The first is given if you read the tutorials. It's also stated several times through this thread.
I guess I should've been clearer: what I meant is if anyone knows how big of a hitbox any given value is. Is it measured in blocks? Pixels? Percent of the model? My newest mob puts its head through trees and I would like to know if changing the size of the bounding box would fix it.
I did the spawn block no gui and my game runs fine no errors untill I click the block and my game crashes(It says saving chunks then dies) also in spc commands I when i type /spawn Mymob it says npc not found.
My mod is very large I dont want to show all my code if you think you know the answer pm me
I think that is your problem, at least half of it. You are calling the head, body, and legs to render twice. Delete them from super.render and modelQuadruped should work like a charm. As for the textures, I think that has to do with your GLScale. If your texture is a retextured cow it won't map correctly. Instead of using GLScale, maybe use the PreRenderScale in your Render class. Also, the problem may simply be that you used commas in your GLScale. I'm not sure whether or not that works as I've never used GLScale. Maybe try it with periods instead?
Allright, i have done some different coding. I took the ModelCow codes and slowly edited them with the techne model. It now works good, except some texture issues that i can fix with a bit of tweaking i guess. Thanks for all the help!
Now i have a little question. I am planning on adding achievements and i would love to make it so that when the player achieves one of the achievements he gets a reward item or block. Is that possible? Now i'll try to make a rideable mob with your tutorial, thanks.
Edit: Oh and one last thing, how could i make another mob spawn only around/with some other mob? For example i want a pig to spawn around other cows?
( My idea is to basicly make a man spawn with cows as if they are his herd etc)
Edit2: Last thing, techne automaticly added ModelRendererTurbo into code when i exported my mob, if i remove turbos will it work? What shuld i do. Thanks.
Hey, me again... didn't want to edit my old post anymore, sorry. I need some help. I made this mob called donkey and it looks fine in modelbase but in modelquadruped it gets deformed like the problem i had with the other mob.
This is the mob in techne:
This is the mob in game:
I tried taking these pictures as the mob was walking because it doesn't walk right. The legs move but his paws/feet whatever don't move. Also his face is deformed as you can see.Here are the codes:
Hey, me again... didn't want to edit my old post anymore, sorry. I need some help. I made this mob called donkey and it looks fine in modelbase but in modelquadruped it gets deformed like the problem i had with the other mob.
This is the mob in techne:
This is the mob in game:
I tried taking these pictures as the mob was walking because it doesn't walk right. The legs move but his paws/feet whatever don't move. Also his face is deformed as you can see.Here are the codes:
First off you used ModelRenderTurbo which is a big no-no unless you have the mod it's meant for installed. Change every "ModelRenderTurbo" to "ModelRenderer".
Another problem is that modelquadraped has predefined animation sequences, but only for specificly-named parts. When you add a new part you need to "parent" it to the part that's going to move. (i.e. right paw is connected to the right leg, etc.)
Set all the "SetRotationAngles" for the paws to the "SetRotationAngles" of the legs. This will make them follow the legs.
First off you used ModelRenderTurbo which is a big no-no unless you have the mod it's meant for installed. Change every "ModelRenderTurbo" to "ModelRenderer".
Another problem is that modelquadraped has predefined animation sequences, but only for specificly-named parts. When you add a new part you need to "parent" it to the part that's going to move. (i.e. right paw is connected to the right leg, etc.)
Set all the "SetRotationAngles" for the paws to the "SetRotationAngles" of the legs. This will make them follow the legs.
You mean like so?
I've tried like this but didn't seem to work very well. By the way what about the head? Its rotated awkwardly for some reason although i made it perfectly fit in Techne( the blue balls and stuff). Although i made, for example, the head attached to the neck( the blue ball of the head goes on the neck, the necks blue ball goes on body).
Anyways the paws do rotate but they won't move with the leg and just stand still rotating..
Ohf well i could take just deleting the paws because i can't fix them at all.. but whats up with the head? It can't be this complicated! What am i missing.. :huh.gif:
I did see the video about putting the blue balls in Techne to what spots and i've done that. The head, ears and muzzle both sit on the same spot like this:
However they are still deformed for some reason!
I also tried that with one of the leg and paw but it still doesn't animate correctly. Please help.
could that be the problem?
I mean, when i make the model code extend ModelBase instead of ModelQuadruped the model seems to be fine and not double.
super.render(f,f1,f2,f3,f4,f5). This call will run render in the super class (what you extend your class from). So if the super class has head.render(f5), and you do the same in your code, it's done twice. If you are extending ModelQuadruped, you don't need to tell it to render head, body, leg1-4. If you, for instance added a tail, you would need to put tail.redner(f5); since this is not handled in the super class.
great tutorials!!! but how would i make it so that when i right click a item it spawns my mob? i tried you blocks code went into the game right clicked the item and crash!! thanks
You'll need to post the traceback (the error messages that appear when the game crashed) for anyone to be able to help in pinpointing the problem.
Can't help you there. I can make items, but never played around with the code yet. I didn't think you could right click on an item...
Yes, you definitely can. Item.java has a function called OnItemRightClick(). I've used it to create an umbrella that lets you gracefully float to the ground.
I think that is your problem, at least half of it. You are calling the head, body, and legs to render twice. Delete them from super.render and modelQuadruped should work like a charm. As for the textures, I think that has to do with your GLScale. If your texture is a retextured cow it won't map correctly. Instead of using GLScale, maybe use the PreRenderScale in your Render class. Also, the problem may simply be that you used commas in your GLScale. I'm not sure whether or not that works as I've never used GLScale. Maybe try it with periods instead?
Be careful of your lingo.the idea of ModLoader is not to touch the spuer classes. DO NOT delete them from super.render. This would be deleting them from ModelQuadruped. Instead, understand what the super call does. it runs the complete code of the method of the same name from the super class, then the rest of the code is as if you added to the end of the super class.
It's good to give advice, but make sure that you are clear with what you are talking about. If I was a good java user, but poor on mod thinking, your advice would have made all Quadruped models invisible in the game (no rendering).
Hey, me again... didn't want to edit my old post anymore, sorry. I need some help. I made this mob called donkey and it looks fine in modelbase but in modelquadruped it gets deformed like the problem i had with the other mob.
This is the mob in techne:
This is the mob in game:
I tried taking these pictures as the mob was walking because it doesn't walk right. The legs move but his paws/feet whatever don't move. Also his face is deformed as you can see.Here are the codes:
The reason techne is outputting modelRendererTurbo might be because you are selecting the TMT-Cube as the object you create. Minecraft uses just the cube.
I did see the video about putting the blue balls in Techne to what spots and i've done that. The head, ears and muzzle both sit on the same spot like this:
However they are still deformed for some reason!
I also tried that with one of the leg and paw but it still doesn't animate correctly. Please help.
Ok, I'll do another check on this. Did you have it follow the same rotations (x,y and z for parts attached to the head, x for limbs)
I want to make it controllable, and have gotten as far as taking the saddling code from EntityPig and throwing them into EntityCow. I haven't done any modelling or textures. Figured I'd get most of the coding done now.
Now the only thing I don't know how to do is how to make it controllable, move at a faster speed saddled vs unsaddled, and not walk around with a saddle on it when it's not being controlled.
In the OP it says there's a tutorial for this, though it links to a page in the middle of the thread, and nothing on that page really talks about this :tongue.gif:
You'll need to post the traceback (the error messages that appear when the game crashed) for anyone to be able to help in pinpointing the problem.
Yes, you definitely can. Item.java has a function called OnItemRightClick(). I've used it to create an umbrella that lets you gracefully float to the ground.
is that a right click action (it in your hand) or a right click on it on the ground. I though the question was about the latter.
I want to make it controllable, and have gotten as far as taking the saddling code from EntityPig and throwing them into EntityCow. I haven't done any modelling or textures. Figured I'd get most of the coding done now.
Now the only thing I don't know how to do is how to make it controllable, move at a faster speed saddled vs unsaddled, and not walk around with a saddle on it when it's not being controlled.
In the OP it says there's a tutorial for this, though it links to a page in the middle of the thread, and nothing on that page really talks about this :tongue.gif:
Carp-itty-crap... Let me go fix the link... I'll also post it here too.
[EDIT]
ok, seems that the link is not going to the right page. it's at the bottom of page 8, post #160. (do you all see that number?)
I guess I should've been clearer: what I meant is if anyone knows how big of a hitbox any given value is. Is it measured in blocks? Pixels? Percent of the model? My newest mob puts its head through trees and I would like to know if changing the size of the bounding box would fix it.
Come on, bro, I got CREEPER BLOOD! (winning!)
My mod is very large I dont want to show all my code if you think you know the answer pm me
I think that is your problem, at least half of it. You are calling the head, body, and legs to render twice. Delete them from super.render and modelQuadruped should work like a charm. As for the textures, I think that has to do with your GLScale. If your texture is a retextured cow it won't map correctly. Instead of using GLScale, maybe use the PreRenderScale in your Render class. Also, the problem may simply be that you used commas in your GLScale. I'm not sure whether or not that works as I've never used GLScale. Maybe try it with periods instead?
Come on, bro, I got CREEPER BLOOD! (winning!)
The Model code:
Now i have a little question. I am planning on adding achievements and i would love to make it so that when the player achieves one of the achievements he gets a reward item or block. Is that possible? Now i'll try to make a rideable mob with your tutorial, thanks.
Edit: Oh and one last thing, how could i make another mob spawn only around/with some other mob? For example i want a pig to spawn around other cows?
( My idea is to basicly make a man spawn with cows as if they are his herd etc)
Edit2: Last thing, techne automaticly added ModelRendererTurbo into code when i exported my mob, if i remove turbos will it work? What shuld i do. Thanks.
The ModelCode:
This is the mob in techne:
This is the mob in game:
I tried taking these pictures as the mob was walking because it doesn't walk right. The legs move but his paws/feet whatever don't move. Also his face is deformed as you can see.Here are the codes:
ModelDonkey:
EntityDonkey:
RenderDonkey:
This was the code that techne had generated for me but i tinkered with it a bit:
First off you used ModelRenderTurbo which is a big no-no unless you have the mod it's meant for installed. Change every "ModelRenderTurbo" to "ModelRenderer".
Another problem is that modelquadraped has predefined animation sequences, but only for specificly-named parts. When you add a new part you need to "parent" it to the part that's going to move. (i.e. right paw is connected to the right leg, etc.)
Set all the "SetRotationAngles" for the paws to the "SetRotationAngles" of the legs. This will make them follow the legs.
You mean like so?
I've tried like this but didn't seem to work very well. By the way what about the head? Its rotated awkwardly for some reason although i made it perfectly fit in Techne( the blue balls and stuff). Although i made, for example, the head attached to the neck( the blue ball of the head goes on the neck, the necks blue ball goes on body).
Anyways the paws do rotate but they won't move with the leg and just stand still rotating..
Ohf well i could take just deleting the paws because i can't fix them at all.. but whats up with the head? It can't be this complicated! What am i missing.. :huh.gif:
However they are still deformed for some reason!
I also tried that with one of the leg and paw but it still doesn't animate correctly. Please help.
Can't help you there. I can make items, but never played around with the code yet. I didn't think you could right click on an item...
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
super.render(f,f1,f2,f3,f4,f5). This call will run render in the super class (what you extend your class from). So if the super class has head.render(f5), and you do the same in your code, it's done twice. If you are extending ModelQuadruped, you don't need to tell it to render head, body, leg1-4. If you, for instance added a tail, you would need to put tail.redner(f5); since this is not handled in the super class.
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
You'll need to post the traceback (the error messages that appear when the game crashed) for anyone to be able to help in pinpointing the problem.
Yes, you definitely can. Item.java has a function called OnItemRightClick(). I've used it to create an umbrella that lets you gracefully float to the ground.
Be careful of your lingo.the idea of ModLoader is not to touch the spuer classes. DO NOT delete them from super.render. This would be deleting them from ModelQuadruped. Instead, understand what the super call does. it runs the complete code of the method of the same name from the super class, then the rest of the code is as if you added to the end of the super class.
It's good to give advice, but make sure that you are clear with what you are talking about. If I was a good java user, but poor on mod thinking, your advice would have made all Quadruped models invisible in the game (no rendering).
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
The reason techne is outputting modelRendererTurbo might be because you are selecting the TMT-Cube as the object you create. Minecraft uses just the cube.
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
Ok, I'll do another check on this. Did you have it follow the same rotations (x,y and z for parts attached to the head, x for limbs)
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
I want to make it controllable, and have gotten as far as taking the saddling code from EntityPig and throwing them into EntityCow. I haven't done any modelling or textures. Figured I'd get most of the coding done now.
Now the only thing I don't know how to do is how to make it controllable, move at a faster speed saddled vs unsaddled, and not walk around with a saddle on it when it's not being controlled.
In the OP it says there's a tutorial for this, though it links to a page in the middle of the thread, and nothing on that page really talks about this :tongue.gif:
is that a right click action (it in your hand) or a right click on it on the ground. I though the question was about the latter.
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
Carp-itty-crap... Let me go fix the link... I'll also post it here too.
[EDIT]
ok, seems that the link is not going to the right page. it's at the bottom of page 8, post #160. (do you all see that number?)
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
Ok thanks :biggrin.gif:
I'm working on a super class for riding and some other code, if you wait a day, I'll be posting the entity class.
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
I can wait a day for that.