the Model class. Check out my mod, Realms of Chaos, here. If I helped you, be sure to press the "Thank You" button!
September 3, 201411 yr Author I see. I mistook "render" for the render within ModelPenguin... And I fixed the angle to 270 as well. Thanks again, sorry to be a hassle! Developer of small, unreleased, basic, and incomplete mods since 2014!
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