Here i will be posting video tutorials based on users requests. I will be using forge. I try to describe almost all parts off the code in the video. But ask any questions you have.
If their is a problem in one of my tutorials marked as please message me or post
a comment.
there are lots of basic broad tutorials, it would be a nice change of pace to see something new, nothing against your plans, but there are not enough advanced tutorials out there for people to learn new things. Potions for example would be good to learn. Gravitational blocks, golems, ladders, and I can think of more. Container types like chests, brewing stands and furnaces are all kind of complicated and vague, a more simplified one would be great. Broad basic tutorials are all over this section. A change of pace would be awesome....
Thanks for the tutorial on how to generate ore on a biome basis, with the added bonus that you can replace a specific block type as well. I was researching how to do this with world generation... and presto there it is Thanks!
there are lots of basic broad tutorials, it would be a nice change of pace to see something new, nothing against your plans, but there are not enough advanced tutorials out there for people to learn new things. Potions for example would be good to learn. Gravitational blocks, golems, ladders, and I can think of more. Container types like chests, brewing stands and furnaces are all kind of complicated and vague, a more simplified one would be great. Broad basic tutorials are all over this section. A change of pace would be awesome....
the problem with this is that rather than doing something specific like golems i would prefer to do something more vague like a mob that you create
a created mob would be fine, as long as it is generic enough to follow the same principle as the golem, obviously the mob class and entity would have to be created in mcp, we all know that, but getting it to spawn from creation like the golem is more of what i am after. Instead of naturally spawning. There are a few mods that can be decompiled and picked apart for reference on gravitational blocks and such, but I would still like to see things like chests and other containers(which for the most part are all relatively the same) simplified. The tutorials that are around are a bit over complicated and not always class by class, they tend to go back and forth a bit. Could you simplify those, and what are your thoughts for a minecart and rail tutorial? It seems that no one has those. There is one modder who has a thread that has been under construction for sometime that has a non fulfilled promise of a minecart. And one other thing that would be really usefull would be metadata, not too many of those around that are for modloader or easy to follow at all.... I have many other ideas too, but some of them are okay to pick apart and try to follow, but others still are just so vague and non explanitive to a point that it makes me head hurt...
a created mob would be fine, as long as it is generic enough to follow the same principle as the golem, obviously the mob class and entity would have to be created in mcp, we all know that, but getting it to spawn from creation like the golem is more of what i am after. Instead of naturally spawning. There are a few mods that can be decompiled and picked apart for reference on gravitational blocks and such, but I would still like to see things like chests and other containers(which for the most part are all relatively the same) simplified. The tutorials that are around are a bit over complicated and not always class by class, they tend to go back and forth a bit. Could you simplify those, and what are your thoughts for a minecart and rail tutorial? It seems that no one has those. There is one modder who has a thread that has been under construction for sometime that has a non fulfilled promise of a minecart. And one other thing that would be really usefull would be metadata, not too many of those around that are for modloader or easy to follow at all.... I have many other ideas too, but some of them are okay to pick apart and try to follow, but others still are just so vague and non explanitive to a point that it makes me head hurt...
completed mob that player creates will posibly do metadata
You seem to have gotten the EntityList part of the mob tutorial wrong.(In the mod_ file.)
Just posting this to help
It should be something like this:
EntityList.entityEggs.put(Integer.valueOf(12), new EntityEggInfo(12, 66765, 67));
The Integer.valueOf is still the mob's ID.In the EntityEggInfo the first parimeter is still the mob's ID, the second parimeter is the primary color, and the last/third one is the secondary color.(Primary=The 'back' of the egg.Secondary=The spots on the egg.)
I need help though, my mob won't move its legs when walking and just moves across the ground as if its legs can go through stuff.(Like floating even though touching the ground.Doesn't really go through stuff, just trying to explain how it's like.)
Its basicly a pig wearing a helmet, the model made with Techne.I'm not showing a picture because it wouldn't show the pig walking like that anyway.So basicly its 'frozen', but moving around.
My Render file is the same as the regular pig mob except the code for where it finds its model is a little different.
This is the Render file (Name of mob changed so thieves won't take exact code.):
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);
}
}
This is the Model file.(Name taken out/replaced with 'Name' for same reason.):
Also, my mob is neutral and it can be tamed, but for some reason its white when it's angry.I'm not sure why, I spelt the texture right in the code and the same for the texture itself....
You seem to have gotten the EntityList part of the mob tutorial wrong.(In the mod_ file.)
Just posting this to help
It should be something like this:
EntityList.entityEggs.put(Integer.valueOf(12), new EntityEggInfo(12, 66765, 67));
The Integer.valueOf is still the mob's ID.In the EntityEggInfo the first parimeter is still the mob's ID, the second parimeter is the primary color, and the last/third one is the secondary color.(Primary=The 'back' of the egg.Secondary=The spots on the egg.)
I need help though, my mob won't move its legs when walking and just moves across the ground as if its legs can go through stuff.(Like floating even though touching the ground.Doesn't really go through stuff, just trying to explain how it's like.)
Its basicly a pig wearing a helmet, the model made with Techne.I'm not showing a picture because it wouldn't show the pig walking like that anyway.So basicly its 'frozen', but moving around.
My Render file is the same as the regular pig mob except the code for where it finds its model is a little different.
This is the Render file (Name of mob changed so thieves won't take exact code.):
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);
}
}
This is the Model file.(Name taken out/replaced with 'Name' for same reason.):
Also, my mob is neutral and it can be tamed, but for some reason its white when it's angry.I'm not sure why, I spelt the texture right in the code and the same for the texture itself....
are u maybe using a different texture or something there is a glitch where mobs that dont extend entitymob render wrong ill look into it some more and try to find the problem
are u maybe using a different texture or something there is a glitch where mobs that dont extend entitymob render wrong ill look into it some more and try to find the problem
The only texture problem though is when it turns angry and I checked the part of code where it finds the texture it should be finding the right texture.
Know anything about the animation problem?
could u possibly have the wrong image location a mob turns white when the image location is wrong
Well I found the problem while editing the texture a little.I had a space in the name.
Well that's fixed but I still have the animation problem.There's also a problem when breeding it the baby will be the same size as the regular mob though I'm guessing that will be fixed once the animations and stuff is fixed.
Here i will be posting video tutorials based on users requests. I will be using forge. I try to describe almost all parts off the code in the video. But ask any questions you have.
If their is a problem in one of my tutorials marked as please message me or post
a comment.
Coming Soon
Placeholder
for example a whole new rail from a new material and durability, and a new minecart from scratch...
Oh I should probably add that I want the minecart to have a new speed and be able to only go on the new rail
Find out how I generate....coolAlias...world structure generation and rotation tool...
i cud probably do that but i was hoping to do more broad tutorials ill see about it
Find out how I generate....coolAlias...world structure generation and rotation tool...
gravitational blocks
maybe potions/enchantments
the problem with this is that rather than doing something specific like golems i would prefer to do something more vague like a mob that you create
Find out how I generate....coolAlias...world structure generation and rotation tool...
completed mob that player creates will posibly do metadata
Just posting this to help
It should be something like this:
The Integer.valueOf is still the mob's ID.In the EntityEggInfo the first parimeter is still the mob's ID, the second parimeter is the primary color, and the last/third one is the secondary color.(Primary=The 'back' of the egg.Secondary=The spots on the egg.)
I need help though, my mob won't move its legs when walking and just moves across the ground as if its legs can go through stuff.(Like floating even though touching the ground.Doesn't really go through stuff, just trying to explain how it's like.)
Its basicly a pig wearing a helmet, the model made with Techne.I'm not showing a picture because it wouldn't show the pig walking like that anyway.So basicly its 'frozen', but moving around.
My Render file is the same as the regular pig mob except the code for where it finds its model is a little different.
This is the Render file (Name of mob changed so thieves won't take exact code.):
This is the Model file.(Name taken out/replaced with 'Name' for same reason.):
Also, my mob is neutral and it can be tamed, but for some reason its white when it's angry.I'm not sure why, I spelt the texture right in the code and the same for the texture itself....
are u maybe using a different texture or something there is a glitch where mobs that dont extend entitymob render wrong ill look into it some more and try to find the problem
The only texture problem though is when it turns angry and I checked the part of code where it finds the texture it should be finding the right texture.
Know anything about the animation problem?
Well I found the problem while editing the texture a little.I had a space in the name.
Well that's fixed but I still have the animation problem.There's also a problem when breeding it the baby will be the same size as the regular mob though I'm guessing that will be fixed once the animations and stuff is fixed.
ill do this