Posted August 16, 20169 yr I am very new to modding and was wondering if anyone could help me with creating a custom bow that shoots custom arrows. I have not been able to find any 1.10.2 tutorials for this and got myself stuck after trying everything on my own. Any help/advice is greatly appreciated.
August 16, 20169 yr I suggest looking at the vanilla bow's code, JSONs, and EntityArrow. Learn what happens in those classes, and replicate them. VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator.
August 16, 20169 yr Author I have been through all of those and the render arrow class as well, however when i have tried to copy them it just doesn't seem to work. I cannot get the animation for the bow to work nor can i see any of the custom arrows.
August 16, 20169 yr I assume you have done RenderingRegistry.registerEntityRenderingHandler (EntityClass, IRenderFactory) Did you look though the bows JSON files? VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator.
August 16, 20169 yr Author Also i just noticed that the Rendering registery has been deprecated is their a new method for 1.10?
August 16, 20169 yr There are two the one that is deprecated and the one i said in my last post. VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator.
August 16, 20169 yr Author This is my code for all the items: The Bow class: package com.cameron.crossbowmod.items; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.item.ItemBow; public class WoodCrossbow extends ItemBow { public WoodCrossbow() { this.setMaxDamage(20); this.setUnlocalizedName("woodCrossbow"); this.setRegistryName("WoodCrossbow"); this.setCreativeTab(CreativeTabs.COMBAT); } } The Item custom arrow class: package com.cameron.crossbowmod.items; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.projectile.EntityArrow; import net.minecraft.item.ItemArrow; import net.minecraft.item.ItemStack; import net.minecraft.world.World; public class WoodBolt extends ItemArrow { public WoodBolt(){ this.setUnlocalizedName("woodBolt"); this.setRegistryName("WoodBolt"); this.setCreativeTab(CreativeTabs.COMBAT); } } The custom entity package com.cameron.crossbowmod.items; import com.cameron.crossbowmod.ItemManager; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.projectile.EntityArrow; import net.minecraft.init.Items; import net.minecraft.init.MobEffects; import net.minecraft.item.ItemStack; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.potion.PotionEffect; import net.minecraft.util.EnumParticleTypes; import net.minecraft.util.datafix.DataFixer; import net.minecraft.world.World; public class EntityWoodBolt extends EntityArrow { private int duration = 200; public EntityWoodBolt(World worldIn) { super(worldIn); } public EntityWoodBolt(World worldIn, EntityLivingBase shooter) { super(worldIn, shooter); } public EntityWoodBolt(World worldIn, double x, double y, double z) { super(worldIn, x, y, z); } /** * Called to update the entity's position/logic. */ public void onUpdate() { super.onUpdate(); } protected ItemStack getArrowStack() { return new ItemStack(ItemManager.woodBolt); } protected void arrowHit(EntityLivingBase living) { super.arrowHit(living); } public static void func_189659_b(DataFixer p_189659_0_) { EntityArrow.func_189657_a(p_189659_0_, "WoodBolt"); } /** * (abstract) Protected helper method to read subclass entity data from NBT. */ public void readEntityFromNBT(NBTTagCompound compound) { super.readEntityFromNBT(compound); if (compound.hasKey("Duration")) { this.duration = compound.getInteger("Duration"); } } /** * (abstract) Protected helper method to write subclass entity data to NBT. */ public void writeEntityToNBT(NBTTagCompound compound) { super.writeEntityToNBT(compound); compound.setInteger("Duration", this.duration); } } The render package com.cameron.crossbowmod.items; import net.minecraft.client.renderer.GlStateManager; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.VertexBuffer; import net.minecraft.client.renderer.entity.Render; import net.minecraft.client.renderer.entity.RenderManager; import net.minecraft.client.renderer.vertex.DefaultVertexFormats; import net.minecraft.util.math.MathHelper; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; @SideOnly(Side.CLIENT) public abstract class RenderWoodBolt<T extends EntityWoodBolt> extends Render<T> { public RenderWoodBolt(RenderManager renderManagerIn) { super(renderManagerIn); } /** * Renders the desired {@code T} type Entity. */ public void doRender(T entity, double x, double y, double z, float entityYaw, float partialTicks) { this.bindEntityTexture(entity); GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F); GlStateManager.pushMatrix(); GlStateManager.disableLighting(); GlStateManager.translate((float)x, (float)y, (float)z); GlStateManager.rotate(entity.prevRotationYaw + (entity.rotationYaw - entity.prevRotationYaw) * partialTicks - 90.0F, 0.0F, 1.0F, 0.0F); GlStateManager.rotate(entity.prevRotationPitch + (entity.rotationPitch - entity.prevRotationPitch) * partialTicks, 0.0F, 0.0F, 1.0F); Tessellator tessellator = Tessellator.getInstance(); VertexBuffer vertexbuffer = tessellator.getBuffer(); int i = 0; float f = 0.0F; float f1 = 0.5F; float f2 = 0.0F; float f3 = 0.15625F; float f4 = 0.0F; float f5 = 0.15625F; float f6 = 0.15625F; float f7 = 0.3125F; float f8 = 0.05625F; GlStateManager.enableRescaleNormal(); float f9 = (float)entity.arrowShake - partialTicks; if (f9 > 0.0F) { float f10 = -MathHelper.sin(f9 * 3.0F) * f9; GlStateManager.rotate(f10, 0.0F, 0.0F, 1.0F); } GlStateManager.rotate(45.0F, 1.0F, 0.0F, 0.0F); GlStateManager.scale(0.05625F, 0.05625F, 0.05625F); GlStateManager.translate(-4.0F, 0.0F, 0.0F); if (this.renderOutlines) { GlStateManager.enableColorMaterial(); GlStateManager.enableOutlineMode(this.getTeamColor(entity)); } GlStateManager.glNormal3f(0.05625F, 0.0F, 0.0F); vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX); vertexbuffer.pos(-7.0D, -2.0D, -2.0D).tex(0.0D, 0.15625D).endVertex(); vertexbuffer.pos(-7.0D, -2.0D, 2.0D).tex(0.15625D, 0.15625D).endVertex(); vertexbuffer.pos(-7.0D, 2.0D, 2.0D).tex(0.15625D, 0.3125D).endVertex(); vertexbuffer.pos(-7.0D, 2.0D, -2.0D).tex(0.0D, 0.3125D).endVertex(); tessellator.draw(); GlStateManager.glNormal3f(-0.05625F, 0.0F, 0.0F); vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX); vertexbuffer.pos(-7.0D, 2.0D, -2.0D).tex(0.0D, 0.15625D).endVertex(); vertexbuffer.pos(-7.0D, 2.0D, 2.0D).tex(0.15625D, 0.15625D).endVertex(); vertexbuffer.pos(-7.0D, -2.0D, 2.0D).tex(0.15625D, 0.3125D).endVertex(); vertexbuffer.pos(-7.0D, -2.0D, -2.0D).tex(0.0D, 0.3125D).endVertex(); tessellator.draw(); for (int j = 0; j < 4; ++j) { GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F); GlStateManager.glNormal3f(0.0F, 0.0F, 0.05625F); vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX); vertexbuffer.pos(-8.0D, -2.0D, 0.0D).tex(0.0D, 0.0D).endVertex(); vertexbuffer.pos(8.0D, -2.0D, 0.0D).tex(0.5D, 0.0D).endVertex(); vertexbuffer.pos(8.0D, 2.0D, 0.0D).tex(0.5D, 0.15625D).endVertex(); vertexbuffer.pos(-8.0D, 2.0D, 0.0D).tex(0.0D, 0.15625D).endVertex(); tessellator.draw(); } if (this.renderOutlines) { GlStateManager.disableOutlineMode(); GlStateManager.disableColorMaterial(); } GlStateManager.disableRescaleNormal(); GlStateManager.enableLighting(); GlStateManager.popMatrix(); super.doRender(entity, x, y, z, entityYaw, partialTicks); } } This is how i am using the rendering registry command, however i am definitely using it wrong. RenderingRegistry.registerEntityRenderingHandler(EntityWoodBolt.class, new RenderWoodBolt());
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