Jump to content

[1.9.4] Change Entity Model Size


GeorgeTsak

Recommended Posts

Hi. I was wondering how (and if) I can resize a specific box in an entity's model. To put it in a perspective imagine a creeper that is about to explode. It expands. For example I want to make only the body to expand... (I do not want to apply this to a creeper) Let's take an example code...

public class ModelExample extends ModelBase {

ModelRenderer box1;
ModelRenderer box2;

public ModelExample() {
box1 = new ModelRenderer(this, 0, 0);
	box1.addBox(0F, 0F, 0F, 1, 1, 1);
	box2.setRotationPoint(0F, 0F, 0F);
	box1.setTextureSize(32, 32);
	box1.mirror = true;
	setRotation(box1, 0F, 0F, 0F);

box2 = new ModelRenderer(this, 18, 0);
	box2.addBox(1F, 0F, 0F, 1, 1, 1);
	box2.setRotationPoint(0F, 0F, 0F);
	box2.setTextureSize(32, 32);
	box2.mirror = true;
	setRotation(box2, 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, entity);
	box1.render(f5);
                box2.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, Entity entity) {
	super.setRotationAngles(f, f1, f2, f3, f4, f5, entity);
}

 

How can I edit the size/dimensions of box2?

Link to comment
Share on other sites

Use GL11#scalef with some factor. E.g: 1.25F before calling box2#render and 0.8F after (to revert scaling).

You can also use GL11#push/pop-Matrix and/or GL11#translatef if you need to align scaled box to "fit" other boxes.

Its pretty straight forward unless you start doing complex models with connected/moving parts - then you have some more math.

 

Oh and btw: In method Model#render - last param is scale (In 1.10+) - that one should be used rather for whole model.

If you want part-specific scaling values you can save them in Entity (which is passed to Render#render and Model#render) or @Capability if you are replacing models/renders of not-your entities.

 

Big note: 1.10 has whole render/model system decoded, I highly recommend updating, makes things much clearer.

1.7.10 is no longer supported by forge, you are on your own.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.