Jump to content

[1.14.4] How to get Minecraft Horse model/texture to make a custom unicorn?


DragonITA

Recommended Posts

ok, i have tried to get the Vanilla Horse model and texture to add blocks to make my custom unicorn entity with a custom texture. Porblem: i have no idea on how to get the Horse model in MINECRAFT VERSION 1.14.4. I need help. I have the texture but not the model.

New in Modding? == Still learning!

Link to comment
Share on other sites

23 minutes ago, Lea9ue said:

Its literally HorseModel.

Yes, i know, but how to add the corn of the unicorn? I know approxamly the position and rotation of the head. Should i implement simply the blocks of the corn or add the blocks of the corn as child to the head and something?

New in Modding? == Still learning!

Link to comment
Share on other sites

8 minutes ago, DragonITA said:

Yes, i know, but how to add the corn of the unicorn? I know approxamly the position and rotation of the head. Should i implement simply the blocks of the corn or add the blocks of the corn as child to the head and something?

You should add box for your entities "corn". Render it in then just copyModelAngles of the head. See vahnilla code for how it copys headwear to head.

  • Like 1
  • Sad 1
Link to comment
Share on other sites

7 hours ago, DragonITA said:

I have see the vanilla code.

Ok, but i the corn of my unicorn dont has a texture (i dont have tried the code, but i was pretty sure that my corn dont will have a texture.) ok, you will say i should add a texture to my custom texture, but the problem was, i dont know who add the texture of the unicorn. I want use blockbench to add a texture to my custom unicorn and then blockbench will add automaticaly the texture of the corn to the right position. PROBLEM: i need a to import a json or obj model to blckbench, not a java class (Blockbench dont accept java class, i think) how to make this or how to add the texture to the right position?

New in Modding? == Still learning!

Link to comment
Share on other sites

30 minutes ago, DragonITA said:

Ok, but i the corn of my unicorn dont has a texture (i dont have tried the code, but i was pretty sure that my corn dont will have a texture.) ok, you will say i should add a texture to my custom texture, but the problem was, i dont know who add the texture of the unicorn. I want use blockbench to add a texture to my custom unicorn and then blockbench will add automaticaly the texture of the corn to the right position. PROBLEM: i need a to import a json or obj model to blckbench, not a java class (Blockbench dont accept java class, i think) how to make this or how to add the texture to the right position?

download tabula (1.12). import horse model. save as project.

download tabula plugin for BlockBench.

import horsemodel

edit as you please

export as java class
 

  • Thanks 1
Link to comment
Share on other sites

There is literally zero reasons for you to be using Tabula or BlockBench to add a horn to a horse. You already have Horsemodel. You already have a texture file for a horse that you can add texture to make the horn.  I have a feeling that you are just lost.  You should then add a box like I said before to your model class.

  this.corn.addBox(.....);

 Then right here is the coordinates of the texture on the png.

this.corn = new RendererModel(this, number, number);

The 2 numbers tell exactly where the texture is located on png.

 

 

Edited by Lea9ue
  • Thanks 1
Link to comment
Share on other sites

39 minutes ago, Lea9ue said:

There is literally zero reasons for you to be using Tabula or BlockBench to add a horn to a horse. You already have Horsemodel. You already have a texture file for a horse that you can add texture to make the horn.  I have a feeling that you are just lost.  You should then add a box like I said before to your model class.


  this.corn.addBox(.....);

 Then right here is the coordinates of the texture on the png.


this.corn = new RendererModel(this, number, number);

The 2 numbers tell exactly where the texture is located on png.

 

 

Ehm, but i need to add the texture of the Corn, but thx you very much, i will try it. P.S.: Forgot this what i say.

New in Modding? == Still learning!

Link to comment
Share on other sites

52 minutes ago, plugsmustard said:

download tabula (1.12). import horse model. save as project.

download tabula plugin for BlockBench.

import horsemodel

edit as you please

export as java class
 

Ok, thx, i will try it (i dont have know that exist a plugin of tabula for blockbench).

New in Modding? == Still learning!

Link to comment
Share on other sites

56 minutes ago, plugsmustard said:

download tabula (1.12). import horse model. save as project.

download tabula plugin for BlockBench.

import horsemodel

edit as you please

export as java class
 

I dont have find the tabula plugin ??

New in Modding? == Still learning!

Link to comment
Share on other sites

22 minutes ago, DragonITA said:

Ok, then i should import the mod with this plugin?

13 hours ago, Lea9ue said:

There is literally zero reasons for you to be using Tabula or BlockBench to add a horn to a horse. You already have Horsemodel. You already have a texture file for a horse that you can add texture to make the horn.  I have a feeling that you are just lost.  You should then add a box like I said before to your model class.


  this.corn.addBox(.....);

 Then right here is the coordinates of the texture on the png.


this.corn = new RendererModel(this, number, number);

The 2 numbers tell exactly where the texture is located on png.

 

  • Confused 1

Some tips:

Spoiler

Modder Support:

Spoiler

1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

Link to comment
Share on other sites

21 hours ago, Lea9ue said:

There is literally zero reasons for you to be using Tabula or BlockBench to add a horn to a horse. You already have Horsemodel. You already have a texture file for a horse that you can add texture to make the horn.  I have a feeling that you are just lost.  You should then add a box like I said before to your model class.


  this.corn.addBox(.....);

 Then right here is the coordinates of the texture on the png.


this.corn = new RendererModel(this, number, number);

The 2 numbers tell exactly where the texture is located on png.

 

 

Wich exactly Parameters should i make in the addBox function?

New in Modding? == Still learning!

Link to comment
Share on other sites

1 hour ago, DragonITA said:

Wich exactly Parameters should i make in the addBox function?

Just read the names of the parameters. The first three are the center position of the box, then size of the box, then the scale. Read some of the vanilla code to see some real usages.

  • Like 1

I'm eager to learn and am prone to mistakes. Don't hesitate to tell me how I can improve.

Link to comment
Share on other sites

23 hours ago, Lea9ue said:

There is literally zero reasons for you to be using Tabula or BlockBench to add a horn to a horse. You already have Horsemodel. You already have a texture file for a horse that you can add texture to make the horn.  I have a feeling that you are just lost.  You should then add a box like I said before to your model class.


  this.corn.addBox(.....);

 Then right here is the coordinates of the texture on the png.


this.corn = new RendererModel(this, number, number);

The 2 numbers tell exactly where the texture is located on png.

 

 

Here's one: placing the box and texture blind directly into code and only being able to see what it looks like by loading up the game each time is a pain in the ass.

  • Like 1
Link to comment
Share on other sites

46 minutes ago, salvestrom said:

Here's one: placing the box and texture blind directly into code and only being able to see what it looks like by loading up the game each time is a pain in the ass.

Agreed, Tabula and other utilities make it so much easier to position and tweak things on the fly. Trial and erroring semi-abstract numbers is a massive waste of time.

 

However, there's a useful feature many are unaware of that most IDEs can use to alleviate similar issues: hotswapping. I don't know how to do it on Eclipse, but on IDEA you can simply launch the game in debug mode, change some code, then just hit the build button to hotswap the changed code into the running game. It can't do everything (e.g. adding/removing methods requires a full restart), but changing rendering code inside a method is an ideal use case for this feature.

 

But with that said, I sadly don't think hotswapping will work for adding/changing model boxes since those are usually defined in the model's constructor. Workarounds are possible (does anyone know if F3 + T also reloads entity models?), but Tabula/Blockbench is still the way to go to get fast results.

  • Like 1

I'm eager to learn and am prone to mistakes. Don't hesitate to tell me how I can improve.

Link to comment
Share on other sites

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.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.




  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • LAYANAN DAFTAR TRANSTOGEL ! WA : 082213952901 SEARCH GOOGLE > TRANSTOGEL  
    • If you’ve ever experienced the sinking feeling of losing funds online, you’re not alone. Enter recovery services like ADWARE RECOVERY SPECIALIST, the heroes of the digital age who help individuals track down and retrieve lost funds. These services act as modern-day sheriffs in the Wild West of the internet, bringing justice to those who have fallen victim to online scams and fraud. In a world where online transactions are as common as selfies, the need for recovery services is more pressing than ever. Individuals worldwide are vulnerable to various online schemes, from investment fraud to phishing scams. Recovery services provide a glimmer of hope for those who have lost money, offering a chance to recover what's rightfully theirs and restore faith in the digital realm. The beauty of recovery services like ADWARE RECOVERY SPECIALIST lies in their global reach. Email: Adwarerecoveryspecialist@auctioneer. net  Regardless of where individuals are located worldwide, these services extend their virtual arms to help victims of online fraud. From bustling metropolises to remote villages, no corner of the world is beyond the grasp of these modern-day Robin Hoods. Thanks to the wonders of globalization, recovery services have transcended geographical boundaries to serve individuals worldwide. The interconnected nature of the digital world means that help is just a click away, bridging gaps between nations and bringing relief to those in need. In a world where borders are becoming increasingly blurred, recovery services stand as beacons of accessibility and assistance. When a broker stole from me and withheld access from me for five months, I had no idea that I would be able to recover my trading money back. I'm relieved that I was able to get my money returned without any issues. The impact of recovery services like ADWARE RECOVERY SPECIALIST extends far beyond individual wallets. Communities worldwide have experienced a renewed sense of trust and security, knowing that there are dedicated professionals working tirelessly to recover their lost assets. These services not only bring financial relief but also restore faith in the integrity of the digital world. Trust is the cornerstone of any successful recovery service, and building credibility in a global market can pose unique challenges. ADWARE RECOVERY SPECIALIST strives to maintain transparency and reliability in all its interactions, earning the trust of clients worldwide. ADWARE RECOVERY SPECIALIST can be talked to through:  Website: www.adwarerecoveryspecialist.expert  Telegram: @ADWARE_RECOVERY_SPECIALIST
    • The game wont start and keeps crashing everytime I hit play "The game crashed whilst rendering overlay Error: java.lang.IllegalAccessError: failed to access class com.mojang.blaze3d.platform.GlStateManager$TextureState from class net.coderbot.iris.gl.IrisRenderSystem$DSAARB (com.mojang.blaze3d.platform.GlStateManager$TextureState is in module minecraft@1.18.2 of loader 'TRANSFORMER' @724b939e; net.coderbot.iris.gl.IrisRenderSystem$DSAARB is in module oculus@1.6.4 of loader 'TRANSFORMER' @724b939e)" How do I get it to stop? Log error here: https://pastebin.com/byv1dR54
    • In case anyone happens on this with the same issue, I was able to overcome it. After re-reading @Paint_Ninja's last post numerous time, it finally dawned on me that he was referring wholly to the forge installer, which has nothing to do with the packaged modpack installer. As such, I downloaded the new copy of the forge installer and copied it to my linux host, then opened a second ssh session and prepared a cp command to move the new (correct) installer over to the install directory where I was installing the modpack. After the modpack installer had just about finished retrieving files, I overwrote the installer.jar file with the correct one in a seperate ssh session. The modpack (packaged) installer then used that jar to install forge with the included files, and the install finished as I would have expected. Thanks all!
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.