This is what it looks like regularly but when it accepts you as being your protector when you give it an amulet it looks like this
The kodama is not fond of players and will grow to a massive height if you get too close!
So far there are two ghosts the
Regular Ghost:
Ghost Girl:
The ahool is kinda like a giant bat When/if you get too close to the ahool it will start to rapidly damage you unless you tear its wings with a clawed glove
This little cactis is shy, but it can be tamed with a flower
When the cactsis hides from you
Mogwai is only active during the night other wise he is asleep! it can be tamed only while active (night time) with a cinnamon roll
Wyvern
Normal
Hidden
FLYING WHALE?!
Variate with trades and skin/classification
SMALL
NORMAL
LARGE
Variate like the Dwarf and Villager and have different trades
They walk and look like fish... so thats cool
Choose one of 7 classes for your player specification!
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Go back to when it would actually show the splash screen, and use the command prompt to open the file so you get a log of what is happening and please send what it says in the console.
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Disclaimer: This mod is based off of the Familiars Mod by pitman87 BUT is in NO way a port of the Familiars mod to 1.12.X and has no code references to the Familiars Mod
Disclaimer 2: This mod is NOT complete and things may be changed or removed.
Download: No download at the moment; This mod is still in development.
About:
The Guardians Mod adds a book which allows you to unlock different Guardians with XP, each Guardian has their own ability or action they provide the player with while equipped
Guardians:
Bat - Allows the user to see in the dark
Chicken - Allows the user to float to the ground
Dragon - Allows the user the ability to shoot dragon fire with their action button
Enderman - Allows the user the ability to shoot enderpearls with their action button
Iron Golem - Launches the players target in air
Knightworm - Shoots a magic sword beam dealing the damage of the players held sword when attacking
Rabbit - Allows for higher jump
Sheep - Allows the player to turn invisible when sneaking
Slime - Allows the player to jump higher and take no fall damage
Snow Golem - Allows the user the ability to shoot snow balls with their action button
SoggyMustache - Allows the user to walk on water
Spider - Allows the user to climb wall by sneaking
Squid - Allows the user to breath underwater
Wither - Allows the user the ability to shoot wither skulls with their action button
Zombie Pigman - Allows the user to walk across lava while sneaking
Screenshots:
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The mod is out! check out the download section on our website http://zawamod.org
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Check out the latest animation progress here!
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We have a contest open for ZAWA 2.0 if you are one of three winners you will get to become a pre-alpha tester getting to play the mod before it is even released! check out our discord chat for it here https://discord.gg/fT5wUnF
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The download is now live.
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After trying forever to get (partially) transparent mobs I finally found a way to do it, I know this works in 1.8 although I am not sure about higher or lower versions.
For this you just need your entity with access to it's render class
=====================================================
If your render class doesn't already have a doRender method you need to add it
It should look like the following
@Override
public void doRender(Entity entity, double x, double y, double z, float f, float partialTicks) {
super.doRender(entity, x, y, z, f, partialTicks);
}
Now that you have a spot to place the transparency code we can start, within the doRender method place the following
//New code credit to senpaisubaraki
GlStateManager.pushMatrix();GlStateManager.enableAlpha();
GlStateManager.enableBlend();
GlStateManager.color(1.0F, 1.0F, 1.0F, 0.5F);
super.doRender(entity, x, y, z, f, partialTicks);
GlStateManager.color(1.0F, 1.0F, 1.0F, 1F);
GlStateManager.disableAlpha();
GlStateManager.disableBlend();
GlStateManager.popMatrix();
We are first setting the R, G, B to 1.0F then we set the alpha to 0.5F you can adjust the number to fit your needs
That's it, if you need help leave a comment, below is my full render class for my entity if anyone happens to need it
(don't forget to like the post if it helped)
My full render class
package net.soggymustache.tutorial.entity.ghost;
import org.lwjgl.opengl.GL11;
import net.minecraft.client.model.ModelBase;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.culling.ICamera;
import net.minecraft.client.renderer.entity.RenderLiving;
import net.minecraft.client.renderer.entity.RenderManager;
import net.minecraft.entity.Entity;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;
import net.soggymustache.tutorial.ModInfo;
@SideOnly(Side.CLIENT)
public class RenderGhost extends RenderLiving
{
private static final ResourceLocation NORMAL = new ResourceLocation(ModInfo.MOD_ID + ":textures/entity/ghost/ghost.png");
public RenderGhost(RenderManager rm, ModelBase mb, float f)
{
super(rm, mb, f);
}
protected ResourceLocation resourceLoc(EntityGhost p_177125_1_)
{
return NORMAL;
}
@Override
public void doRender(Entity entity, double x, double y, double z, float f, float partialTicks) {
GlStateManager.pushMatrix();
GlStateManager.enableAlpha();
GlStateManager.enableBlend();
GlStateManager.color(1.0F, 1.0F, 1.0F, 0.5F);
super.doRender(entity, x, y, z, f, partialTicks);
GlStateManager.color(1.0F, 1.0F, 1.0F, 1F);
GlStateManager.disableAlpha();
GlStateManager.disableBlend();
GlStateManager.popMatrix();
}
protected ResourceLocation getEntityTexture(Entity entity)
{
return this.resourceLoc((EntityGhost)entity);
}
}
FINAL RESULT
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Thanks my first time messing with GL so I was wondering what I was doing wrong when I became transparent.
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Check out our first video (by ZaidEmpire) showcasing the current state of the dwarves!