1 SkullRenderer Class
FedUpWith-Tech edited this page 2020-08-01 14:30:50 -04:00

The SkullRenderer class is used to render heads/skulls. The renderer specifically uses the TileEntity fields for the head orientation ('Rot') and for selecting the type of skull to render ('SkullType'). Each skull requires 6 textures - all derived from 'SKIN' type texture files (texture files containing all the surfaces of a human shaped model). To load these, the skin must be loaded using an appropriate 'texturefile:' line in the Texture Definition file - for example, for the zombie head:

 texturefile:id=zombie,filename=mob/zombie.png,format=SKIN

The "block:" record tied to the custom block using the SkullRenderer needs to supply 6 texture references for each value defined for 'SkullType': patch0 to patch5 for the first index (0), patch6 to patch11 for the second (1), etc.

###Attributes None

###Patches Requiring Textures For each value of 'SkullType', consecutively from N=0 to N=highest-value:

  • patch<6 x N> - Bottom of head (texture index 5 in SKIN texture)
  • patch<6 x N + 1> - Top of head (texture index 4 in SKIN texture)
  • patch<6 x N + 2> - Back of head (texture index 1 in SKIN texture)
  • patch<6 x N + 3> - Front of head (texture index 0 in SKIN texture)
  • patch<6 x N + 4> - Side of head (texture index 2 in SKIN texture)
  • patch<6 x N + 5> - Side of head (texture index 3 in SKIN texture)