Posted April 22, 20196 yr I'm trying to make a mod which adds a human mod to the game, at the moment I can render the mob itself perfectly, and I've been able to give it items and armour, however, the equipment doesn't actually render. Any help would be appreciated as I have no idea where to start Here's my renderer script: package com.cubix101.testmod.entity.render; import com.cubix101.testmod.entity.EntityHuman; import com.cubix101.testmod.util.Reference; import net.minecraft.client.model.ModelBase; import net.minecraft.client.model.ModelPlayer; import net.minecraft.client.model.ModelRenderer; import net.minecraft.client.renderer.entity.RenderLiving; import net.minecraft.client.renderer.entity.RenderManager; import net.minecraft.util.ResourceLocation; import java.util.concurrent.ThreadLocalRandom; public class RenderHuman extends RenderLiving<EntityHuman>{ public static final ResourceLocation TEXTURES = new ResourceLocation(Reference.MOD_ID + ":textures/entity/steve.png"); public RenderHuman(RenderManager manager) { super(manager, new ModelPlayer(0, false), 0.5f); } @Override protected ResourceLocation getEntityTexture(EntityHuman entity) { return TEXTURES; } @Override protected void applyRotations(EntityHuman entityLiving, float p_77043_2_, float rotationYaw, float partialTicks) { super.applyRotations(entityLiving, p_77043_2_, rotationYaw, partialTicks); } } and the script for the human itself package com.cubix101.testmod.entity; import net.minecraft.entity.Entity; import net.minecraft.entity.monster.EntityPigZombie; import net.minecraft.init.Items; import net.minecraft.init.SoundEvents; import net.minecraft.inventory.EntityEquipmentSlot; import net.minecraft.item.ItemStack; import net.minecraft.util.DamageSource; import net.minecraft.util.SoundEvent; import net.minecraft.world.DifficultyInstance; import net.minecraft.world.World; public class EntityHuman extends EntityPigZombie { public EntityHuman(World worldIn) { super(worldIn); } @Override protected SoundEvent getAmbientSound() { return SoundEvents.ENTITY_PLAYER_LEVELUP; } @Override protected SoundEvent getHurtSound(DamageSource damageSourceIn) { return SoundEvents.ENTITY_PLAYER_HURT; } @Override protected SoundEvent getDeathSound() { return SoundEvents.ENTITY_PLAYER_DEATH; } @Override protected void setEquipmentBasedOnDifficulty(DifficultyInstance difficulty) { this.setItemStackToSlot(EntityEquipmentSlot.MAINHAND, new ItemStack(Items.DIAMOND_SWORD)); this.setItemStackToSlot(EntityEquipmentSlot.OFFHAND, new ItemStack(Items.SHIELD)); this.setItemStackToSlot(EntityEquipmentSlot.HEAD, new ItemStack(Items.IRON_HELMET)); this.setItemStackToSlot(EntityEquipmentSlot.CHEST, new ItemStack(Items.IRON_CHESTPLATE)); this.setItemStackToSlot(EntityEquipmentSlot.LEGS, new ItemStack(Items.DIAMOND_LEGGINGS)); this.setItemStackToSlot(EntityEquipmentSlot.FEET, new ItemStack(Items.DIAMOND_BOOTS)); } }
April 23, 20196 yr You need to add a corresponding armor rendering layer to your renderer. See RenderZombie for an example.
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