Sorry to talk about this again but I got another problem with your flower tutorial. You were right, we have to change GenerateSurface to generateSurface, but the flower is replacing the block when spawned (and not on top of it). I think it's because we use the worldgenminable. It would be very nice if you help me and sorry again.
If it really does use WorldGenMinable then that's the exact cause. Use WorldGenFlowers, it's there for a reason.
If it really does use WorldGenMinable then that's the exact cause. Use WorldGenFlowers, it's there for a reason.
Yes I try this but it didn't worked and the code is the same as the one in the tutorial. I'm not the only one, somebody have the same problem as me. I'll try to resolve it myself but if you had an idea of the error...
Thanks again mate, but what code shall i put in to give my mob which is a ModelCow to make its legs move after your tuts are about a ModelBiped? I have tried copying the coding from the ModelCow didnt seem to work for me?
Well, steal the leg rotations from model cow. That is the quickest and easiest way
Thanks again mate, but what code shall i put in to give my mob which is a ModelCow to make its legs move after your tuts are about a ModelBiped? I have tried copying the coding from the ModelCow didnt seem to work for me?
package net.minecraft.src;
import java.util.Map;
public class mod_Koi extends BaseMod
{
public mod_Koi()
{
ModLoader.registerEntityID(net.minecraft.src.Entitykoi.class, "Koi", ModLoader.getUniqueEntityId());
ModLoader.addSpawn(net.minecraft.src.Entitykoi.class, 100, 3, 8, EnumCreatureType.creature);
}
public void addRenderer (Map map)
{
map.put(Entitykoi.class, new Renderkoi(new Modelkoi(), 0.5F));
}
public String getVersion() {return "1.2.3";}
public void load() {}
}
What do I have to add to change it into a mod that spawns in water, moves (so swims) in water?
And why doesn't is have my texture I have put in (It is a completely white texture with an n on it)?
Also is there something that I should really add (that is important to any mob)?
It is really easy actually. Inside you mod_ file, you should have added some ModLoader functions. The addSpawn and RegisterEntityId methods. You have those.
Now, in your addSpawn line, you have something that says something like EnumCreatureType.creature. If you want your mob to spawn in water, make it say EnumCreatureType.watermob. This code might not be exact but when you hit the (.) , you will get a list and select water mob. Hope it helps
It is really easy actually. Inside you mod_ file, you should have added some ModLoader functions. The addSpawn and RegisterEntityId methods. You have those.
Now, in your addSpawn line, you have something that says something like EnumCreatureType.creature. If you want your mob to spawn in water, make it say EnumCreatureType.watermob. This code might not be exact but when you hit the (.) , you will get a list and select water mob. Hope it helps
I dont know why your texture is doing that and no, there is nothing your should add to your mob. If you like it, you have everything you need
Uhh, I dont think that exists. When you are setting light values, that light already has it's color set. Minecraft already has its light color render. I dont think you can do that
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HELLO TheInstitutions! Hello Again, I am back, spaceburrito... again... but that last helpful hint you gave me about the parts of the head not moving right with everything else, well I did what you said and put all the rotation point files the same as the head, but the parts do not match up right, i mean the top of the chickens head AKA crown is below the head, and the bill is a little in front and to the side, and the chin part is also like the bill, and I'm posting it here because even if you cannot help, maybe someone else can, I'm sorry for the annoyance I must be causing you, but I've tried pasting the files from the real chicken model, but it comes up with errors, and I cannot fix them, so please help!
Hey, your not annoying but unfortunately, every person that has had the same problem as you, I told them that and it all worked for them. I don;t know what else to tell but I am really sorry I can't help anymore. Let's hope someone else can
HELLO TheInstitutions! Hello Again, I am back, spaceburrito... again... but that last helpful hint you gave me about the parts of the head not moving right with everything else, well I did what you said and put all the rotation point files the same as the head, but the parts do not match up right, i mean the top of the chickens head AKA crown is below the head, and the bill is a little in front and to the side, and the chin part is also like the bill, and I'm posting it here because even if you cannot help, maybe someone else can, I'm sorry for the annoyance I must be causing you, but I've tried pasting the files from the real chicken model, but it comes up with errors, and I cannot fix them, so please help!
Hey, your not annoying but unfortunately, every person that has had the same problem as you, I told them that and it all worked for them. I don;t know what else to tell but I am really sorry I can't help anymore. Let's hope someone else can
thank you very much for taking a look ill give you the code
im sorry if somthing is messed up badly, ive been screwing around with it so much I dont know whats what no more, but it still works
// Date: 3/20/2012 6:49:01 PM
// Template version 1.1
// Java generated by Techne
// Keep in mind that you still need to fill in some blanks
// - ZeuX
If it really does use WorldGenMinable then that's the exact cause. Use WorldGenFlowers, it's there for a reason.
Yes I try this but it didn't worked and the code is the same as the one in the tutorial. I'm not the only one, somebody have the same problem as me. I'll try to resolve it myself but if you had an idea of the error...
Well, steal the leg rotations from model cow. That is the quickest and easiest way
I would have called it The Darklands but it is kind of abandoned for now as I am working on a completely different mod.
thanks!
Use this code:
I stole it from the wolf, the variables were different tho, so I just changed from par2, par3... to f1, f2...
Remember to change LegLeft and LegRight
It is really easy actually. Inside you mod_ file, you should have added some ModLoader functions. The addSpawn and RegisterEntityId methods. You have those.
Now, in your addSpawn line, you have something that says something like EnumCreatureType.creature. If you want your mob to spawn in water, make it say EnumCreatureType.watermob. This code might not be exact but when you hit the (.) , you will get a list and select water mob. Hope it helps
I dont know why your texture is doing that and no, there is nothing your should add to your mob. If you like it, you have everything you need
To do this you have to modify the lighting engine. Have fun with that.
Ill take a stab at it, show me your code please.
thank you very much for taking a look ill give you the code
im sorry if somthing is messed up badly, ive been screwing around with it so much I dont know whats what no more, but it still works
// Date: 3/20/2012 6:49:01 PM
// Template version 1.1
// Java generated by Techne
// Keep in mind that you still need to fill in some blanks
// - ZeuX
package net.minecraft.src;
public class ModelBetterChicken extends ModelBase
{
//fields
ModelRenderer head;
ModelRenderer bill;
ModelRenderer chin;
ModelRenderer body;
ModelRenderer rightLeg;
ModelRenderer leftLeg;
ModelRenderer rightWing;
ModelRenderer leftWing;
ModelRenderer crown;
ModelRenderer tail;
public ModelBetterChicken()
{
textureWidth = 64;
textureHeight = 32;
head = new ModelRenderer(this, 0, 0);
head.addBox(-2F, -6F, -2F, 3, 4, 3);
head.setRotationPoint(0.0F, 16F, -3F);
head.setTextureSize(64, 32);
head.mirror = true;
setRotation(head, 0F, 0F, 0F);
bill = new ModelRenderer(this, 14, 0);
bill.addBox(-2F, -4F, -4F, 1, 1, 1);
bill.setRotationPoint(1F, 16F, -2F);
bill.setTextureSize(64, 32);
bill.mirror = true;
setRotation(bill, 0F, 0F, 0F);
chin = new ModelRenderer(this, 14, 4);
chin.addBox(-1F, -2.01F, -3F, 1, 1, 1);
chin.setRotationPoint(0F, 16F, -2F);
chin.setTextureSize(64, 32);
chin.mirror = true;
setRotation(chin, 0F, 0F, 0F);
body = new ModelRenderer(this, 0, 9);
body.addBox(-3F, -4F, -3F, 5, 8, 6);
body.setRotationPoint(0F, 17F, 0F);
body.setTextureSize(64, 32);
body.mirror = true;
setRotation(body, 1.570796F, 0F, 0F);
rightLeg = new ModelRenderer(this, 26, 0);
rightLeg.addBox(-1F, 0F, -3F, 1, 4, 1);
rightLeg.setRotationPoint(-2F, 20F, 1F);
rightLeg.setTextureSize(64, 32);
rightLeg.mirror = true;
setRotation(rightLeg, 0F, 0F, 0F);
leftLeg = new ModelRenderer(this, 26, 0);
leftLeg.addBox(1F, 0F, -2F, 1, 4, 1);
leftLeg.setRotationPoint(0F, 20F, 0F);
leftLeg.setTextureSize(64, 32);
leftLeg.mirror = true;
setRotation(leftLeg, 0F, 0F, 0F);
rightWing = new ModelRenderer(this, 24, 13);
rightWing.addBox(0F, 0F, -3F, 1, 4, 6);
rightWing.setRotationPoint(-4F, 14F, 0F);
rightWing.setTextureSize(64, 32);
rightWing.mirror = true;
setRotation(rightWing, 0F, 0F, 0F);
leftWing = new ModelRenderer(this, 24, 13);
leftWing.addBox(-1F, 0F, -3F, 1, 4, 6);
leftWing.setRotationPoint(3F, 14F, 0F);
leftWing.setTextureSize(64, 32);
leftWing.mirror = true;
setRotation(leftWing, 0F, 0F, 0F);
crown = new ModelRenderer(this, 36, 7);
crown.addBox(0F, 0F, 0F, 1, 1, 3);
crown.setRotationPoint(-1F, 9F, -5F);
crown.setTextureSize(64, 32);
crown.mirror = true;
setRotation(crown, 0F, 0F, 0F);
tail = new ModelRenderer(this, 46, 0);
tail.addBox(0F, 0F, 0F, 1, 5, 4);
tail.setRotationPoint(-1F, 12F, 3F);
tail.setTextureSize(64, 32);
tail.mirror = true;
setRotation(tail, 0F, 0F, 0F);
}
public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5)
{
super.render(entity, f, f1, f2, f3, f4, f5);
setRotationAngles(f, f1, f2, f3, f4, f5);
head.render(f5);
bill.render(f5);
chin.render(f5);
body.render(f5);
rightLeg.render(f5);
leftLeg.render(f5);
rightWing.render(f5);
leftWing.render(f5);
crown.render(f5);
tail.render(f5);
}
private void setRotation(ModelRenderer model, float x, float y, float z)
{
model.rotateAngleX = x;
model.rotateAngleY = y;
model.rotateAngleZ = z;
}
public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6)
{
head.rotateAngleX = -(par5 / (180F / (float)Math.PI));
head.rotateAngleY = par4 / (180F / (float)Math.PI);
bill.rotateAngleX = head.rotateAngleX;
bill.rotateAngleY = head.rotateAngleY;
chin.rotateAngleX = head.rotateAngleX;
chin.rotateAngleY = head.rotateAngleY;
body.rotateAngleX = ((float)Math.PI / 2F);
rightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
leftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
rightWing.rotateAngleZ = par3;
leftWing.rotateAngleZ = -par3;
crown.rotateAngleX = head.rotateAngleX;
crown.rotateAngleY = head.rotateAngleY;
}
}
I've seen custom torch mods that project a color onto a surface before.......