Yeah, i've considered making like a 3 piece tail that moves on my whale.
Hey, if you go to this link, and scroll to the bottum of the page, there are 5 techne files, that your welcome to look at... Just don't use them :wink.gif:
NOTE: Peices of these models will be angled, and so, some, like the boat and clam, do not look like much of a model, but they will.
Is there a techne download for mac? I know someone with a mac who wants 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.
If you extend the ModelQuadraped (which is used for pigs and cows) you'd name all four of your legs to be leg1, leg2, leg3, leg4, and the head just "head". You can also copy and paste the setRotationAngles code from the ModelQuadraped and just rename it, change some of the floating points, and paste it into your model class. I was fooling around with the tiger and made its tail swing back and forth, depending on how fast it's moving.
And to add a tail to a humanoid model, use ModelHuman (that I can't seem to find in minecraft.jar) and copy it (renaming your bodypart to stick with it) and add the tail(s) line... but then what? Use the tail line from ModelQuadraped (which will make it look a bit weird with a stiff tail) or hit your head on the wall 'till you understand the rotation codes logic?
Yes. Seeing as legs rotate along the Z axis (I think) you'd just reverse that to either rotate on the X axis (side to side) or Y (up and down).
Rollback Post to RevisionRollBack
While I may be inactive, you can check up on what I'm doing on my website Gamer's Den.
Is there a techne download for mac? I know someone with a mac who wants 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.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/17/2011
Posts:
184
Location:
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Plazmaz
Member Details
it doesn't recognize the .addBox variable and cant assign ModelRenderer to float float float. many errors like this. please help. if i can get this to work than i will be WAY into modding.
it doesn't recognize the .addBox variable and cant assign ModelRenderer to float float float. many errors like this. please help. if i can get this to work than i will be WAY into modding.
Are you using obfuscated code?
Quote from Mr. Hobo »
Quote from Mr. Hobo »
Is there a techne download for mac? I know someone with a mac who wants it.
No.
Rollback Post to RevisionRollBack
While I may be inactive, you can check up on what I'm doing on my website Gamer's Den.
i need help. when i recompiled i got 1 error saying:
sources\minecraft\net\minecraft\src\mob_dumbo.java:8: class mod_dumbo is public,
should be declared in a file named mod_dumbo.java
public class mod_dumbo extends BaseMod
^
1 error
I know im a llitle new but i do have some coding knowledge am i supposed to put the mob_dumbo into another file other than src? or is the
i need help. when i recompiled i got 1 error saying:
sources\minecraft\net\minecraft\src\mob_dumbo.java:8: class mod_dumbo is public,
should be declared in a file named mod_dumbo.java
public class mod_dumbo extends BaseMod
^
1 error
I know im a llitle new but i do have some coding knowledge am i supposed to put the mob_dumbo into another file other than src? or is the
mod_dumbo
supposed to be
mob_dumbo
When defining your class (public class mod_dumbo) the file name has to be the exact same as what you defined it as.
Rollback Post to RevisionRollBack
While I may be inactive, you can check up on what I'm doing on my website Gamer's Den.
i need help. when i recompiled i got 1 error saying:
sources\minecraft\net\minecraft\src\mob_dumbo.java:8: class mod_dumbo is public,
should be declared in a file named mod_dumbo.java
public class mod_dumbo extends BaseMod
^
1 error
I know im a llitle new but i do have some coding knowledge am i supposed to put the mob_dumbo into another file other than src? or is the
mod_dumbo
supposed to be
mob_dumbo
When defining your class (public class mod_dumbo) the file name has to be the exact same as what you defined it as.
Ah i see thanks i was just about to try that haha. By the way amazing tutorial
i think i setup my model wrong or something because its not showing up...
heres the code can you look at it and check?
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 Modeldumbo extends ModelQuadraped
{
public Modeldumbo()
{
super(12, 0.0F); // since this class EXTENDS ModelQuadraped, it will automatically animate parts 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.
head = new ModelRenderer(0, 0); // this sets up the ModelRender part. The "0, 0" is the texture index (top left corner) where the part will start overlaying this texture onto itself
head.addBox(0F, 0F, 0F, 8, 8, 8); // these set up offset, size, and scale. Rotation points in Techne are what's considered the center of the part, so try keeping the blue circles in the very center of the part (unless setting the rotation point inside another, like a neck or head)
head.setPosition(0F, -11F, 2); // this moves the part (from the rotation point) into the desired placement.
nose = new ModelRenderer(16, 9);
nose.addBox(0F, 0F, 0F, 1, 2, 2);
nose.setPosition(-1F, -8F, 3);
tentacles = new ModelRenderer(32, 8);
tentacles.addBox(0F, 0F, 0F, 8, 8, 3);
tentacles.setPosition(0F, -11F, -1);
ear1 = new ModelRenderer(0, 4);
ear1.addBox(0F, 0F, 0F, 1, 2, 2);
ear1.setPosition(1F, -11F, 10);
ear2 = new ModelRenderer(0, 4);
ear2.addBox(0F, 0F, 0F, 1, 2, 2);
ear2.setPosition(1F, -5F, 10);
}
public void render(float f, float f1, float f2, float f3, float f4, float f5)
{
super.render(f, f1, f2, f3, f4, f5);
tentacles.render(f5); // whenever adding a part that ISN'T included in the EXTENDED class, you'll have to add the variable for that part down below, and also add one of these lines to have the model "draw" your new part. Without it, your part will not show up at runtime.
ear1.render(f5);
ear2.render(f5);
nose.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 tentacles; // add any new parts here that aren't initialized by the EXTENDED class
ModelRenderer ear1;
ModelRenderer ear2;
ModelRenderer nose;
}
I tried adapting this to make a flying mob and so far the flying part has been successful. The model has not been though. Is there any reason why my model would not show up and a biped model would instead be shown with the custom skin on it? The model I am trying to use is just a box but I tried also using an exact replica of a Ghast as well, neither worked.
i think i setup my model wrong or something because its not showing up...
heres the code can you look at it and check?
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 Modeldumbo extends ModelQuadraped
{
public Modeldumbo()
{
super(12, 0.0F); // since this class EXTENDS ModelQuadraped, it will automatically animate parts 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.
head = new ModelRenderer(0, 0); // this sets up the ModelRender part. The "0, 0" is the texture index (top left corner) where the part will start overlaying this texture onto itself
head.addBox(0F, 0F, 0F, 8, 8, 8); // these set up offset, size, and scale. Rotation points in Techne are what's considered the center of the part, so try keeping the blue circles in the very center of the part (unless setting the rotation point inside another, like a neck or head)
head.setPosition(0F, -11F, 2); // this moves the part (from the rotation point) into the desired placement.
nose = new ModelRenderer(16, 9);
nose.addBox(0F, 0F, 0F, 1, 2, 2);
nose.setPosition(-1F, -8F, 3);
tentacles = new ModelRenderer(32, 8);
tentacles.addBox(0F, 0F, 0F, 8, 8, 3);
tentacles.setPosition(0F, -11F, -1);
ear1 = new ModelRenderer(0, 4);
ear1.addBox(0F, 0F, 0F, 1, 2, 2);
ear1.setPosition(1F, -11F, 10);
ear2 = new ModelRenderer(0, 4);
ear2.addBox(0F, 0F, 0F, 1, 2, 2);
ear2.setPosition(1F, -5F, 10);
}
public void render(float f, float f1, float f2, float f3, float f4, float f5)
{
super.render(f, f1, f2, f3, f4, f5);
tentacles.render(f5); // whenever adding a part that ISN'T included in the EXTENDED class, you'll have to add the variable for that part down below, and also add one of these lines to have the model "draw" your new part. Without it, your part will not show up at runtime.
ear1.render(f5);
ear2.render(f5);
nose.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 tentacles; // add any new parts here that aren't initialized by the EXTENDED class
ModelRenderer ear1;
ModelRenderer ear2;
ModelRenderer nose;
}
Try changing the "extend ModelQuadraped" to "extend ModelBase". Then, add ALL your parts to the variables list, remove ALL "super()" lines, and add each part to the render function.
Quote from Yoda12999 »
I tried adapting this to make a flying mob and so far the flying part has been successful. The model has not been though. Is there any reason why my model would not show up and a biped model would instead be shown with the custom skin on it? The model I am trying to use is just a box but I tried also using an exact replica of a Ghast as well, neither worked.
Help please?
Yoda12999
You'll have to post some source code first.
Quote from dylanisawesome1 »
ok um i can't see my other comment so here's the error again:
sources\minecraft\net\minecraft\src\ModelCat.java:13: cannot find symbol
symbol : method addBox(float,float,float,double,double,double)
location: class net.minecraft.src.ModelRenderer
head.addBox(0F, 0F, 0F, 1.5, 1.8, 1.5);
^
sources\minecraft\net\minecraft\src\ModelCat.java:14: setPosition(float,float,fl
oat) in net.minecraft.src.ModelRenderer cannot be applied to (float,float,double
)
head.setPosition(-2F, -0.8F, -0.5);
^
sources\minecraft\net\minecraft\src\ModelCat.java:17: cannot find symbol
symbol : method addBox(float,float,float,int,double,double)
location: class net.minecraft.src.ModelRenderer
nose.addBox(0F, 0F, 0F, 1, 0.7, 0.5);
^
sources\minecraft\net\minecraft\src\ModelCat.java:18: setPosition(float,float,fl
oat) in net.minecraft.src.ModelRenderer cannot be applied to (float,float,double
)
nose.setPosition(-2.5F, -0.3F, -0.2);
^
sources\minecraft\net\minecraft\src\ModelCat.java:21: cannot find symbol
symbol : method addBox(float,float,float,int,int,double)
location: class net.minecraft.src.ModelRenderer
body.addBox(0F, 0F, 0F, 4, 2, 1.5);
^
sources\minecraft\net\minecraft\src\ModelCat.java:25: cannot find symbol
symbol : method addBox(float,float,float,int,double,double)
location: class net.minecraft.src.ModelRenderer
tail.addBox(0F, 0F, 0F, 3, 0.5, 0.5);
^
sources\minecraft\net\minecraft\src\ModelCat.java:26: setPosition(float,float,fl
oat) in net.minecraft.src.ModelRenderer cannot be applied to (float,float,double
)
tail.setPosition(4F, -0.4F, -0.5);
^
sources\minecraft\net\minecraft\src\ModelCat.java:28: cannot find symbol
symbol : variable AAAA
location: class net.minecraft.src.ModelCat
AAAA = new ModelRenderer(0, 0);
^
sources\minecraft\net\minecraft\src\ModelCat.java:29: cannot find symbol
symbol : variable AAAA
location: class net.minecraft.src.ModelCat
AAAA.addBox(0F, 0F, 0F, 0.5, 0.6, 0.5);
^
sources\minecraft\net\minecraft\src\ModelCat.java:30: cannot find symbol
symbol : variable AAAA
location: class net.minecraft.src.ModelCat
AAAA.setPosition(-2F, -0.5F, -0.5);
^
sources\minecraft\net\minecraft\src\ModelCat.java:33: cannot find symbol
symbol : method addBox(float,float,float,int,double,double)
location: class net.minecraft.src.ModelRenderer
neck.addBox(0F, 0F, 0F, 1, 0.7, 0.5);
^
sources\minecraft\net\minecraft\src\ModelCat.java:37: cannot find symbol
symbol : method addBox(float,float,float,double,double,int)
location: class net.minecraft.src.ModelRenderer
leg2.addBox(0F, 0F, 0F, 0.5, 0.5, 3);
^
sources\minecraft\net\minecraft\src\ModelCat.java:38: setPosition(float,float,fl
oat) in net.minecraft.src.ModelRenderer cannot be applied to (float,float,double
)
leg2.setPosition(3F, -1F, -2.6);
^
sources\minecraft\net\minecraft\src\ModelCat.java:41: cannot find symbol
symbol : method addBox(float,float,float,double,double,int)
location: class net.minecraft.src.ModelRenderer
leg1.addBox(0F, 0F, 0F, 0.5, 0.5, 3);
^
sources\minecraft\net\minecraft\src\ModelCat.java:42: setPosition(float,float,fl
oat) in net.minecraft.src.ModelRenderer cannot be applied to (float,float,double
)
leg1.setPosition(0F, -1F, -2.6);
^
sources\minecraft\net\minecraft\src\ModelCat.java:45: cannot find symbol
symbol : method addBox(float,float,float,double,double,int)
location: class net.minecraft.src.ModelRenderer
leg3.addBox(0F, 0F, 0F, 0.5, 0.5, 3);
^
sources\minecraft\net\minecraft\src\ModelCat.java:46: setPosition(float,float,fl
oat) in net.minecraft.src.ModelRenderer cannot be applied to (float,float,double
)
leg3.setPosition(0F, 0.5F, -2.6);
^
sources\minecraft\net\minecraft\src\ModelCat.java:49: cannot find symbol
symbol : method addBox(float,float,float,double,double,int)
location: class net.minecraft.src.ModelRenderer
leg4.addBox(0F, 0F, 0F, 0.5, 0.5, 3);
^
sources\minecraft\net\minecraft\src\ModelCat.java:50: setPosition(float,float,fl
oat) in net.minecraft.src.ModelRenderer cannot be applied to (float,float,double
)
leg4.setPosition(3F, 0.5F, -2.6);
^
19 errors
just currious when setting the rarity of the mob does a lower number mean more common? or is it the higher the number the more common it will be? thanks.
also. im not recieving any errors, however my mob isnt showing up when i test.
i tried chaging modelquadwrapped or whatever it is to modelbase and defined all the variables but still no luck.
any ideas?
Hey, if you go to this link, and scroll to the bottum of the page, there are 5 techne files, that your welcome to look at... Just don't use them :wink.gif:
http://vikings-my.yolasite.com/zzz-mypicts.php
NOTE: Peices of these models will be angled, and so, some, like the boat and clam, do not look like much of a model, but they will.
Is there a techne download for mac? I know someone with a mac who wants it.
Yes. Seeing as legs rotate along the Z axis (I think) you'd just reverse that to either rotate on the X axis (side to side) or Y (up and down).
+1 If I help please
Are you using obfuscated code?
No.
+1 If I help please
+1 If I help please
Please read the first requirement.
P.S. Age has nothing to do with it.
+1 If I help please
+1 If I help please
I know im a llitle new but i do have some coding knowledge am i supposed to put the mob_dumbo into another file other than src? or is the supposed to be
When defining your class (public class mod_dumbo) the file name has to be the exact same as what you defined it as.
Ah i see thanks i was just about to try that haha. By the way amazing tutorial
+1 If I help please
dude chillout explain what is wrong and post what exactly the problem is.
heres the code can you look at it and check?
Help please?
Yoda12999
and, here's the code it's talking about.
+1 If I help please
Try changing the "extend ModelQuadraped" to "extend ModelBase". Then, add ALL your parts to the variables list, remove ALL "super()" lines, and add each part to the render function.
You'll have to post some source code first.
Are you using obfuscated code? If you are, you'll have to obtain the obfuscated names, methods, and fields from their respective classes.
also. im not recieving any errors, however my mob isnt showing up when i test.
i tried chaging modelquadwrapped or whatever it is to modelbase and defined all the variables but still no luck.
any ideas?
cheers,
Br000ka