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Posted

Hey guys,

 

Today I would like to have 2 textures for 1 entity. But I don't know how to do it :/

 

package fr.hard.mod.Render;

import fr.hard.mod.Entity.EntityAssassin;
import fr.hard.mod.Entity.EntityBandit;
import fr.hard.mod.Models.ModelAssassin;
import fr.hard.mod.Models.ModelBandit;
import net.minecraft.client.renderer.entity.RenderLiving;
import net.minecraft.client.renderer.entity.RenderManager;
import net.minecraft.entity.EntityLiving;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;

@SideOnly(Side.CLIENT)
public class RenderBandit<T extends EntityLiving> extends RenderLiving<EntityBandit> {
	
  private static final ResourceLocation BANDIT1_TEXTURE = new ResourceLocation("hard", "textures/humans/Bandit1.png");
  
  public RenderBandit(RenderManager renderManagerIn, ModelBandit modelBandit, float f)
  {
    super(renderManagerIn, new ModelBandit(), 0.4F);
  }
  
  protected ResourceLocation getEntityTexture(EntityBandit entity)
  {
    return BANDIT1_TEXTURE;
  }
}

 

 

Thanks :)

 

Posted

You should probably store a value for each texture on the bandit entity, like an integer. You assign it when the entity is first spawned, it can be something like 0 for texture 1 and 1 for texture 2 or whatever you want.

Then you can check for that value and determine which texture should be used.

Posted
package net.minecraft.client.renderer.entity;

import net.minecraft.client.model.ModelBase;
import net.minecraft.entity.passive.EntityRabbit;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.text.TextFormatting;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;

@SideOnly(Side.CLIENT)
public class RenderRabbit extends RenderLiving<EntityRabbit>
{
    private static final ResourceLocation BROWN = new ResourceLocation("textures/entity/rabbit/brown.png");
    private static final ResourceLocation WHITE = new ResourceLocation("textures/entity/rabbit/white.png");
    private static final ResourceLocation BLACK = new ResourceLocation("textures/entity/rabbit/black.png");
    private static final ResourceLocation GOLD = new ResourceLocation("textures/entity/rabbit/gold.png");
    private static final ResourceLocation SALT = new ResourceLocation("textures/entity/rabbit/salt.png");
    private static final ResourceLocation WHITE_SPLOTCHED = new ResourceLocation("textures/entity/rabbit/white_splotched.png");
    private static final ResourceLocation TOAST = new ResourceLocation("textures/entity/rabbit/toast.png");
    private static final ResourceLocation CAERBANNOG = new ResourceLocation("textures/entity/rabbit/caerbannog.png");

    public RenderRabbit(RenderManager renderManagerIn, ModelBase modelBaseIn, float shadowSizeIn)
    {
        super(renderManagerIn, modelBaseIn, shadowSizeIn);
    }

    /**
     * Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
     */
    protected ResourceLocation getEntityTexture(EntityRabbit entity)
    {
        String s = TextFormatting.getTextWithoutFormattingCodes(entity.getName());

        if (s != null && "Toast".equals(s))
        {
            return TOAST;
        }
        else
        {
            switch (entity.getRabbitType())
            {
                case 0:
                default:
                    return BROWN;
                case 1:
                    return WHITE;
                case 2:
                    return BLACK;
                case 3:
                    return WHITE_SPLOTCHED;
                case 4:
                    return GOLD;
                case 5:
                    return SALT;
                case 99:
                    return CAERBANNOG;
            }
        }
    }
}

 

This is the best to do but I have an error at:  switch (entity.getRabbitType())

I don't know what I must write :/

Posted

getRabbitType is, as its name suggests, a Rabbit-only method. If your EntityBandit class isn't extending the EntityRabbit class, you can't use that method.

The process is quite simple for what you want, though:

1. Your RenderBandit class should have an array with all the possible textures.

2. In your EntityBandit's constructor, you choose a random number between 0 and N, where N is the highest index in your array from step 1.

3. You add a method in EntityBandit called, for instance, getTextureType, which simply returns that integer from step 2.

4. Now your RenderBandit class can call getTextureType to get the entity's texture index and apply it to the array of textures to get the actual texture used for rendering.

Whatever Minecraft needs, it is most likely not yet another tool tier.

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