If you have levels for armor, I recommend creating a separate custom Item class that you use as an object for your armor, then register some model variants. The way you should be doing loops in java is not the same as python (I assume this because you use new Range(10)).
for(int i = 0; i < 10; i++) { ... }
This will loop from 1-10, including 10.
So, the way I would start this is create a item called HardDiamondHelmet, then store an int called level.
Then, when your desired thing happens, increment the level variable by 1.
Then, in the item classes getModel() method, check for level, maybe like this.
So, now, you just need to create 4 classes for each armor piece, and register the path's like that.
You can even improve it by adding a MAX_LEVEL variable, and looping through that to get all the armor textures, instead of specifying them one by one.
When I remove the rotations, the body seems to not seperate anymore, but it's in the wrong position.
The questions I have:
1. The leg rotation is not working. Why is this? Is it because the rotation points are wrong? and if they are, what do I replace them with?
2. I'm still pretty confused on how to fix this. How do I make it so it looks like the original model without the rotations (so the legs aren't seperated)
3. Why does it even seperate? Do i have to use another method to rotate only when the mob walks? is there a method like that?
4. GLManager.translate() and GLManager.scale() basically had the same results. When I tried those, all of them seperated, even when I tried tinkering around with the values in translate(). Why do other models (like the cow model or this one from DracoAnimus) not have translate()? how do they make it so that their models aren't seperated? is it a problem with the model in techne, or is it a problem with the code? (but i think if it was in techne it would be seperated even when I remove the rotations)
Im still pretty confused on how models even get hardcoded into the game. How do I decide which numbers and values to use when I hardcode it in?
0
If you have levels for armor, I recommend creating a separate custom Item class that you use as an object for your armor, then register some model variants. The way you should be doing loops in java is not the same as python (I assume this because you use new Range(10)).
This will loop from 1-10, including 10.
So, the way I would start this is create a item called HardDiamondHelmet, then store an int called level.
Then, when your desired thing happens, increment the level variable by 1.
Then, in the item classes getModel() method, check for level, maybe like this.
So, now, you just need to create 4 classes for each armor piece, and register the path's like that.
You can even improve it by adding a MAX_LEVEL variable, and looping through that to get all the armor textures, instead of specifying them one by one.
Heres a full example:
https://gist.github.com/SolarCactus/16e633208d41d09d1409
0
Ok, let's break this down for you.
In line one, it just says that the build, when you tried to build forge, has an error.
In line 2 & 3: its telling what file the error is in. (build.gradle if you can't read)
In line 3,4 and 5: Says what is wrong, and what you can do to fix it.
In line 6, it says you can run the build command with --stacktrace to get the stack trace (the full error report),
or --info and --debug to get more log.
This should be pretty easy to deduce for yourself. Look at the error report closer next time.
Check out this. It shows all the faults of MCreator and why you shouldn't use it.
I highly recommend you learn how to program Java.
Happy Coding.
0
Thanks for the support.
The mod is on its way soon, until then, I will keep this forum updated with any new developments.
1
We've updated many things and added the dodo! check it out.
0
The problem could be in your JSON file, or it couldn't be.
It's either:
1. It can't find the specified file path of "layer0", which is "mwm:items/katana"
2. You're JSON formatting is wrong. (this time it isn't, i ran it through JSONLint.com, and got nothing)
3. You're JSON item file looks fine. Is it a block or an item (purple/black thing)? if its a block, then its the JSON.
4. You're code is wrong. Maybe you're rendering it wrong?
Give us the error log.
0
I don't think you need help making mods if you already have a good understanding of java.
Look at the tutorials mentioned above, and listen to all of them.
Also, you could just post your errors here, so other people can help.
0
We've added updates on our raptor mob! check them out in the screenshots.
0
Click the spoiler for "screenshots"
we have all of our current pictures there.
NOTE: I don't know if it works on internet explorer, i just tested it and for me, the images aren't showing up. Try Google Chrome or something.
0
You go to Computer>Properties>Enviornment Variables
then if you set a seperate JAVA_HOME variable, there it is.
Or, you might not have one, which means you have to create one
Also, switch to a higher version of your JDK. Your JDK should be the same version as your JRE, which i doubt is 1.6.
0
Ok, give me the log now.
0
Lol, this is actually pretty comical
look at the spelling of "textures"
assets.ms.texures.items
0
sure
0
try out
ms:items/moonstone
if that doesn't work, make sure your moonstone.png texture is in the following package:
(in src/main/resources)
assets.ms.textures.items/moonstone.png
0
So, since the last post, (i didn't want to necro it), ive tried to put in alot of code and put stuff into parent-children relations.
Heres the code for the model.
Heres what it looks like in game:
When I remove the rotations, the body seems to not seperate anymore, but it's in the wrong position.
The questions I have:
1. The leg rotation is not working. Why is this? Is it because the rotation points are wrong? and if they are, what do I replace them with?
2. I'm still pretty confused on how to fix this. How do I make it so it looks like the original model without the rotations (so the legs aren't seperated)
3. Why does it even seperate? Do i have to use another method to rotate only when the mob walks? is there a method like that?
4. GLManager.translate() and GLManager.scale() basically had the same results. When I tried those, all of them seperated, even when I tried tinkering around with the values in translate(). Why do other models (like the cow model or this one from DracoAnimus) not have translate()? how do they make it so that their models aren't seperated? is it a problem with the model in techne, or is it a problem with the code? (but i think if it was in techne it would be seperated even when I remove the rotations)
Im still pretty confused on how models even get hardcoded into the game. How do I decide which numbers and values to use when I hardcode it in?
0
Mod development is for people that are MAKING MODS that need help.
Post this in Mod Discussion or something