Hey everybody Neil here coming back with the 7/7 yeah he’s going the seventh episode of our mob tutorial I don’t know you know we we dug and detect me I showed some examples of some of the things that I had done that’s kind of what I had planned to Work on today however we’re gonna do some stuff you know what I’m just gonna load of mine and I guess my instructions to you are if you haven’t created one of these yet you haven’t created your model go do that and come back and then we’ll talk big long arms There we go knuckle dragger so yeah come back and do that come back with an idea of what your models gonna look like now I ran into some troubles with my model already because I actually go through and I build all of these videos I build All the code in advance to make sure that I have everything tested and working I Rindge some problems I’m gonna push through even with those problems so that way you can see them and I don’t know if maybe you guys can give me some Help or if I just need to hang out on the chat channel for Technic IRC channel to see how we can do this but you’ll see what I mean when we get there so if you don’t have your model yet go make your model come on back and we’ll get started so Lalalalala what am i doing ah let’s jump in here I want to update a couple of things first one of the things that I realized is we’re kind of limiting ourselves ourselves ourselves with this so I want to change this to register monsters like so and we’re gonna Actually open up entity Handler and we’re gonna change this class to register monsters because we’re gonna do passive ones as well and I want to put the passive ones down here and the reason why is there’s some aspects of how we spawn them do we have to specify So I want to make those unique you also notice I do it oh I did do it I didn’t do it good job good job so in this entity handler what we need to do is type in entity registry dot register no no dot add spawn I’m not sure I’m not sure which one of these to use so we are just going to do it this way 52 + 4 what does that even mean um creature type dot monster okay so we’ll come back to this in here just to say what we could do we have the Class that’s going to be registered that class is actually over here our entity Cyclops saying this register monsters there we go and save it so it’s passing along this entity Cyclops class over to here our chance to spawn is more or less this and we’ll actually if you hold down Control click Add spawn you have the weighted probability now I’ve cranked it up I’ve cranked it down and haven’t really noticed Ike how many of these you could spawn I’ve noticed with 50 it’s pretty much the same with skeletons and zombies and all that minimum is like Spawn in packs minimum of 2 max at for the enum creature type will actually look at those and then you put it in your biomes and that’s kind of kind of cumbersome putting in the biomes I’m assuming you wanted to just spawn everywhere except you know the ocean if We actually back off of monster we see here we have ambient which I believe means it spawns both day and night creature sponsoring the day monster spawn turns during the night you can specify whether it’s a water creature right so these are your your your different things We’re making our some monster we wanted to spawn at night the next thing that we have to do is we have to say where this is going to spawn we’re gonna have a spawn on peaches what’s a good one desert we can find a desert easy enough just so you know if You want this mob to spawn everywhere you need to actually come in here and specified everywhere to my knowledge I don’t know I don’t know if there’s like that a just spawn everywhere stream forest he’ll make it take a Mesa mushroom island spawn the sky don’t know How we could use this maybe just return the array I don’t know I don’t know what’s another one that will do we will do forest and hopefully we’ll be able to find those so what this is going to do for us here is we’re gonna actually jump into the game right here And I have some desert over here I just started and I think if we if we see them we’re just going to see these white things walking around right as we haven’t rendered them yet like there that’s our Cyclops there’s one right there right so you just see that they’re Actually spawning out here in the desert one right there sweet so that kind of gives us an idea I put 50 and you can see how many of these other mobs there are and I’m thinking that my idea that they’re just as many as the other types Is not so true so I’m gonna crank that up but I’m gonna come down here and say some villagers first cuz that’s what I do oh you little babby I don’t like babies oh and this is great get in there bro what am i doing Let’s get back up to my house I started putting a roof on it put some torches in it it’s good enough for now so we can see that it actually spawns into the world now the next thing that we’re gonna do is need to open up Our proxy and this is where we actually start telling minecraft how we want these these bad boys to look and it t–‘s entities so we are gonna say something along the lines of rendering registry dot register entity poop dude rendering registry that register entity rendering handler Our class so what is our class going to be in this particular case hmm I was just sorry I kind of blanked out there for a second I was trying to think of a way that we could automate this a little bit you’ll find that as you become a Better job a programmer there’s always a more efficient way of of doing things and I’m trying to you know kind of keep my eye out on those opportunities so I kind of zone out there so what we’re gonna do is we want to render our cyclops so we’re gonna have a new class That we have yet to create and then we are going to use our existing model of the cyclops then really what i’m anticipating getting through today tonight is this bad boy right here let’s import this do we have our model in here we do not yet we do have our model file Here so what we’ll do is we’ll actually go into technique you know we are going to export as java and what I want to do is go into here over here here and here in here in here in here to our model and we are actually going to save this as Model cyclops like so capital m capital c it’s just like so so here it is here it is now we got to clean up some stuff so we’ll take this out and we’ll back our package up all the way to the top and we’re gonna change this to the Packages that’s currently in we are going to change this to have the capital c like we wanted to and then we’re going to do a ctrl shift o and we’re gonna choose minecraft entity entity and hit finish just the BAM a lot of those go away Still have this one we got to make that a capital c and then we’ve got this bad boy down here so set rotation angles this actually has all of these different flow points at once but it wants the entity in particular as well so we’re gonna add entity entity and we’re gonna Come here we’re gonna say yep let’s throw that entity in there then we’re gonna come up here to the set rotation angles because this meth is this right here is referencing this method is saying hey there’s something else that it’s calling for now I’m not passing it Along so we’ll put that in there I wish it was that it was that easy and that was everything but it’s not now I already went through and created a lot of this on my other on my on my laptop so what I’m gonna do is I’m actually Gonna copy that out then paste it in there right now you won’t need to do this you’ll just use your existing stuff and everything will be savvy but I’m just gonna paste that in you’ll see that it’s really just the same stuff I just had to chain up some stuff I changed Some stuff with the horns and you’ll see what I mean about the horns here in a little bit but there’s still some things that we need to do in here and that is this set rotation angles stuff we have a lot of stuff that we Need to add to this because we need this really what this is doing is it’s telling us how does this model move like when it’s walking are its arms swinging are its legs moving all of that and so what we’re gonna do is we’re gonna steal some vanilla code to accomplish that and You’ll see that this extends model base right so what we want to do is we actually want to get into the models we’ll come down here to reference libraries and forge source then we’re gonna go to minecraft net minecraft client model and we’re gonna do model zombie that’s you actually model Skeleton I’ll show you I so you see that here is the stuff that is like essentially right arm left arm right leg left leg and how it’s attached you’ll see that there’s not really anything in the rotation angles and the reason why is because it extends model zombie so We’ll go to model zombie set rotation angles quite a bit more stuff here zombies we don’t want to use this though because there’s zombies right they’ve got their arms out in front of them and they’re like per each brains right so we don’t really want that to look like this We want it to look more like a player just walking around arm swinging all of that so this one actually extends model biped so what we’re gonna do here is we have all of where are we going right here set rotation angles our guy isn’t gonna be riding and he’s not gonna be Holding items well you will hold items we’ll get to that but he’s not gonna be writing so really what we want to do is let’s just copy and paste this right here then we are going to dump this into our model right down here below now there are some things with This because we have named I’ve made mine things differently right I have head and body whereas this is biped head and all that stuff so this will actually just come in and change to head this one will change to head we don’t have any head wear so we’ll get Rid of that right arm I just put his our arm and L arm and our arm and a line and our leg and L leg and our leg and our leg no that was some no like that wasn’t that leg cool this we actually want to change to f3 because we have different Stuff going on up here this one we want to change to F for par one we will change to F and F F and F and these part twos we will change to F 1 1 F 1 F 1 and F 1 and really this math right here and I’m not going to get into the cosine and you know kind of the explaining what this is but this is really you’ll see that we’ve got pie in there think of a 360 degrees circle right with your point in the middle the point in the middle is The joint of the arm right so where the arm attaches to the shoulder and it swings is this at a certain angle while it’s walking then really what this is doing is calculating that angle right here with these with this these two this right arm in this left arm that’s really What it’s doing is it’s calculating that angle that is just doing the same thing with the legs and from what I understand it’s doing it opposite because you know when you when you walk when you put your left foot forward your right arm goes forward you Put your right leg forward your left arm goes forward if you don’t believe me get up and walk around you’ll see what I mean it’s like an unconscious thing you can’t you can’t stop the magic it just happens just happens so that really actually takes care of our model right so our Model is good we still have a couple of things that we need to do to render it so let’s actually go ahead and import our model the last thing that we have is this guy right here this render psych ops class and we’re actually gonna put This not under proxy but we’re gonna put it under our renderer right yep save yep we don’t have what we needed in there yet not a lot to do in here actually not a lot to do first thing we want to do is we don’t want to extend Render we want to extend render living and it doesn’t like these pre-populated methods so we’ll take those out we will import render living we’ll take out render wait so and let’s add our constructor and let’s add our unimplemented methods boom now we’ve got a few that we’re gonna put in here we’ll Come to that come to that don’t worry so the first thing that we’re gonna do is we need to call in somebody’s the first thing that we need to call in is our texture public static final resource low texture there’s a new resource location And I’m gonna use my mod ID to find that this is this is old-school stuff for you you’re an old hat at this already and I’m going to be placing this texture at textures / model / cyclops dot PNG like so import that the next thing that we Need to do is we need to pull some stuff out of our model cyclops so we’re going to say protected model cyclops and we’re gonna put the data from that side sigh Oh pops and let’s just put that into model entity like so so under our super constructor right here we are Going to or another super constructor on strict constructor we’re gonna say model entity is going to equal two parentheses to open that up model cyclops and this is going to be a main model like so whoa don’t delete that at the end but that guy right there now what are we gonna do We gonna import this alright so now we’re properly referencing that I’m actually gonna get rid of this model skeleton model by Beth on this stuff cool let’s clean this up nice clean code Cappy trees public void we are going to render our cyclops like So and in this we are going to have our entity Cyclops so we’re referencing that class that we’ve already that we’ve already built we did it in the last episode and we’re gonna call this the entity there we go and so we’re gonna have double X double y double Z and We’re gonna have a float you and a float V like so open our curly brace ctrl shift o to get that entity Cyclops in there and we are going to say super dot do render don’t know which one of those it is so we’re just going to type it out Do render that’s going to be entity X Y Z u and V like so easy public void do render living this is going to be entity living I will just call this entity living and again we’re gonna have double X double y CC well you love the curly Brace to open it up control shadow that in there take out our extra comma and this is going to be we’re gonna go up and reference the method that we just created so we were going to say render cyclops and we are going to be using entity Cyclops and reference entities Living XYZ U and V like so and then we’re gonna do render public void do render and this will be entity entity double X double Y double Z well you float me render cyclops again we’re referencing entities Cyclops or whatever you have and it will be entity XYZ U and V like so last thing we’re gonna do is this bad boy what do we want to return we want to return our texture that we referenced up here right this is where we pull it in I don’t have a texture and I’m pretty sure that if I use the Texture for the Cyclops file that I have on here it’s gonna be all weird and derpy and broken so yeah let’s try to do is let’s copy that and we are going to paste it into our model to do that we’re gonna refactor rename remember that it doesn’t like Just changing the case you really have to change the name to something else and then change the case back like so client proxies happy that’s happy um another handler is happy entity handler is happy let’s see if this bad boy renders now what are we after time Almost 30 minutes we’re gonna have to call it here soon then we’ll come back and do AI later next episode you’re probably gonna see the error that I’m talking about here so we’ll just spawn this bad boy in our house and you’ll see that we actually Still have our spawn and I said put it in my language file so boom there he is so you see yeah textures a little derpy on the arm but that’s okay now the problem that I’m having you’ll see he’s got horns but his head turns in the Horns stay in tune with the body I’m not sure how to fix that and I’m sure that there’s tons of people out there with more experience in technique than me that will have absolutely no problem with that you eyeballing me fool back front yep so I’m gonna have to color him in but First they have to shuffle him loose the mortal coil it’s nighttime now so let’s come out here and let’s see well we’ve got oh we’ve gotta save some of these guys first y’all run around like crazy people I’m just saying you wouldn’t have this problem if you had better fortifications desert desert desert Let’s find a crazy-looking Cyclops at here this looks like it could be one and it is there’s a couple over there so there we are there’s another one it’s still not out so I’m probably just looking for the ones that were out here before yep so they’re out here and your sister Their rendering appropriately look at this dumbass spider suicide oh thanks for the leaves there is one of them anyways let’s see if we can piss off an Enderman alright let’s head back to the house and I think that’s gonna call it for right now this will let you push forward a little Bit if you haven’t done your modeling I will put out a modelling episode tomorrow oh boy lots of people to save oh you silly boys Cyclops over here chasing around chillin shaking it he’s going crazy well let’s just do this will make it easier time set zero just see that my Cyclops will actually be over here but he’s not catching on fire and it’s not because he’s under these it’s just because we haven’t programmed him to let me know in the comments below if you want to know how to make your your mobs burn in the daytime because I can show You how to do that it’s pretty easy alright well that pretty much concludes this episode we got our guy rendered a little bit and we’ll come back home playing some Technium ro get some practice going with that I’ll see if I can figure out what’s up with you know What’s up with these these horns I have a an inkling that it has something to do with the rotation point of these you’ll notice that they’re the same both left and right but I also think that down here you know what the head rotates what if we just do this and We say L or Aang well one thing I’m thinking that if we give them the same this is more or less the same parameters as our head maybe they don’t live in the same way what do you think it’s worth a try why not stretch the stretch the video Out as long as possible well they’re moving just not the way I really intended yeah I think it’s that I think it’s that rotation point we’re gonna save this just in case find out what’s up all right then well that concludes this episode thanks for hanging out with me Give me a like in the comment give me a subscribe and if you need any help don’t hesitate to reach out on the forums at Neil craft comm or send me an email at Neil gaming at gmail.com you guys have a good night and I’ll see you manana bye bye Video Information
This video, titled ‘Minecraft Modding Tutorials 1.7.2 #17.2 – Custom Mob’, was uploaded by Neale Gaming on 2014-04-26 05:19:14. It has garnered 4832 views and 35 likes. The duration of the video is 00:35:22 or 2122 seconds.
Setting up the Model and rendering the mob.
Click here to donate: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=6UAUTQB5GKAD8