![]() CustomRenderer would be the name of your mob renderer file, which are all shown when you click on the element.Īlso, very important! Add the following lines underneath your "import" lines on the top! import .geom.ModelLayerLocation ![]() Once modified, please verify that you have replaced all example names with your own mob name, "CustomEntity" would be the name of your mob entity file. Make sure to read the rest (as well as the comments/info in the classes that I put) after pasting everything so you can resolve errors Tutorial Now, the code will be provided on pastebin for ease of read. I'd open up both CustomEntityRenderer and CustomEntity, just so you have the file names there when you need to replace different references.Now click the element, you will see that you are shown the files for it, and you can see CustomEntityRenderer.We need to do this cuz MCreator regenerates the file per compilation/build ![]() On MCreator, right-click your entity element and "Lock mod element".Additionally, it is recommended to backup these files, so if you do not feel comfortable editing the code after doing this, you can simply unlock the file, make the changes, then lock and re-apply the changes for what we are doing here in this post. Secondly, you can still change this information within the "CustomEntity.java" class if you sift through it. Because we are locking the mod element, it will be moving you to code view from now on. So, attributes, health, items, biome spawn weights, whatever it might be. Make sure you have everything you want for your mob before proceeding. Because we are locking the file, we can't access the traditional menu for adding textures with the program, so as long as you have your image imported within MCreator, you can use that directory within the quotations Replace "namespace" with your mod namespace/ID, you can find this in your workspace settings. Replace textures/entity/skeleton/skeleton.png with name_space:textures/entities/name_of_your_image.png. ![]() You can do this at CustomRenderer right at the top: private static final ResourceLocation SKELETON_LOCATION = new ResourceLocation("textures/entities/skeleton/skeleton.png") Once you finish all of this up below, you may want to set your custom entity texture. You will need to adjust the code to fit your file names! For me, I am using CustomRenderer just for this tutorial/example, so for the sake of learning, let's assume your mob is named Custom. If your mob name is Skeleton, then your file you would want to modify would probably be SkeletonRenderer. When you lock your mob element below, you will have different file names. So if you wanted the enderman model, you'd go to EndermanRenderer and look into how the layers are setup. You can also do this tutorial on pretty much any mob model, except you'd have to change some stuff up. I dove into the Skeleton and SkeletonRenderer classes and was able to replicate how they were set up and it ended up pretty nice! This tutorial covers how you can render the mob properly so it uses the vanilla/forge skeleton in-game. A lot of the stuff people mentioned got outdated as Forge itself updated, so I wanted to make this post in case it helped someone else. I've been hearing about this a lot, where people have been struggling with finding the normal vanilla/forge models, then wondering how you get the items layers to display because nothing was displaying, then people doing the work in Blockbench.
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