is that a right click action (it in your hand) or a right click on it on the ground. I though the question was about the latter.
Its for when its held in your hand, I thought that was what it was asking about. If the question was referencing the other then I would agree, I don't think there is a way (built-in at least) to do it.
Be careful of your lingo.the idea of ModLoader is not to touch the spuer classes. DO NOT delete them from super.render. This would be deleting them from ModelQuadruped. Instead, understand what the super call does. it runs the complete code of the method of the same name from the super class, then the rest of the code is as if you added to the end of the super class.
It's good to give advice, but make sure that you are clear with what you are talking about. If I was a good java user, but poor on mod thinking, your advice would have made all Quadruped models invisible in the game (no rendering).
I guess I understand what you're saying. What I meant to say was delete them from the super.render call. I understand what I'm talkingg about, it didn't even cross my mind that that could be misinterpreted. On a side note, I found out the code for what block is underneath th mob:
That might not be exactly it but it's pretty close. The actual code can be found in EntityAnimal. It turns out the code I wanted was actually onGround, though.
One last thing: when calling a new entity, does anyone know how to set its forward motion? I know how to set its rotation, position, x, y, and z motion, but not its forward motion. This is, of course, based on the assumption that motion axes are global, not local.
The reason techne is outputting modelRendererTurbo might be because you are selecting the TMT-Cube as the object you create. Minecraft uses just the cube.
If i accidently used TMT-Cube will minecraft not load the mob right? I guess i can't see if i chose TMT-Cube other than Modelrendererturbo appearing huh. So you think, if i change all of them to cube it would be better?
Allright guys please help i'm turning numb here. I did everything i can but this donkeys head won't turn normal. I kinda managed to get one of his paws to move with the leg but thats pretty much it.
I would love to just to be able to edit the Cow model. That would make the model I'm making so much easier :tongue.gif:
Ya the best bet on this would be to look at the ModelCow.java and enter the numbers. I have the pig (which is what used to start with the quadruped selection).
Allright guys well i've changed it to ModelBase and animated it respectively. The legs/paws and the tail now animate correctly but i can not animate the head. Please help!
Some new small question, lol. I guess i can use the EntityWolf code to make my mob tameable but could i make it so that when you right click your mob with a chest it makes an inventory for the mob and when you right click the mob it opens up storage?
One other question is can i make a mob follow a mob/entity? I guess i can try the wolf code here too. So for example can i make the cows follow... a chicken in a certain radius? Also could i possible make it so that a mob will spawn only near another mob?
Also i still couldn't fix my donkeys head animation. Help is appreciated.
Some new small question, lol. I guess i can use the EntityWolf code to make my mob tameable but could i make it so that when you right click your mob with a chest it makes an inventory for the mob and when you right click the mob it opens up storage?
One other question is can i make a mob follow a mob/entity? I guess i can try the wolf code here too. So for example can i make the cows follow... a chicken in a certain radius? Also could i possible make it so that a mob will spawn only near another mob?
Also i still couldn't fix my donkeys head animation. Help is appreciated.
Don't know about inventory space, but that is a good idea for pack animals. In the wolf code, it will follow EntityPlayer type mobs, but I don't think it is set to look for general mobs. I'm about to go about coding that now, so it will be shared soon.
I have been fighting with some ideas for a while now, and am trying to get the most modular answer to how to implement some stuff. I guess I should make a poll, but first here is what is in the works:
my tamable entity super class.
So right now it is set up to manage a variety of mob types: tame-able, mountable, hostile, hunters, flying.
and it can be any combination of the group. It starts out like this:
mob has checks to see if it can be tamed. Usually this is accomplished by giving it items it likes. Might make a timer so you can't just spam it items. Once you have tamed it, you can give it a name. If it is mountable you can mount it. I may work in my keystrokes for 2 action buttons for the mount if mounted.
Here is my delema. Right now, my only interactions are naming and mounting. If I "borrow" KillNature's pack animal idea, there would be a 3rd. Could also have some behavoural code like follow, stay, no follow. With mounting, I do a check if you need an item to mount (such as a saddle, not consumed) or not. If so you can mount. This kind of interferes with the standard right click to bring up the GUI if you don't need an item to mount.
Does anyone think it will be combersome to mount via the GUI?
Does anyone think it will be combersome to mount via the GUI?
Well can you not use another key to bring up the gui? If not mounting via gui seems allright.
The pack animal idea is great if you can make it. I am trying to make it so that my new type of cows will follow or maybe even spawn together with this herder guy. I hope this can be accomplished. I haven't seen many mods out there that have a mob following a mob i don't think. Might be me.
When i add this to my donkey, his head looks down and goes awkward, how could i fix this? Like so.
Been tweaking the model for a whole day but only managed to fix his legs/paws and tail.I guess i'll just end up with the donkey having a head thats not animated. Oh well.
Well can you not use another key to bring up the gui? If not mounting via gui seems allright.
The pack animal idea is great if you can make it. I am trying to make it so that my new type of cows will follow or maybe even spawn together with this herder guy. I hope this can be accomplished. I haven't seen many mods out there that have a mob following a mob i don't think. Might be me.
Anyways as for this part:
When i add this to my donkey, his head looks down and goes awkward, how could i fix this? Like so.
Been tweaking the model for a whole day but only managed to fix his legs/paws and tail.I guess i'll just end up with the donkey having a head thats not animated. Oh well.
One more trick of the day. Since your donkey's head starts with a rotationX (in it's definition), you will need to add that to it's rotation changes:
head.rotateAngleX = (f4 / 57.29578F) -1.301248F;
This way it will rotate f4/57.29578F from it's initial position. This should fix it... Same goes with any part that is attached to the head.
Thanks man, that fixed the head. But now i failed at fixing the nose and the ears( although i like the new look of his ears lol).
Now his nose position is allright however the nose is like a 2nd head. His nose looks at another place while his head looks at another... how could i fix this? I'm trying things.Sorry, i might be a bit dumb :tongue.gif:
Picture ( his ears are not on position and nose moving differently, although the head is fixed!)
so the ears, head and muzzle all have the same rotation point? Ya, looking at the code, it looks so.
ok, for the ears, the rotation needs to be equal to the head + it's initial rotation. Don't put both numbers, since the head rotation is already set there. Actually, let's hit this from a different angle.
since they all have the same rotation point, one does not really have to reference the other. Instead, set them up as if they were individuals (which they actually are:
This will make it keep it's initial position while rotating with the head. Coding it the other way makes you assume that they are moving together. Really they are not. There are no linkages. Same goes with the ears, and even the feet.
Thank you once again! The mob seems quite well now. I was going to fix the ears but i thought thats how a donkeys ears should look like.
Now i'll try to make the donkey rideable maybe tameable, later on maybe with your help make that storage thing? Thanks :smile.gif:
(Also need to fix the textures with your tutorial videos)
Edit: The last picture
Glad you are up and going. May have to go back and edit my stuff in the MODEL section on page 1, make the stuff I went over with you here a bit more clear.
I can't seem to find the post you had at some point on code used to make the mob controllable by the player, is there any way to reverse this and make the mob control the players movement?
I can't seem to find the post you had at some point on code used to make the mob controllable by the player, is there any way to reverse this and make the mob control the players movement?
Its for when its held in your hand, I thought that was what it was asking about. If the question was referencing the other then I would agree, I don't think there is a way (built-in at least) to do it.
I guess I understand what you're saying. What I meant to say was delete them from the super.render call. I understand what I'm talkingg about, it didn't even cross my mind that that could be misinterpreted. On a side note, I found out the code for what block is underneath th mob:
That might not be exactly it but it's pretty close. The actual code can be found in EntityAnimal. It turns out the code I wanted was actually onGround, though.
One last thing: when calling a new entity, does anyone know how to set its forward motion? I know how to set its rotation, position, x, y, and z motion, but not its forward motion. This is, of course, based on the assumption that motion axes are global, not local.
Come on, bro, I got CREEPER BLOOD! (winning!)
Come on, bro, I got CREEPER BLOOD! (winning!)
Come on, bro, I got CREEPER BLOOD! (winning!)
If i accidently used TMT-Cube will minecraft not load the mob right? I guess i can't see if i chose TMT-Cube other than Modelrendererturbo appearing huh. So you think, if i change all of them to cube it would be better?
Allright guys please help i'm turning numb here. I did everything i can but this donkeys head won't turn normal. I kinda managed to get one of his paws to move with the leg but thats pretty much it.
ModelDonkey
RenderDonkey
EntityDonkey
The Donkey techne file:
Ya the best bet on this would be to look at the ModelCow.java and enter the numbers. I have the pig (which is what used to start with the quadruped selection).
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
One other question is can i make a mob follow a mob/entity? I guess i can try the wolf code here too. So for example can i make the cows follow... a chicken in a certain radius? Also could i possible make it so that a mob will spawn only near another mob?
Also i still couldn't fix my donkeys head animation. Help is appreciated.
ModelQuadruped is your friend....
Don't know about inventory space, but that is a good idea for pack animals. In the wolf code, it will follow EntityPlayer type mobs, but I don't think it is set to look for general mobs. I'm about to go about coding that now, so it will be shared soon.
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
my tamable entity super class.
So right now it is set up to manage a variety of mob types: tame-able, mountable, hostile, hunters, flying.
and it can be any combination of the group. It starts out like this:
mob has checks to see if it can be tamed. Usually this is accomplished by giving it items it likes. Might make a timer so you can't just spam it items. Once you have tamed it, you can give it a name. If it is mountable you can mount it. I may work in my keystrokes for 2 action buttons for the mount if mounted.
Here is my delema. Right now, my only interactions are naming and mounting. If I "borrow" KillNature's pack animal idea, there would be a 3rd. Could also have some behavoural code like follow, stay, no follow. With mounting, I do a check if you need an item to mount (such as a saddle, not consumed) or not. If so you can mount. This kind of interferes with the standard right click to bring up the GUI if you don't need an item to mount.
Does anyone think it will be combersome to mount via the GUI?
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
Well can you not use another key to bring up the gui? If not mounting via gui seems allright.
The pack animal idea is great if you can make it. I am trying to make it so that my new type of cows will follow or maybe even spawn together with this herder guy. I hope this can be accomplished. I haven't seen many mods out there that have a mob following a mob i don't think. Might be me.
Anyways as for this part:
When i add this to my donkey, his head looks down and goes awkward, how could i fix this?
Like so.
Been tweaking the model for a whole day but only managed to fix his legs/paws and tail.I guess i'll just end up with the donkey having a head thats not animated. Oh well.
One more trick of the day. Since your donkey's head starts with a rotationX (in it's definition), you will need to add that to it's rotation changes:
head.rotateAngleX = (f4 / 57.29578F) -1.301248F;
This way it will rotate f4/57.29578F from it's initial position. This should fix it... Same goes with any part that is attached to the head.
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
Now his nose position is allright however the nose is like a 2nd head. His nose looks at another place while his head looks at another... how could i fix this? I'm trying things.Sorry, i might be a bit dumb :tongue.gif:
Picture ( his ears are not on position and nose moving differently, although the head is fixed!)
Code:
ok, for the ears, the rotation needs to be equal to the head + it's initial rotation. Don't put both numbers, since the head rotation is already set there. Actually, let's hit this from a different angle.
since they all have the same rotation point, one does not really have to reference the other. Instead, set them up as if they were individuals (which they actually are:
muzzle.rotateAngleX = (f4 / 57.29578F) + 0.4089655F;
This will make it keep it's initial position while rotating with the head. Coding it the other way makes you assume that they are moving together. Really they are not. There are no linkages. Same goes with the ears, and even the feet.
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
Now i'll try to make the donkey rideable maybe tameable, later on maybe with your help make that storage thing? Thanks :smile.gif:
(Also need to fix the textures with your tutorial videos)
Edit: The last picture
Glad you are up and going. May have to go back and edit my stuff in the MODEL section on page 1, make the stuff I went over with you here a bit more clear.
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
it's there in the pig entity.
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE