Jump to content

Recommended Posts

Posted

Hi. I was wondering how (and if) I can resize a specific box in an entity's model. To put it in a perspective imagine a creeper that is about to explode. It expands. For example I want to make only the body to expand... (I do not want to apply this to a creeper) Let's take an example code...

public class ModelExample extends ModelBase {

ModelRenderer box1;
ModelRenderer box2;

public ModelExample() {
box1 = new ModelRenderer(this, 0, 0);
	box1.addBox(0F, 0F, 0F, 1, 1, 1);
	box2.setRotationPoint(0F, 0F, 0F);
	box1.setTextureSize(32, 32);
	box1.mirror = true;
	setRotation(box1, 0F, 0F, 0F);

box2 = new ModelRenderer(this, 18, 0);
	box2.addBox(1F, 0F, 0F, 1, 1, 1);
	box2.setRotationPoint(0F, 0F, 0F);
	box2.setTextureSize(32, 32);
	box2.mirror = true;
	setRotation(box2, 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);
	box1.render(f5);
                box2.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 f, float f1, float f2, float f3, float f4, float f5, Entity entity) {
	super.setRotationAngles(f, f1, f2, f3, f4, f5, entity);
}

 

How can I edit the size/dimensions of box2?

Posted

Use GL11#scalef with some factor. E.g: 1.25F before calling box2#render and 0.8F after (to revert scaling).

You can also use GL11#push/pop-Matrix and/or GL11#translatef if you need to align scaled box to "fit" other boxes.

Its pretty straight forward unless you start doing complex models with connected/moving parts - then you have some more math.

 

Oh and btw: In method Model#render - last param is scale (In 1.10+) - that one should be used rather for whole model.

If you want part-specific scaling values you can save them in Entity (which is passed to Render#render and Model#render) or @Capability if you are replacing models/renders of not-your entities.

 

Big note: 1.10 has whole render/model system decoded, I highly recommend updating, makes things much clearer.

  Quote

1.7.10 is no longer supported by forge, you are on your own.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • just rewatched the tutorial and my code is exactly the same as kaupenjoe's.  the item is added into the game but like i said to start it doesnt have a texture or a proper name for whatever reason.
    • yes the name is en_us.json and it is in resources -> assests -> testmod -> lang folders.  i have checked my code and am pretty confident that the code itself is correct.  i even tried loading the project in eclipse and it has the same problems, I think i will just rewatch the whole tutorial and will give an update on the situation.
    • same error, I also tried removing Valkyrian skies as well because I noticed it coming up a lot in the debug log errors
    • Hey man,    i have only been modding Minecraft for a few days but maybe I can help you. First of all make sure to follow every step of Kaupenjoe's tutorial, I found it to been very helpful and complete. The game uses the raw translation key for the item (in your case "item.testmod.alexandrite") if it can't find the correct lang file. Make sure it's name is "en_us.json" and it is saved under "ressources" -> "assets" -> "testmod".
    • whenever I try to get this item to render into the game it appears with the not texture purple and black squares and calls itself by the lang translation file path instead of the name i gave it.   { "item.testmod.alexandrite": "Alexandrite" } this is the lang json file package net.Hurst.testmod.item; import net.Hurst.testmod.TestMod; import net.minecraft.world.item.Item; import net.minecraftforge.eventbus.api.IEventBus; import net.minecraftforge.registries.DeferredRegister; import net.minecraftforge.registries.ForgeRegistries; import net.minecraftforge.registries.RegistryObject; public class ModItems { public static final DeferredRegister<Item> ITEMS = DeferredRegister.create(ForgeRegistries.ITEMS, TestMod.MOD_ID); public static final RegistryObject<Item> ALEXANDRITE = ITEMS.register("alexandrite", () -> new Item(new Item.Properties())); public static void register(IEventBus eventBus){ ITEMS.register(eventBus); } } this is my ModItems.java file package net.Hurst.testmod; import com.mojang.logging.LogUtils; import net.Hurst.testmod.item.ModItems; import net.minecraft.world.item.CreativeModeTabs; import net.minecraftforge.api.distmarker.Dist; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.event.BuildCreativeModeTabContentsEvent; import net.minecraftforge.event.server.ServerStartingEvent; import net.minecraftforge.eventbus.api.IEventBus; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.fml.ModLoadingContext; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.config.ModConfig; import net.minecraftforge.fml.event.lifecycle.FMLClientSetupEvent; import net.minecraftforge.fml.event.lifecycle.FMLCommonSetupEvent; import net.minecraftforge.fml.javafmlmod.FMLJavaModLoadingContext; import org.slf4j.Logger; // The value here should match an entry in the META-INF/mods.toml file @Mod(TestMod.MOD_ID) public class TestMod { public static final String MOD_ID = "testmod"; private static final Logger LOGGER = LogUtils.getLogger(); public TestMod() { IEventBus modEventBus = FMLJavaModLoadingContext.get().getModEventBus(); modEventBus.addListener(this::commonSetup); ModItems.register(modEventBus); MinecraftForge.EVENT_BUS.register(this); modEventBus.addListener(this::addCreative); ModLoadingContext.get().registerConfig(ModConfig.Type.COMMON, Config.SPEC); } private void commonSetup(final FMLCommonSetupEvent event) { } // Add the example block item to the building blocks tab private void addCreative(BuildCreativeModeTabContentsEvent event) { if(event.getTabKey() == CreativeModeTabs.INGREDIENTS){ event.accept(ModItems.ALEXANDRITE); } } // You can use SubscribeEvent and let the Event Bus discover methods to call @SubscribeEvent public void onServerStarting(ServerStartingEvent event) { } // You can use EventBusSubscriber to automatically register all static methods in the class annotated with @SubscribeEvent @Mod.EventBusSubscriber(modid = MOD_ID, bus = Mod.EventBusSubscriber.Bus.MOD, value = Dist.CLIENT) public static class ClientModEvents { @SubscribeEvent public static void onClientSetup(FMLClientSetupEvent event) { } } } this is my TestMod.java file { "parent": "minecraft:item/generated", "textures": { "layer0": "testmod:item/generated" } } this is my model file for the item. I am using intellij 2025.1.2 with fdk 1.21 and java 21 I would appreciate the help.
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.