Terribly sorry for being a bother by asking. I love this mod, because I find it offers a lot of realism, detriments(therefore making it more entertaining) and advantages.
In the GameChap and Bertie video, they were able to mount their horses with extreme ease, and I tamed mine too. I'm trying to mount my Mustang so I can go on a mob-killing spree, but I can't mount him!!!!!!!!!!!!! Is there any specific control to mount them with? Because when I put the saddle on, I can't do anything afterward. If I click it with nothing on-hand, the saddle comes off. If I click it with something else, nothing.
Animation Suggestions: I do love the galloping animations. Here are a few suggestions though:
- When walking sideways, horse turns head in the direction you're going?
- When walking backwards, horse's head is pulled back a bit?
- When walking at an angle (Forward button and left/right button), horse turns head depending on what your overall direction is? (More forward motion more forward, more left motion more left, even motion about even, etc)
All of the above same with galloping (Except for backwards)
Note:
- The galloping animation looks a bit odd while simply walking
Foal Suggestion: Tamed mares are able to injure or severely hurt their foal if you are galloping and the foal teleports in front of you. Perhaps turn off the ability for a tamed mare to injure her foal if she has one?
I don't know if I'll be able to code in those specific animations, to be honest (I'm not talented enough xD). And by the galloping animation.. you mean the head bobbing while they're walking?
As for the Foal problem, I'll fix that |D.
Update: Working on cart, wagon and Vardo models |D
Update: Working on cart, wagon and Vardo models |D
This almost made me completely forget everything said in precedent. Almost.
Well, the head can turn side to side by itself, no? As such it shouldn't be too difficult to make it do that. It seems the larger issue would be in making it do it at certain times, as isn't the animation in the Model code? I am unsure about how your code works, but I know from the Enderdragon code that there is a way to pass a model's entity coding to the model coding, so as to be able to access variables inside the entity and use them in the animation (The dragon uses it for wing flapping and the opening/closing of the mouth). I may be able to relocate how it's entity class is passed down to it, but if not I don't believe it'd be that hard to attain.
Edit: It appears to be done in the RenderDragon class. I may be wrong of course. Actually, looking at the code it appears to be a bit more complex than I'd thought. Right now I'd suggest you continue working on the cart and such, this can wait. Maybe I'll be able to figure this out first so I could tell you simply what needs to be where and Poof! easy animation. Of course I'd love that for my own personal reasons as well.
Edit2: Of course looking into this has left me more confused than ever. I do not see how the Entity is even passed along to the Render in the first place, even less so how it is then passed to the model o.o
I'll be good to go if I can figure out how to add round wheels. xD
Also, yeah, I know how to get information from the entity file to the model file. I just.. wouldn't know how to link the rotation to the head tilt in practice. xD But I'll add it to the suggestions list anyhoo :3.
I'll be good to go if I can figure out how to add round wheels. xD
Pfft round shmound. Square wheels are the new in thing xD
Alternatively, you could always try making extremely huge wheels made up of a multitude of small squares/rectangles and use GL11 to scale it down. Or you could use octagons or hexagons or something.
Due to the odd shapes of carts though it could be easier on you to make it much larger than it will actually be and scale it down. Not sure though, as I'm still learning models/modeling (Harder to do with McModeler on a Mac. How I wish I could use Techne some days)
Also, yeah, I know how to get information from the entity file to the model file. I just.. wouldn't know how to link the rotation to the head tilt in practice. xD But I'll add it to the suggestions list anyhoo :3.
You do? Huh, this would be something I'd love to know. It's been bugging me for a while now that I have a gap in my knowledge where that fits in.
It's pretty simples, really. Or the way I do it is. In the model class, you use setLivingAnimations, as far as I've been able to tell, to implement the variables you want to reference from the entity class. Like so:
Thank you Avii! I've been trying to figure that out for ages it seems (Ok, I believe it is one month and two weeks to be precise, but it feels like ages
And now for tired ramblings that I shouldn't do when I am not entirely with it (Aka almost fall asleep tired)
Hmm, seeing the code like that, I think that the simplest way to do it would be to have something which sets the heads rotation determined by the amount of X or Z motion. I've forgotten which is in which direction, but I know one is forwards and backwards and the other should be more left and right, correct? The angle the head should turn at should be as easy as a trigonometric function then shouldn't it?
Since the two are perpendicular I don't think it'd be that hard. I think you could also see if the entity is ridden or not (By setting a boolean equal to the entity's ridden boolean) and then use that to determine whether to use some math based off of its motion or your current one.
Of course then I am tired currently and trigonometry is one of my worst math subjects, and I think I've just been rambling for too long and am in desperate need of sleep.
Oh wow. I can't believe I haven't seen this earlier. I also can't believe there is another pre-vet/computer science minor person here. (Although my major is in Animal Science rather than Biology)
Heh, what Dragoneer mentioned. I may do a more advanced skill add on later on down the line. Also, no that is not my account. I can't translate it at the moment, but I can make out enough to know that the topic-starter is simply spotlighting mod and not taking credit, I think, so until I can get home and properly translate, its all good :3.
I don't know about getting stuck in walls, but I'm aware that you can ride into a ceiling or block and suffocate. I've wanted to disable it somehow for a while now.
And Dragoneer, yes, if a mod and mine conflict over something like spawning issues, I'd want to provide a patch to fix it.... if I learn how. =P
I hate to break it to you, he's adding new biomes, and a substantial lot more. the patch may take a full rewrite of your spawning system, unless, he has already managed to solve some issues like that with "vanilla" mobs. I'm hoping this is the case as you are going to find it much easier, and thus more likely to follow it through.
Thanks for considering it, not many would. I know it looks like quite some task from here.
The additional biomes will not affect the current spawning. I don't think rewriting the spawning system would be needed, unless these biomes replace the current ones entirely.
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So far it's coming along well! I'm enjoying the new animation for the gallop especially.
Currently your biome fix is working. I was able to find a small herd of about 5 in a grass feild. Yay!
I still can't wait to see the carts when they're inputted. That's what really has my interest. :3
In the GameChap and Bertie video, they were able to mount their horses with extreme ease, and I tamed mine too. I'm trying to mount my Mustang so I can go on a mob-killing spree, but I can't mount him!!!!!!!!!!!!! Is there any specific control to mount them with? Because when I put the saddle on, I can't do anything afterward. If I click it with nothing on-hand, the saddle comes off. If I click it with something else, nothing.
BrickMasterBrand15, I apologize, I forgot to add that to the first post. You mount and dismount by holding shift and right-clicking.
Great mod Avii, this is one of the best mods i've had, and it isn't even done.
- When walking sideways, horse turns head in the direction you're going?
- When walking backwards, horse's head is pulled back a bit?
- When walking at an angle (Forward button and left/right button), horse turns head depending on what your overall direction is? (More forward motion more forward, more left motion more left, even motion about even, etc)
All of the above same with galloping (Except for backwards)
Note:
- The galloping animation looks a bit odd while simply walking
Foal Suggestion: Tamed mares are able to injure or severely hurt their foal if you are galloping and the foal teleports in front of you. Perhaps turn off the ability for a tamed mare to injure her foal if she has one?
As for the Foal problem, I'll fix that |D.
Update: Working on cart, wagon and Vardo models |D
This almost made me completely forget everything said in precedent. Almost.
Well, the head can turn side to side by itself, no? As such it shouldn't be too difficult to make it do that. It seems the larger issue would be in making it do it at certain times, as isn't the animation in the Model code? I am unsure about how your code works, but I know from the Enderdragon code that there is a way to pass a model's entity coding to the model coding, so as to be able to access variables inside the entity and use them in the animation (The dragon uses it for wing flapping and the opening/closing of the mouth). I may be able to relocate how it's entity class is passed down to it, but if not I don't believe it'd be that hard to attain.
Edit: It appears to be done in the RenderDragon class. I may be wrong of course. Actually, looking at the code it appears to be a bit more complex than I'd thought. Right now I'd suggest you continue working on the cart and such, this can wait. Maybe I'll be able to figure this out first so I could tell you simply what needs to be where and Poof! easy animation. Of course I'd love that for my own personal reasons as well.
Edit2: Of course looking into this has left me more confused than ever. I do not see how the Entity is even passed along to the Render in the first place, even less so how it is then passed to the model o.o
Also, yeah, I know how to get information from the entity file to the model file. I just.. wouldn't know how to link the rotation to the head tilt in practice. xD But I'll add it to the suggestions list anyhoo :3.
Pfft round shmound. Square wheels are the new in thing xD
Alternatively, you could always try making extremely huge wheels made up of a multitude of small squares/rectangles and use GL11 to scale it down. Or you could use octagons or hexagons or something.
Due to the odd shapes of carts though it could be easier on you to make it much larger than it will actually be and scale it down. Not sure though, as I'm still learning models/modeling (Harder to do with McModeler on a Mac. How I wish I could use Techne some days)
You do? Huh, this would be something I'd love to know. It's been bugging me for a while now that I have a gap in my knowledge where that fits in.
Of course, you actually initialize said variables above your model constructor:
Then you use your variables in setRotationAngles:
And now for tired ramblings that I shouldn't do when I am not entirely with it (Aka almost fall asleep tired)
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| < -- Forward Motion
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- - - - - - -
^Sideways motion
Since the two are perpendicular I don't think it'd be that hard. I think you could also see if the entity is ridden or not (By setting a boolean equal to the entity's ridden boolean) and then use that to determine whether to use some math based off of its motion or your current one.
Of course then I am tired currently and trigonometry is one of my worst math subjects, and I think I've just been rambling for too long and am in desperate need of sleep.
This is pretty amazing. Keep up the good work.
And Dragoneer, yes, if a mod and mine conflict over something like spawning issues, I'd want to provide a patch to fix it.... if I learn how. =P
The additional biomes will not affect the current spawning. I don't think rewriting the spawning system would be needed, unless these biomes replace the current ones entirely.
Currently your biome fix is working. I was able to find a small herd of about 5 in a grass feild. Yay!
I still can't wait to see the carts when they're inputted. That's what really has my interest. :3