If we for instance add 20 mobs that behave just like the usual mobs. It also means we now have to worry about 20 times the amount of the same mobs to worry about. And while having one creeper to worry about is fun. Having twenty running at your base is only annoying.
Well, I've managed to play with the 4 original creatures plus two models of lion, the wolf and a modified pig. What happens at the end is that you have the same number of mobs spawning, is just that you have lesser chance of findning them all at once.
So, in order for me to test my models, I deactivate selectively the original mobs and only leave the one(s) I'm working on. I can switch them on/off at will in the code
I am impressed by your work and am anxiously awaiting the output so I can try writing some animal AI's, I suppose I should just start now by looking at the ones that already exist. Any pointers?
Rollback Post to RevisionRollBack
Mod Installing Hack for Mac
Just add a folder name “MCPatches” to your ~/Documents/ folder.
Open inside AppleScript Editor for gritty details.
About Mobs. The one's that do exist, aren't unique enough. The only difference is appearance, sounds, and drops. I am curious to know if you can modify behavior. Like how they're always jumpin' around and wandering obnoxiously. THEY MAKE ME SO MAD. SO MAD. Your sensibilities can't repel anger of THIS magnitude.
But seriously, can you make their movement / behavior patterns different?
About the model, the only thing that looks off to me is the muzzle... might be too long, or might need to be shifted down a pixel.
it is actually centered, but because the renderer engine calculates the position of the muzzle based on the position of the head and it uses a float number, the snout does not always appear right in the middle.. :sad.gif: It seems too much work to change the code for a slight misalignment that shifts every now and then.
In other words, someone else already mentioned this, and he already responded. It's a rendering problem, not a modeling problem. Mouser X over and out.
I am impressed by your work and am anxiously awaiting the output so I can try writing some animal AI's, I suppose I should just start now by looking at the ones that already exist. Any pointers?
Well, thanks everyone for the encouragement. My wife thinks I'm crazy. for the last three days modelling creatures is consuming my time. When I'm working, I'm thinking of the models... It's really exciting to mod a game for the first time.
AI work comes next :smile.gif:
I'm thinking of using the spider AI template as was suggested previously on this post... It may work for the wolf and the lion.
I'll try and use the pigman behaviour for the bear...
Of course it would be great to have more specific behaviour for the new creatures. So I'm open to reasonable suggestions. Although my coding skills are only starting to awake from long time without programming.
The other thing I have to figure out is... what do the new creatures drop? I guess I could put placeholders for the items they drop and somebody could work on that later.
There is another thing I need to work on and that is the sounds. I have the lion sounds ready, but I have yet to make them work. the minecraft program erases my sounds when it starts. I know there is a mod somewhere that fixes the problem, I haven't tested that yet. Any pointers would be appreciated.
I'm also thinking of doing a teaser video. As soon as someone posts a good skin, I'll do the video with the lions and the wolves.
I'll release the mod once I get the AI and sounds working for the first 2-3 creatures.
There is another thing I need to work on and that is the sounds. I have the lion sounds ready, but I have yet to make them work. the minecraft program erases my sounds when it starts. I know there is a mod somewhere that fixes the problem, I haven't tested that yet. Any pointers would be appreciated.
You're probably looking for either Sound Mod Enabler, which allows you to replace existing sounds (and probably add new ones, I suppose), or Risugami's AudioMod 1.02 (scroll down the page. It's in the first post). That one does all sorts of things, none of which I've fiddled with myself. Either one should get custom sounds to work for you, I'd think.
Hope that's helpful (and uh... I really hope you can figure out aquatic creatures... :tongue.gif: ). Mouser X over and out.
There is another thing I need to work on and that is the sounds. I have the lion sounds ready, but I have yet to make them work. the minecraft program erases my sounds when it starts. I know there is a mod somewhere that fixes the problem, I haven't tested that yet. Any pointers would be appreciated.
You're probably looking for either Sound Mod Enabler, which allows you to replace existing sounds (and probably add new ones, I suppose), or Risugami's AudioMod 1.02 (scroll down the page. It's in the first post). That one does all sorts of things, none of which I've fiddled with myself. Either one should get custom sounds to work for you, I'd think.
Hope that's helpful (and uh... I really hope you can figure out aquatic creatures... :tongue.gif: ). Mouser X over and out.
Hey, thanks for the heads up. Notch coded already fish in minecraft. Looking at the code, it seems quite long and complex. The only thing missing is a first model I can use as template to create more.
When you finish this mod, I will make a dolphin. That’s a promise. It shouldn't be too insanely difficult. I hope. So thanks for doing this, it is pure awesome.
Rollback Post to RevisionRollBack
Mod Installing Hack for Mac
Just add a folder name “MCPatches” to your ~/Documents/ folder.
Open inside AppleScript Editor for gritty details.
So I hate to hate on such genius, but why are their noses off center?
I believe the answer is on page 2:
it is actually centered, but because the renderer engine calculates the position of the muzzle based on the position of the head and it uses a float number, the snout does not always appear right in the middle.. :sad.gif: It seems too much work to change the code for a slight misalignment that shifts every now and then.
I had the same issue at the beggining, when I was learning how to make the models, I got a biped pig that was suppossed to be quadruped. You were on the right track :smile.gif:
Any tip's on how to fix it, I looked in all the .java files but couldn't find it. I guess I would have to sort of make my own class but I couldn't find anything, It sucks not noing Java at all but I learn better with trying to mod I supose.
I'll just have to wait to see if you do a tutorial and work from there!
You have to modify three of the existing classes (can't recall the names now, I'm at work). plus you have to make your own three classes for each creature. (one for the model, one for the behavior and the another for the renderer)
For the muzzles being offcenter, can you typecast your variable from int to float before you pass it to the renderer so you can control the float it uses? Would allow you to control the decimal point accuracy in your script without having to rely on the renderer to get it right.
O . O You sir, are a genius! If you ever complete all this and release it, I will love you forever, and ever<3 anyway, I got some wishes, If you dont mind, hehe.. Could you make it so some mobs are more rare, than others? And so they attack you if you come to close, or annoy them in some way? And also, you should make the loot tables different from others, maybe some new items? (A) and one last thing, will I be able to change the skins of the mobs you make myself, in case I dont like some of them?
Love, Snaarfaz (no gay!! D:)
Looking at the code, it seems possible to make mobs spawn only in the different biodomes. For example you can make a mob that only spawns on swamp, another that only spawns on desert... so you will only encounter the mob when you go into that biodome
The skins will be easily changed, in the same way you can change the existing mobs now. And by the way, I'm hoping I can get some skins submitted by others, to replace the ones I did. So go ahead now!!!
For the muzzles being offcenter, can you typecast your variable from int to float before you pass it to the renderer so you can control the float it uses? Would allow you to control the decimal point accuracy in your script without having to rely on the renderer to get it right.
I guess it can be done. I'm not modifying the code that much. Once I release it I guess I'll get some help on the muzzles.... I also hate it being off center
I am impressed by your work and am anxiously awaiting the output so I can try writing some animal AI's, I suppose I should just start now by looking at the ones that already exist. Any pointers?
If you use the MCP toolkit, and look at the classes, the mob behavior is coded in the class EntityMobs and the daytime animal in the class EntityAnimals.
the specific classes for creeper, spider, etc, are based on the EntityMobs class with minor modifications. I guess you can look at that. Also, on the EntityCow class you can see an example of player interaction when the cow gives milk
Well, I've managed to play with the 4 original creatures plus two models of lion, the wolf and a modified pig. What happens at the end is that you have the same number of mobs spawning, is just that you have lesser chance of findning them all at once.
So, in order for me to test my models, I deactivate selectively the original mobs and only leave the one(s) I'm working on. I can switch them on/off at will in the code
Just add a folder name “MCPatches” to your ~/Documents/ folder.
Open inside AppleScript Editor for gritty details.
But seriously, can you make their movement / behavior patterns different?
And you'd be wrong:
In other words, someone else already mentioned this, and he already responded. It's a rendering problem, not a modeling problem. Mouser X over and out.
Well, thanks everyone for the encouragement. My wife thinks I'm crazy. for the last three days modelling creatures is consuming my time. When I'm working, I'm thinking of the models... It's really exciting to mod a game for the first time.
AI work comes next :smile.gif:
I'm thinking of using the spider AI template as was suggested previously on this post... It may work for the wolf and the lion.
I'll try and use the pigman behaviour for the bear...
Of course it would be great to have more specific behaviour for the new creatures. So I'm open to reasonable suggestions. Although my coding skills are only starting to awake from long time without programming.
The other thing I have to figure out is... what do the new creatures drop? I guess I could put placeholders for the items they drop and somebody could work on that later.
There is another thing I need to work on and that is the sounds. I have the lion sounds ready, but I have yet to make them work. the minecraft program erases my sounds when it starts. I know there is a mod somewhere that fixes the problem, I haven't tested that yet. Any pointers would be appreciated.
I'm also thinking of doing a teaser video. As soon as someone posts a good skin, I'll do the video with the lions and the wolves.
I'll release the mod once I get the AI and sounds working for the first 2-3 creatures.
You're probably looking for either Sound Mod Enabler, which allows you to replace existing sounds (and probably add new ones, I suppose), or Risugami's AudioMod 1.02 (scroll down the page. It's in the first post). That one does all sorts of things, none of which I've fiddled with myself. Either one should get custom sounds to work for you, I'd think.
Hope that's helpful (and uh... I really hope you can figure out aquatic creatures... :tongue.gif: ). Mouser X over and out.
Hey, thanks for the heads up. Notch coded already fish in minecraft. Looking at the code, it seems quite long and complex. The only thing missing is a first model I can use as template to create more.
Just add a folder name “MCPatches” to your ~/Documents/ folder.
Open inside AppleScript Editor for gritty details.
YOU! You should totally become best friends with this guy and make beautiful mob babies.
I believe the answer is on page 2:
could you make the lion wolve and bear hostile.. will they try and kill us in the day time
plz plz plz i want somthing to hunt me in the day time
you think your able to make a Killer eagle that flys around and dives at you and trys to kill you?
You have to modify three of the existing classes (can't recall the names now, I'm at work). plus you have to make your own three classes for each creature. (one for the model, one for the behavior and the another for the renderer)
Looking at the code, it seems possible to make mobs spawn only in the different biodomes. For example you can make a mob that only spawns on swamp, another that only spawns on desert... so you will only encounter the mob when you go into that biodome
The skins will be easily changed, in the same way you can change the existing mobs now. And by the way, I'm hoping I can get some skins submitted by others, to replace the ones I did. So go ahead now!!!
I guess it can be done. I'm not modifying the code that much. Once I release it I guess I'll get some help on the muzzles.... I also hate it being off center
If you use the MCP toolkit, and look at the classes, the mob behavior is coded in the class EntityMobs and the daytime animal in the class EntityAnimals.
the specific classes for creeper, spider, etc, are based on the EntityMobs class with minor modifications. I guess you can look at that. Also, on the EntityCow class you can see an example of player interaction when the cow gives milk