Creating the GeoModel
For GeckoLib to work out where your replaced entity's asset files are, you need to create a GeoModel for the renderer.
Creating the class
💻Additive Code Section
All code snippets in this section add onto the previous code snippets, using a step-by-step approach to build the complete code.
Green highlights show added or modified lines of code for each step.
Green highlights show added or modified lines of code for each step.
First, we create the model class itself:
public class ExampleReplacedEntityGeoModel {
}
Then we extend DefaultedEntityGeoModel, including our GeoReplacedEntity class as the generic type:
public class ExampleReplacedEntityGeoModel extends DefaultedEntityGeoModel<ExampleReplacedEntity> {
}
Next, we add the constructor and pass in the id of the asset files we want to use:
public class ExampleReplacedEntityGeoModel extends DefaultedEntityGeoModel<ExampleReplacedEntity> {
public ExampleReplacedEntityGeoModel() {
super(Identifier.fromNamespaceAndPath(ExampleMod.MOD_ID, "example_replaced_entity"));
}
}
That's it!
The asset files
If you followed the above instructions, GeckoLib will be looking for your asset files (.geo.json, .animation.json, .png)
in the /entity/ subdirectory, named the same as your target id.
For example, if your target id was registered as example_replaced_entity, your files should be:
- Model:
resources/assets/<mod_id>/geckolib/models/entity/example_replaced_entity.geo.json- Animations:
resources/assets/<mod_id>/geckolib/animations/entity/example_replaced_entity.animation.json- Texture:
resources/assets/<mod_id>/textures/entity/example_replaced_entity.png
Additional Information
For more information on GeoModels and how to use them, see the GeoModels pages.