I'm basicly changing my Tameable Pig mob so it will be better and look more like the pig from the CubeLand video by SlamacowCreations.(That's where I got the idea for the mod.)
The problem is:
-The pig won't move its legs.It can turn and stuff but because it has no animation its like its 'frozen', though it still moves/jumps around.(Without moving bodyparts.)
Here's my Render and Model files.(With the entity's name replaced with 'Name' so thieves won't steal.)
Render:
Model:
The problem is:
-The pig won't move its legs.It can turn and stuff but because it has no animation its like its 'frozen', though it still moves/jumps around.(Without moving bodyparts.)
Here's my Render and Model files.(With the entity's name replaced with 'Name' so thieves won't steal.)
Render:
Click to reveal
package net.minecraft.src;
public class RenderName extends RenderLiving
{
protected ModelName field_40295_c;
public RenderName(ModelName modelName, float f)
{
super(modelName, f);
field_40295_c = (ModelName)mainModel;
}
protected int renderSaddledPig(EntityName par1EntityName, int par2, float par3)
{
this.loadTexture("/mob/saddle.png");
return par2 == 0 && par1EntityName.getSaddled() ? 1 : -1;
}
public void func_77098_a(EntityName par1EntityName, double par2, double par4, double par6, float par8, float par9)
{
super.doRenderLiving(par1EntityName, par2, par4, par6, par8, par9);
}
/*** Queries whether should render the specified pass or not.*/
protected int shouldRenderPass(EntityLiving par1EntityLiving, int par2, float par3){
return this.renderSaddledPig((EntityName)par1EntityLiving, par2, par3);
}
public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9)
{
this.func_77098_a((EntityName)par1EntityLiving, par2, par4, par6, par8, par9);
}
/*** Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic* (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1, double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that. */
public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
{
this.func_77098_a((EntityName)par1Entity, par2, par4, par6, par8, par9);
}
}Model:
Click to reveal
package net.minecraft.src;
public class ModelName extends ModelBase
{
ModelRenderer head;
ModelRenderer body;
ModelRenderer leg1;
ModelRenderer leg2;
ModelRenderer leg3;
ModelRenderer leg4;
ModelRenderer snout;
ModelRenderer helmet1;
ModelRenderer helmet2;
ModelRenderer helmet3;
ModelRenderer helmet4;
ModelRenderer helmet5;
ModelRenderer helmet6;
ModelRenderer helmet7;
ModelRenderer helmet8;
ModelRenderer helmet9;
ModelRenderer helmet10;
public ModelName()
{
textureWidth = 128;
textureHeight = 64;
head = new ModelRenderer(this, 0, 0);
head.addBox(-4F, -4F, -8F, 8, 8, 8);
head.setRotationPoint(0F, 12F, -6F);
head.setTextureSize(128, 64);
head.mirror = true;
setRotation(head, 0F, 0F, 0F);
body = new ModelRenderer(this, 28, 8);
body.addBox(-5F, -10F, -7F, 10, 16, 8);
body.setRotationPoint(0F, 11F, 3F);
body.setTextureSize(128, 64);
body.mirror = true;
setRotation(body, 1.570796F, 0F, 0F);
leg1 = new ModelRenderer(this, 0, 16);
leg1.addBox(-2F, 0F, -2F, 4, 6, 4);
leg1.setRotationPoint(-3F, 18F, 7F);
leg1.setTextureSize(128, 64);
leg1.mirror = true;
setRotation(leg1, 0F, 0F, 0F);
leg2 = new ModelRenderer(this, 0, 16);
leg2.addBox(-2F, 0F, -2F, 4, 6, 4);
leg2.setRotationPoint(3F, 18F, 7F);
leg2.setTextureSize(128, 64);
leg2.mirror = true;
setRotation(leg2, 0F, 0F, 0F);
leg3 = new ModelRenderer(this, 0, 16);
leg3.addBox(-2F, 18F, -2F, 4, 6, 4);
leg3.setRotationPoint(-3F, 0F, -5F);
leg3.setTextureSize(128, 64);
leg3.mirror = true;
setRotation(leg3, 0F, 0F, 0F);
leg4 = new ModelRenderer(this, 0, 16);
leg4.addBox(-2F, 0F, -2F, 4, 6, 4);
leg4.setRotationPoint(3F, 18F, -5F);
leg4.setTextureSize(128, 64);
leg4.mirror = true;
setRotation(leg4, 0F, 0F, 0F);
snout = new ModelRenderer(this, 17, 27);
snout.addBox(0F, 0F, 0F, 4, 3, 1);
snout.setRotationPoint(-2F, 12F, -15F);
snout.setTextureSize(128, 64);
snout.mirror = true;
setRotation(snout, 0F, 0F, 0F);
helmet1 = new ModelRenderer(this, 42, 39);
helmet1.addBox(0F, 0F, 0F, 8, 3, 1);
helmet1.setRotationPoint(-4F, 8F, -15F);
helmet1.setTextureSize(128, 64);
helmet1.mirror = true;
setRotation(helmet1, 0F, 0F, 0F);
helmet2 = new ModelRenderer(this, 38, 34);
helmet2.addBox(0F, 0F, 0F, 2, 1, 1);
helmet2.setRotationPoint(-1F, 11F, -15F);
helmet2.setTextureSize(128, 64);
helmet2.mirror = true;
setRotation(helmet2, 0F, 0F, 0F);
helmet3 = new ModelRenderer(this, 56, 39);
helmet3.addBox(0F, 1F, 0F, 10, 1, 9);
helmet3.setRotationPoint(-5F, 6F, -15F);
helmet3.setTextureSize(128, 64);
helmet3.mirror = true;
setRotation(helmet3, 0F, 0F, 0F);
helmet4 = new ModelRenderer(this, 3, 39);
helmet4.addBox(0F, 0F, -15F, 1, 3, 9);
helmet4.setRotationPoint(4F, 8F, 0F);
helmet4.setTextureSize(128, 64);
helmet4.mirror = true;
setRotation(helmet4, 0F, 0F, 0F);
helmet5 = new ModelRenderer(this, 27, 50);
helmet5.addBox(0F, 0F, 0F, 1, 3, 9);
helmet5.setRotationPoint(-5F, 8F, -15F);
helmet5.setTextureSize(128, 64);
helmet5.mirror = true;
setRotation(helmet5, 0F, 0F, 0F);
helmet6 = new ModelRenderer(this, 68, 25);
helmet6.addBox(0F, 0F, 0F, 10, 4, 1);
helmet6.setRotationPoint(-5F, 7F, -6F);
helmet6.setTextureSize(128, 64);
helmet6.mirror = true;
setRotation(helmet6, 0F, 0F, 0F);
helmet7 = new ModelRenderer(this, 26, 40);
helmet7.addBox(0F, 0F, 0F, 1, 1, 6);
helmet7.setRotationPoint(-5F, 11F, -11F);
helmet7.setTextureSize(128, 64);
helmet7.mirror = true;
setRotation(helmet7, 0F, 0F, 0F);
helmet8 = new ModelRenderer(this, 97, 34);
helmet8.addBox(0F, 0F, 0F, 1, 1, 6);
helmet8.setRotationPoint(4F, 11F, -11F);
helmet8.setTextureSize(128, 64);
helmet8.mirror = true;
setRotation(helmet8, 0F, 0F, 0F);
helmet9 = new ModelRenderer(this, 97, 30);
helmet9.addBox(0F, 0F, 0F, 8, 1, 1);
helmet9.setRotationPoint(-4F, 11F, -6F);
helmet9.setTextureSize(128, 64);
helmet9.mirror = true;
setRotation(helmet9, 0F, 0F, 0F);
helmet10 = new ModelRenderer(this, 26, 34);
helmet10.addBox(0F, 0F, -6F, 2, 1, 1);
helmet10.setRotationPoint(-1F, 12F, 0F);
helmet10.setTextureSize(128, 64);
helmet10.mirror = true;
setRotation(helmet10, 0F, 0F, 0F);
}
public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5)
{
super.render(entity, f, f1, f2, f3, f4, f5);
setRotationAngles(f, f1, f2, f3, f4, f5);
head.render(f5);
body.render(f5);
leg1.render(f5);
leg2.render(f5);
leg3.render(f5);
leg4.render(f5);
snout.render(f5);
helmet1.render(f5);
helmet2.render(f5);
helmet3.render(f5);
helmet4.render(f5)
;helmet5.render(f5);
helmet6.render(f5);
helmet7.render(f5);
helmet8.render(f5);
helmet9.render(f5);
helmet10.render(f5);
}
private void setRotation(ModelRenderer model, float x, float y, float z)
{
model.rotateAngleX = x;
model.rotateAngleY = y;
model.rotateAngleZ = z;
}
public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5)
{
super.setRotationAngles(f, f1, f2, f3, f4, f5);
}
}3
Does no-one know how to fix this?
._.
._.
[deleted]
The render is from the normal pig, except it finds its model a little differently.It finds the model like it should though.
I used code from the wolf so it can be tamed and stuff, and I used saddle code from the regular pig so it can be ridden.For some reason it can't be ridden though.
I did ofcourse make it use different textures and sounds.The only texture problem being the white texture when its angry.
I'm not sure how to fix that or how to add the animations.The model was made in Techne, and its basicly a pig model with a helmet.
EDIT: The texture is fixed, I had a space in the name...
I used code from the wolf so it can be tamed and stuff, and I used saddle code from the regular pig so it can be ridden.For some reason it can't be ridden though.
I did ofcourse make it use different textures and sounds.The only texture problem being the white texture when its angry.
I'm not sure how to fix that or how to add the animations.The model was made in Techne, and its basicly a pig model with a helmet.
EDIT: The texture is fixed, I had a space in the name...
