Posted May 14, 20178 yr Hello Forge, How do I disable the oversized head when my mob is still a baby, I understand Mojang added it to make baby animals cuter but It doesn't fit with my rock Golem, is it possible?
May 14, 20178 yr You need a custom model for your mob then. Rendering mobs as children with oversized heads is handled in model's render method most(if not all) of the time.
May 15, 20178 yr Author Just now, V0idWa1k3r said: You need a custom model for your mob then. Rendering mobs as children with oversized heads is handled in model's render method most(if not all) of the time. does baby villagers has it's own model too?
May 15, 20178 yr Author Just now, TheRPGAdventurer said: does baby villagers has it's own model too? but the ocelots too you know.
May 15, 20178 yr A child/adult rendering is handled within the model itself. There are no 'child models'. A villager is one of the few exceptions. It's size gets handled within the renderer itself.
May 16, 20178 yr Author Just now, V0idWa1k3r said: A child/adult rendering is handled within the model itself. There are no 'child models'. A villager is one of the few exceptions. It's size gets handled within the renderer itself. how do I do this exception?
May 17, 20178 yr Override the preRenderCallback method in your renderer and scale the model there. You can look at RenderVillager for an example
May 17, 20178 yr Author Just now, V0idWa1k3r said: Override the preRenderCallback method in your renderer and scale the model there. You can look at RenderVillager for an example thank you for your time sir, I will try your advices. I will still ask questions tho if you don't mind. btw where is the location of RenderLivingBase ? Edited May 17, 20178 yr by TheRPGAdventurer forgot something
May 17, 20178 yr net.minecraft.client.renderer.entity.RenderLivingBase. Idk about IDEA but in eclipse you can ctrl+click on any classname and it will open that class in a new window.
June 7, 20178 yr Author On 5/17/2017 at 2:34 PM, V0idWa1k3r said: net.minecraft.client.renderer.entity.RenderLivingBase. Idk about IDEA but in eclipse you can ctrl+click on any classname and it will open that class in a new window. How about the ocelot, how does it's head size is handled.
June 7, 20178 yr 1 minute ago, TheRPGAdventurer said: How about the ocelot, how does it's head size is handled. In it's model's render method.
June 7, 20178 yr Author Just now, V0idWa1k3r said: In it's model's render method. also have you seen tutorials on making complex structures like jungle temples and desert temples, I have seen one but it only works for 1.8.9.
June 7, 20178 yr I believe I've already seen your other thread in which you've asked the same question. And you have already recieved the answer there.
June 7, 20178 yr 34 minutes ago, TheRPGAdventurer said: also have you seen tutorials on making complex structures like jungle temples That question would be worth a new thread with a matching subject line The debugger is a powerful and necessary tool in any IDE, so learn how to use it. You'll be able to tell us more and get better help here if you investigate your runtime problems in the debugger before posting.
June 10, 20178 yr Author Just now, V0idWa1k3r said: I believe I've already seen your other thread in which you've asked the same question. And you have already recieved the answer there. I really have trouble understanding the generate method.
June 10, 20178 yr Author Just now, TheRPGAdventurer said: I really have trouble understanding the generate method. One question is that if you use structure blocks do you still have to use and IWorldGenerator or Just directly use the generate method in the structure's class.
June 10, 20178 yr Then in that topic that relates to that one issue describe exactly what your issue is, what you have tried and what is your desired result. Bonus points for attaching relevant code, preferrably as a link to your git repository. Your question makes no sense. the generate method will generate your structure, but you have to call it from somewhere, presumably from your IWorldGenerator implementation
June 10, 20178 yr Author Just now, V0idWa1k3r said: Then in that topic that relates to that one issue describe exactly what your issue is, what you have tried and what is your desired result. Bonus points for attaching relevant code, preferrably as a link to your git repository. Your question makes no sense. the generate method will generate your structure, but you have to call it from somewhere, presumably from your IWorldGenerator implementation That's why I need a tutorial. Badly
June 10, 20178 yr What do you need a tutorial for? Creating a resourcelocation? Obtaining a template instance from that location? Calling 1 method to generate the structure from a template? You start of by creating your structure in game. Then you save it with structure blocks. Then you grab the resulting nbt file and place it in your structures folder in your assets. Then in your world generator you load that structure into memory by calling TemplateManager::getTemplate. Then you call Template::addBlocksToWorld and you are done. Want an example? Grab one at net.minecraft.world.gen.structure.ComponentScatteredFeaturePieces.Igloo. If you want an example with IWorldGenerator - here is one. It is not perfect but is fine as an example.
June 10, 20178 yr Author Just now, V0idWa1k3r said: What do you need a tutorial for? Creating a resourcelocation? Obtaining a template instance from that location? Calling 1 method to generate the structure from a template? You start of by creating your structure in game. Then you save it with structure blocks. Then you grab the resulting nbt file and place it in your structures folder in your assets. Then in your world generator you load that structure into memory by calling TemplateManager::getTemplate. Then you call Template::addBlocksToWorld and you are done. Want an example? Grab one at net.minecraft.world.gen.structure.ComponentScatteredFeaturePieces.Igloo. If you want an example with IWorldGenerator - here is one. It is not perfect but is fine as an example. It doesn't need to be perfect but thanks!
June 10, 20178 yr Author Just now, V0idWa1k3r said: What do you need a tutorial for? Creating a resourcelocation? Obtaining a template instance from that location? Calling 1 method to generate the structure from a template? You start of by creating your structure in game. Then you save it with structure blocks. Then you grab the resulting nbt file and place it in your structures folder in your assets. Then in your world generator you load that structure into memory by calling TemplateManager::getTemplate. Then you call Template::addBlocksToWorld and you are done. Want an example? Grab one at net.minecraft.world.gen.structure.ComponentScatteredFeaturePieces.Igloo. If you want an example with IWorldGenerator - here is one. It is not perfect but is fine as an example. also why is it int y = 255 in getGroundFromAbove
June 10, 20178 yr It's the highest possible place for a block to be Classes: 94 Lines of code: 12173 Other files: 206 Github repo: https://github.com/KokkieBeer/DeGeweldigeMod
June 10, 20178 yr Author Just now, Kokkie said: It's the highest possible place for a block to be meaning 25 is block limit?
June 10, 20178 yr 255 is, yes. Classes: 94 Lines of code: 12173 Other files: 206 Github repo: https://github.com/KokkieBeer/DeGeweldigeMod
June 11, 20178 yr Author Just now, V0idWa1k3r said: What do you need a tutorial for? Creating a resourcelocation? Obtaining a template instance from that location? Calling 1 method to generate the structure from a template? You start of by creating your structure in game. Then you save it with structure blocks. Then you grab the resulting nbt file and place it in your structures folder in your assets. Then in your world generator you load that structure into memory by calling TemplateManager::getTemplate. Then you call Template::addBlocksToWorld and you are done. Want an example? Grab one at net.minecraft.world.gen.structure.ComponentScatteredFeaturePieces.Igloo. If you want an example with IWorldGenerator - here is one. It is not perfect but is fine as an example. Also I fixed the head it's in the model's render method, protected void renderHead(float scale) { float headScale = 1.4f / (size + 0.4f); if (this.isChild) {float f = 2.0F; this.head.render(scale);} else {head.setRenderScale(headScale); head.render(scale);} Just put an exception between adult and baby types, side note my model has different renders per part.
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.