Don wrote:Now ExeterDad needs to make a snake
Already on it. Trying out a few approaches to decide how I'm going to go about it. :)
Don wrote:Now ExeterDad needs to make a snake
ExeterDad wrote:Don wrote:Now ExeterDad needs to make a snake
Already on it. Trying out a few approaches to decide how I'm going to go about it. :)
How about a boa that is 4 or 5 nodes long?
Don wrote:How about a boa that is 4 or 5 nodes long?
ExeterDad wrote:Don wrote:How about a boa that is 4 or 5 nodes long?
I don't know how good that would look? The collision and selection boxes will cause issue. They do not rotate. The visual part of the model rotates within the collision/selection box at any yaw. So the mob might have a heck of a time moving and jumping on terrain that is not flat. Not to mention trying to fight the beast. The boxes lengths could be oriented East and West, and the visual of the snake could be pointed North and South. Maybe half buried in a block, and possibly turning black.
Watch a cow or sheep move around while selected and you'll get an idea what my concern is.
It would require lot's of modifying the api. But I'm betting new cords for the boxes can be calculated for each turn (limited to 90 increments). But not sure if it can be applied on the fly like the other entity attributes (mesh, texture, visual etc).
This is the reason why I keep losing interest in my Dino Mobs. My T-rex is quit huge. And the boxes need to be long and narrow.
Does anyone have any idea how we can deal with this? If not, I can't feel good about making anything larger then 1-1/2 to 2 nodes long.
Don wrote:As for the dino mobs, scale them down to 1 block size. Then call the mod dino pets.
12Me21 wrote:You could have the snake turn into a different object when it wants to rotate. It's kind of hacky, but it should work.
ExeterDad wrote:12Me21 wrote:You could have the snake turn into a different object when it wants to rotate. It's kind of hacky, but it should work.
Yes. I'm sure it could. But all movements are handled in the api. So adding the large snake (or any other odd sized critter) would mean redoing the api. A bunch. :/
ExeterDad wrote:Sure. Well maybe not me, I'm a lua novice. But wouldn't that be handled with on_step in the api rather then "snake.lua?"
TenPlus1 wrote:With a little help from PilzAdam's own mob wiki I've managed to write up a few pages to identify each of the animals and monsters in this mod, as well as documentation on how to use/add your own:
Nathan.S wrote:Not sure if you'd be interested, but I created a goat model for one of the other mob mods that you could add if you'd like.
I have a he, she and kid goat, and four different colored textures for each.
https://dl.dropboxusercontent.com/u/29046539/Goats.zip
Nathan.S wrote:
Here you go. Thats a render, I don't seem to have that mod installed, link to the git for it is here: https://github.com/Sokomine/mobf_goat
Nathan.S wrote:Not sure if you'd be interested, but I created a goat model for one of the other mob mods that you could add if you'd like.
I have a he, she and kid goat, and four different colored textures for each.
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