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I have a problem with my java model for my mob, the parts are not scaling down like i did in the software, and i have just managed to scale them up. How i can scale a box smaller?

 

package raflex14.pixarcraft.entities;

import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.entity.Entity;

public class ModelEdnaMode extends ModelBase
{
    ModelRenderer vestido3;
    ModelRenderer vestido2;
    ModelRenderer vestido1;
    ModelRenderer Pierna1;
    ModelRenderer Pie1;
    ModelRenderer Pierna2;
    ModelRenderer Pie2;
    ModelRenderer cuello;
    ModelRenderer brazo;
    ModelRenderer brazo3;
    ModelRenderer brazo2;
    ModelRenderer brazo4;
    ModelRenderer cabeza2;
    ModelRenderer cabeza1;
    ModelRenderer nariz;
    ModelRenderer lentes;
    ModelRenderer Hair1;
    ModelRenderer Hair3;
    ModelRenderer Hair4;
    ModelRenderer Hair2;

    public ModelEdnaMode()
    {
        this( 0.0f );
    }

    public ModelEdnaMode( float par1 )
    {
        vestido3 = new ModelRenderer( this, 24, 54 );
        vestido3.setTextureSize( 64, 128 );
        vestido3.addBox( -2F, -2F, -2F, 4, 4, 4);
        vestido3.setRotationPoint( 0F, 12F, 0F );
        vestido2 = new ModelRenderer( this, 40, 37 );
        vestido2.setTextureSize( 64, 128 );
        vestido2.addBox( -2.5F, -1F, -2.5F, 5, 2, 5);
        vestido2.setRotationPoint( 0F, 15F, 0F );
        vestido1 = new ModelRenderer( this, 38, 47 );
        vestido1.setTextureSize( 64, 128 );
        vestido1.addBox( -3F, -2F, -3F, 6, 4, 6);
        vestido1.setRotationPoint( 0F, 18F, 0F );
        Pierna1 = new ModelRenderer( this, 7, 43 );
        Pierna1.setTextureSize( 64, 128 );
        Pierna1.addBox( -0.5F, 0F, -0.5F, 1, 4, 1);
        Pierna1.setRotationPoint( -2F, 19.5F, 0F );
        Pie1 = new ModelRenderer( this, 12, 46 );
        Pie1.setTextureSize( 64, 128 );
        Pie1.addBox( -0.5F, -0.5F, -1.5F, 1, 1, 3);
        Pie1.setRotationPoint( -2F, 24F, -1F );
        Pierna2 = new ModelRenderer( this, 7, 43 );
        Pierna2.setTextureSize( 64, 128 );
        Pierna2.addBox( -0.5F, 0F, -0.5F, 1, 4, 1);
        Pierna2.setRotationPoint( 2F, 19.5F, 0F );
        Pie2 = new ModelRenderer( this, 12, 46 );
        Pie2.setTextureSize( 64, 128 );
        Pie2.addBox( -0.5F, -0.5F, -1.5F, 1, 1, 3);
        Pie2.setRotationPoint( 2F, 24F, -1F );
        cuello = new ModelRenderer( this, 5, 62 );
        cuello.setTextureSize( 64, 128 );
        cuello.addBox( -1F, -2.5F, -1F, 2, 5, 2);
        cuello.setRotationPoint( 0F, 10F, 0F );
        brazo = new ModelRenderer( this, 28, 45 );
        brazo.setTextureSize( 64, 128 );
        brazo.addBox( 0F, -1F, -1F, 2, 2, 2);
        brazo.setRotationPoint( 2F, 11F, -0.5F );
        brazo3 = new ModelRenderer( this, 23, 44 );
        brazo3.setTextureSize( 64, 128 );
        brazo3.addBox( -0.5F, -2F, -0.5F, 1, 4, 1);
        brazo3.setRotationPoint( 3F, 14F, -0.5F );
        brazo2 = new ModelRenderer( this, 28, 45 );
        brazo2.setTextureSize( 64, 128 );
        brazo2.addBox( -2F, -1F, -1F, 2, 2, 2);
        brazo2.setRotationPoint( -2F, 11F, -0.5F );
        brazo4 = new ModelRenderer( this, 23, 44 );
        brazo4.setTextureSize( 64, 128 );
        brazo4.addBox( -0.5F, -2F, -0.5F, 1, 4, 1);
        brazo4.setRotationPoint( -3F, 14F, -0.5F );
        cabeza2 = new ModelRenderer( this, 1, 89 );
        cabeza2.setTextureSize( 64, 128 );
        cabeza2.addBox( -5F, -6F, -4F, 10, 8, ;
        cabeza2.setRotationPoint( 0F, 8F, 0F );
        cabeza1 = new ModelRenderer( this, 0, 80 );
        cabeza1.setTextureSize( 64, 128 );
        cabeza1.addBox( -2.5F, -1F, -2.5F, 5, 2, 5);
        cabeza1.setRotationPoint( 0F, 8.5F, 0F );
        nariz = new ModelRenderer( this, 13, 82 );
        nariz.setTextureSize( 64, 128 );
        nariz.addBox( -0.5F, -0.5F, -0.5F, 1, 1, 1);
        nariz.setRotationPoint( 0F, 7F, -2F );
        lentes = new ModelRenderer( this, 36, 78 );
        lentes.setTextureSize( 64, 128 );
        lentes.addBox( -9F, -4F, -0.5F, 18, 8, 1);
        lentes.setRotationPoint( 0F, 6.5F, -2F );
        Hair1 = new ModelRenderer( this, 36, 61 );
        Hair1.setTextureSize( 64, 128 );
        Hair1.addBox( -3F, -1F, -3.5F, 6, 2, 7);
        Hair1.setRotationPoint( 0F, 4F, 1F );
        Hair3 = new ModelRenderer( this, 41, 77 );
        Hair3.setTextureSize( 64, 128 );
        Hair3.addBox( -1F, -3F, -3F, 2, 6, 6);
        Hair3.setRotationPoint( 3F, 8F, 2F );
        Hair4 = new ModelRenderer( this, 41, 77 );
        Hair4.setTextureSize( 64, 128 );
        Hair4.addBox( -1F, -3F, -3F, 2, 6, 6);
        Hair4.setRotationPoint( -3F, 8F, 2F );
        Hair2 = new ModelRenderer( this, 42, 78 );
        Hair2.setTextureSize( 64, 128 );
        Hair2.addBox( -3F, -3.5F, -1F, 6, 7, 2);
        Hair2.setRotationPoint( 0F, 7.5F, 4F );
    }

   public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
   {
        vestido3.rotateAngleX = 0F;
        vestido3.rotateAngleY = 0F;
        vestido3.rotateAngleZ = 0F;
        vestido3.renderWithRotation(par7);

        vestido2.rotateAngleX = 0F;
        vestido2.rotateAngleY = 0F;
        vestido2.rotateAngleZ = 0F;
        vestido2.renderWithRotation(par7);

        vestido1.rotateAngleX = 0F;
        vestido1.rotateAngleY = 0F;
        vestido1.rotateAngleZ = 0F;
        vestido1.renderWithRotation(par7);

        Pierna1.rotateAngleX = 0F;
        Pierna1.rotateAngleY = 0F;
        Pierna1.rotateAngleZ = 0F;
        Pierna1.renderWithRotation(par7);

        Pie1.rotateAngleX = 0F;
        Pie1.rotateAngleY = 0F;
        Pie1.rotateAngleZ = 0F;
        Pie1.renderWithRotation(par7);

        Pierna2.rotateAngleX = 0F;
        Pierna2.rotateAngleY = 0F;
        Pierna2.rotateAngleZ = 0F;
        Pierna2.renderWithRotation(par7);

        Pie2.rotateAngleX = 0F;
        Pie2.rotateAngleY = 0F;
        Pie2.rotateAngleZ = 0F;
        Pie2.renderWithRotation(par7);

        cuello.rotateAngleX = 0F;
        cuello.rotateAngleY = 0F;
        cuello.rotateAngleZ = 0F;
        cuello.renderWithRotation(par7);

        brazo.rotateAngleX = 0F;
        brazo.rotateAngleY = 0F;
        brazo.rotateAngleZ = 0F;
        brazo.renderWithRotation(par7);

        brazo3.rotateAngleX = 0F;
        brazo3.rotateAngleY = 0F;
        brazo3.rotateAngleZ = 0F;
        brazo3.renderWithRotation(par7);

        brazo2.rotateAngleX = 0F;
        brazo2.rotateAngleY = 0F;
        brazo2.rotateAngleZ = 0F;
        brazo2.renderWithRotation(par7);

        brazo4.rotateAngleX = 0F;
        brazo4.rotateAngleY = 0F;
        brazo4.rotateAngleZ = 0F;
        brazo4.renderWithRotation(par7);

        cabeza2.rotateAngleX = 0F;
        cabeza2.rotateAngleY = 0F;
        cabeza2.rotateAngleZ = 0F;
        cabeza2.renderWithRotation(par7);

        cabeza1.rotateAngleX = 0F;
        cabeza1.rotateAngleY = 0F;
        cabeza1.rotateAngleZ = 0F;
        cabeza1.renderWithRotation(par7);

        nariz.rotateAngleX = 0F;
        nariz.rotateAngleY = 0F;
        nariz.rotateAngleZ = 0F;
        nariz.renderWithRotation(par7);

        lentes.rotateAngleX = 0F;
        lentes.rotateAngleY = 0F;
        lentes.rotateAngleZ = 0F;
        lentes.renderWithRotation(par7*-4);

        Hair1.rotateAngleX = 0F;
        Hair1.rotateAngleY = 0F;
        Hair1.rotateAngleZ = 0F;
        Hair1.renderWithRotation(par7);

        Hair3.rotateAngleX = 0F;
        Hair3.rotateAngleY = 0F;
        Hair3.rotateAngleZ = 0F;
        Hair3.renderWithRotation(par7);

        Hair4.rotateAngleX = 0F;
        Hair4.rotateAngleY = 0F;
        Hair4.rotateAngleZ = 0F;
        Hair4.renderWithRotation(par7);

        Hair2.rotateAngleX = 0F;
        Hair2.rotateAngleY = 0F;
        Hair2.rotateAngleZ = 0F;
        Hair2.renderWithRotation(par7);

    }

}

 

c86265dd4000dc236001f91cb58ca6a4.png

Posted

Do you mean scale them down as in scaling the whole model down smaller? Or are you meaning you want an individual piece of your model to be scaled down? To scale down your entire model just use GL11 - keep in mind that the model scales down towards the middle, meaning your mob will scale away from the ground making your mob to appear like its floating. If you want to scale down a piece of your model, just change the piece's bounding box, reposition it and its rotation point, and finally UV the texture to its correct location. Hope that helps you out a bit.

Development of Plugins [2012 - 2014] Development of Mods [2012 - Current]

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