× Tutorials about Modelling and Texturing form Minecraft

Modelling Tutorial - Part 2

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Manus created the topic: Modelling Tutorial - Part 2

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<div><span>Part 2 – Setting up the java file. </span><br /><br /><span>For this you need a text editor or website editor. Take one of your choice, I use Dreamweaver from Adobe. </span><br /><br /><span>For your first model, just open one of the java files you find inside the “Modelling Helper 1.0 for Flan's Mod for Minecraft 1.2.4“e.g. the ModelBF109.java </span><br /><br /><img style="width: 600px; height: 543px; border: 0px solid black; float: none;" src="{e_IMAGE}custom/tut5.jpg" alt="tut5.jpg" /><br /><span> </span><br /><br /><span>The head of the file defines the Class name. Change it to some name you want have for your model. </span><br /><br /><span>Before: </span><br /><span>public class ModelBF109 extends ModelPlane </span><br /><span>{ </span><br /><span>public ModelBF109() </span><br /><span>{ </span><br /><br /><span>After: </span><br /><span>public class ModelF16 extends ModelPlane </span><br /><span>{ </span><br /><span>public ModelF16() </span><br /><span>{ </span><br /><br /><span>After that, save the file as “ModelF16.java”, the name must be the same as the class. </span><br /><br /><span>Every part now has to be defined inside the java file. Every part starts with e.g. </span><br /><span>bodyModel = new ModelRendererTurbo[8]; </span><br /><span>tailModel = new ModelRendererTurbo[3]; </span><br /><span>and so on. The number is showing the parts of the vehicle part. In the example above the planes body has 8 parts (boxes or trapezoids), the tail 3 parts. </span><br /><br /><span>Every part must be initiated. Like </span><br /><span>bodyModel[0] = new ModelRendererTurbo(this, 0, 38, textureX, textureY); </span><br /><span>The 0, 38 is the offset where this part found its texture within the texture file. Right 0 Pixel, down 38 Pixel </span><br /><br /><span>After initiating you define the parts like: </span><br /><br /><span>bodyModel[0].addTrapezoid(-51F, -16F, -10F, 48, 18, 20, 0.0F, -3.0F, modelRendererTurbo.MR_RIGHT); </span><br /><span>bodyModel[0].setPosition(0F, 5F, 0F); </span><br /><br /><span>bodyModel[1].addBox(-3F, 0F, -31F, 20, 2, 20); </span><br /><span>bodyModel[1].setPosition(0F, 5F, 21F); </span><br /><br /><span>bodyModel[2].addBox(-3F, -16F, -10F, 20, 16, 2); </span><br /><span>bodyModel[2].setPosition(0F, 5F, 0F); </span><br /><br /><span>bodyModel[3].addBox(-17F, -16F, -10F, 20, 16, 2); </span><br /><span>bodyModel[3].rotateAngleY = 3.14159265358979F; </span><br /><span>bodyModel[3].setPosition(0F, 5F, 0F); </span><br /><br /><span>You can do it by hand if you a lazy as I, export the data from Techne using the Export as > Turbo Model Thingy option <img style="border: 0px;" src="{e_IMAGE}emotes/default/smile.png" alt="smile.png" /></span><span> </span><br /><br /><span>When the java file is finished go to part 3 of thei tutorial.</span></div>
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corbin13_37 replied the topic:

for the text editor, it does have to be a java editing program such as eclipse right? i can't just open it up in note pad ? (that would be awesome cause im lazy)

#7690
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TheOrion replied the topic:

Use Editor.



MVP Ostwind
#7695
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MegaF-16 replied the topic:

no, you can use the standard notepad, thats what I use :)

#7698
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TheOrion replied the topic:

Its called Editor instead of notepad for me, sorry for this xD



MVP Ostwind
#7700
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corbin13_37 replied the topic:

yea np! i just wanted to make sure i didn't have to go through the trouble of installing eclipse ( i don't currently have it)

#7736
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