crazyjackel11 Posted June 14, 2017 Share Posted June 14, 2017 (edited) In 1.8.9, i am attempting to create a custom squid, but unfortunately something in my code doesn't allow my custom entity to apply its texture. i have tried a few things and nothing has worked if you need any additional information let me know EntityFile: public class EntityKraken extends EntitySquid { private float randomMotionVecZ; private float randomMotionVecX; private float randomMotionVecY; public EntityKraken(World worldIn) { super(worldIn); this.setSize(0.95F, 0.95F); this.tasks.addTask(0, new EntityKraken.AIMoveRandom(this)); } public void func_175568_b(float randomMotionVecXIn, float randomMotionVecYIn, float randomMotionVecZIn) { this.randomMotionVecX = randomMotionVecXIn; this.randomMotionVecY = randomMotionVecYIn; this.randomMotionVecZ = randomMotionVecZIn; } public boolean func_175567_n() { return this.randomMotionVecX != 0.0F || this.randomMotionVecY != 0.0F || this.randomMotionVecZ != 0.0F; } static class AIMoveRandom extends EntityAIBase { private EntityKraken squid; public AIMoveRandom(EntityKraken entityKraken) { this.squid = entityKraken; } /** * Returns whether the EntityAIBase should begin execution. */ public boolean shouldExecute() { return true; } /** * Updates the task */ public void updateTask() { int i = this.squid.getAge(); if (i > 100) { this.squid.func_175568_b(0.0F, 0.0F, 0.0F); } else if (this.squid.getRNG().nextInt(50) == 0 || !this.squid.inWater || !this.squid.func_175567_n()) { float f = this.squid.getRNG().nextFloat() * (float)Math.PI * 2.0F; float f1 = MathHelper.cos(f) * 0.2F; float f2 = -0.1F + this.squid.getRNG().nextFloat() * 2.0F; float f3 = MathHelper.sin(f) * 0.2F; this.squid.func_175568_b(f1, f2, f3); } } } } RenderFile: public class RenderKraken extends RenderLiving<EntityKraken>{ protected ResourceLocation SquidTextures = new ResourceLocation(Main.MODID,"textures/entity/EntityKraken.png"); public RenderKraken(RenderManager renderManager,ModelBase modelBaseIn, float shadowSizeIn) { super(renderManager,modelBaseIn,shadowSizeIn); } @Override protected ResourceLocation getEntityTexture(EntityKraken entity) { return SquidTextures; } } IRenderFactoryFile: public class RenderFactory implements IRenderFactory<EntityKraken>{ public static final RenderFactory INSTANCE = new RenderFactory(); public RenderKraken createRenderFor(RenderManager manager) { return new RenderKraken(manager, new ModelSquid(), 1.0f); } } EntityRegistryFile: public class EntityRegister { public static void mainRegistry(){ register(); } private static void register() { createEntity(EntityKraken.class, "Kraken", 0x2de5ec, 0x8e54c8, 1053); } private static void createEntity(Class EntityClass, String EntityName, int pcolor, int scolor, int id) { EntityRegistry.registerModEntity(EntityClass, EntityName, id, Main.modInstance, 64, 1, true); createEgg(EntityClass,pcolor,scolor); // TODO Auto-generated method stub } private static void createEgg(Class id, int pcolor, int scolor) { EntityRegistry.registerEgg(id, pcolor, scolor); } } ClientProxy: public class ClientProxy extends Commonproxy{ @Override public void preInit(FMLPreInitializationEvent e){ super.preInit(e); } @Override public void init(FMLInitializationEvent e){ super.init(e); ItemRender.registerItem(); BlockRender.registerItem(); EntityRegister.mainRegistry(); } @Override public void postInit(FMLPostInitializationEvent e){ super.postInit(e); } @Override public void registerEntityRenderers(){ RenderingRegistry.registerEntityRenderingHandler(EntityKraken.class, RenderFactory.INSTANCE); } } Edited June 14, 2017 by crazyjackel11 make easier to read Quote Link to comment Share on other sites More sharing options...
crazyjackel11 Posted June 14, 2017 Author Share Posted June 14, 2017 bump Quote Link to comment Share on other sites More sharing options...
crazyjackel11 Posted June 14, 2017 Author Share Posted June 14, 2017 bump Quote Link to comment Share on other sites More sharing options...
Recommended Posts
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.