Special Model Gallery 1.12.2 - Herbertofury/Advent-of-Ascension GitHub Wiki

Special and inherited creature models · 1.12.2

Four additional source-mapped portraits close the remaining Cow, Creeper, Spider and Lotto Totem model gaps. These are actual textured geometry, not generated concept art.

The vanilla models are reconstructed by a restricted symbolic reader from the official Minecraft 1.12.2 client. The cow uses its overridden head/body plus inherited legs; the Creeper excludes the unused extra head cuboid from its normal render method; the Spider has eight correctly spread legs. The neutral pose is computed with zero limb swing and head angles. Python sine/cosine are used for the small neutral-pose calculation rather than Minecraft’s lookup table; no moving-pose or pixel-identical runtime claim is made. No game code is loaded or executed.

The Lotto Totem uses its literal AoA constructor. This rest-pose illustration omits its runtime rotation and particles. Friendly Creeper uses the vanilla texture selected by its renderer, without charged overlays or flashing. All portraits omit baby scaling, equipment, effects and world lighting.

Models and AoA textures: Tslat and contributors. Vanilla geometry and Friendly Creeper texture: Mojang. Constructor evidence · Complete 1.12.2 atlas

Preview Entity and verified mapping
Creep Cowaoa3:creep_cowModel: cowRegistration · Renderer mappingTexture: assets/aoa3/textures/entities/animals/creep_cow.png
Friendly Creeperaoa3:friendly_creeperModel: creeperRegistration · Renderer mappingTexture: assets/minecraft/textures/entity/creeper/creeper.png
Sea Spideraoa3:sea_spiderModel: spiderRegistration · Renderer mappingTexture: assets/aoa3/textures/entities/mobs/misc/sea_spider.png
Lotto Totemaoa3:lotto_totemModel: ModelLottoTotemRegistration · Renderer mappingTexture: assets/aoa3/textures/entities/misc/lotto_totem.png

Dynamic renderer reference studies

Illustrated dynamic reference studies now cover these three source-identified render paths. They remain separate from completed static creature portraits:

  • Boss Item: BossItemRenderer inherits the dropped-item renderer. Its entity carries an arbitrary ItemStack, so there is no one fixed boss-item mesh. A future example gallery should identify the represented stack.
  • Fake TNT: renderer registration selects vanilla RenderTNTPrimed and the entity extends EntityTNTPrimed. A representative TNT block view must be labeled with its fuse/flash state, rather than treated as a missing AoA texture.
  • Occult Block: renderer disables textures and draws the entity bounding box with a harvest-level-dependent color. Its entity uses a 0.99 × 0.99 bounding size. A diagnostic colored-box study would be appropriate; an invented textured creature would not.

The nine ModelNothing registrations remain separately recorded in the main atlas.