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[1.12.1] Custom entity texture messed up


fcelon
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Hello,

Is there any way, how can I bind different textures to different boxes of my entity model? Right now, all of my boxes have exactly the same texture and I want them to look different. I looked on vanilla entity textures and it looks like textures for all the boxes are in a single texture (file) and minecraft somehow magicaly manages to put the right parts of it on the right boxes. But for my entity this doesn't work.

Model:

import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.entity.Entity;

public class ModelBallista extends ModelBase {
	
	private final ModelRenderer partA;
	private final ModelRenderer partB;
	
	public ModelBallista() {
		partA = new ModelRenderer(this);
		partB = new ModelRenderer(this);
		
		partA.addBox(-2, 0, -2, 4, 17, 4);//support
		partB.addBox(-3, 0, -22, 6, 2, 44);//main part
		partB.addBox(-3, 0, -23, 2, 5, 1);
		partB.addBox(1, 0, -23, 2, 5, 1);
		partB.addBox(-1, 2, -23, 2, 2, 40);//bolt
		partB.addBox(3, 2, -22, 8, 2, 1);
		partB.addBox(-11, 2, -22, 8, 2, 1);
		partB.addBox(11, 2, -21, 6, 2, 1);
		partB.addBox(-17, 2, -21, 6, 2, 1);
		partB.addBox(17, 2, -20, 5, 2, 1);
		partB.addBox(-22, 2, -20, 5, 2, 1);
		partB.addBox(-22, 3, -19, 44, 0, 37);//string
		this.partB.setRotationPoint(0, 16, 0);
	}
	
	@Override
	public void render(Entity entityIn, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scale) 
	{
		this.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale, entityIn);
		this.partA.render(scale);
		this.partB.render(scale);
	}
	
	@Override
	public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn)
	{
		this.partB.rotateAngleX = -0.017453292F * headPitch;
		this.partB.rotateAngleY = 0.017453292F * (180 - netHeadYaw);
		super.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor, entityIn);
	}

}

Renderer:

import com.mujmajnkraft.bettersurvival.Reference;
import com.mujmajnkraft.bettersurvival.client.model.ModelBallista;
import com.mujmajnkraft.bettersurvival.entities.siegeweapons.EntityBallista;

import net.minecraft.client.model.ModelBase;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.client.renderer.entity.RenderManager;
import net.minecraft.client.renderer.texture.TextureMap;
import net.minecraft.util.ResourceLocation;

public class RenderBallista extends Render<EntityBallista>{

	//private static final ResourceLocation BALLISTA_TEXTURES = new ResourceLocation(Reference.MOD_ID+":textures/entity/minecart.png");
	protected ModelBase model = new ModelBallista();
	
	public RenderBallista(RenderManager renderManager) {
		super(renderManager);
	}
	
	@Override
	public void doRender(EntityBallista entity, double x, double y, double z, float entityYaw, float partialTicks) {
		GlStateManager.pushMatrix();
		GlStateManager.translate(x, y, z);
		this.bindEntityTexture(entity);
		this.model.render(entity, 0.0F, 0.0F, -0.1F, entity.rotationYaw, entity.rotationPitch, 0.0625F);
		GlStateManager.popMatrix();
		super.doRender(entity, x, y, z, entityYaw, partialTicks);
	}

	@Override
	protected ResourceLocation getEntityTexture(EntityBallista entity) {
		return new ResourceLocation(Reference.MOD_ID + ":textures/entities/ballista.png");
	}

}

Thanks for any help.

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This is what texture offsets are for. Rather than binding a different texture, you offset the location of each box to use a different part of the same texture.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

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14 hours ago, fcelon said:

Thanks for help, just one morequestion. Is there any software for creating entity models? (Something like MrCrayfish's Model Creator, but for entities)

Something like blockbench might work for you.

Get it here: http://blockbench.net/

PM's regarding modding questions should belong in the Modder Support sub-forum and won't be answered.

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