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Changing The Texture For Custom Villager


OrangeVillager61

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I overrode the vanilla villager with my custom modded villager and I am trying to change the texture, however, I can't seem to find how to do so. I am trying to implement RenderManager but I can't how to do so.

 

IvVillager render class.

 

@SideOnly(Side.CLIENT)
public class IvVillagerRender extends RenderLiving<IvVillager>
{
    private static final ResourceLocation VILLAGER_TEXTURES = new ResourceLocation("iv/textures/entity/villager/villager.png");
    private static final ResourceLocation FARMER_VILLAGER_TEXTURES = new ResourceLocation("iv/textures/entity/villager/farmer.png");
    private static final ResourceLocation LIBRARIAN_VILLAGER_TEXTURES = new ResourceLocation("iv/textures/entity/villager/librarian.png");
    private static final ResourceLocation PRIEST_VILLAGER_TEXTURES = new ResourceLocation("iv/textures/entity/villager/priest.png");
    private static final ResourceLocation SMITH_VILLAGER_TEXTURES = new ResourceLocation("iv/textures/entity/villager/smith.png");
    private static final ResourceLocation BUTCHER_VILLAGER_TEXTURES = new ResourceLocation("iv/textures/entity/villager/butcher.png");

    public IvVillagerRender(RenderManager renderManager)
    {
        super(renderManager, new ModelVillager(0.0F), 0.5F);
        this.addLayer(new LayerCustomHead(this.getMainModel().villagerHead));
    }

    public ModelVillager getMainModel()
    {
        return (ModelVillager)super.getMainModel();
    }

    /**
     * Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
     */
    protected ResourceLocation getEntityTexture(IvVillager entity)
    {
        return entity.getProfessionForge().getSkin();
    }

    /**
     * Allows the render to do state modifications necessary before the model is rendered.
     */
    protected void preRenderCallback(EntityVillager entitylivingbaseIn, float partialTickTime)
    {
        float f = 0.9375F;

        if (entitylivingbaseIn.getGrowingAge() < 0)
        {
            f = (float)((double)f * 0.5D);
            this.shadowSize = 0.25F;
        }
        else
        {
            this.shadowSize = 0.5F;
        }

        GlStateManager.scale(f, f, f);
    }

}

 

Client Proxy:

public class ClientProxy extends CommonProxy{

	 @Override
	    public void preInit(FMLPreInitializationEvent e) {
	        super.preInit(e);
	        BlockRender.preInit();
	        RenderingRegistry.registerEntityRenderingHandler(IvVillager.class, new IvVillagerRender()); //I know error is here, but I can't find how to implement RenderManager
	    }

	    @Override
	    public void init(FMLInitializationEvent e) {
	        super.init(e);
	        ItemRender.registerItemRenderer();
	        BlockRender.registerBlockRenderer();
	    }

	    @Override
	    public void postInit(FMLPostInitializationEvent e) {
	        super.postInit(e);
	    }
}

 

Comment below if you need more information.

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4 hours ago, OrangeVillager61 said:

protected ResourceLocation getEntityTexture(IvVillager entity) { return entity.getProfessionForge().getSkin(); }

This is the method that controls the texture of your villager.

 

To register your renderer use RenderingRegistry::registerEntityRenderingHandler(Class, IRenderFactory) method.

Class parameter is your entity class.

IRenderFactory is an interface. You need to provide your own implementation of it. It only has one method, the createRenderFor that takes mc's RenderManager as a parameter and needs to return a render object.

 

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19 hours ago, V0idWa1k3r said:

This is the method that controls the texture of your villager.

 

To register your renderer use RenderingRegistry::registerEntityRenderingHandler(Class, IRenderFactory) method.

Class parameter is your entity class.

IRenderFactory is an interface. You need to provide your own implementation of it. It only has one method, the createRenderFor that takes mc's RenderManager as a parameter and needs to return a render object.

 

What do you mean by "a render object"? 

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Alright, so I've got the villagers looking like this below. Do I need a separate model file or will it still automatically use the entity villager one?

@SideOnly(Side.CLIENT)
public class IvVillagerRender extends RenderLiving<IvVillager>
{
    private static final ResourceLocation VILLAGER_TEXTURES = new ResourceLocation("iv/textures/entity/villager/villager.png");
    private static final ResourceLocation FARMER_VILLAGER_TEXTURES = new ResourceLocation("iv/textures/entity/villager/farmer.png");
    private static final ResourceLocation LIBRARIAN_VILLAGER_TEXTURES = new ResourceLocation("iv/textures/entity/villager/librarian.png");
    private static final ResourceLocation PRIEST_VILLAGER_TEXTURES = new ResourceLocation("iv/textures/entity/villager/priest.png");
    private static final ResourceLocation SMITH_VILLAGER_TEXTURES = new ResourceLocation("iv/textures/entity/villager/smith.png");
    private static final ResourceLocation BUTCHER_VILLAGER_TEXTURES = new ResourceLocation("iv/textures/entity/villager/butcher.png");

    public IvVillagerRender(RenderManager renderManager)
    {
        super(renderManager, new ModelVillager(0.0F), 0.5F);
        this.addLayer(new LayerCustomHead(this.getMainModel().villagerHead));
    }

    public ModelVillager getMainModel()
    {
        return (ModelVillager)super.getMainModel();
    }

    /**
     * Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
     */
    protected ResourceLocation getEntityTexture(IvVillager entity)
    {
        if (entity.getProfession() == 0)
        	{
        		return FARMER_VILLAGER_TEXTURES;
        	}
        else if (entity.getProfession() == 1)
    	{
    		return LIBRARIAN_VILLAGER_TEXTURES;
    	}
        else if (entity.getProfession() == 2)
    	{
    		return PRIEST_VILLAGER_TEXTURES;
    	}
        else if (entity.getProfession() == 3)
    	{
    		return SMITH_VILLAGER_TEXTURES;
    	}
        else if (entity.getProfession() == 4)
    	{
    		return BUTCHER_VILLAGER_TEXTURES;
    	}
        else if (entity.getProfession() == 5)
    	{
    		return VILLAGER_TEXTURES;
    	}
        else
        {
        	return VILLAGER_TEXTURES;
        }
    }

    /**
     * Allows the render to do state modifications necessary before the model is rendered.
     */
    protected void preRenderCallback(EntityVillager entitylivingbaseIn, float partialTickTime)
    {
        float f = 0.9375F;

        if (entitylivingbaseIn.getGrowingAge() < 0)
        {
            f = (float)((double)f * 0.5D);
            this.shadowSize = 0.25F;
        }
        else
        {
            this.shadowSize = 0.5F;
        }

        GlStateManager.scale(f, f, f);
    }

}
public class ClientProxy extends CommonProxy{

	 @Override
	    public void preInit(FMLPreInitializationEvent e) {
	        super.preInit(e);
	        BlockRender.preInit();
	        RenderingRegistry.registerEntityRenderingHandler(IvVillager.class, new RenderFactory());
	    }

	    @Override
	    public void init(FMLInitializationEvent e) {
	        super.init(e);
	        ItemRender.registerItemRenderer();
	        BlockRender.registerBlockRenderer();
	    }

	    @Override
	    public void postInit(FMLPostInitializationEvent e) {
	        super.postInit(e);
	    }
}
public class RenderFactory implements IRenderFactory{

	@Override
	public Render createRenderFor(RenderManager manager) {
		return new IvVillagerRender(manager);
	}

}

 

2017-05-13_20.50.46.png

Edited by OrangeVillager61
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Your texture file is not found because the resourcelocation you have specified is invalid.

Resourcelocation is structured as follows:

modid:pathWithinThe[assets/Modid]Folder.

I assume iv is your modid. In this case your resourcelocations would be:

iv:textures/entity/villager/butcher.png

 

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16 minutes ago, V0idWa1k3r said:

Your texture file is not found because the resourcelocation you have specified is invalid.

Resourcelocation is structured as follows:

modid:pathWithinThe[assets/Modid]Folder.

I assume iv is your modid. In this case your resourcelocations would be:

iv:textures/entity/villager/butcher.png

 

According to the console, MC is trying to use the original MC folder which is not where it should be using.

 

[Client thread/WARN]: Failed to load texture: minecraft:iv/textures/entity/villager/villager.png

 

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11 hours ago, V0idWa1k3r said:

Yes, because you have not specified it a modid, as I've said. Your modid must be followed by a colon(:), not a slash(/)

Okay, that fixed it, however, baby villagers are rendered at full size. Is a model file required to have baby villagers rendered at their supposed size?

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10 hours ago, V0idWa1k3r said:

See how it is done in vanilla's RenderVillager class. Specifically, the RenderVillager::preRenderCallback handles child villagers to be rendered smaller than adults.

I have put that code into the IvVillagerRender:

    protected void preRenderCallback(EntityVillager entitylivingbaseIn, float partialTickTime)
    {
        float f = 0.9375F;

        if (entitylivingbaseIn.getGrowingAge() < 0)
        {
            f = (float)((double)f * 0.5D);
            this.shadowSize = 0.25F;
        }
        else
        {
            this.shadowSize = 0.5F;
        }

        GlStateManager.scale(f, f, f);
    }

Client Proxy:

RenderingRegistry.registerEntityRenderingHandler(IvVillager.class, new RenderFactory());

RenderFactory:

public class RenderFactory implements IRenderFactory{

	@Override
	public Render createRenderFor(RenderManager manager) {
		return new IvVillagerRender(manager);
	}

}

Below is a child, while the name is in the right place, the textures aren't.

2017-05-15_08.15.04.png

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