- Austin56101
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Member for 12 years, 9 months, and 13 days
Last active Thu, Dec, 15 2011 17:04:23
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xxbrad2o12xx posted a message on Athos Texture Pack 32x32 [1.8]Looks great! I dont use texture packs I like the default one but if I were to use one I would definitively use this I love the roman look :biggrin.gif:Posted in: Resource Packs -
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CityofAthos posted a message on Athos Texture Pack 32x32 [1.8]InformationPosted in: Resource Packs
This is an Athos Roman texture pack created by [M]Jaaacqs and [M]Aethirium. Athos is a city based off of Drunkserver.com A city that is too large for words, unfortunately. So if you'd like to see this enormous build please visit CityofAthos.Tumblr.com, or join Drunkserver.com(no white list). The City will be located there once Minecraft is fully released. We originally started this pack for the community of Athos. We wanted our members to see Athos the same way we viewed it. But once realizing we were actually very good at creating a pack, we decided to launch a full texture pack favorable outside of the sandstone walls of Athos. This is for 1.8, slowly updating as we go. We will be releasing a 1.9 or 1.10 when it is a stable release. Whichever one Notch decides to fully release.
Patcher & Details
This is a 32x32 so we recommend using MCpatcher 2.1.2 to fix the fire glitches that are in some blocks.
Please list the Lava/Water/Portal/Fire options under "Custom Animation" (on the options tab) in order to view them in our pack, other wise they will be the default textures.
Versions
Version 1.0
- New custom Icons
- New Ghasts and new Zombie(Jonny Craig Zombie)
- New Armor Icons
- Armor fix
- Chain Armor complete
- Compatible for 1.8
- New splashes(Let us know if they work)
Credit
We have very common patterns to Romecraft, so we'd like to give the creator some credit, although everything you see in this pack is hand made and there is no recreation of any other pack. We'd also like to give credit to Lost valley and SMP revivals because their nature blocks and wild life gave us many Ideas worth giving credit to.
Download Link
http://www.planetminecraft.com/texture_pack/athos-texture-pack/
Screen shots
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inlanoche posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!Ok, importing this stuff from one of my other threads. Here I will go over some of the things I have found about each of the 3 main java files. Most of this stuff can be found by going back through what each class extends. This is for the intermediate to, dare I say advanced modders. I'll try and give as much info as I have found. Let's start with,Posted in: Tutorials
Entity java file vars and methods:
In the constructor:
texture = string; : this is the name and location of the texture file(png file 64x32) used for this entity. May need to be stored in the mob folder. Example of use:
texture = "mob/mymob.png";
setSize(float1, float2); : Through my current tests, this seems more of the bounding box size than a scaler for the Mob. Example of use:
setSize(0.9F,1.3F) //the first number is the width, the second is the height
attackStrength = int; : The amount of damage done when hitting another mob.
attackStrength = 5;
moveSpeed = float; :This seems to be a percentage of speed. 0.1 being 10%, 1 being 100%. I have set this over 1F (to 10F), but it did not seem to make a difference. This max speed (1) is still slower than the player
This is a value that sets the speed. The player moves at a value of about 1.0F. To make a mob go faster, increase this. Slower, decrease it.
moveSpeed = 0.5F;
health = int; : The amount of health the mob will have. default is 10. I have also seen the var heartsHalvesLife, but setting this really low didn't seem to do anything, so I'm sticking with health
health = 10;
Useful Methods
public void onLivingUpdate()
this method is called ever tick (or so). If you want to check things within the mob, then this is your method. If using it, you must call super.onLivingUpdate(); as it handles the movement code. Bad things happen when you overwrite this.
If you want to trigger things line waving tails, hunger, or sudden changes in behavour do it in this method.
public boolean interact(EntityPlayer entityplayer)
this is called when a player right clicks on the mob.
protected boolean canDespawn()
Still checking on this, but I think having this return false will keep the entity in the game. If not, and it is out of range, it has a chance of despawning. I would limit your use on this, but it is useful for pets and a number of tamed mobs. -
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Strengthowns posted a message on [ModLoader][1.8.1] Strength's Tutorials/Help (28/11/11) *Generation*Posted in: TutorialsCustom MobFor this tutorial, you will need to use a program called "Techne" which generates the hardest files for you. See other tutorials on how to use techne.
mod_Nameherepackage net.minecraft.src; import java.lang.reflect.Method; import java.util.*; public class mod_Namehere extends BaseMod { public mod_Namehere() { ModLoader.RegisterEntityID(EntityNamehere.class, "Namehere", ModLoader.getUniqueEntityId()); ModLoader.AddSpawn(net.minecraft.src.EntityNamehere.class, 9, 10, 20, EnumCreatureType.creature); } public void AddRenderer(Map map) { map.put(net.minecraft.src.EntityNamehere.class, new RenderNamehere(new ModelNamehere(), 0.5F)); } public String Version() { return "1.8.1"; } }
EntityNameherepackage net.minecraft.src; public class EntityNamehere extends EntityCreature { public EntityNamehere(World world) { super(world); texture = "/mob/Namehere.png"; setSize(1.5F, 1.9F); } public void writeEntityToNBT(NBTTagCompound nbttagcompound) { super.writeEntityToNBT(nbttagcompound); } public void readEntityFromNBT(NBTTagCompound nbttagcompound) { super.readEntityFromNBT(nbttagcompound); } protected String getLivingSound() { return null; } protected String getHurtSound() { return null; } protected String getDeathSound() { return null; } protected float getSoundVolume() { return 0.4F; } protected int getDropItemId() { return 54; } }
RenderNameherepackage net.minecraft.src; public class RenderNamehere extends RenderLiving { public RenderNamehere(ModelBase modelbase, float f) { super(modelbase, f); } public void renderNamehere(EntityNamehere entitynamehere, double d, double d1, double d2, float f, float f1) { super.doRenderLiving(entitynamehere, d, d1, d2, f, f1); } public void doRenderLiving(EntityLiving entityliving, double d, double d1, double d2, float f, float f1) { renderNamehere((EntityNamehere)entityliving, d, d1, d2, f, f1); } public void doRender(Entity entity, double d, double d1, double d2, float f, float f1) { renderNamehere((EntityNamehere)entity, d, d1, d2, f, f1); } }
ModelNameherepackage net.minecraft.src; public class ModelNamehere extends ModelBase { public ModelNamehere() { Body = new ModelRenderer(this, 0, 0); Body.addBox(-8F, -8F, -8F, 16, 16, 16); Body.setRotationPoint(0F, 16F, 0F); Body.rotateAngleX = 0F; Body.rotateAngleY = 0F; Body.rotateAngleZ = 0F; Body.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); Body.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); } ModelRenderer Body; }
Help: mod_Namehere
1. Same as normal, read the "Human NPC" tutorial for more information on this sort of mod.
Help: EntityNamehere
1. Same as normal, read the "Human NPC" tutorial for more information on this sort of mod.
2. If you want it to make a sound change the "null" parts at the bottom to whatever you want. See other Entity* mob files for more help on the sounds.
Help: RenderNamehere
I don't recommend using the Render file that techne makes for you as it is a bit broken.
1. Nothing but name-changing here.
Help: ModelNamehere
1. You don't need to change anything but names here as techne generates it for you with everything you wanted.
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Club559 posted a message on [Creating Mods] Simple person mob (MCP) [30/1/11]Posted in: TutorialsGuide to make a simple mob (MCP)
PLEASE NOTICE: Wow, this simple tutorial has brought the whole Minecraft modding community to a new generation full of human mobs. Every time I look back at this, I see how much I have changed the community, and I feel very happy. This tutorial is very outdated, however. But now, look around, everyone knows how to create a human mob. Get help from one of today's modders on how to make a human mob. I have quit modding since, and I thank everybody for their support while I was a modder. I might never return to modding, but who knows? I probably will in 1.7! ~Club559 (June 21, 2011)
Before testing your results, download (required):
Risugami's ModLoader
303's SpawnList
Tutorial files (required)
In this tutorial I will teach you how to make a simple mob in the shape of a person. This tutorial will not include how to model, neither does it use a model.
First, download all of the listed above. Get out your tutorial folder and go to the sources. Copy all of the sources over to your MCP source folder (decompile unmodified minecraft.jar before doing this). The EntityList is just a fix for the private function MCP converts it to, so copy that to your sources too.
Open up EntityPigman.java.
package net.minecraft.src; public class EntityPigman extends EntityCreature { public EntityPigman(World world) { super(world); //This is the texture for your mob texture = "/mob/mymob.png"; } protected int getDropItemId() { //This is the item your mob will drop return Item.porkCooked.shiftedIndex; } }
Replace all "Pigman" with the name of your mob. Then, replace "mymob" with the name of your mob. After that, change "porkCooked" to the new name of your item. If you want it to drop a block...
return Block.nameofblock.blockID;
Replace "nameofblock" with the name of the block. NOTE: You will have to look inside Item.java and Block.java to see the names of these.
Rename EntityPigman.java to fit your new mob.
Open up mod_Pigman.java.
package net.minecraft.src; import java.lang.reflect.Method; public class mod_Pigman extends BaseMod { public mod_Pigman() { } public String Version() { return "1.2_02"; } public void AddEntityID() { //This defines your entity. Class name, entity name, and then the entity ID. EntityList.addMapping(EntityPigman.class, "Pigman", ModLoader.getUniqueEntityId()); //This adds your mob to the spawn list. spawnlist.addCreaturesToSpawnList("Surface biomes", EntityPigman.class); } }
Again, replace all "Pigman" with the name of your mob, and replace "Surface biomes" with the biome of your needs. For everywhere (like a normal mob), use Surface biomes. If you want a different one, check spawnlist.java for the list of biomes available.
Rename mod_Pigman to suit your new mob.
You are close to being done. Now just open the folder "Texture for minecraft.jar" in your tutorial files, open "mob", and replace mymob.png with the player skin that you would like. Also rename it to what you did on EntityPigman on this line:
texture = "/mob/mymob.png"
Once you have done that, compile the following:
mod_[MobName]
Entity[MobName]
After that, you are done with your mob!
If you get an error, make sure you did everything correctly.
EDIT: Thanks to everyone who told me to move the spawning to mod_Pigman instead of adding mod_SpawnPigman, and someone also confirms this makes it compatible with Mo' Creatures. If you followed this tutorial before, update your mods! - To post a comment, please login.
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:biggrin.gif:
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what?! no i didnt?
but if som1 has this already will you send me link so i can put
original design by: ....
i guess its only fair
thanks :smile.gif:
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This is how to make the Advanced gen, from my video showing 3 styles or gens! :biggrin.gif:
here's some links:
gen video:
Subscribe!
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will be uplaoding the tuts soon
i have 2 of them done already
just need one more! :biggrin.gif:
thanks everyone who have been supporting my channel!
thanks and subscribe :smile.gif:
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i do recommend this mod! its fun/customization is great, ect! :biggrin.gif:
heres the stuff:
Mod: http://www.minecraftforum.net/topic/749990-181-borer-mod/
Subscribe!
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Download the mod: http://www.minecraftforum.net/topic/542215-173-water-shader-alpha-v3/
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