#entity not even rendering

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analog locust
analog locust
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no buddy's helping me

median kelp
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The render controller listed for the cod entity is "controller.render.cod_x", but the one you made is named "controller.render.husk". So you'll probably want to change "husk" to "cod_x".

That's one issue I can immediately see, but there may be more.

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You can activate the content log GUI to see if Minecraft throws any errors when you boot up the map / spawn the cod. It will likely tell you where something is not working. Not all the time though, so you can ask again if something is still not working but no error shows up.

tawny archBOT
median kelp
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You are missing the 30th cod texture on the client entity file

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The variable variable.Xvar is written wrong, the double question mark is to initialize a variable inside of the pre_animation section, when it's not existing yet.
Normally, you'd write it like (v.variable??0) for instance, if you want the variable to be 0 when it doesn't exist yet. The parenthesis are needed.

This variable should just be initialized however. You should also make the randomness between 0 and 29, since you have 30 different textures.

the pre_animation section if for variables that get updated every tick, but you only need to pick a random number when the cod entity is starting to appear, because you don't want the texture to change over time.
If the variable was in pre_animation, it would have picked a random number every tick, and the cod would be flickering between the different textures super super fast.

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I think that should be it.

analog locust
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then i will compare it to mine

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to fix the problem

median kelp
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I did not edit the Render Controller actually, only the client entity file (since last time)

median kelp
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can you send your resource pack again?

analog locust
median kelp
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There were two things that were throwing the errors:

  1. I made you add "initialize" in the client entity file, but it is not supported in the format version 1.8.0 I think (the line at the top of the file, it indicates how the rest of the file should be interpreted by Minecraft). So I changed it to 1.10, the more recent format. Animations need to be written in slightly differently with the 1.10 format: animation controllers are grouped with animations, and you need a "animate" section under Scripts to apply any animation/animation controller you like there.

This may be a bit confusing, but hopefully it's more obvious by comparing the files.

  1. I didn't notice the Render Controller had "geometry.cod" instead of "geometry.default". You need to reference the short name of the geometries and textures in the Render Controller (in this case "default"), not what follows after "geometry." in the model file
analog locust
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!close

tawny archBOT
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Channel closed ----------

analog locust
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I have power