Scale a Mob on the Code

Started by gustavowizard123 on

Topic category: Help with modding (Java Edition)

Last seen on 19:53, 2. Jun 2021
Joined Sep 2016
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Scale a Mob on the Code

Hey guys! nice software btw;

 

how do i change the code of a Mob to scale its model down/up? i use to do it easy on MCreator 1.8 for MC 1.12, but i cant do bananas with new Mcreator 2020 for MC 1.15... can someone please light my way here?

 

thanks!

Last seen on 05:29, 31. Jan 2022
Joined Nov 2019
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boy you really don't know…
Sat, 06/13/2020 - 07:26

boy you really don't know how to code at all huh

replace ms.push() to matrixStack.push(), basically where Op told you to put ms.whatever change to matrixStack.whatever

i suggest learning some java before you try to modify any code, it may be useful and fun

 

Last seen on 09:48, 26. Sep 2022
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Oh shoot! Sorry for being…
Sat, 06/13/2020 - 10:36

Oh shoot! Sorry for being too silly XD

And thank you guys so much!

Last seen on 19:53, 2. Jun 2021
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yeah if anyone need on 1.15…
Mon, 04/12/2021 - 01:54

yeah if anyone need on 1.15 its like this:

 

matrixStack.push();
            matrixStack.scale(0.2f, 0.2f, 0.2f);
            matrixStack.translate(0F, 5.8F, 0F);
            
            egg_entity.render(matrixStack, buffer, packedLight, packedOverlay);  <------- your mob stuff

            matrixStack.pop();

Last seen on 08:14, 28. Nov 2023
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this looks super useful!…
Mon, 04/12/2021 - 06:12

this looks super useful! though I have a question: how do I make this work for ageable entities to scale their baby models down? I need it for my mod so that I could make the baby model of my animal entity small just like baby animals in vanilla MC. where can I learn that?

Last seen on 07:41, 29. Oct 2023
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what i need to do?  …
Fri, 04/16/2021 - 13:26

what i need to do? 

@Override
        public void render(MatrixStack matrixStack, IVertexBuilder buffer, int packedLight, int packedOverlay, float red, float green, float blue,
                float alpha) {
            group.render(matrixStack, buffer, packedLight, packedOverlay);
        }
        public void setRotationAngle(ModelRenderer modelRenderer, float x, float y, float z) {
            modelRenderer.rotateAngleX = x;
            modelRenderer.rotateAngleY = y;
            modelRenderer.rotateAngleZ = z;
        }