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Everything posted by Spartan322

  1. Thanks SanAndreasP, seeing as I need to manipulate both the player's arms and his rotation anyway, might as well replace the player model/render with a modified version model/render.
  2. Well it is difficult to help you without code (and in this case, the texture maps might also be useful)
  3. Seriously dude? That class is everything you need, just copy that ONE class. That class imports Jack and All from the OpenMods library. JACK AND ALL. While that would be a good point if I could separate it from OpenMods, I have already searched this as a possible viable option and it would not work. There are too many classes involved with RenderBodyEvent, it is not practical, PLEASE stop asking me to use it, it is too impractical. Trust me, I have tried. The biggest thing is it requires using ASM and a bunch of internal OpenMod Classes (and I don't want to copy out an entire part of OpenMods that would do what I am pretty sure I said I want to avoid). Here is why the OpenMods Lib way even works: https://github.com/OpenMods/OpenModsLib/blob/master/src/main/java/openmods/renderer/PlayerRendererHookVisitor.java
  4. I can't use this, they do it through an external source (OpenMods) and I have looked into this and found that, unless I want to incorporate everything from the OpenMods lib, I can't use it. I only want one thing it does but even in the most basic level of it, I have to copy so much code (that I suspect ends in reflection) that it would waste me more time then it will save. Simply, this won't help unless I want to use another tool, which I have stated I don't want to do. RenderBodyEvent is from openmods.renderer from OpenMods which does a lot of things that aren't practical unless I plan to use OpenMods itself (and seeing as it is mostly made for the OpenMods guys to benefit, it just isn't very helpful)
  5. I have been attempting to create a gliding effect when doing certain things (like if you jump off a high cliff). I have the glide for the player itself down but I need a way to make it so when you enter third-person or if someone else is observing you, you don't look like some fast moving creative player, I believe I've seen this done in mods but the open-source ones always either resort to external tools or reflection (and usually the tool uses reflection), so simply, I want to rotate the player around in certain ways (like maybe a roll for turning in a glide or pitch when gliding for a more realistic look/feel/sense)
  6. I don't think you can have spaces in ResourceLocation names.
  7. Well, I don't get exactly what your saying, but if I understand relatively correctly then you are looking to make an update that uses multiple bounding boxes. To do this create either a list of AxisAlignedBB objects or just another AABB field. Then, create an void onUpdate or onEntityUpdate function in the entity's class and in that do super.onEntityUpdate() or super.onUpdate() and then do something like this List<Entity> ents = worldObj.getEntitiesWithinAABBExcludingEntity(this, boundingBox); ents.addAll(worldObj.getEntitiesWithinAABBExcludingEntity(this, boundingBox2)); or List<Entity> ents = worldObj.getEntitiesWithinAABBExcludingEntity(this, boundingBox); for(AxisAlignedBB bbox : listOfAABBs) { ents.addAll(worldObj.getEntitiesWithinAABBExcludingEntity(this, bbox); } EDIT: never mind my last part, it is useless for this task (I'm not sure your explaining what you want right) if you wanted to mess with AABBs, this would work.
  8. I have been searching for about two months and have been unable to find a method to modify vanilla entity rendering, like rotating the player along a 90 degree pitch or rotating a cow sideways. My search has left me with ideas but nothing yet feasible, and I have no solution, could someone help me out with this. (As if I should state it but I would prefer not using reflection or an external source unless those are the only ways)
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