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Trying to make a gun; Bullet works, but model doesn't render properly[1.7.10]


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Hello! This is my first post on the MC Forge forums. I am trying to make a mod. Part of that mod requires a gun. I have made a working gun that fires actual bullets. However, the bullets' model does not accurately display the bullet's position and pitch. Here are all the issues:

1. The bullet model's spawn position varies depending on the pitch that it is fired at. When I fire it downward, the bullet model spawns on my left, when when I fire it upward, the model spawns on my right. The y-position of the model is always in it's proper place.

2. The bullet model has no pitch. It is always is horizontal.


Those are the only issues that I do not know how to solve (so only try to address those). Here is the code:


EntityStdBullet.class (the entity itself):



package tutorial.alex.Entity;


import net.minecraft.entity.EntityLivingBase;

import net.minecraft.entity.monster.EntityBlaze;

import net.minecraft.entity.projectile.EntityThrowable;

import net.minecraft.util.DamageSource;

import net.minecraft.util.MovingObjectPosition;

import net.minecraft.world.World;


public class EntityStdBullet extends EntityThrowable{


public EntityStdBullet(World par1World) {



public EntityStdBullet(World par1World, EntityLivingBase par2EntityLivingBase){

        super(par1World, par2EntityLivingBase);


public EntityStdBullet(World par1World, double par2, double par4, double par6){

        super(par1World, par2, par4, par6);




protected void onImpact(MovingObjectPosition pos) {

if (pos.entityHit != null)


            pos.entityHit.attackEntityFrom(DamageSource.causeThrownDamage(this, this.getThrower()), 2.5f);



        for (int i = 0; i < 8; ++i)


            this.worldObj.spawnParticle("snowballpoof", this.posX, this.posY, this.posZ, 0.0D, 0.0D, 0.0D);



        if (!this.worldObj.isRemote)







protected float getGravityVelocity()


return 0.0f;





RenderStdBullet (the Renderer):



package tutorial.alex.Render;


import org.lwjgl.opengl.GL11;


import tutorial.alex.Entity.EntityStdBullet;

import tutorial.alex.Model.ModelStdBullet;

import net.minecraft.entity.Entity;

import net.minecraft.client.model.ModelBase;

import net.minecraft.client.renderer.entity.Render;

import net.minecraft.util.ResourceLocation;

import cpw.mods.fml.relauncher.SideOnly;

import cpw.mods.fml.relauncher.Side;



public class RenderStdBullet extends Render{


// ResourceLocations are typically static and final, but that is not an absolute requirement

private static final ResourceLocation texture = new ResourceLocation("alexmodid:textures/models/ModelStdBullet.png");


// if you want a model, be sure to add it here:

private ModelBase model;


public RenderStdBullet() {

// we could have initialized it above, but here is fine as well:

model = new ModelStdBullet();




protected ResourceLocation getEntityTexture(Entity entity) {

// this method should return your texture, which may be different based

// on certain characteristics of your custom entity; if that is the case,

// you may want to make a second method that takes your class:

return getCustomTexture((EntityStdBullet) entity);



private ResourceLocation getCustomTexture(EntityStdBullet entity) {

// now you have access to your custom entity fields and methods, if any,

// and can base the texture to return upon those

return texture;



// in whatever render method you are using; this one is from Render class:


public void doRender(Entity entity, double x, double y, double z, float yaw, float partialTick) {

// again, if you need some information from your custom entity class, you can cast to your

// custom class, either passing off to another method, or just doing it here

// in this example, it is not necessary


// if you are going to do any openGL matrix transformations, be sure to always Push and Pop



// bind your texture:



// do whatever transformations you need, then render


// typically you will at least want to translate for x/y/z position:

GL11.glTranslated(x, y, z);

GL11.glRotatef(entity.prevRotationYaw + (entity.rotationYaw - entity.prevRotationYaw) * partialTick, 0.0F, 1.0F, 0.0F);

GL11.glRotatef(entity.prevRotationPitch + (entity.rotationPitch - entity.prevRotationPitch) * partialTick, 0.0F, 0.0F, 1.0F);

// if you are using a model, you can do so like this:

model.render(entity, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F);


// note all the values are 0 except the final argument, which is scale

// vanilla Minecraft almost excusively uses 0.0625F, but you can change it to whatever works






ModelStdBullet.class (the model):


// Date: 12/28/2014 3:56:59 PM

// Template version 1.1

// Java generated by Techne

// Keep in mind that you still need to fill in some blanks

// - ZeuX







package tutorial.alex.Model;


import net.minecraft.client.model.ModelBase;

import net.minecraft.client.model.ModelRenderer;

import net.minecraft.entity.Entity;

import tutorial.alex.Entity.EntityStdBullet;


public class ModelStdBullet extends ModelBase



    ModelRenderer Shape1;

    ModelRenderer Shape2;

    ModelRenderer Shape3;

    ModelRenderer Shape4;

    ModelRenderer Shape5;


  public ModelStdBullet()


    textureWidth = 64;

    textureHeight = 32;


      Shape1 = new ModelRenderer(this, 0, 0);

      Shape1.addBox(0F, 0F, 0F, 5, 5, 5);

      Shape1.setRotationPoint(0F, 114F, 0F);

      Shape1.setTextureSize(64, 32);

      Shape1.mirror = true;

      setRotation(Shape1, 0F, 0F, 0F);

      Shape2 = new ModelRenderer(this, 0, 0);

      Shape2.addBox(0F, 0F, 0F, 4, 4, 4);

      Shape2.setRotationPoint(0.5F, 115F, 2F);

      Shape2.setTextureSize(64, 32);

      Shape2.mirror = true;

      setRotation(Shape2, 0F, 0F, 0F);

      Shape3 = new ModelRenderer(this, 0, 0);

      Shape3.addBox(0F, 0F, 0F, 3, 3, 3);

      Shape3.setRotationPoint(1F, 115F, 4F);

      Shape3.setTextureSize(64, 32);

      Shape3.mirror = true;

      setRotation(Shape3, 0F, 0F, 0F);

      Shape4 = new ModelRenderer(this, 0, 0);

      Shape4.addBox(0F, 0F, 0F, 2, 2, 2);

      Shape4.setRotationPoint(1.5F, 115.5F, 6F);

      Shape4.setTextureSize(64, 32);

      Shape4.mirror = true;

      setRotation(Shape4, 0F, 0F, 0F);

      Shape5 = new ModelRenderer(this, 0, 0);

      Shape5.addBox(0F, 0F, 0F, 1, 1, 1);

      Shape5.setRotationPoint(2F, 116F, 8F);

      Shape5.setTextureSize(64, 32);

      Shape5.mirror = true;

      setRotation(Shape5, 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);








  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);







I also have screenshots illustrating the problem:



As you can see, when I am firing up (those yellow blotches are the bullets' models), the bullets' models spawn on the right as they should, but they have no pitch.


However, when I fire downward (the bullet is in the far lower-left corner), the bullet's model spawns on the left. It still has no pitch.

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how are you seting the starting position of  this bullet


i think you are using



its tedios to read all your  clases loking for this single think


I've updated the OP to contain only the classes that are relevant.

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