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    posted a message on 1.12.2 Custom mob moves fast enough to bend time.

    Also, this is the only class I have which affects the behaviour of the mob is the one I linked, the only other classes that have anything to do with it is the renderer and the model itself.

    Posted in: Modification Development
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    posted a message on 1.12.2 Custom mob moves fast enough to bend time.

    the first bit is deprecated code that I was yet to remove, which also didn't affect anything, and the reason I set the item is because for some strange reason it just didn't show the stone sword without the code there, upon removal the weapon would not appear in game. note that I have managed to fix this now, I did an override on the AI movement speed that the skeleton class draws from in order to force the speed to slow down.


    no matter what monster I have this entity extend from, it didn't change the speed either. but now I have a new issue - after 5 attempts of loading the game and having the speed work fine on my entity, after loading the 6th attempt I noticed (with the only change being the speed at which I set the AI to move at) my mob is now not moving at all! its head follows me and it turns around, but it just flat out doesn't move by itself or chase me. any ideas on how to fix this or what even caused it? I tried removing the AI override code from the entity that I put it on but it still hasn't started moving - not even the fast speed it used to, worse still - it has also stopped the other entity I made from moving too - without ANY changes to its code.

    Posted in: Modification Development
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    posted a message on 1.12.2 Custom mob moves fast enough to bend time.

    Hey guys - I have no idea what's going on here so I thought that I would turn to the forums for some assistance! here is the deal:


    I have a custom monster that was moving at the right speed until I gave it a weapon to hold, after that for some reason it has decided to sprint a marathon in record time, here is what I have done:


    My entity extends EntityWitherSkeleton, so I feel like it should have inherited the movement speed from that class to begin with, but lets play devils advocate and say that is not enough.


    I have overrided the speed SharedMonsterAttribute for movement speed and even set it to a snails pace of 0.001D, only to have no effect in game.


    and when neither of those worked I even removed the code that renders the weapon in the snowballs chance in hell shot that it would do anything - nada.


    I have absolutely no idea what else I can really do - Code for the entity class below if anyone can assist in shining some light on this crazy deal I would much appreciate it!



    public class EntityGhost extends EntityWitherSkeleton
    {

    public EntityGhost(World worldIn)

    { super(worldIn);

    setItemStackToSlot(EntityEquipmentSlot.MAINHAND, new ItemStack(Items.STONE_SWORD));

    }

    @Override

    protected void initEntityAI()

    {

    super.initEntityAI();

    {

    EntityAIAttackMelee EntityAITarget;

    EntityAIBreakDoor EntityAIMoveTowardsTarget;

    EntityAINearestAttackableTarget<EntityLivingBase> EntityAISwimming;

    }

    }

    @Override

    protected void applyEntityAttributes()

    {

    super.applyEntityAttributes();

    this.getEntityAttribute(SharedMonsterAttributes.MAX_HEALTH).setBaseValue(45.0D); this.getEntityAttribute(SharedMonsterAttributes.ARMOR).setBaseValue(20.0D); this.getEntityAttribute(SharedMonsterAttributes.ATTACK_DAMAGE).setBaseValue(15.0D); this.getEntityAttribute(SharedMonsterAttributes.KNOCKBACK_RESISTANCE).setBaseValue(3.0D); this.getEntityAttribute(SharedMonsterAttributes.MOVEMENT_SPEED).setBaseValue(0.001D);

    }

    @Override

    public float getEyeHeight()

    {

    return 2.3F;

    }

    @Override

    protected SoundEvent getHurtSound(DamageSource damageSourceIn)

    {

    return super.getHurtSound(damageSourceIn);

    }

    @Override

    protected SoundEvent getAmbientSound()

    { return super.getAmbientSound();

    }

    @Override

    protected SoundEvent getDeathSound()

    {

    return super.getDeathSound();

    }

    }

    Posted in: Modification Development
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    posted a message on issues with 3D armor model coding

    That's great to hear man - and good-ish news! we got progress, I had a quick look through your code - I rewrote the lines in entity class to match yours because I saw a couple of differences in the code we wrote, and hey presto it rendered the stone sword! but now for the second issue, the sword isn't actually moving with the hand - it looks normal when my entity is not moving, but any hand motion and the sword doesn't move. got any ideas on what's going on there?

    Posted in: Modification Development
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    posted a message on issues with 3D armor model coding

    I have played with different texture map sizes, sectioned them by colors to see what is being affected but by the looks of it the entire texture map is being sucked in by modelBiped, is there a way I can constrict modelBiped to just look for textures in a specific 64 x 32 area that has no textures in it instead of the entire texture map?

    Posted in: Modification Development
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    posted a message on issues with 3D armor model coding
    Quote from vemerion»

    Regarding the override, I was thinking something like this:


    @Override
    public void setRotationAngles(parameters here) {
    if (!(supplied_entity instanceof ArmorStand)) {
    super.setRotationAngles(parameters here);
    }
    }

    You would have to check the source code of ModelBiped to see the exact method name and parameter list.


    As for the texture problem, I think I know that the problem is. There is actually a block for the texture to sit on, namely the original bipedHead. You would have to leave the top left 64x64 pixels in the texture empty, otherwise the original ModelBiped cubes screw things up. If this is not the source of the problem, then I am afraid I am out of suggestions.


    I just shifted the texture map from the top right to the bottom left which has now fixed the whole head issue - but it has spread to the body and arms now, somehow my texture map is rendering on the original model biped when I went as far as to shift the entire texture map from one extreme to the other - any ideas? I have posted an image of what the chest looks like in-game and have also included the texture map before and after photos. the textures on the armor model itself looks fine - it just seems to want to paint over modelbiped still somehow.

    Posted in: Modification Development
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    posted a message on issues with 3D armor model coding

    Damn - it looks like Blockbench paints over the top left 64x64 pixels area - I will try and figure out how I can correct this and I reckon that would be right, I really appreciate your help my man.

    Posted in: Modification Development
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    posted a message on issues with 3D armor model coding

    Here is a second example of it with a different 3D helm - the only piece of armor getting this issue is the helmets of my armor sets - I am unsure of what is going on because there isn't even a block for those textures to sit on - they are seemingly just being told to go there without a block face to sit on.

    Posted in: Modification Development
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    posted a message on issues with 3D armor model coding
    Quote from vemerion»

    Regarding the armor stand problem - perhaps you could override the setLivingAnimations() and setRotationAngles() methods in the model class and check if the supplied entity is not an armor stand before calling the super method?


    As for your texture problem, I am not sure I fully understand the problem, perhaps you could clarify it even more?



    I feel like a bit thick for asking - but just to confirm, when you say override, code wise what would I write and where would that go in the model class exactly? as for the texture problem - see the below photos, 1 is the image in BlockBase, other is in-game. the in game one has the texture circled that is creeping 1 pixel over the eye slit I made. also if you look at the blockbase image, there is just plain red for the interior of the helmet but in game there is what appears to be the layer one texture (chestplate texture specifically) overlaid on top of the regular texture - causing them both to clip each other when you make even the slightest movement.


    Top 2 circles show the texture going over the eye slits, bottom circle show the same weird texture that is affecting the eyelids clashing and clipping with the regular red texture on the interior of the helmet.

    Posted in: Modification Development
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    posted a message on issues with 3D armor model coding
    Quote from vemerion»

    After taking another look, I see now that in your model class you add the RightShoulder and LeftShoulder as children both to Chainmail and the bipedArms. This means that they are renderer twice. Remove these two lines:

    Chainmail.addChild(RightShoulder);

    Chainmail.addChild(LeftShoulder);


    Now you should be left with the floating shoulders that animate correctly. You will have to reposition them by tweaking these lines:

    LeftShoulder.setRotationPoint(4.0F, -9.0F, -1.0F);

    Chainmail.setRotationPoint(4.0F, 12.0F, 2.0F);



    Quote from protnore1»

    You're an absolute champion - it's almost working like a treat now! couple more things if I could pick your brain - do you know what's going on with this weird 1 face texture in the eye slit? it appears to be reusing my texture map for layer 1 and is also projecting said texture on the interior of the helmet - also the armor has life animation like a person has it equipped even though it is on the armor stand - how do I stop that?



    When I say it is projecting the layer 1 texture - it is actually projecting its proper interior helmet texture as it should - but ALSO projecting a weird version of layer ones texture as well, the eye slit out of place texture for example is using the chest texture for some odd reason.

    Posted in: Modification Development
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    posted a message on issues with 3D armor model coding

    You're an absolute champion - it's almost working like a treat now! couple more things if I could pick your brain - do you know what's going on with this weird 1 face texture in the eye slit? it appears to be reusing my texture map for layer 1 and is also projecting said texture on the interior of the helmet - also the armor has life animation like a person has it equipped even though it is on the armor stand - how do I stop that?

    Posted in: Modification Development
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    posted a message on issues with 3D armor model coding
    Quote from vemerion»

    Here is what I would try as a first step: In the method getArmorModel() in the DragonArmorBase class, try changing the showModel statements to use your custom ModelRenderers (such as LeftShoulderSpike etc) instead of the inherited ModelRenderers from ModelBiped.


    Alright - done that (had to convert the private finals to public finals in DragonGear) and I had a bit of a dig around regarding the feet armor and added the armorslots for those too - code here: https://pastebin.com/egMwG4sP . The change to the code below DragonGear = new DragonGear() ; has sadly not changed the weird floating shoulders/shoulder spikes.


    the shoulder spikes that are floating animate with the swing of my characters arm which is great, but the shoulders that are stuck to my characters arm have no movement at all.


    also the leg armor is just textured black - with the leg armor itself being below the legs and outwards a bit and actually including the boots in its model - with the spikes showing up floating by themselves underneath.


    any further pointers to help get this sorted?

    Posted in: Modification Development
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    posted a message on issues with 3D armor model coding

    Hey guys, I am currently having issues with modding custom 3d armor models in my game for 1.12.2. the current issues I am having are:

    - The shoulderplates are duplicated and floating above the original shoulderplates – even when on a stand (see below)

    - The legplates are just absolutely screwed somehow – the legs themselves appear below my characters feet, and then it also drags in a model of the chestplate and shoulders – all untextured (see below)

    - And if that wasn’t enough I have 0 idea how I am supposed to add boots to this whole mess.
    I will paste the code that I built to do all of this and hopefully you can point out what’s going on, I am still teaching myself how to properly code so if you could be blunt about where to fix what I would appreciate it!

    Item class - https://pastebin.com/WS6GGwfF

    Client proxy - https://pastebin.com/B0RRY3RP

    Common proxy - https://pastebin.com/Xb5VE0bF

    actual 3d armor model class - https://pastebin.com/AJq2Ly83

    armor rendering class - https://pastebin.com/rDGsn4h5

    Posted in: Modification Development
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    posted a message on Ancient Armoury

    I have decided to add the barrows brothers armour to the mix - first one is completed, Guthan the Infested is the first brother to join the fray. check out the armour set below!

    Posted in: Requests / Ideas For Mods
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    posted a message on Ancient Armoury

    Just finished making the God Wars Armadyl armour set which completes the God Wars Armour sets.

    Posted in: Requests / Ideas For Mods
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