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[1.7.10] Penguin walking sideways?


LazerBeans

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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!

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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!

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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!

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