Ever wanted to make a mob but your a starter and you dont know any java or any codes ? try out this tutorial you can make the expert mobs just like mo creatures,more creepers ..etc..!
This tutorial will teach you how to create mobs with the use of modloader and its required when using this mod , using this tutorial i think is better than the before one because in modloader mods you have more options
first you need to set up mcp with modloader decompiled
now open up notepadd ++ and paste this:
package net.minecraft.src;
// Decompiled by Jad v1.5.8g. Copyright 2001 Pavel Kouznetsov.
// Jad home page: http://www.kpdus.com/jad.html
// Decompiler options: packimports(3) braces deadcode
import java.util.*;
import java.util.Map;
public class mod_Yourmobname extends BaseMod
{
public mod_Yourmobname()
{
ModLoader.RegisterEntityID(EntityYourmobname.class, "Yourmobname", ModLoader.getUniqueEntityId()); // without this code , your mob wont spawn !
ModLoader.AddSpawn(EntityYourmobname.class, 3, EnumCreatureType.creature); // this is the spawn rate for exmaple if you put 3 the mobs is very rare to spawn,The EnumCreatureType is what type of mob it is , mobs that you want to spawn in water are "waterCreature", enemies are "monster", and animals are "creature".
}
// RENDERERS
public void AddRenderer(Map map)
{
map.put(EntityYourmobname.class, new RenderYourmobname(new ModelYourmobname(), 0.5F)); // this one just assign the mob to your game and make it readable, just like RenderManager , the 0.5f is the shadow size of the mob you can make it bigger like 0.8f or smaller like 0.2f
}
public String Version()
{
return "| [1.5_01] Begginers Mob Making Tutorial 2 The Modloader Way!"; // Put here anything you like after that it will show up in the modloader logs.
}
}
Replace Yourmob name with the name of the mob you want to have , be careful java letters are case sensitive! and just edit the other settings explanations are there, after that save it and name it mod_Yourmobname
, Yourmobname is the Same name that you typed there! big letter with big letters , small with small, etc...
replace Yourmobname with the same name that you typed with the one before , also the words that i typed big letters type them big , and small type them small if its Yourmobname start your mob name with big letter , if its yourmobname start your mob name with small letter , now save it and name it : RenderYourmobname
now open notepad++ again and paste this:
package net.minecraft.src;
// Decompiled by Jad v1.5.8g. Copyright 2001 Pavel Kouznetsov.
// Jad home page: http://www.kpdus.com/jad.html
// Decompiler options: packimports(3) braces deadcode
public class EntityYourmobname extends EntityAnimal
{
public EntityYourmobname(World world)
{
super(world);
texture = "/mob/yourtexturename.png"; // the name of the texture that is used with the new mob , it should be in the mob folder in minecraft.jar
setSize(1.5F, 1.9F); // this is the co ordinates where the mob is hit
}
public void writeEntityToNBT(NBTTagCompound nbttagcompound)
{
super.writeEntityToNBT(nbttagcompound); // this make your mob loadable again when you load your map you should keep it as it is if you want iy
}
public void readEntityFromNBT(NBTTagCompound nbttagcompound)
{
super.readEntityFromNBT(nbttagcompound); // this retrieves minecraft saves , so you should keep it as it is if you want it
}
protected String getLivingSound()
{
return null; // the sound of your mob when its hurt , dead , or from a distance, null means theres no sounds ,when you put a sound after all your work you need to install audiomod , the sounds should be placed in resources/mod/sound ,and should be like that: return "thefoldernameofyourmob.thenameofyourogg";the folder name of your mob should be place in resources/mod/sound, when making more than 1 sounds rename them to 1,2,3,4,5 with same name and put it here without the 1,2,3,4 ..
}
protected String getHurtSound()
{
return null;
}
protected String getDeathSound()
{
return null;
}
protected float getSoundVolume()
{
return 0.4F;
}
protected int getDropItemId()
{
return 352; // this is what you want your mob to drop when its dead ,google minecraft id and go to the minecraftwiki to see the id numbers , for exmaple 352 will drop a bone
}
}
again replace Yourmobname with the name of your mob , and yourtexture name with the name of your texture , more info options can be read there when you paste it , and then save it as EntityYourmobname
now for the last thing the model of the mob , open up notepad++ and paste this:
package net.minecraft.src;
// Decompiled by Jad v1.5.8g. Copyright 2001 Pavel Kouznetsov.
// Jad home page: http://www.kpdus.com/jad.html
// Decompiler options: packimports(3) braces deadcode
public class ModelYourmobname extends ModelBase
{
public ModelYourmobname()
{
float scale = 0F;
face = new ModelRenderer(0, 0);
face.addBox(0F, 0F, 0F, 8, 18, 16, scale);
face.setPosition(0F, -4F, 0F);
arm1 = new ModelRenderer(0, 34);
arm1.addBox(0F, 0F, 0F, 8, 18, 8, scale);
arm1.setPosition(0F, -2F, 16F);
arm2 = new ModelRenderer(32, 34);
arm2.addBox(0F, 0F, 0F, 8, 18, 8, scale);
arm2.setPosition(0F, -2F, -8F);
leg1 = new ModelRenderer(80, 0);
leg1.addBox(0F, 0F, 0F, 8, 10, 8, scale);
leg1.setPosition(0F, 14F, 0F);
leg2 = new ModelRenderer(48, 0);
leg2.addBox(0F, 0F, 0F, 8, 10, 8, scale);
leg2.setPosition(0F, 14F, 8F);
}
public void render(float f, float f1, float f2, float f3, float f4, float f5)
{
super.render(f, f1, f2, f3, f4, f5);
face.render(f5); // all the things that isnt in the EXTEND , should be putting here , or it will not show up!
arm1.render(f5);
arm2.render(f5);
leg1.render(f5);
leg2.render(f5);
}
public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5)
{
super.setRotationAngles(f, f1, f2, f3, f4, f5); // this adds animations of parts of the body , if you want to know how to animate use mob maker and my tutorial in the other thread
}
ModelRenderer face;
ModelRenderer arm1;
ModelRenderer arm2;
ModelRenderer leg1;
ModelRenderer leg2;
}
again replace Yourmobname with the same name in the java files you did before , and its done! to make your own model and texture mapping and stuff , use:
Fmc Modeler
or
Techne
or
Mcmodeler
save it as java files and then remove the codes of my previous mob and paste them with the codes of the mob you made and saved in those tools
after that put it in the src folder recompile and reobf... and the texture to the texture directory and the sounds to the sounds directory... and if you put sounds you need to install audiomod!
always when making your mob do not copy the modelmymobname.java ! because techne now automatically make it just save it in techne as ModelYourbmobname then open it and put after public class Model the mob name , and after ModelBase
{
public
the mob name which will be like that:
public class ModelYourmobname extends ModelBase
{
public ModelYourmobname()
Happy mob making !
If you need any help or got a problem just drop a comment
I used this, and yes, it was very helpful. One question: is this mob meant to look like a human?
Very good tutorial. Mabye now do a tutorial on how to make it burn in sunlight? Or does that happen automatically when you change it to 'monster'?
if we change it to monster we should copy the other codes of the creeper etc.. to make it a monster , aha theres a change to make it burn in the sun but i dont know the code :smile.gif:
no its not meant to look like a human just make any model in modeler tools and copy the codes
== MCP v3.1 ==
> Recompiling client...
javac.exe -g -verbose -classpath "jars/bin/minecraft.jar;jars/bin/jinput.jar;jar
s/bin/lwjgl.jar;jars/bin/lwjgl_util.jar" -sourcepath src/minecraft -d bin/minecr
aft src/minecraft\net\minecraft\client\*.java src/minecraft\net\minecraft\isom\*
.java src/minecraft\net\minecraft\src\*.java conf/patches/*.java failed.
Return code : 1
== ERRORS FOUND ==
src\minecraft\net\minecraft\src\ModelWeirdo.java:48: ';' expected
public ModelRenderer New Shape;
^
src\minecraft\net\minecraft\src\ModelWeirdo.java:48: <identifier> expected
public ModelRenderer New Shape;
^
src\minecraft\net\minecraft\src\ModelWeirdo.java:49: ';' expected
public ModelRenderer New Shape2;
^
src\minecraft\net\minecraft\src\ModelWeirdo.java:49: <identifier> expected
public ModelRenderer New Shape2;
^
src\minecraft\net\minecraft\src\ModelWeirdo.java:50: ';' expected
public ModelRenderer New Shape3;
^
src\minecraft\net\minecraft\src\ModelWeirdo.java:50: <identifier> expected
public ModelRenderer New Shape3;
^
src\minecraft\net\minecraft\src\ModelWeirdo.java:51: ';' expected
public ModelRenderer New Shape4;
^
src\minecraft\net\minecraft\src\ModelWeirdo.java:51: <identifier> expected
public ModelRenderer New Shape4;
^
src\minecraft\net\minecraft\src\ModelWeirdo.java:52: ';' expected
public ModelRenderer New Shape5;
^
src\minecraft\net\minecraft\src\ModelWeirdo.java:52: <identifier> expected
public ModelRenderer New Shape5;
^
src\minecraft\net\minecraft\src\ModelWeirdo.java:53: ';' expected
public ModelRenderer New Shape6;
^
src\minecraft\net\minecraft\src\ModelWeirdo.java:53: <identifier> expected
public ModelRenderer New Shape6;
^
12 errors
==================
> Done in 3.91 seconds
> Recompiling server...
ModelWeirdo.java log:
// Decompiled by Jad v1.5.8g. Copyright 2001 Pavel Kouznetsov.
// Jad home page: http://www.kpdus.com/jad.html
// Decompiler options: packimports(3) braces deadcode
package net.minecraft.src;
// Referenced classes of package net.minecraft.src:
// ModelQuadruped, ModelRenderer
public class ModelWeirdo extends BaseMod
{
public ModelWeirdo()
{
float scale = 0F;
New_Shape = new ModelRenderer(0, 0);
New_Shape.addBox(0F, 0F, 0F, 18, 10, 14, scale);
New_Shape.setPosition(0F, 1F, 0F);
New_Shape1 = new ModelRenderer(0, 0);
New_Shape1.addBox(0F, 0F, 0F, 8, 8, 10, scale);
New_Shape1.setPosition(-6F, 3F, 2F);
New_Shape1.rotateAngleZ = -0.12217F;
New_Shape2 = new ModelRenderer(0, 0);
New_Shape2.addBox(0F, 0F, -1F, 8, 4, 8, scale);
New_Shape2.rotateAngleZ = -0.03491F;
New_Shape3 = new ModelRenderer(0, 3);
New_Shape3.addBox(0F, 0F, 0F, 9, 2, 5, scale);
New_Shape3.setPosition(-16F, 5F, 4F);
New_Shape3.rotateAngleZ = 0.03491F;
New_Shape4 = new ModelRenderer(0, 0);
New_Shape4.addBox(0F, 0F, 0F, 10, 8, 10, scale);
New_Shape4.setPosition(15F, -5F, 2F);
New_Shape5 = new ModelRenderer(8, 0);
New_Shape5.addBox(0F, 0F, 0F, 5, 2, 9, scale);
New_Shape5.setPosition(12F, 7F, -8F);
New_Shape5.rotateAngleX = 0.06981F;
New_Shape5.rotateAngleY = -0.03491F;
New_Shape5.rotateAngleZ = -0.03491F;
New_Shape6 = new ModelRenderer(0, 0);
New_Shape6.addBox(0F, 0F, 0F, 5, 2, 9, scale);
New_Shape6.setPosition(12F, 7F, 13F);
New_Shape6.rotateAngleX = -0.06981F;
New_Shape6.rotateAngleY = 0.03491F;
New_Shape6.rotateAngleZ = -0.03491F;
}
public ModelRenderer New Shape;
public ModelRenderer New Shape2;
public ModelRenderer New Shape3;
public ModelRenderer New Shape4;
public ModelRenderer New Shape5;
public ModelRenderer New Shape6;
}
I don't get what i did wrong :S
owh man you gotta fix this thing writaway :biggrin.gif: there are some codes missing in it why you didnt extend ModelQuadruped ? just remove all of this and paste my own and then open the java file you saved in the tool you did the mob then paste the codes over the other ones if you want me to fix it for you send me the .java file you did from the modeler tool and ill be very happy to do it :smile.gif:
Thanks for this :smile.gif: But to make my mob very frequent, do I have to higher the number 3, or lower it? For example: Do the number 2 make my mob even more rare, or does it make it more frequent? :wink.gif:
2 will make it even more hard to find and if you make it like 50 it will be very easy to find
Also, I get this error when I try using my model made with Techne. But I get no errors trying to use your model.
*** Minecraft Coder Pack Version 2.12 ***
MCP 2.12 running in C:\MCP
Compiling Minecraft
sources\minecraft\net\minecraft\src\ModelTiger.java:16: setPosition(float,float,
float) in net.minecraft.src.ModelRenderer cannot be applied to (int,float,float,
float)
head.setPosition(-3,5F, 0F, -2F);
^
sources\minecraft\net\minecraft\src\ModelTiger.java:20: setPosition(float,float,
float) in net.minecraft.src.ModelRenderer cannot be applied to (int,float,float,
float)
body.setPosition(-4,5F, 5F, -3F);
^
sources\minecraft\net\minecraft\src\ModelTiger.java:32: setPosition(float,float,
float) in net.minecraft.src.ModelRenderer cannot be applied to (float,int,float,
float)
legleft.setPosition(0F, 13,5F, 0F);
^
sources\minecraft\net\minecraft\src\ModelTiger.java:36: setPosition(float,float,
float) in net.minecraft.src.ModelRenderer cannot be applied to (float,int,float,
float)
legright.setPosition(-3F, 13,5F, 0F);
^
4 errors
Compiling Minecraft Server
=== MCP 2.12 recompile script finished ===
Press any key to continue...
Heres the ModelTiger.java that I made
package net.minecraft.src;
// Decompiled by Jad v1.5.8g. Copyright 2001 Pavel Kouznetsov.
// Jad home page: http://www.kpdus.com/jad.html
// Decompiler options: packimports(3) braces deadcode
public class ModelTiger extends ModelQuadruped
{
public ModelTiger()
{
super(12, 0.0F); // this is an automatic model animator
float scale = 0F;
head = new ModelRenderer(0, 0);
head.addBox(0F, 0F, 0F, 6, 5, 6, scale);
head.setPosition(-3,5F, 0F, -2F);
body = new ModelRenderer(0, 0);
body.addBox(0F, 0F, 0F, 8, 9, 8, scale);
body.setPosition(-4,5F, 5F, -3F);
armleft = new ModelRenderer(0, 0);
armleft.addBox(0F, 0F, 0F, 2, 8, 2, scale);
armleft.setPosition(3F, 6F, 0F);
armright = new ModelRenderer(0, 0);
armright.addBox(0F, 0F, 0F, 2, 8, 2, scale);
armright.setPosition(-6F, 6F, 0F);
legleft = new ModelRenderer(0, 0);
legleft.addBox(0F, 0F, 0F, 2, 11, 2, scale);
legleft.setPosition(0F, 13,5F, 0F);
legright = new ModelRenderer(0, 0);
legright.addBox(0F, 0F, 0F, 2, 11, 2, scale);
legright.setPosition(-3F, 13,5F, 0F);
}
public void render(float f, float f1, float f2, float f3, float f4, float f5)
{
super.render(f, f1, f2, f3, f4, f5);
head.render(f5); // all the things that isnt in the EXTEND , should be putting here , or it will not show up!
body.render(f5);
armleft.render(f5);
armright.render(f5);
legleft.render(f5);
legright.render(f5);
}
public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5)
{
super.setRotationAngles(f, f1, f2, f3, f4, f5); // this adds animations of parts of the body , if you want to know how to animate use mob maker and my tutorial in the other thread
}
ModelRenderer head;
ModelRenderer body;
ModelRenderer armleft;
ModelRenderer armright;
ModelRenderer legleft;
ModelRenderer legright;
}
And heres the code Techne gave me.
package net.minecraft.src;
//Exported java file
//Keep in mind that you still need to fill in some blanks
// - ZeuX
public class Model extends ModelBase
{
public Model
{
float scale = 0F;
head = new ModelRenderer(0, 0);
head.addBox(0F, 0F, 0F, 6, 5, 6, scale);
head.setPosition(-3,5F, 0F, -2F);
body = new ModelRenderer(0, 0);
body.addBox(0F, 0F, 0F, 8, 9, 8, scale);
body.setPosition(-4,5F, 5F, -3F);
armleft = new ModelRenderer(0, 0);
armleft.addBox(0F, 0F, 0F, 2, 8, 2, scale);
armleft.setPosition(3F, 6F, 0F);
armright = new ModelRenderer(0, 0);
armright.addBox(0F, 0F, 0F, 2, 8, 2, scale);
armright.setPosition(-6F, 6F, 0F);
legleft = new ModelRenderer(0, 0);
legleft.addBox(0F, 0F, 0F, 2, 11, 2, scale);
legleft.setPosition(0F, 13,5F, 0F);
legright = new ModelRenderer(0, 0);
legright.addBox(0F, 0F, 0F, 2, 11, 2, scale);
legright.setPosition(-3F, 13,5F, 0F);
}
public void render(float f, float f1, float f2, float f3, float f4, float f5)
{
//for animation
//setRotationAngles(f, f1, f2, f3, f4, f5);
head.render(f5);
body.render(f5);
armleft.render(f5);
armright.render(f5);
legleft.render(f5);
legright.render(f5);
}
//fields
ModelRenderer head;
ModelRenderer body;
ModelRenderer armleft;
ModelRenderer armright;
ModelRenderer legleft;
ModelRenderer legright;
}
How can I fix this? :smile.gif:
EDIT: I'm so very sorry for the double post
did techne extend the modelbase so you need to extend the model base in your model mob and remove the super(12, 0.0F); try now
hey nadine can you tell me where i find the tutorial for animation, because I couldn't find any to it?
would be nice to know how to do it
there isnt animation tutorials but the creators of techne mine make animations , though you can make animations in mob maker then copy the codes that it made to the mob your making..
And Notepadd++? whats that?
could i use the windows' notepad?
*Edit: Nevermind......
I Made a banner for tutorial the modloader way!(it sucks.. cuz I made it with paint)
And Notepadd++? whats that?
could i use the windows' notepad?
*Edit: Nevermind......
I Made a banner for tutorial the modloader way!(it sucks.. cuz I made it with paint)
Any idea what's going on? Yes, it's supposed to look like a cow model, and yes the texture isn't fixed yet. Why is it a person no matter what model I put in though?
Thanks, but after going through the problems, I narrowed them down to just five. All to do with mod_Panda. So once again, here is my recompile.bat:
*** Minecraft Coder Pack Version 2.12 ***
MCP 2.12 running in C:\Users\Alex\Desktop\mymods
Compiling Minecraft
sources\minecraft\net\minecraft\src\mod_Panda.java:8: cannot find symbol
symbol: class BaseMod
public class mod_Panda extends BaseMod
^
sources\minecraft\net\minecraft\src\mod_Panda.java:13: cannot find symbol
symbol : variable ModLoader
location: class net.minecraft.src.mod_Panda
ModLoader.RegisterEntityID(EntityPanda.class, "Panda", ModLoader.getUnique
EntityId()); // without this code , your mob wont spawn !
^
sources\minecraft\net\minecraft\src\mod_Panda.java:13: cannot find symbol
symbol : variable ModLoader
location: class net.minecraft.src.mod_Panda
ModLoader.RegisterEntityID(EntityPanda.class, "Panda", ModLoader.getUnique
EntityId()); // without this code , your mob wont spawn !
^
sources\minecraft\net\minecraft\src\mod_Panda.java:15: cannot find symbol
symbol : variable ModLoader
location: class net.minecraft.src.mod_Panda
ModLoader.AddSpawn(EntityPanda.class, 3, EnumCreatureType.creature); // th
is is the spawn rate for exmaple if you put 3 the mobs is very rare to spawn,The
EnumCreatureType is what type of mob it is , mobs that you want to spawn in wat
er are "waterCreature", enemies are "monster", and animals are "creature".
^
sources\minecraft\net\minecraft\src\ModelPanda.java:11: cannot find symbol
symbol : constructor ModelQuadruped()
location: class net.minecraft.src.ModelQuadruped
{
^
5 errors
Compiling Minecraft Server
=== MCP 2.12 recompile script finished ===
Press any key to continue . . .
And here is my mod_Panda.java:
package net.minecraft.src;
// Decompiled by Jad v1.5.8g. Copyright 2001 Pavel Kouznetsov.
// Jad home page: http://www.kpdus.com/jad.html
// Decompiler options: packimports(3) braces deadcode
import java.util.*;
import java.util.Map;
public class mod_Panda extends BaseMod
{
public mod_Panda()
{
ModLoader.RegisterEntityID(EntityPanda.class, "Panda", ModLoader.getUniqueEntityId()); // without this code , your mob wont spawn !
ModLoader.AddSpawn(EntityPanda.class, 3, EnumCreatureType.creature); // this is the spawn rate for exmaple if you put 3 the mobs is very rare to spawn,The EnumCreatureType is what type of mob it is , mobs that you want to spawn in water are "waterCreature", enemies are "monster", and animals are "creature".
}
// RENDERERS
public void AddRenderer(Map map)
{
map.put(EntityPanda.class, new RenderPanda(new ModelPanda(), 0.5F)); // this one just assign the mob to your game and make it readable, just like RenderManager , the 0.5f is the shadow size of the mob you can make it bigger like 0.8f or smaller like 0.2f
}
public String Version()
{
return "| [1.5_01] Begginers Mob Making Tutorial 2 The Modloader Way!"; // Put here anything you like after that it will show up in the modloader logs.
}
}
no problem im going to update the tutorial , and the person thingy will be fixed after the update ill write it now
Thanks, but after going through the problems, I narrowed them down to just five. All to do with mod_Panda. So once again, here is my recompile.bat:
*** Minecraft Coder Pack Version 2.12 ***
MCP 2.12 running in C:\Users\Alex\Desktop\mymods
Compiling Minecraft
sources\minecraft\net\minecraft\src\mod_Panda.java:8: cannot find symbol
symbol: class BaseMod
public class mod_Panda extends BaseMod
^
sources\minecraft\net\minecraft\src\mod_Panda.java:13: cannot find symbol
symbol : variable ModLoader
location: class net.minecraft.src.mod_Panda
ModLoader.RegisterEntityID(EntityPanda.class, "Panda", ModLoader.getUnique
EntityId()); // without this code , your mob wont spawn !
^
sources\minecraft\net\minecraft\src\mod_Panda.java:13: cannot find symbol
symbol : variable ModLoader
location: class net.minecraft.src.mod_Panda
ModLoader.RegisterEntityID(EntityPanda.class, "Panda", ModLoader.getUnique
EntityId()); // without this code , your mob wont spawn !
^
sources\minecraft\net\minecraft\src\mod_Panda.java:15: cannot find symbol
symbol : variable ModLoader
location: class net.minecraft.src.mod_Panda
ModLoader.AddSpawn(EntityPanda.class, 3, EnumCreatureType.creature); // th
is is the spawn rate for exmaple if you put 3 the mobs is very rare to spawn,The
EnumCreatureType is what type of mob it is , mobs that you want to spawn in wat
er are "waterCreature", enemies are "monster", and animals are "creature".
^
sources\minecraft\net\minecraft\src\ModelPanda.java:11: cannot find symbol
symbol : constructor ModelQuadruped()
location: class net.minecraft.src.ModelQuadruped
{
^
5 errors
Compiling Minecraft Server
=== MCP 2.12 recompile script finished ===
Press any key to continue . . .
And here is my mod_Panda.java:
package net.minecraft.src;
// Decompiled by Jad v1.5.8g. Copyright 2001 Pavel Kouznetsov.
// Jad home page: http://www.kpdus.com/jad.html
// Decompiler options: packimports(3) braces deadcode
import java.util.*;
import java.util.Map;
public class mod_Panda extends BaseMod
{
public mod_Panda()
{
ModLoader.RegisterEntityID(EntityPanda.class, "Panda", ModLoader.getUniqueEntityId()); // without this code , your mob wont spawn !
ModLoader.AddSpawn(EntityPanda.class, 3, EnumCreatureType.creature); // this is the spawn rate for exmaple if you put 3 the mobs is very rare to spawn,The EnumCreatureType is what type of mob it is , mobs that you want to spawn in water are "waterCreature", enemies are "monster", and animals are "creature".
}
// RENDERERS
public void AddRenderer(Map map)
{
map.put(EntityPanda.class, new RenderPanda(new ModelPanda(), 0.5F)); // this one just assign the mob to your game and make it readable, just like RenderManager , the 0.5f is the shadow size of the mob you can make it bigger like 0.8f or smaller like 0.2f
}
public String Version()
{
return "| [1.5_01] Begginers Mob Making Tutorial 2 The Modloader Way!"; // Put here anything you like after that it will show up in the modloader logs.
}
}
This tutorial will teach you how to create mobs with the use of modloader and its required when using this mod , using this tutorial i think is better than the before one because in modloader mods you have more options
first you need to set up mcp with modloader decompiled
now open up notepadd ++ and paste this:
Replace Yourmob name with the name of the mob you want to have , be careful java letters are case sensitive! and just edit the other settings explanations are there, after that save it and name it mod_Yourmobname
, Yourmobname is the Same name that you typed there! big letter with big letters , small with small, etc...
now open notepad++ again and paste this:
replace Yourmobname with the same name that you typed with the one before , also the words that i typed big letters type them big , and small type them small if its Yourmobname start your mob name with big letter , if its yourmobname start your mob name with small letter , now save it and name it : RenderYourmobname
now open notepad++ again and paste this:
again replace Yourmobname with the name of your mob , and yourtexture name with the name of your texture , more info options can be read there when you paste it , and then save it as EntityYourmobname
now for the last thing the model of the mob , open up notepad++ and paste this:
again replace Yourmobname with the same name in the java files you did before , and its done! to make your own model and texture mapping and stuff , use:
Fmc Modeler
or
Techne
or
Mcmodeler
save it as java files and then remove the codes of my previous mob and paste them with the codes of the mob you made and saved in those tools
after that put it in the src folder recompile and reobf... and the texture to the texture directory and the sounds to the sounds directory... and if you put sounds you need to install audiomod!
always when making your mob do not copy the modelmymobname.java ! because techne now automatically make it just save it in techne as ModelYourbmobname then open it and put after public class Model the mob name , and after ModelBase
{
public
the mob name which will be like that:
public class ModelYourmobname extends ModelBase
{
public ModelYourmobname()
Happy mob making !
If you need any help or got a problem just drop a comment
Heres a link to my other mob making tutorial:
viewtopic.php?f=1036&t=213286&p=3078216#p3078216
<!-- l -->List of all my other mods,creations,maps,etc..:
viewtopic.php?f=1039&t=325080&p=4488802#p4488802
<!-- l -->Very good tutorial. Mabye now do a tutorial on how to make it burn in sunlight? Or does that happen automatically when you change it to 'monster'?
My pet dragon (Egg) needs to hatch! Click on it and let it live!
My pet dragon (Egg) needs to hatch! Click on it and let it live!
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Join SDU NOW!
if we change it to monster we should copy the other codes of the creeper etc.. to make it a monster , aha theres a change to make it burn in the sun but i dont know the code :smile.gif:
no its not meant to look like a human just make any model in modeler tools and copy the codes
<!-- l -->List of all my other mods,creations,maps,etc..:
viewtopic.php?f=1039&t=325080&p=4488802#p4488802
<!-- l -->owh man you gotta fix this thing writaway :biggrin.gif: there are some codes missing in it why you didnt extend ModelQuadruped ? just remove all of this and paste my own and then open the java file you saved in the tool you did the mob then paste the codes over the other ones if you want me to fix it for you send me the .java file you did from the modeler tool and ill be very happy to do it :smile.gif:
<!-- l -->List of all my other mods,creations,maps,etc..:
viewtopic.php?f=1039&t=325080&p=4488802#p4488802
<!-- l -->okay i commented there :wink.gif:
<!-- l -->List of all my other mods,creations,maps,etc..:
viewtopic.php?f=1039&t=325080&p=4488802#p4488802
<!-- l -->2 will make it even more hard to find and if you make it like 50 it will be very easy to find
<!-- l -->List of all my other mods,creations,maps,etc..:
viewtopic.php?f=1039&t=325080&p=4488802#p4488802
<!-- l -->did techne extend the modelbase so you need to extend the model base in your model mob and remove the super(12, 0.0F); try now
no problem for double posting :smile.gif:
<!-- l -->List of all my other mods,creations,maps,etc..:
viewtopic.php?f=1039&t=325080&p=4488802#p4488802
<!-- l -->send me the .java files so ill fix it for you :wink.gif:
<!-- l -->List of all my other mods,creations,maps,etc..:
viewtopic.php?f=1039&t=325080&p=4488802#p4488802
<!-- l -->there isnt animation tutorials but the creators of techne mine make animations , though you can make animations in mob maker then copy the codes that it made to the mob your making..
<!-- l -->List of all my other mods,creations,maps,etc..:
viewtopic.php?f=1039&t=325080&p=4488802#p4488802
<!-- l -->did you place the texture correctly ? did you have any recompile errors ?
<!-- l -->List of all my other mods,creations,maps,etc..:
viewtopic.php?f=1039&t=325080&p=4488802#p4488802
<!-- l -->I found a flash modeler on this forums and this is the link:
viewtopic.php?f=1022&t=269231
I think i Helped :biggrin.gif:
What is MCP?? I need an answer urgent.
And Notepadd++? whats that?
could i use the windows' notepad?
*Edit: Nevermind......
I Made a banner for tutorial the modloader way!(it sucks.. cuz I made it with paint)
Theres no harm in clicking my egg, why don't you try?
heehehe :tongue.gif::P:P:P
<!-- l -->List of all my other mods,creations,maps,etc..:
viewtopic.php?f=1039&t=325080&p=4488802#p4488802
<!-- l -->With this (cow) model:
Any idea what's going on? Yes, it's supposed to look like a cow model, and yes the texture isn't fixed yet. Why is it a person no matter what model I put in though?
no problem im going to update the tutorial , and the person thingy will be fixed after the update ill write it now
<!-- l -->List of all my other mods,creations,maps,etc..:
viewtopic.php?f=1039&t=325080&p=4488802#p4488802
<!-- l -->im going to update the tutorial
<!-- l -->List of all my other mods,creations,maps,etc..:
viewtopic.php?f=1039&t=325080&p=4488802#p4488802
<!-- l -->
<!-- l -->List of all my other mods,creations,maps,etc..:
viewtopic.php?f=1039&t=325080&p=4488802#p4488802
<!-- l -->