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Linking a Model to an Arrow-Like Entity


LearnToSpel

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Hello everyone,

 

I have made an item that shoots Flameshots (uses the same code as arrows but modified), and I am trying to make it so that the Entity actually uses a model in the render file, rather than the actual arrow rendering. When I tried to do this, it just made the entity invisible. I want to keep the arrow rotations, angling, animations and everything, but I just want to link my model to the rendering of it.

 

RenderFlameshot: This one is invisible

 

package magicItems.common;

import net.minecraft.src.Entity;
import net.minecraft.src.MathHelper;
import net.minecraft.src.ModelBase;
import net.minecraft.src.ModelBoat;
import net.minecraft.src.Render;
import net.minecraft.src.Tessellator;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;



public class RenderFlameshot extends Render
{
protected ModelBase modelFShot;

public RenderFlameshot()
    {
        this.shadowSize = 0.1F;
        this.modelFShot = new ModelFlameShot();
    }



    public void renderFShot(EntityFlameshot var1, double var2, double var4, double var6, float var8, float var9)
    {
        if (var1.prevRotationYaw != 0.0F || var1.prevRotationPitch != 0.0F)
        {
        	this.modelFShot.render(var1, 0F, 0F, 0F, 11, 2, 2);
            this.loadTexture("/magicItems/common/magictextures/flameshot.png");
            GL11.glPushMatrix();
            GL11.glTranslatef((float)var2, (float)var4, (float)var6);
            GL11.glRotatef(var1.prevRotationYaw + (var1.rotationYaw - var1.prevRotationYaw) * var9 - 90.0F, 0.0F, 1.0F, 0.0F);
            GL11.glRotatef(var1.prevRotationPitch + (var1.rotationPitch - var1.prevRotationPitch) * var9, 0.0F, 0.0F, 1.0F);
           
            float var21 = (float)var1.arrowShake - var9;

            if (var21 > 0.0F)
            {
                float var22 = -MathHelper.sin(var21 * 3.0F) * var21;
                GL11.glRotatef(var22, 0.0F, 0.0F, 1.0F);
            }

            GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F);
            GL11.glTranslatef(-4.0F, 0.0F, 0.0F);

          
      

            for (int var23 = 0; var23 < 4; ++var23)
            {
                GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);

              
            }

            GL11.glDisable(GL12.GL_RESCALE_NORMAL);
            GL11.glPopMatrix();
        }
    }
    /**
     * 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 var1, double var2, double var4, double var6, float var8, float var9)
    {
        this.renderFShot((EntityFlameshot)var1, var2, var4, var6, var8, var9);
    }
}

 

RenderFlameshot: This one is visible, but messes up the texture so it's not a 3D shape, but is kind of folded together, like the way the arrow texture folds to make the shape

 


package magicItems.common;

import net.minecraft.src.Entity;
import net.minecraft.src.MathHelper;
import net.minecraft.src.ModelBase;
import net.minecraft.src.ModelBoat;
import net.minecraft.src.Render;
import net.minecraft.src.Tessellator;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;



public class RenderFlameshot extends Render
{
protected ModelBase modelFShot;

public RenderFlameshot()
    {
        this.shadowSize = 0.1F;
        //this.modelFShot = new ModelFlameShot();
    }



    public void renderFShot(EntityFlameshot var1, double var2, double var4, double var6, float var8, float var9)
    {
        if (var1.prevRotationYaw != 0.0F || var1.prevRotationPitch != 0.0F)
        {
        	this.modelFShot.render(var1, 0F, 0F, 0F, 11, 2, 2);
            this.loadTexture("/magicItems/common/magictextures/flameshot.png");
            GL11.glPushMatrix();
            GL11.glTranslatef((float)var2, (float)var4, (float)var6);
            GL11.glRotatef(var1.prevRotationYaw + (var1.rotationYaw - var1.prevRotationYaw) * var9 - 90.0F, 0.0F, 1.0F, 0.0F);
            GL11.glRotatef(var1.prevRotationPitch + (var1.rotationPitch - var1.prevRotationPitch) * var9, 0.0F, 0.0F, 1.0F);
            Tessellator var10 = Tessellator.instance;
            byte var11 = 0;
            float var12 = 0.0F;
            float var13 = 0.5F;
            float var14 = (float)(0 + var11 * 10) / 32.0F;
            float var15 = (float)(5 + var11 * 10) / 32.0F;
            float var16 = 0.0F;
            float var17 = 0.15625F;
            float var18 = (float)(5 + var11 * 10) / 32.0F;
            float var19 = (float)(10 + var11 * 10) / 32.0F;
            float var20 = 0.05625F;
            GL11.glEnable(GL12.GL_RESCALE_NORMAL);
            float var21 = (float)var1.arrowShake - var9;

            if (var21 > 0.0F)
            {
                float var22 = -MathHelper.sin(var21 * 3.0F) * var21;
                GL11.glRotatef(var22, 0.0F, 0.0F, 1.0F);
            }

            GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F);
            GL11.glScalef(var20, var20, var20);
            GL11.glTranslatef(-4.0F, 0.0F, 0.0F);
            GL11.glNormal3f(var20, 0.0F, 0.0F);
            var10.startDrawingQuads();
            var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)var16, (double)var18);
            var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)var17, (double)var18);
            var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)var17, (double)var19);
            var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)var16, (double)var19);
            var10.draw();
            GL11.glNormal3f(-var20, 0.0F, 0.0F);
            var10.startDrawingQuads();
            var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)var16, (double)var18);
            var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)var17, (double)var18);
            var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)var17, (double)var19);
            var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)var16, (double)var19);
            var10.draw();

            for (int var23 = 0; var23 < 4; ++var23)
            {
                GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
                GL11.glNormal3f(0.0F, 0.0F, var20);
                var10.startDrawingQuads();
                var10.addVertexWithUV(-8.0D, -2.0D, 0.0D, (double)var12, (double)var14);
                var10.addVertexWithUV(8.0D, -2.0D, 0.0D, (double)var13, (double)var14);
                var10.addVertexWithUV(8.0D, 2.0D, 0.0D, (double)var13, (double)var15);
                var10.addVertexWithUV(-8.0D, 2.0D, 0.0D, (double)var12, (double)var15);
                var10.draw();
            }

            GL11.glDisable(GL12.GL_RESCALE_NORMAL);
            GL11.glPopMatrix();
        }
    }
    /**
     * 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 var1, double var2, double var4, double var6, float var8, float var9)
    {
        this.renderFShot((EntityFlameshot)var1, var2, var4, var6, var8, var9);
    }
}


 

ModelFlameshot:

 


// Date: 30/10/2012 9:46:28 PM
// Template version 1.1
// Java generated by Techne
// Keep in mind that you still need to fill in some blanks
// - ZeuX






package magicItems.common;

import net.minecraft.src.ModelBase;
import net.minecraft.src.ModelRenderer;
import net.minecraft.src.Entity;


public class ModelFlameShot extends ModelBase
{
  //fields
    ModelRenderer Shape1;
  
  public ModelFlameShot()
  {
    textureWidth = 64;
    textureHeight = 32;
    
      Shape1 = new ModelRenderer(this, 0, 0);
      Shape1.addBox(0F, 0F, 0F, 11, 2, 2);
      Shape1.setRotationPoint(-8F, 22F, -1F);
      Shape1.setTextureSize(64, 32);
      Shape1.mirror = true;
      setRotation(Shape1, 0F, 0F, 0F);
  }
  
  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);
    Shape1.render(f5);
  }
  
  private void setRotation(ModelRenderer model, float x, float y, float z)
  {
    model.rotateAngleX = x;
    model.rotateAngleY = y;
    model.rotateAngleZ = z;
  }
  
  public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5)
  {
    super.setRotationAngles(f, f1, f2, f3, f4, f5, null);
  }

}

 

How would I link that model to my entity? Thanks.

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Have you tried just doing a:

RenderingRegistry.registerEntityRenderingHandler(EntityFlameShot.class, new ModelRenderer(modelFShot));

 

Then in your EntityFlameShot class, extend EntitySnowball, and in your constructor, do a this.setThrowableHeading();?

 

EntitySnowBall has all you need for built in arrow/throwable movement, and the generic ModelRenderer should do the drawing of your ModelBase for you.

 

 

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When I type this line in my ModMagicItems, it says ModelFlameShot cannot be resolved to a varible:

 

RenderingRegistry.registerEntityRenderingHandler(EntityFlameshot.class, new RenderFlameshot(ModelFlameShot));

 

And also, I for some reason can't set the ThrowableHeading method inside of my constructor in EntityFlameshot. When I put it in, it underlines my parameters and states that another "{" is expected, and even though I do that, it still gives me that error.

 

ModelFlameShot:

 


// Date: 30/10/2012 9:46:28 PM
// Template version 1.1
// Java generated by Techne
// Keep in mind that you still need to fill in some blanks
// - ZeuX






package magicItems.common;

import net.minecraft.src.ModelBase;
import net.minecraft.src.ModelRenderer;
import net.minecraft.src.Entity;


public class ModelFlameShot extends ModelBase
{
  //fields
    ModelRenderer Shape1;
  
  public ModelFlameShot()
  {
    textureWidth = 64;
    textureHeight = 32;
    
      Shape1 = new ModelRenderer(this, 0, 0);
      Shape1.addBox(0F, 0F, 0F, 11, 2, 2);
      Shape1.setRotationPoint(-8F, 22F, -1F);
      Shape1.setTextureSize(64, 32);
      Shape1.mirror = true;
      setRotation(Shape1, 0F, 0F, 0F);
  }
  
  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);
    Shape1.render(f5);
  }
  
  private void setRotation(ModelRenderer model, float x, float y, float z)
  {
    model.rotateAngleX = x;
    model.rotateAngleY = y;
    model.rotateAngleZ = z;
  }
  
  public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5)
  {
    super.setRotationAngles(f, f1, f2, f3, f4, f5, null);
  }

}


 

ModMagicItems:

 


@Init
//@PreInit
    public void load(FMLInitializationEvent initEvent)
{

	//Declare names


        
        //Recipes
        

        
        //Entities
        
        EntityRegistry.registerGlobalEntityID(EntityFlameshot.class, "Flameshot", EntityRegistry.findGlobalUniqueEntityId());
        EntityRegistry.registerModEntity(EntityFlameshot.class, "Flameshot", 1, this, 128, 1, false);
        
        //Render Entities
        
        RenderingRegistry.registerEntityRenderingHandler(EntityFlameshot.class, new RenderFlameshot(ModelFlameShot));
        
}

 

RenderFlameshot:

 


package magicItems.common;

import net.minecraft.src.Entity;
import net.minecraft.src.MathHelper;
import net.minecraft.src.ModelBase;
import net.minecraft.src.ModelBoat;
import net.minecraft.src.Render;
import net.minecraft.src.Tessellator;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;



public class RenderFlameshot extends Render
{
protected ModelBase modelFShot;

public RenderFlameshot()
    {
        this.shadowSize = 0.1F;
        this.modelFShot = new ModelFlameShot();
    }



    public void renderFShot(EntityFlameshot var1, double var2, double var4, double var6, float var8, float var9)
    {
        if (var1.prevRotationYaw != 0.0F || var1.prevRotationPitch != 0.0F)
        {
        	this.modelFShot.render(var1, 0F, 0F, 0F, 11, 2, 2);
            this.loadTexture("/magicItems/common/magictextures/flameshot.png");
            GL11.glPushMatrix();
            GL11.glTranslatef((float)var2, (float)var4, (float)var6);
            GL11.glRotatef(var1.prevRotationYaw + (var1.rotationYaw - var1.prevRotationYaw) * var9 - 90.0F, 0.0F, 1.0F, 0.0F);
            GL11.glRotatef(var1.prevRotationPitch + (var1.rotationPitch - var1.prevRotationPitch) * var9, 0.0F, 0.0F, 1.0F);
            Tessellator var10 = Tessellator.instance;
            byte var11 = 0;
            float var12 = 0.0F;
            float var13 = 0.5F;
            float var14 = (float)(0 + var11 * 10) / 32.0F;
            float var15 = (float)(5 + var11 * 10) / 32.0F;
            float var16 = 0.0F;
            float var17 = 0.15625F;
            float var18 = (float)(5 + var11 * 10) / 32.0F;
            float var19 = (float)(10 + var11 * 10) / 32.0F;
            float var20 = 0.05625F;
            GL11.glEnable(GL12.GL_RESCALE_NORMAL);
            float var21 = (float)var1.arrowShake - var9;

            if (var21 > 0.0F)
            {
                float var22 = -MathHelper.sin(var21 * 3.0F) * var21;
                GL11.glRotatef(var22, 0.0F, 0.0F, 1.0F);
            }

            GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F);
            GL11.glScalef(var20, var20, var20);
            GL11.glTranslatef(-4.0F, 0.0F, 0.0F);
            GL11.glNormal3f(var20, 0.0F, 0.0F);
            var10.startDrawingQuads();
            var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)var16, (double)var18);
            var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)var17, (double)var18);
            var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)var17, (double)var19);
            var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)var16, (double)var19);
            var10.draw();
            GL11.glNormal3f(-var20, 0.0F, 0.0F);
            var10.startDrawingQuads();
            var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)var16, (double)var18);
            var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)var17, (double)var18);
            var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)var17, (double)var19);
            var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)var16, (double)var19);
            var10.draw();

            for (int var23 = 0; var23 < 4; ++var23)
            {
                GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
                GL11.glNormal3f(0.0F, 0.0F, var20);
                var10.startDrawingQuads();
                var10.addVertexWithUV(-8.0D, -2.0D, 0.0D, (double)var12, (double)var14);
                var10.addVertexWithUV(8.0D, -2.0D, 0.0D, (double)var13, (double)var14);
                var10.addVertexWithUV(8.0D, 2.0D, 0.0D, (double)var13, (double)var15);
                var10.addVertexWithUV(-8.0D, 2.0D, 0.0D, (double)var12, (double)var15);
                var10.draw();
            }

            GL11.glDisable(GL12.GL_RESCALE_NORMAL);
            GL11.glPopMatrix();
        }
    }
    /**
     * 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 var1, double var2, double var4, double var6, float var8, float var9)
    {
        this.renderFShot((EntityFlameshot)var1, var2, var4, var6, var8, var9);
    }
}


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RenderingRegistry.registerEntityRenderingHandler(EntityFlameshot.class, new RenderFlameshot(ModelFlameShot));

 

No, i said to call  new ModelRenderer, not new RenderFlameshot

And also, I for some reason can't set the ThrowableHeading method inside of my constructor in EntityFlameshot. When I put it in, it underlines my parameters and states that another "{" is expected, and even though I do that, it still gives me that error.

EntityFlameshot must extend EntitySnowBall to use EntitySnowBall functions.

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RenderingRegistry.registerEntityRenderingHandler(EntityFlameshot.class, new RenderFlameshot(ModelFlameShot));

 

No, i said to call  new ModelRenderer, not new RenderFlameshot

And also, I for some reason can't set the ThrowableHeading method inside of my constructor in EntityFlameshot. When I put it in, it underlines my parameters and states that another "{" is expected, and even though I do that, it still gives me that error.

EntityFlameshot must extend EntitySnowBall to use EntitySnowBall functions.

 

It does extend EntitySnowball, and also

 

RenderingRegistry.registerEntityRenderingHandler(EntityFlameshot.class, new ModelRenderer(ModelFlameShot));

 

Does not work, it says that the registerEntityRenderingHandler function is not applicable

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Because the second parameter HAS to be a Render class, NOT a Model class!

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

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RenderingRegistry.registerEntityRenderingHandler(EntityFlameshot.class, new RenderFlameshot(new ModelRenderer(MODELBASE_INSTANCE)));

where MODELBASE_INSTANCE is a new instance of your model class.

 

how about this?

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

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RenderingRegistry.registerEntityRenderingHandler(EntityFlameshot.class, new RenderFlameshot(new ModelRenderer(MODELBASE_INSTANCE)));

where MODELBASE_INSTANCE is a new instance of your model class.

 

how about this?

 

It once again gives me a few errors for this line:

 

RenderingRegistry.registerEntityRenderingHandler(EntityFlameshot.class, new RenderFlameshot(new ModelRenderer(ModelFlameShot)));

 

"The constructor RenderFlameshot(ModelRenderer) is undefined." , "ModelFlameShot cannot be resolved to a variable."

 

Could it be because of how my RenderFlameshot or ModelFlameshot is written? The model was made through Techne, btw.

 

RenderFlameshot:

 


package magicItems.common;

import net.minecraft.src.Entity;
import net.minecraft.src.ModelBase;
import net.minecraft.src.Render;
import net.minecraft.src.Tessellator;

import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;



public class RenderFlameshot extends Render
{
protected ModelBase modelFShot;

public RenderFlameshot()
    {
        this.shadowSize = 0.1F;
        this.modelFShot = new ModelFlameShot();
    }



    public void renderFShot(EntityFlameshot var1, double var2, double var4, double var6, float var8, float var9)
    {
        if (var1.prevRotationYaw != 0.0F || var1.prevRotationPitch != 0.0F)
        {
        	//this.modelFShot.render(var1, 0F, 0F, 0F, 11, 2, 2);
            this.loadTexture("/magicItems/common/magictextures/flameshot.png");
            GL11.glPushMatrix();
            GL11.glTranslatef((float)var2, (float)var4, (float)var6);
            GL11.glRotatef(var1.prevRotationYaw + (var1.rotationYaw - var1.prevRotationYaw) * var9 - 90.0F, 0.0F, 1.0F, 0.0F);
            GL11.glRotatef(var1.prevRotationPitch + (var1.rotationPitch - var1.prevRotationPitch) * var9, 0.0F, 0.0F, 1.0F);
            Tessellator var10 = Tessellator.instance;
            byte var11 = 0;
            float var12 = 0.0F;
            float var13 = 0.5F;
            float var14 = (float)(0 + var11 * 10) / 32.0F;
            float var15 = (float)(5 + var11 * 10) / 32.0F;
            float var16 = 0.0F;
            float var17 = 0.15625F;
            float var18 = (float)(5 + var11 * 10) / 32.0F;
            float var19 = (float)(10 + var11 * 10) / 32.0F;
            float var20 = 0.05625F;
            GL11.glEnable(GL12.GL_RESCALE_NORMAL);



            GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F);
            GL11.glScalef(var20, var20, var20);
            GL11.glTranslatef(-4.0F, 0.0F, 0.0F);
            GL11.glNormal3f(var20, 0.0F, 0.0F);
            var10.startDrawingQuads();
            var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)var16, (double)var18);
            var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)var17, (double)var18);
            var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)var17, (double)var19);
            var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)var16, (double)var19);
            var10.draw();
            GL11.glNormal3f(-var20, 0.0F, 0.0F);
            var10.startDrawingQuads();
            var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)var16, (double)var18);
            var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)var17, (double)var18);
            var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)var17, (double)var19);
            var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)var16, (double)var19);
            var10.draw();

            for (int var23 = 0; var23 < 4; ++var23)
            {
                GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
                GL11.glNormal3f(0.0F, 0.0F, var20);
                var10.startDrawingQuads();
                var10.addVertexWithUV(-8.0D, -2.0D, 0.0D, (double)var12, (double)var14);
                var10.addVertexWithUV(8.0D, -2.0D, 0.0D, (double)var13, (double)var14);
                var10.addVertexWithUV(8.0D, 2.0D, 0.0D, (double)var13, (double)var15);
                var10.addVertexWithUV(-8.0D, 2.0D, 0.0D, (double)var12, (double)var15);
                var10.draw();
            }

            GL11.glDisable(GL12.GL_RESCALE_NORMAL);
            GL11.glPopMatrix();
        }
    }
    /**
     * 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 var1, double var2, double var4, double var6, float var8, float var9)
    {
        this.renderFShot((EntityFlameshot)var1, var2, var4, var6, var8, var9);
    }
}

 

ModelFlameShot

 


// Date: 30/10/2012 9:46:28 PM
// Template version 1.1
// Java generated by Techne
// Keep in mind that you still need to fill in some blanks
// - ZeuX






package magicItems.common;

import net.minecraft.src.ModelBase;
import net.minecraft.src.ModelRenderer;
import net.minecraft.src.Entity;


public class ModelFlameShot extends ModelBase
{
  //fields
    ModelRenderer Shape1;
  
  public ModelFlameShot()
  {
    textureWidth = 64;
    textureHeight = 32;
    
      Shape1 = new ModelRenderer(this, 0, 0);
      Shape1.addBox(0F, 0F, 0F, 11, 2, 2);
      Shape1.setRotationPoint(-8F, 22F, -1F);
      Shape1.setTextureSize(64, 32);
      Shape1.mirror = true;
      setRotation(Shape1, 0F, 0F, 0F);
  }
  
  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);
    Shape1.render(f5);
  }
  
  private void setRotation(ModelRenderer model, float x, float y, float z)
  {
    model.rotateAngleX = x;
    model.rotateAngleY = y;
    model.rotateAngleZ = z;
  }
  
  public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5)
  {
    super.setRotationAngles(f, f1, f2, f3, f4, f5, null);
  }

}

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Well, then just use this code and you should be fine:

RenderingRegistry.registerEntityRenderingHandler(EntityFlameshot.class, new RenderFlameshot());

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

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This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

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Well, then just use this code and you should be fine:

RenderingRegistry.registerEntityRenderingHandler(EntityFlameshot.class, new RenderFlameshot());

 

That seemed to work, but it just got me back to how I started off. The model is still glitchy and is shaped like an arrow, not like a solid rectangular prism which I wanted it to be like.

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Because your Render class renders the arrow and completely ignores the model. How about this one:

RenderingRegistry.registerEntityRenderingHandler(EntityFlameshot.class, new RenderLiving(new ModelFlameShot(), 0F));

 

It uses the RenderLiving class (instead of your custom render class), which renders the given model.

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

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Because your Render class renders the arrow and completely ignores the model. How about this one:

RenderingRegistry.registerEntityRenderingHandler(EntityFlameshot.class, new RenderLiving(new ModelFlameShot(), 0F));

 

It uses the RenderLiving class (instead of your custom render class), which renders the given model.

 

I get this error code when I tried doing the method you mentioned:

 


2012-11-18 12:16:23 [iNFO] [sTDERR] java.lang.ClassCastException: magicItems.common.EntityFlameshot cannot be cast to net.minecraft.src.EntityLiving
2012-11-18 12:16:23 [iNFO] [sTDERR] 	at net.minecraft.src.RenderLiving.doRender(RenderLiving.java:399)
2012-11-18 12:16:23 [iNFO] [sTDERR] 	at net.minecraft.src.RenderManager.renderEntityWithPosYaw(RenderManager.java:196)
2012-11-18 12:16:23 [iNFO] [sTDERR] 	at net.minecraft.src.RenderManager.renderEntity(RenderManager.java:183)
2012-11-18 12:16:23 [iNFO] [sTDERR] 	at net.minecraft.src.RenderGlobal.renderEntities(RenderGlobal.java:445)
2012-11-18 12:16:23 [iNFO] [sTDERR] 	at net.minecraft.src.EntityRenderer.renderWorld(EntityRenderer.java:1093)
2012-11-18 12:16:23 [iNFO] [sTDERR] 	at net.minecraft.src.EntityRenderer.updateCameraAndRender(EntityRenderer.java:949)
2012-11-18 12:16:23 [iNFO] [sTDERR] 	at net.minecraft.client.Minecraft.runGameLoop(Minecraft.java:884)
2012-11-18 12:16:23 [iNFO] [sTDERR] 	at net.minecraft.client.Minecraft.run(Minecraft.java:779)
2012-11-18 12:16:23 [iNFO] [sTDERR] 	at java.lang.Thread.run(Unknown Source)

 

There aren't any compile errors or anything, the game just crashes when I fire the weapon and the Flameshot is spawned.

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magicItems.common.EntityFlameshot cannot be cast to net.minecraft.src.EntityLiving

Are you kidding me? Am I a bad person for pointing and laughing?

 

Please learn how to use java first please.

 

I'm still learning how to use Java and would appreciate it if you weren't rude about my current Java knowledge.

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