1
I decided to add a new model. It all seemed pretty easy to figure out, until I launched the game and then this happened.
How it should be
How it really is
Model Code
So can anyone tip me off to what's going on here? I used the model of the pig in techne and modified it to this. I've read around on some other people's posts who have the problem but I can't find a fix that fixes mine.
How it should be
How it really is
Model Code
// Date: 10/28/2011 4:08:43 PM
// Template version 1.1
// Java generated by Techne
// Keep in mind that you still need to fill in some blanks
// - ZeuX
package net.minecraft.src;
public class ModelLurker extends ModelBase
{
public ModelLurker()
{
leg1bot = new ModelRenderer(this, 0, 16);
leg1bot.addBox(-2F, 1F, -12F, 4, 12, 4);
leg1bot.setRotationPoint(-3F, 5F, -0.06666667F);
leg1bot.rotateAngleX = 0.74357F;
leg1bot.rotateAngleY = 0F;
leg1bot.rotateAngleZ = 0F;
leg1bot.mirror = false;
leg2bot = new ModelRenderer(this, 0, 16);
leg2bot.addBox(-2F, 1F, -12F, 4, 12, 4);
leg2bot.setRotationPoint(3F, 5F, -0.1333333F);
leg2bot.rotateAngleX = 0.74357F;
leg2bot.rotateAngleY = 0F;
leg2bot.rotateAngleZ = 0F;
leg2bot.mirror = false;
foot1 = new ModelRenderer(this, 48, 0);
foot1.addBox(-2F, 17F, -3F, 4, 2, 4);
foot1.setRotationPoint(-3F, 5F, 0F);
foot1.rotateAngleX = 0F;
foot1.rotateAngleY = 0F;
foot1.rotateAngleZ = 0F;
foot1.mirror = false;
foot2 = new ModelRenderer(this, 48, 0);
foot2.addBox(-2F, 17F, -3F, 4, 2, 4);
foot2.setRotationPoint(3F, 5F, 0F);
foot2.rotateAngleX = 0F;
foot2.rotateAngleY = 0F;
foot2.rotateAngleZ = 0F;
foot2.mirror = false;
hand2 = new ModelRenderer(this, 52, 0);
hand2.addBox(0F, 13F, 6F, 2, 1, 4);
hand2.setRotationPoint(5F, -7F, 0F);
hand2.rotateAngleX = -1.63586F;
hand2.rotateAngleY = 0F;
hand2.rotateAngleZ = 0F;
hand2.mirror = false;
arm2bot = new ModelRenderer(this, 0, 16);
arm2bot.addBox(0F, -2F, 8F, 2, 12, 4);
arm2bot.setRotationPoint(5F, -7F, 0F);
arm2bot.rotateAngleX = -2.0944F;
arm2bot.rotateAngleY = 0F;
arm2bot.rotateAngleZ = 0F;
arm2bot.mirror = false;
arm1bot = new ModelRenderer(this, 0, 16);
arm1bot.addBox(-2F, -2F, 8F, 2, 12, 4);
arm1bot.setRotationPoint(-5F, -7F, -1F);
arm1bot.rotateAngleX = -2.0944F;
arm1bot.rotateAngleY = 0F;
arm1bot.rotateAngleZ = 0F;
arm1bot.mirror = false;
hand1 = new ModelRenderer(this, 52, 0);
hand1.addBox(-2F, 13F, 6F, 2, 1, 4);
hand1.setRotationPoint(-5F, -7F, -1F);
hand1.rotateAngleX = -1.63586F;
hand1.rotateAngleY = 0F;
hand1.rotateAngleZ = 0F;
hand1.mirror = false;
neck = new ModelRenderer(this, 46, 23);
neck.addBox(-1F, -1F, -6F, 2, 2, 7);
neck.setRotationPoint(0F, -7F, -4F);
neck.rotateAngleX = 0F;
neck.rotateAngleY = 0F;
neck.rotateAngleZ = 0F;
neck.mirror = false;
head = new ModelRenderer(this, 0, 0);
head.addBox(-4F, -3F, -10F, 8, 11, 4);
head.setRotationPoint(0F, -7F, -4F);
head.rotateAngleX = 0F;
head.rotateAngleY = 0F;
head.rotateAngleZ = 0F;
head.mirror = false;
body = new ModelRenderer(this, 28, 8);
body.addBox(-5F, -10F, -7F, 10, 16, 8);
body.setRotationPoint(0F, -1F, 3F);
body.rotateAngleX = 0F;
body.rotateAngleY = 0F;
body.rotateAngleZ = 0F;
body.mirror = true;
leg1top = new ModelRenderer(this, 0, 16);
leg1top.addBox(-2F, 0F, -2F, 4, 12, 4);
leg1top.setRotationPoint(-3F, 5F, 0F);
leg1top.rotateAngleX = -0.48332F;
leg1top.rotateAngleY = 0F;
leg1top.rotateAngleZ = 0F;
leg1top.mirror = false;
leg2top = new ModelRenderer(this, 0, 16);
leg2top.addBox(-2F, 0F, -2F, 4, 12, 4);
leg2top.setRotationPoint(3F, 5F, 0F);
leg2top.rotateAngleX = -0.48332F;
leg2top.rotateAngleY = 0F;
leg2top.rotateAngleZ = 0F;
leg2top.mirror = false;
arm1top = new ModelRenderer(this, 0, 16);
arm1top.addBox(-2F, 0F, -2F, 2, 12, 4);
arm1top.setRotationPoint(-5F, -7F, -1F);
arm1top.rotateAngleX = -0.5236F;
arm1top.rotateAngleY = 0F;
arm1top.rotateAngleZ = 0F;
arm1top.mirror = false;
arm2top = new ModelRenderer(this, 0, 16);
arm2top.addBox(0F, 0F, -2F, 2, 12, 4);
arm2top.setRotationPoint(5F, -7F, 0F);
arm2top.rotateAngleX = -0.5236F;
arm2top.rotateAngleY = 0F;
arm2top.rotateAngleZ = 0F;
arm2top.mirror = false;
}
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);
leg1bot.render(f5);
leg2bot.render(f5);
foot1.render(f5);
foot2.render(f5);
hand2.render(f5);
arm2bot.render(f5);
arm1bot.render(f5);
hand1.render(f5);
neck.render(f5);
head.render(f5);
body.render(f5);
leg1top.render(f5);
leg2top.render(f5);
arm1top.render(f5);
arm2top.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);
head.rotateAngleX = -(f4 / 57.29578F);
head.rotateAngleY = f3 / 57.29578F;
neck.rotateAngleX = head.rotateAngleX;
neck.rotateAngleY = head.rotateAngleY;
body.rotateAngleX = 1.570796F;
leg1top.rotateAngleX = MathHelper.cos(f * 0.6662F) * 1.4F * f1;
leg2top.rotateAngleX = MathHelper.cos(f * 0.6662F + 3.141593F) * 1.4F * f1;
leg1bot.rotateAngleX = leg1top.rotateAngleX;
leg2bot.rotateAngleX = leg2top.rotateAngleX;
foot1.rotateAngleX = leg1top.rotateAngleX;
foot2.rotateAngleX = leg1top.rotateAngleX;
arm1top.rotateAngleX = MathHelper.cos(f * 0.6662F + 3.141593F) * 1.4F * f1;
arm2top.rotateAngleX = MathHelper.cos(f * 0.6662F) * 1.4F * f1;
arm1bot.rotateAngleX = arm1top.rotateAngleX;
arm2bot.rotateAngleX = arm2top.rotateAngleX;
hand1.rotateAngleX = arm1top.rotateAngleX;
hand2.rotateAngleX = arm2top.rotateAngleX;
}
//fields
ModelRenderer leg1bot;
ModelRenderer leg2bot;
ModelRenderer foot1;
ModelRenderer foot2;
ModelRenderer hand2;
ModelRenderer arm2bot;
ModelRenderer arm1bot;
ModelRenderer hand1;
ModelRenderer neck;
ModelRenderer head;
ModelRenderer body;
ModelRenderer leg1top;
ModelRenderer leg2top;
ModelRenderer arm1top;
ModelRenderer arm2top;
}
So can anyone tip me off to what's going on here? I used the model of the pig in techne and modified it to this. I've read around on some other people's posts who have the problem but I can't find a fix that fixes mine.
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6
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Don't use the templates, or either use ModelBase or ModelBiped.
What has happened is because you used ModelPig, it has taken your model pieces, and put them in quadruped form, the coding is different, with all the rotation angles and what not.
What has happened is because you used ModelPig, it has taken your model pieces, and put them in quadruped form, the coding is different, with all the rotation angles and what not.
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Alright. Is there a way I could start a new project as ModelBase and import my old one? Or will I have to start over.
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I don't think you can, 'cause when you choose the Model type, it automatically starts building the code as you build the mob.
It's a pain in the ass, I know.
It's a pain in the ass, I know.
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Ahh, damn. Here's to starting over lol. Thanks a ton!
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You used a Quadruped template, for a Biped Model?
No wonder it is messed up.
No wonder it is messed up.
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Ok that's what I figured, any idea how I can fix that?