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Posted
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?

Posted
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?

Posted (edited)
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 by TheRPGAdventurer
forgot something
  • 3 weeks later...
Posted
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.

Posted
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.

Posted
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.

Posted

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

Posted
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 :(

Posted

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.

Posted
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!

Posted
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

Posted
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.

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