Thanks a lot! You saved me a lot of time!
But now I get another error that gets spammed alot:
java.lang.NoSuchMethodException: net.minecraft.src.ModelSuperMeatboy.<init>(net.minecraft.src.World)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.getConstructor(Unknown Source)
at net.minecraft.src.SpawnerAnimals.performSpawning(SpawnerAnimals.java:139)
at net.minecraft.src.World.tick(World.java:2033)
at net.minecraft.client.Minecraft.runTick(Minecraft.java:1192)
at net.minecraft.client.Minecraft.run(Minecraft.java:480)
at java.lang.Thread.run(Unknown Source)
Found it, you have another mistake in your mod_Meatboy file. The line:
But another thing, all the spots where you have net.minecraft.src.__FileName__ can be changed to leave out the net.minecraft.src part. This is because your mod_Meatboy file is in the same package (aka directory) as all the other net.minecraft.src files. You can tell that it is in the same package by looking at the very top of your mod_Meatboy file.
Ok thanx alot, I've now just copied everything from the Zombie an then deleted the fire stuff.. So he spawns at night but doesn't dissapear at day.
And now i'm gonna try to use ModelBiped because when i use Quadruped he has a pig at his feet... Lol
That would be the safest bet. The pig at it's feet may be do to mixing model code. If you name all your parts different from the super class, the super class is still run. You may be overlapping if you use the modelbiped as well.
If you are using Quardruped, the parts pre-defined are head, body, leg1, leg2, leg3, leg4. Even if you don't use these names, these parts will be added because they are defined in the super class. If you are using all your own names for your parts, maybe start with modelbase, and then add the rotation stuff (examples are in quadruped)
I'm trying to create a model without a head (because the model's body is his head), but if I don't implement a head, theirs always that pigs head between his legs, oh and for some reason his body is rotated 90 degrees downwards :blink.gif:
Ok, for the body, I have explained this with my model tutorial. The super class setRotationAngles rotates the body 1.5707F. After that call, just add the line body.rotateAngleX = 0;. This will override their set rotation. As to the head, it is defined as a part. To get rid of that, you would have to probably extend modelbase instead, but that would mean thay you would have to set this stuff in setRotationAngles:
As well as the Render methods and the variable definitions. You could copy the format of ModelQuadruped cause you need all that stuff at the bottom.
where leg1-4 are the arms and legs. I hope you are following what I am talking about. These rotation angles manage the animations when walking. Those f to f5 are passed by the game to handle movement stuff.
cuter than hell. Nice. If you use Rayvyn's little trick you can get sharper detail on him, though I think it fits the game nicely. Now I want one of these in my game....
By the way, because his body is 16x16, for hands and legs I had to use textures from the body, but fortunately he's all red so that wasn't much of a problem :smile.gif:
Was that you posting on the youtube? You could have made him smaller and scaled it. Well at least it worked out. I'll do a quick thing on making something similar but using scaling and higher res texture and post it. Not to steal your idea, but show you how (if you want) to get more out of the texture limits.
I was actually developing it for myself, that when you kill it you get a meatboy, you can cook it and he heals almost all of your lives or you can just eat it raw :tongue.gif:
I'll think about releasing it, but only when it has much more interesting stuff in it :smile.gif:
Ohh ok.
Rollback Post to RevisionRollBack
Famous Nyan seed has caves now along with 3 other special maps for MCPE! Check here for downloads: http://tinyurl.com/c75ax6y
Ok everything is fine but he has a half invisible pig inside his feet controlling where he moves etc. My guy doesn;t move atall it is just the half invisible pig that does!
Ok fixed the pig problem but I'm not sure on how to change the hitbox size to his whole body or give him walk animations! Help?
For animations, look back a few posts as it was mentioned. Look in ModelBiped class (or ModelQuadruped if its 4-legged) to see how leg/arm/head animations are setup. They all go into the setRotationAngles method.
Hitbox size can be changed by making this call inside the creatures constructor function:
setSize(newWidth, newHeight);
Despite looking like it may change the creature's actual width and height, it does not as I found out. Only changes the hitbox size.
I got my BlueCreature to work today! I've been having problems but they've all been problems others have had so I didn't post them. After switching from Notepad++ to eclipse earlier today I was not only able to nail down my issues, I was able to nail them to the wall and mow them down with a minigun(figuratively, of course). Tip to ANYONE have ANY KIND of problems: use Eclipse. It doesn't just tell you the same thing as recompiling, it tells you what the problem is in ENGLISH and EXACTLY where in the code it is and gives you lots of options for fixes. Also, it automatically updates othe errors that come from a different error as you revise. It takes a minute to download, three seconds to set up, and saves you CRAZY amounts of time. I'm done with my free advertising now. :biggrin.gif:
(sorry no audio, but it should be straight forward with some captions)
This may also help with some of the texture issues people have been having. A special thanks to Rayvyn for the texture scaling part, here I put the 2 together to show how to get more "space" for textures and can help reduce the need to overlap.
I got my BlueCreature to work today! I've been having problems but they've all been problems others have had so I didn't post them. After switching from Notepad++ to eclipse earlier today I was not only able to nail down my issues, I was able to nail them to the wall and mow them down with a minigun(figuratively, of course). Tip to ANYONE have ANY KIND of problems: use Eclipse. It doesn't just tell you the same thing as recompiling, it tells you what the problem is in ENGLISH and EXACTLY where in the code it is and gives you lots of options for fixes. Also, it automatically updates othe errors that come from a different error as you revise. It takes a minute to download, three seconds to set up, and saves you CRAZY amounts of time. I'm done with my free advertising now. :biggrin.gif:
Another of the converted... Welcome to the light... umm... without light.... Cause, the sun is blocked by... well you get the picture...
Can I ask about the issues? Is it something that I didn't make clear in my tuts? I've been looking to try and nip some of these re-ocurring issues in the bud, though if you watch the vids I just posted, I'm not perfect either... :sad.gif:
Just out of curiosity what is the green bar and the numbers on screen for?
Working on a HUD for tracking some new stats, and some other junk. Most is just testing stuff. I do have the game time running in the lower right :wink.gif:
When I get it working right, I will be posting a HUD tutorial.
Another of the converted... Welcome to the light... umm... without light.... Cause, the sun is blocked by... well you get the picture...
Can I ask about the issues? Is it something that I didn't make clear in my tuts? I've been looking to try and nip some of these re-ocurring issues in the bud, though if you watch the vids I just posted, I'm not perfect either... :sad.gif:
One of my issues was not having the correct format in my mod_ file (no constructor), the other was not importing GL11 correctly. All errors on my part.
Hmmm.. will have to revisit this. Thanks for the info. Do you know what mark is the player's speed? I guess I'll have to check the entities and edit my post...
Im sure the player speed is 1F I'm not to sure though
hey, could you post the needed main mod file for the mob and the spawner block?
I'm a total modding noob and dont know how to get it working.(dont know what is missing for it to work.)
here is my main mod file:
public class mod_MyMobs extends BaseMod
{
public void MyMobsAddMobs()
{
ModLoader.RegisterEntityID(MyMobsFastzombieEntity.class, "Fastzombie", ModLoader.getUniqueEntityId());
ModLoader.RegisterBlock(MyMobsSpawnerBlock);
ModLoader.AddSpawn(MyMobsFastzombieEntity.class, 100, EnumCreatureType.creature);
}
MyMobsSpawnerBlock = (new MyMobsSpawnerBlock(103, ModLoader.addOverride("/terrain.png", "/myMobs/spawner.png"))).setHardness(0.7F).setStepSound(Block.soundSandFootstep).setBlockName("Spawnblock");
public void AddRenderer(Map map)
{
map.put(MyMobsFastzombieEntity.class, new MyMobsFastzombieRender(new MyMobsFastzombieModel(), 0.5F));
}
}
I also dont know where to put the
public static final Block JWorld_SpawnSpot;
(i should rename it to
public static final Block MyMobsSpawnerBlock;
)
Not to be blunt but here is not a good place to start learning. Also a slight understanding of Java is needed. I would post my main mod code, but there is a lot of testing junk in there. I don't mind if people see it, I'm not about hiding my work, but I will not answer questions on it as a lot of it is still unknown to me. I have said it many times, but I too am learning, and bouncing between 1-3 projects as I go.
Best bet is to start with some of the beginner tutorials that go over the basics. Becuase there are so many of them, I didn't want to waste time and space on retyping that stuff here. You are welcome to all that is here, I only ask that you use eclise, and know a bit about the flow of java code.
No problem. I'm trying to finish up a mount/tame animal super class that I will post (in otherwards, you don't have to add code for taming, mounting, flying, ect. Well as long as you want to use my setups). I think I've almost gotten the control part working, but I don't know what sets the pitch right now, and I need to make it stop drifting on the yaw...
Found it, you have another mistake in your mod_Meatboy file. The line:
Should be:
But another thing, all the spots where you have net.minecraft.src.__FileName__ can be changed to leave out the net.minecraft.src part. This is because your mod_Meatboy file is in the same package (aka directory) as all the other net.minecraft.src files. You can tell that it is in the same package by looking at the very top of your mod_Meatboy file.
Anyways, so the line I changed could like this:
You don't HAVE to delete the net.minecraft.src from in front, it will work either way, its all preference. Just letting you know its not necessary.
That would be the safest bet. The pig at it's feet may be do to mixing model code. If you name all your parts different from the super class, the super class is still run. You may be overlapping if you use the modelbiped as well.
If you are using Quardruped, the parts pre-defined are head, body, leg1, leg2, leg3, leg4. Even if you don't use these names, these parts will be added because they are defined in the super class. If you are using all your own names for your parts, maybe start with modelbase, and then add the rotation stuff (examples are in quadruped)
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
post your model code. This has been coming up quite a bit now. Also see above post by me.
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
Ok, for the body, I have explained this with my model tutorial. The super class setRotationAngles rotates the body 1.5707F. After that call, just add the line body.rotateAngleX = 0;. This will override their set rotation. As to the head, it is defined as a part. To get rid of that, you would have to probably extend modelbase instead, but that would mean thay you would have to set this stuff in setRotationAngles:
As well as the Render methods and the variable definitions. You could copy the format of ModelQuadruped cause you need all that stuff at the bottom.
where leg1-4 are the arms and legs. I hope you are following what I am talking about. These rotation angles manage the animations when walking. Those f to f5 are passed by the game to handle movement stuff.
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
I was going to suggest that. also, if you don't tie any head rotations to it, you'll probably never see it. Post a screenie!
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
cuter than hell. Nice. If you use Rayvyn's little trick you can get sharper detail on him, though I think it fits the game nicely. Now I want one of these in my game....
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
Was that you posting on the youtube? You could have made him smaller and scaled it. Well at least it worked out. I'll do a quick thing on making something similar but using scaling and higher res texture and post it. Not to steal your idea, but show you how (if you want) to get more out of the texture limits.
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
This might be a little OT but do you mind sharing what you plan on modding for people to download and enjoy? Meatboy mob means maybe some meatboy mod?
Ohh ok.
For animations, look back a few posts as it was mentioned. Look in ModelBiped class (or ModelQuadruped if its 4-legged) to see how leg/arm/head animations are setup. They all go into the setRotationAngles method.
Hitbox size can be changed by making this call inside the creatures constructor function:
Despite looking like it may change the creature's actual width and height, it does not as I found out. Only changes the hitbox size.
Come on, bro, I got CREEPER BLOOD! (winning!)
(sorry no audio, but it should be straight forward with some captions)
This may also help with some of the texture issues people have been having. A special thanks to Rayvyn for the texture scaling part, here I put the 2 together to show how to get more "space" for textures and can help reduce the need to overlap.
Part 1: Techne and Photoshop
Part 2:
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
Another of the converted... Welcome to the light... umm... without light.... Cause, the sun is blocked by... well you get the picture...
Can I ask about the issues? Is it something that I didn't make clear in my tuts? I've been looking to try and nip some of these re-ocurring issues in the bud, though if you watch the vids I just posted, I'm not perfect either... :sad.gif:
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
Working on a HUD for tracking some new stats, and some other junk. Most is just testing stuff. I do have the game time running in the lower right :wink.gif:
When I get it working right, I will be posting a HUD tutorial.
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
One of my issues was not having the correct format in my mod_ file (no constructor), the other was not importing GL11 correctly. All errors on my part.
Come on, bro, I got CREEPER BLOOD! (winning!)
Im sure the player speed is 1F I'm not to sure though
Not to be blunt but here is not a good place to start learning. Also a slight understanding of Java is needed. I would post my main mod code, but there is a lot of testing junk in there. I don't mind if people see it, I'm not about hiding my work, but I will not answer questions on it as a lot of it is still unknown to me. I have said it many times, but I too am learning, and bouncing between 1-3 projects as I go.
Best bet is to start with some of the beginner tutorials that go over the basics. Becuase there are so many of them, I didn't want to waste time and space on retyping that stuff here. You are welcome to all that is here, I only ask that you use eclise, and know a bit about the flow of java code.
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
No problem. I'm trying to finish up a mount/tame animal super class that I will post (in otherwards, you don't have to add code for taming, mounting, flying, ect. Well as long as you want to use my setups). I think I've almost gotten the control part working, but I don't know what sets the pitch right now, and I need to make it stop drifting on the yaw...
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE