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    posted a message on Digital Diamond: Star Wars Machinima
    Herobrine Mercer + Kamikaze Endermen = WIN
    Posted in: Minecraft News
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    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    Quote from ShaneCraft

    wow that's absolutely brilliant!
    i just wonder if all the mobs who spawn on the same time will 'transform' to an other model :tongue.gif:
    but this is really brilliant, i'd like to test it, if i manage to.

    By counter I mean it counts the amount of items you give it. I didn't even think of using it with clocks! This opens up a world of opportunities.
    Posted in: Tutorials
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    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    Quote from inlanoche

    Well, I would think that you would have to make a new method in your Model code, deleting the old boxes, and defining new ones. This could be called the same way I did my custom animations. I haven't tried it, but it's easy to check.

    If you have a GUI make a button that will call up a method in your model class to delete, say, the head. If you can do that, then it should work. Interesting idea, I can do a test sample and post it later.

    Nope. Theres a better way: in EntityPig, down at the bottom, there is a piece of code that instantiates a zombie pigman when the pig is struck by lightning. Create a counter, when the counter reaches a certain point: BAM! The new mob is there, old one isn't.
    Posted in: Tutorials
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    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    Maybe set a variable like cowDead and set it to false. Then, if the cow is dead you set cowDead to true and if cowDead is true you do the achievement. I don't know if this will work but it might be worth a try.
    Edit: there is already an achievement for killing a monster. You could probably borrow that code and make it work.
    Posted in: Tutorials
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    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    Maybe look online for a cow.tcn file that someone made. I don't know.
    Posted in: Tutorials
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    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    I think it has to do with the new Techne update. The video was made before the update.
    Posted in: Tutorials
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    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    Quote from inlanoche

    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:
    worldobj.getBlockId(int, int, int) = Block.grass.shiftedIndex

    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.
    Posted in: Tutorials
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    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    Quote from KillNature

    So in my model code i have
    		super.render(f, f1, f2, f3, f4, f5);
    		setRotationAngles(f, f1, f2, f3, f4, f5);
    		head.render(f5);
    		body.render(f5);
    		leg1.render(f5);
    		leg2.render(f5);
    		leg3.render(f5);
    		leg4.render(f5);
    		udders.render(f5);



    could that be the problem?

    I think that is your problem, at least half of it. You are calling the head, body, and legs to render twice. Delete them from super.render and modelQuadruped should work like a charm. As for the textures, I think that has to do with your GLScale. If your texture is a retextured cow it won't map correctly. Instead of using GLScale, maybe use the PreRenderScale in your Render class. Also, the problem may simply be that you used commas in your GLScale. I'm not sure whether or not that works as I've never used GLScale. Maybe try it with periods instead?
    Posted in: Tutorials
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    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    Quote from inlanoche

    The first is given if you read the tutorials. It's also stated several times through this thread.

    I guess I should've been clearer: what I meant is if anyone knows how big of a hitbox any given value is. Is it measured in blocks? Pixels? Percent of the model? My newest mob puts its head through trees and I would like to know if changing the size of the bounding box would fix it.
    Posted in: Tutorials
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    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    Quote from Rayvyn

    If someone wants to know about how to create a mob or increase the resolution of their mobs skins, decompile another mod to see how they did it...

    You see how that works? How about actually helping out?

    Neither of those two options sounds absurd. And I WAS helping; I just don't know how so I gave you a useful tip.
    Posted in: Tutorials
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    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    Does anyone know what the setSize float values in the Entity class mean? I want to know if I can use them to prevent my FlapZard from putting its head through trees. :tongue.gif:
    Also, what is the line I need to check what block is underneath the mob? I don't want to give too much away and I don't want anyone to write a lot of code for me so I won't tell you why I need it.
    Posted in: Tutorials
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    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    Decompile some other mods and see how they did the sounds.
    Posted in: Tutorials
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    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    Quote from inlanoche

    Another of the converted... Welcome to the light... umm... without light.... Cause, the sun is blocked by... well you get the picture...

    Can I ask about the issues? Is it something that I didn't make clear in my tuts? I've been looking to try and nip some of these re-ocurring issues in the bud, though if you watch the vids I just posted, I'm not perfect either... :sad.gif:

    One of my issues was not having the correct format in my mod_ file (no constructor), the other was not importing GL11 correctly. All errors on my part.
    Posted in: Tutorials
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    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    I got my BlueCreature to work today! I've been having problems but they've all been problems others have had so I didn't post them. After switching from Notepad++ to eclipse earlier today I was not only able to nail down my issues, I was able to nail them to the wall and mow them down with a minigun(figuratively, of course). Tip to ANYONE have ANY KIND of problems: use Eclipse. It doesn't just tell you the same thing as recompiling, it tells you what the problem is in ENGLISH and EXACTLY where in the code it is and gives you lots of options for fixes. Also, it automatically updates othe errors that come from a different error as you revise. It takes a minute to download, three seconds to set up, and saves you CRAZY amounts of time. I'm done with my free advertising now. :biggrin.gif:
    Posted in: Tutorials
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    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    Quote from Crazy minecraft

    Alright, after going through your tutorial many times, and looking through all the posts on this forum, I managed to fix 22 errors to 5 errors.

    == ERRORS FOUND ==
    
    src\minecraft\net\minecraft\src\JWorld_AnibusEntity.class.java:3: class JWorld_A
    nibusEntity is public, should be declared in a file named JWorld_AnibusEntity.ja
    va
    public class JWorld_AnibusEntity extends EntityAnimal
    ^
    
    src\minecraft\net\minecraft\src\mod_Anibus.java:5: cannot find symbol
    symbol: class BaseMod
    public class mod_Anibus extends BaseMod
    ^
    
    src\minecraft\net\minecraft\src\mod_Anibus.java:10: cannot find symbol
    symbol  : variable ModLoader
    location: class net.minecraft.src.mod_Anibus
    ModLoader.RegisterEntityID(JWorld_AnibusEntity.class, "Anibus", ModLoader.getUni
    queEntityId());
    ^
    
    src\minecraft\net\minecraft\src\mod_Anibus.java:10: cannot find symbol
    symbol  : variable ModLoader
    location: class net.minecraft.src.mod_Anibus
    ModLoader.RegisterEntityID(JWorld_AnibusEntity.class, "Anibus", ModLoader.getUni
    queEntityId());
    ^
    
    src\minecraft\net\minecraft\src\mod_Anibus.java:11: cannot find symbol
    symbol  : variable ModLoader
    location: class net.minecraft.src.mod_Anibus
    ModLoader.AddSpawn(JWorld_AnibusEntity.class, 100, EnumCreatureType.creature);
    ^
    
    5 errors

    Help please?

    Ok. So you appear to be decompiling a vanilla minecraft.jar. The .jar NEEDS to have modloader installed on it before you decompile for this to work. If you don't know how, look at some set up walkthroughs.
    Posted in: Tutorials
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