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How to Convert a Model to 1.6.2

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Manus created the topic: How to Convert a Model to 1.6.2

How to update a model to 1.6.2 – Flan 3.0.x

Basically it is simple to update. The model file only needs few changes, most changes are to be made in the config file.

Some stuff you have now to keep in mind:
- All parts are now connected to a damage system
- If you destroy the hitbox, it will also destroy the part of the model in game
- If the hitbox is destroyed, it will also destroy all linked features e.g. guns, passenger seats.
- We now have a lot more elements to use on the models
- If the core element is destroyed, the whole model is destroyed.
-
Here a List of all parts and the connected hitbox:

All driveable
bodyModel[] - core
bodyDoorOpenModel[] - core
bodyDoorCloseModel[] - core

Planes
bayModel[] - bay
bodyWheelModel[] - coreWheel
leftWingModel[] - leftWing
leftWingPos1Model[] - leftWing
leftWingPos2Model[] - leftWing
leftWingWheelModel[] - leftWingWheel
noseModel[] - nose
rightWingModel[] - rightWing
rightWingPos1Model[] - rightWing
rightWingPos2Model[] - rightWing
rightWingWheelModel[] - rightWingWheel
tailModel[] - tail
yawFlapModel[] - tail
pitchFlapLeftModel[] - tail
pitchFlapRightModel[] - tail
pitchFlapLeftWingModel[] - tail
pitchFlapRightWingModel[] - tail
tailDoorOpenModel[] - tail
tailDoorCloseModel[] - tail
tailWheelModel[] - tailWheel
topWingModel[] - topWing
propellerModels[][]

Vehicles
leftBackWheelModel[] - backLeftWheel
rightBackWheelModel[] - backRightWheel
backWheelModel[] - backWheel
steeringWheelModel[] - core
leftFrontWheelModel[] - frontLeftWheel
rightFrontWheelModel[] - frontRightWheel
frontWheelModel[] - frontWheel
leftTrackModel[] - leftTrack
leftTrackWheelModels[] - leftTrack
rightTrackModel[] - rightTrack
rightTrackWheelModels[] - rightTrack
trailerModel[] - tailer
turretModel[] - turret
barrelModel[] - turret

Changes in the Model File
Basically you don’t have to change much stuff in the model files, you also don’t have to use all the parts listed above.

What you have to change is the start of the models file. The example shows a plane, the other models require other imports e.g. ModelAAGun, ModelVehicle

OLD:
package co.uk.flansmods.client.model;

import co.uk.flansmods.client.tmt.ModelRendererTurbo;
import co.uk.flansmods.client.tmt.Coord2D;
import co.uk.flansmods.client.tmt.Shape2D;

public class ModelHE111 extends ModelPlane
{

NEW:
Package co.uk.flansmods.client.model.manus_ww2; //New: A package folder path can be used

import co.uk.flansmods.client.model.ModelPlane; //New: Import the base class of the type
import co.uk.flansmods.client.tmt.ModelRendererTurbo;
import co.uk.flansmods.client.tmt.Coord2D;
import co.uk.flansmods.client.tmt.Shape2D;

public class ModelHE111 extends ModelPlane
{

Using the function for the cosmetic stuff (Open Doors, Moving Wings etc.) is quiet simple. These parts act as switch. You have to build in fact 2 models, e.g. one model with open door and one model with door closed. The parts for the open door have to be put into tailDoorOpenModel[] and the parts of the closed door into tailDoorCloseModel[]. So the model file contains both parts.
One Parts is visible by default, the other part invisible. By pressing the key, this is switching. Visible becomes invisible and back, only one part is visible at the time.

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TheOrion replied the topic:

Phew. Finally.



MVP Ostwind
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PraxPro replied the topic:

Hä?

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Manus replied the topic:

???

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TheOrion replied the topic:



MVP Ostwind
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Prototype replied the topic:

I think he accidentally time travelled.



Stephen King wrote: “Don't ask me silly questions
I won't play silly games
I'm just a simple choo choo train
And I'll always be the same"

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