kk me and my friend are working on a minecraft revamped mod and im the one working on mobs, and textures but i need help i had it right before but then some problems happened and i need to know what is the body dimensions of a zombies body, right now what makes it look right is X=4 Y=12 Z=4 but the problem is it off centers the size required of the texture and just need to know the normal dimensions of a zombie body. and im using Mincraft MobMaker to do this. Thank You in advanced
The Meaning of Life, the Universe, and Everything.
Join Date:
1/17/2011
Posts:
184
Location:
USA
Minecraft:
Plazmaz
Member Details
OMG i cant find any other good tutorials and i cant get this to work... i've tried and tried DDDDDDDD: i feel so mad that i could turn into an exploding D: D: D:
The Meaning of Life, the Universe, and Everything.
Join Date:
1/17/2011
Posts:
184
Location:
USA
Minecraft:
Plazmaz
Member Details
Quote from kizea »
Quote from dylanisawesome1 »
OMG i cant find any other good tutorials and i cant get this to work... i've tried and tried DDDDDDDD: i feel so mad that i could turn into an exploding D: D: D:
Whats the problem? posting it dosent work, wont help you resolve the problem.
I'VE DONE THAT!!! IVE EVEN POSTED CODE AND ERRORS!!! D:
help i copied the codes and it says cannot find ModelQuadraped!! help please!!
Well, there MIGHT be an issue from the 1.4_01 that this code was written for, and the 1.5_01 that is the current version. You might want to check that if your using 1.5_01.
I've been trying for a while now to get my mob to hold an item.
If you've doven into the skelaton code, you can see he holds an item (a bow), and its not part of a texture/model of the entity.
I've been trying to do the same for my mob, but I have no clue how I would define say, a hand that said object would be held in.
Any insight on this?
The code that makes the skeleton hold a bow is
public ItemStack getHeldItem()
{
return defaultHeldItem;
}
private static final ItemStack defaultHeldItem;
static
{
defaultHeldItem = new ItemStack(Item.bow, 1);
}
Just change "bow" to whatever item you want. Look in "Item.java" for the names. As for which hand it's in, I think the only way to do that would be to switch the arms on your model around, so the arm labeled "bipedRightArm" is on the left and vice versa. This might cause animation issues, though.
I have a question as well. What steps should I take if I want people without ModLoader to be able to use my mob?
I've been trying for a while now to get my mob to hold an item.
If you've doven into the skelaton code, you can see he holds an item (a bow), and its not part of a texture/model of the entity.
I've been trying to do the same for my mob, but I have no clue how I would define say, a hand that said object would be held in.
Any insight on this?
The code that makes the skeleton hold a bow is
public ItemStack getHeldItem()
{
return defaultHeldItem;
}
private static final ItemStack defaultHeldItem;
static
{
defaultHeldItem = new ItemStack(Item.bow, 1);
}
Just change "bow" to whatever item you want. Look in "Item.java" for the names. As for which hand it's in, I think the only way to do that would be to switch the arms on your model around, so the arm labeled "bipedRightArm" is on the left and vice versa. This might cause animation issues, though.
I have this code in my mob's entity class. Nothing shows up, at all. There is missing information that goes along with this code that I'm trying to find and understand. However nobody seems to know. Items don't magically render at the end of an appendage ><
hey there, if anyone able to help me out id be ever so greatful.
ive managed to clean my code up so i got rid of most errors but im recieving 2 errors still.
they are as follows:
*** Minecraft Coder Pack Version 2.12 ***
MCP 2.12 running in C:\Users\Michael\Desktop\mcp
Compiling Minecraft
sources\minecraft\net\minecraft\src\mod_Gir.java:12: cannot find symbol
symbol : constructor ModelQuadruped()
location: class net.minecraft.src.ModelQuadruped
{
^
sources\minecraft\net\minecraft\src\mod_Gir.java:21: cannot find symbol
symbol : constructor ModelGir()
location: class net.minecraft.src.ModelGir
map.put(EntityGir.class, new RenderGir(new ModelGir(), 0.5F)); // th
is assigns the Entity class to the appropriate renderer and model class.
^
2 errors
Compiling Minecraft Server
=== MCP 2.12 recompile script finished ===
Press any key to continue . . .
im sort of lost as to what they are telling me to do.
I am having a problem with my mob. It is invisible. I put the mapping in the placed I defined and everything compiles. But, it is invisible. I know this because I used Risugamis GUI Mobspawner and it Shows the name of my mob and when I click it. You see the smoke from it spawning but, their is nothing their. I have triple checke that I named it right and that I put it in the right place. Does anyone know how to fix this. Any Help Appreciated
hey prowne are you gonna fix this up for 1.5 anytime soon?
also im getting an error that is asif i dont have my Model*mobnamehere* placed in the src folder but it is definitly there. if anyones able to lend a hand id really really apreciate it as ive been stuck on this for a couple days now and know one seems to know what to do.
*** Minecraft Coder Pack Version 2.12 ***
MCP 2.12 running in C:\Users\Owner\Desktop\mcp212
Compiling Minecraft
sources\minecraft\net\minecraft\src\mod_nslime.java:20: cannot find symbol
symbol : constructor ModelNSlime()
location: class net.minecraft.src.ModelNSlime
map.put(Entitynslime.class, new Rendernslime(new ModelNSlime(), 0.5F));
^
sources\minecraft\net\minecraft\src\mod_nslime.java:20: internal error; cannot i
nstantiate net.minecraft.src.Rendernslime.<init> at net.minecraft.src.Rendernsli
me to ()
map.put(Entitynslime.class, new Rendernslime(new ModelNSlime(), 0.5F));
^
2 errors
*** minecraft_server.jar was not found, skipping
=== MCP 2.12 recompile script finished ===
Press any key to continue . . .
Code:
mod_nslime.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_nslime extends BaseMod
{
public mod_nslime()
{
ModLoader.RegisterEntityID(Entitynslime.class, "Nether Slime", ModLoader.getUniqueEntityId());
ModLoader.AddSpawn(Entitynslime.class, 20, EnumCreatureType.monster);
}
public void AddRenderer(Map map)
{
map.put(Entitynslime.class, new Rendernslime(new ModelNSlime(), 0.5F));
}
public String Version()
{
return "1.5_1";
}
}
Yay it works! my four legged creeper abomination was a success!
Quote from nadine »
help i copied the codes and it says cannot find ModelQuadraped!! help please!!
I think the spelling was corrected in the update so now it should be ModelQuadruped.
EntityAnimals should also be EntityAnimal.
okay ive done it now the model in the game is all **** up! and doesnt look like the model in techne it looks like a sheep model or something help me please!
src\minecraft\net\minecraft\src\mod_AquaFish.java:11: invalid method declaration; return type requir
ed
public mod_AquaFish()
^
src\minecraft\net\minecraft\src\ModelAquaFish.java:36: ';' expected
ModelRenderer New Shape;
^
src\minecraft\net\minecraft\src\ModelAquaFish.java:36: not a statement
ModelRenderer New Shape;
^
3 errors
==================
> Done in 3.23 seconds
> Recompiling server...
> Done in 7.03 seconds
Press any key to continue . . .
public class mod_AquaAquaFish extends BaseMod
{
public mod_AquaFish()
{
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 ModelAquaFish
{
public ModelAquaFish()
{
super(12, 0.0F); // since this class EXTENDS ModelQuadraped, it will automatically animate ModelAquaFishs like the head and legs. All this code you see below was made using Techne, when you export your model using Techne, you will have to copy and paste that code here.
float scale = 0F;
Head = new ModelRenderer(0, 0);
Head.addBox(-2F, -2F, -1F, 4, 4, 2, scale);
Head.setPosition(-2F, 0F, 0F);
Head.rotateAngleZ = 2.35619F;
New_Shape = new ModelRenderer(0, 6);
New_Shape.addBox(-3F, -3F, -1F, 6, 6, 2, scale);
New_Shape.setPosition(1F, 0F, 0F);
Tail = new ModelRenderer(16, 0);
Tail.addBox(-2F, -2F, -1F, 4, 4, 2, scale);
Tail.setPosition(4F, 0F, 0F);
Tail.rotateAngleZ = 2.35619F;
Flip = new ModelRenderer(16, 8);
Flip.addBox(-2F, -2F, -1F, 4, 4, 2, scale);
Flip.setPosition(8F, 0F, 0F);
Flip.rotateAngleZ = 2.35619F;
Blocker = new ModelRenderer(28, 0);
Blocker.addBox(0F, -2F, -1F, 0, 6, 2, scale);
Blocker.setPosition(8F, -1F, 0F);
//fields
ModelRenderer Head;
ModelRenderer New Shape;
ModelRenderer Tail;
ModelRenderer Flip;
ModelRenderer Blocker;
}
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); // whenever adding a ModelAquaFish that ISN'T included in the EXTENDED class, you'll have to add the variable for that ModelAquaFish down below, and also add one of these lines to have the model "draw" your new ModelAquaFish. Without it, your ModelAquaFish will not show up at runtime.
New_Shape.render(f5);
Tail.render(f5);
Flip.render(f5);
Blocker.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 calls the EXTENDED setRotationAngles function, it is used to animate the legs and head.
}
ModelRenderer Head; // add any new ModelAquaFishs here that aren't initialized by the EXTENDED class
ModelRenderer New_Shape;
ModelRenderer Tail;
ModelRenderer Flip;
ModelRenderer Blocker;
}
EDIT: Fixed the 2 second errors, but still got the first error.
Edit: The problem: It was called mod_AquaAquaFish... I looked at it for like 30 mins before realizing it.
Rollback Post to RevisionRollBack
Making a video game mod for minecraft. Going great. The idea? blocks when clicked open up a minigame that rewards you with ores and such based on your ingame score. Almost finished with beta version, which features a very basic pong game.
+1 If I help please
I'VE DONE THAT!!! IVE EVEN POSTED CODE AND ERRORS!!! D:
+1 If I help please
<!-- l -->List of all my other mods,creations,maps,etc..:
viewtopic.php?f=1039&t=325080&p=4488802#p4488802
<!-- l -->Well, there MIGHT be an issue from the 1.4_01 that this code was written for, and the 1.5_01 that is the current version. You might want to check that if your using 1.5_01.
wow rly!!!!!!!!
I think the spelling was corrected in the update so now it should be ModelQuadruped.
EntityAnimals should also be EntityAnimal.
If you've doven into the skelaton code, you can see he holds an item (a bow), and its not part of a texture/model of the entity.
I've been trying to do the same for my mob, but I have no clue how I would define say, a hand that said object would be held in.
Any insight on this?
The code that makes the skeleton hold a bow is Just change "bow" to whatever item you want. Look in "Item.java" for the names. As for which hand it's in, I think the only way to do that would be to switch the arms on your model around, so the arm labeled "bipedRightArm" is on the left and vice versa. This might cause animation issues, though.
I have a question as well. What steps should I take if I want people without ModLoader to be able to use my mob?
I have this code in my mob's entity class. Nothing shows up, at all. There is missing information that goes along with this code that I'm trying to find and understand. However nobody seems to know. Items don't magically render at the end of an appendage ><
---------------------------------------------------------------------------------------------------------------------------
hey there, if anyone able to help me out id be ever so greatful.
ive managed to clean my code up so i got rid of most errors but im recieving 2 errors still.
they are as follows:
im sort of lost as to what they are telling me to do.
https://assortedmods.com/
also im getting an error that is asif i dont have my Model*mobnamehere* placed in the src folder but it is definitly there. if anyones able to lend a hand id really really apreciate it as ive been stuck on this for a couple days now and know one seems to know what to do.
Error code here: http://pastebin.com/1Vawg5JP
Code:
mod_nslime.java
Rendernslime.java
Entitynslime.java
EntitynslimeFX.java
Modelnslime.java
okay ive done it now the model in the game is all **** up! and doesnt look like the model in techne it looks like a sheep model or something help me please!
<!-- l -->List of all my other mods,creations,maps,etc..:
viewtopic.php?f=1039&t=325080&p=4488802#p4488802
<!-- l -->help pleaseeeeeeee!!!!!!!!
<!-- l -->List of all my other mods,creations,maps,etc..:
viewtopic.php?f=1039&t=325080&p=4488802#p4488802
<!-- l -->Got 3 errors, I didn't make many changes... I am making a fish, and I removed the extends quadruped
== MCP v3.1 ==
> Recompiling client...
javac.exe -g -verbose -classpath "jars/bin/minecraft.jar;jars/bin/jinput.jar;jars/bin/lwjgl.jar;jars
/bin/lwjgl_util.jar" -sourcepath src/minecraft -d bin/minecraft 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\mod_AquaFish.java:11: invalid method declaration; return type requir
ed
public mod_AquaFish()
^
src\minecraft\net\minecraft\src\ModelAquaFish.java:36: ';' expected
ModelRenderer New Shape;
^
src\minecraft\net\minecraft\src\ModelAquaFish.java:36: not a statement
ModelRenderer New Shape;
^
3 errors
==================
> Done in 3.23 seconds
> Recompiling server...
> Done in 7.03 seconds
Press any key to continue . . .
EDIT: Fixed the 2 second errors, but still got the first error.
Edit: The problem: It was called mod_AquaAquaFish... I looked at it for like 30 mins before realizing it.