DragonITA Posted December 9, 2019 Posted December 9, 2019 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. Quote New in Modding? == Still learning!
DragonITA Posted December 9, 2019 Author Posted December 9, 2019 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? Quote New in Modding? == Still learning!
Lea9ue Posted December 9, 2019 Posted December 9, 2019 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. 1 1 Quote
DragonITA Posted December 9, 2019 Author Posted December 9, 2019 I have see the vanilla code. Quote New in Modding? == Still learning!
DragonITA Posted December 9, 2019 Author Posted December 9, 2019 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? Quote New in Modding? == Still learning!
plugsmustard Posted December 9, 2019 Posted December 9, 2019 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 1 Quote
Lea9ue Posted December 9, 2019 Posted December 9, 2019 (edited) 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 December 9, 2019 by Lea9ue 1 Quote
DragonITA Posted December 9, 2019 Author Posted December 9, 2019 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. Quote New in Modding? == Still learning!
DragonITA Posted December 9, 2019 Author Posted December 9, 2019 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). Quote New in Modding? == Still learning!
DragonITA Posted December 9, 2019 Author Posted December 9, 2019 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 ?? Quote New in Modding? == Still learning!
DragonITA Posted December 9, 2019 Author Posted December 9, 2019 (edited) Ok, normaly this is the last question. I cant find the Head Part Name, HELP Edited December 9, 2019 by DragonITA Quote New in Modding? == Still learning!
plugsmustard Posted December 9, 2019 Posted December 9, 2019 1 hour ago, DragonITA said: I dont have find the tabula plugin ?? 1 Quote
DragonITA Posted December 10, 2019 Author Posted December 10, 2019 Ok, then i should import the mod with this plugin? Quote New in Modding? == Still learning!
DavidM Posted December 10, 2019 Posted December 10, 2019 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. 1 Quote 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.
DragonITA Posted December 10, 2019 Author Posted December 10, 2019 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? Quote New in Modding? == Still learning!
imacatlolol Posted December 10, 2019 Posted December 10, 2019 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. 1 Quote I'm eager to learn and am prone to mistakes. Don't hesitate to tell me how I can improve.
DragonITA Posted December 10, 2019 Author Posted December 10, 2019 Sorry, i am a noob, but i get this error: Bound mismatch: The type UnicornEntityModel is not a valid substitude for the bounded parameter <M extends EntityModel>> of the type LivingRenderer<T,M> Quote New in Modding? == Still learning!
DragonITA Posted December 10, 2019 Author Posted December 10, 2019 I have tried by copy the HorseModel, and i want add the three blocks, but i got this error(read above). Pls help. Quote New in Modding? == Still learning!
Lea9ue Posted December 10, 2019 Posted December 10, 2019 (edited) You need to show your code. CANNOT help if you dont. Show your UnicornEntityModel class first. Edited December 10, 2019 by Lea9ue Clarity 1 Quote
salvestrom Posted December 10, 2019 Posted December 10, 2019 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. 1 Quote
imacatlolol Posted December 10, 2019 Posted December 10, 2019 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. 1 Quote I'm eager to learn and am prone to mistakes. Don't hesitate to tell me how I can improve.
DragonITA Posted December 10, 2019 Author Posted December 10, 2019 2 hours ago, Lea9ue said: You need to show your code. CANNOT help if you dont. Show your UnicornEntityModel class first. Quote New in Modding? == Still learning!
salvestrom Posted December 10, 2019 Posted December 10, 2019 The UnicornEntityModel class is unnecessary. Replace UnicornEntityModel in the first line of the render class with ModelUnicorn<UnicornEntity>. Switch LivingRenderer for MobRenderer. In your model class replace AbstractHorseEntity with LivingEntity. 1 Quote
DragonITA Posted December 11, 2019 Author Posted December 11, 2019 Ok, thx, but i want make a horse, with horse animations and horse gui and etc. and i dont want write the code of AbstractHorse, i can copy, ok, but then? Quote New in Modding? == Still learning!
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