Your model name is not a valid Java name

Started by ExJr on

Topic category: General discussion

Joined Aug 2019
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Your model name is not a valid Java name

What's happening with the name of my model? I change it but it doesn't seens to work, what can I do?

Here the code:

 

//Made with Blockbench//Paste this code into your mod.

import org.lwjgl.opengl.GL11;
import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelBox;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.entity.Entity;

public class  extends ModelBase {
    private final ModelRenderer bone;

    public {
        textureWidth = 128;
        textureHeight = 128;

        bone = new ModelRenderer(this);
        bone.setRotationPoint(0.0F, 24.0F, 0.0F);
        bone.cubeList.add(new ModelBox(bone, 0, 68, 0.0F, -8.0F, -2.0F, 4, 8, 4, 0.0F, false));
        bone.cubeList.add(new ModelBox(bone, 56, 56, -4.0F, -8.0F, -2.0F, 4, 8, 4, 0.0F, false));
        bone.cubeList.add(new ModelBox(bone, 40, 56, -8.0F, -16.0F, -2.0F, 4, 8, 4, 0.0F, false));
        bone.cubeList.add(new ModelBox(bone, 24, 56, 4.0F, -16.0F, -2.0F, 4, 8, 4, 0.0F, false));
        bone.cubeList.add(new ModelBox(bone, 0, 56, -4.0F, -16.0F, -2.0F, 8, 8, 4, 0.0F, false));
        bone.cubeList.add(new ModelBox(bone, 64, 32, -4.0F, -24.0F, -4.0F, 8, 8, 8, 0.0F, false));
    }

    @Override
    public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) {
        bone.render(f5);
    }
    public void setRotationAngle(ModelRenderer modelRenderer, float x, float y, float z) {
        modelRenderer.rotateAngleX = x;
        modelRenderer.rotateAngleY = y;
        modelRenderer.rotateAngleZ = z;
    }
}

Joined Sep 2019
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Your model does not have a…
Thu, 09/26/2019 - 15:45

Your model does not have a name at all. Please see my answer on your other post.

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public class  ModelNameHere…
Thu, 09/26/2019 - 16:22

public class  ModelNameHere extends ModelBase {

public ModelNameHere() {

 

If you want / need to fix it by hand