Techne Your model is not a valid Java model! (But there's no whitespaces, nor does it start with a number)

Started by MammaJammmas on Thu, 10/17/2019 - 19:12

Topic category: Bugs and solutions

Last seen on 21:21, 12. Nov 2019
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Techne Your model is not a valid Java model! (But there's no whitespaces, nor does it start with a number)
Thu, 10/17/2019 - 19:12

I've already posted a topic on this that got stopped from reciving replys, I couldnt ask it there so I have to ask how to solve it here, Whenever I try importing my model into MCreator it says "Your model name is not a valid Java name! Custom mob model names can not contain whitespace, start with number or contain any non ASCII letters." I've looked through my model names and theres none that start with a number, and there are no whitespace, so what is the issue here? It's really not making any sense, yes I know there already was a topic sort of like this related to there being no whitespaces or numbers at the start, but it was blockbench and I believe that works differently, also what they we're saying made no sense to me as I am new to modeling, so could I get some help before this gets locked? (P.S I don't know what a ASCII Leters is, I researched it and I found this link here http://sticksandstones.kstrom.com/appen.html which shows all the numbers that I assume that I can not use in a model name, I've checked and none of them have any of those numbers, the only names I have are "Head "Body" "RearEnd" "Leg8" "Leg6" "Leg4" "Leg2" "Leg7" "Leg5" "Leg3" "Leg1" "Leg88" "Leg66" "Leg44" "Leg22" "Leg77" "Leg55" "Leg33" "Leg11" Now, unless those are ASCII Letters and they didnt list them, I don't know.

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Update: I figured out that…
Thu, 10/17/2019 - 19:24

Update: I figured out that apparently I do need ASCII Letters only, I've decided to just completley remove all numbers and use only letters, and it still does not import what is the issue?!? (Yes theres no whitespaces)

 

Last seen on 20:00, 13. Nov 2019
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I created a simply entity…
Thu, 10/17/2019 - 19:32

I created a simply entity that is basically a block:

//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 GeometryName extends ModelBase {
	private final ModelRenderer bone;

	public GeometryName() {
		textureWidth = 16;
		textureHeight = 16;

		bone = new ModelRenderer(this);
		bone.setRotationPoint(0.0F, 24.0F, 0.0F);
		bone.cubeList.add(new ModelBox(bone, 0, 0, -1.0F, -1.0F, 0.0F, 1, 1, 1, 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;
	}
}

You can open your java file in a text editor.

Where ever you see "GeometryName" (this will be a different name for you), write something else in ASCII letters.

The "GeometryName" can be found twice where the class is defined and where the constructor is defined.

Last seen on 20:00, 13. Nov 2019
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Additionally: If you use…
Thu, 10/17/2019 - 19:43

Additionally: If you use BlockBench, you would ben able to change the Geometry name by going to: file > project > "Mob Geometry name: ...", without having to open the java file manually.

Using plugins (from Filter) like Bedrock Entity Generator will automatically alter your Mob Geometry name to a name with Non ASCII characters, resulting in the error mentioned above. In that case, always check file > project > "Mob Geometry name: ..." before exporting your java file.

Last seen on 22:08, 23. Oct 2019
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How do u see al that codes?
Thu, 10/17/2019 - 23:56

How do u see al that codes?

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Open the java file of your…
Fri, 10/18/2019 - 01:36

Open the java file of your custom entity in a text editor.