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what is better skyfactory style or not skyfactory?


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    • hello, I'm trying to set stuff up so I can make a mod for 1.7.10 and every time i put in "gradle eclipse" it gives me this, i followed the video exactly but i just get this. FAILURE: Build failed with an exception. > Connecting to Daemon * What went wrong: A problem occurred configuring root project 'WeaponsTest'. > Could not resolve all dependencies for configuration ':classpath'.    > Using insecure protocols with repositories, without explicit opt-in, is unsupported. Switch Maven repository 'forge(http://files.minecraftforge.net/maven)' to redirect to a secure protocol (like HTTPS) or allow insecure protocols. See https://docs.gradle.org/7.0/dsl/org.gradle.api.artifacts.repositories.UrlArtifactRepository.html#org.gradle.api.artifacts.repositories.UrlArtifactRepository:allowInsecureProtocol for more details. I would appreciate it if anyone can help me, thank you.
    • Hi! I would like to render the second layer of the player skins in 3D, but when I even try to change the position of the player's hat, nothing changes. Here is the Class: public class SkinLayerRenderer extends LivingRenderer<AbstractClientPlayerEntity, PlayerModel<AbstractClientPlayerEntity>> { public SkinLayerRenderer(EntityRendererManager p_i46102_1_) { this(p_i46102_1_, false); } public SkinLayerRenderer(EntityRendererManager p_i46103_1_, boolean p_i46103_2_) { super(p_i46103_1_, new PlayerModel<>(0.0F, p_i46103_2_), 0.5F); this.addLayer(new BipedArmorLayer<>(this, new BipedModel(0.5F), new BipedModel(1.0F))); this.addLayer(new HeldItemLayer<>(this)); this.addLayer(new ArrowLayer<>(this)); this.addLayer(new Deadmau5HeadLayer(this)); this.addLayer(new CapeLayer(this)); this.addLayer(new HeadLayer<>(this, .5f, .5f, .5f)); //index = 5 this.addLayer(new ElytraLayer<>(this)); this.addLayer(new ParrotVariantLayer<>(this)); this.addLayer(new SpinAttackEffectLayer<>(this)); this.addLayer(new BeeStingerLayer<>(this)); } public void render(AbstractClientPlayerEntity player, float f1, float f2, MatrixStack matrix, IRenderTypeBuffer buffer, int n) { this.setModelProperties(player); this.model.hat.visible = true; this.model.hat.y = 10; this.model.hat.z = 10; this.model.hat.x = 10; super.render(player, f1, f2, matrix, buffer, n); } public Vector3d getRenderOffset(AbstractClientPlayerEntity player, float f1) { return player.isCrouching() ? new Vector3d(0.0D, -0.125D, 0.0D) : super.getRenderOffset(player, f1); } private void setModelProperties(AbstractClientPlayerEntity player) { PlayerModel<AbstractClientPlayerEntity> playermodel = this.getModel(); if (player.isSpectator()) { playermodel.setAllVisible(false); playermodel.head.visible = true; playermodel.hat.visible = true; } else { playermodel.setAllVisible(true); playermodel.hat.visible = player.isModelPartShown(PlayerModelPart.HAT); playermodel.jacket.visible = player.isModelPartShown(PlayerModelPart.JACKET); playermodel.leftPants.visible = player.isModelPartShown(PlayerModelPart.LEFT_PANTS_LEG); playermodel.rightPants.visible = player.isModelPartShown(PlayerModelPart.RIGHT_PANTS_LEG); playermodel.leftSleeve.visible = player.isModelPartShown(PlayerModelPart.LEFT_SLEEVE); playermodel.rightSleeve.visible = player.isModelPartShown(PlayerModelPart.RIGHT_SLEEVE); playermodel.crouching = player.isCrouching(); BipedModel.ArmPose bipedmodel$armpose = getArmPose(player, Hand.MAIN_HAND); BipedModel.ArmPose bipedmodel$armpose1 = getArmPose(player, Hand.OFF_HAND); if (bipedmodel$armpose.isTwoHanded()) { bipedmodel$armpose1 = player.getOffhandItem().isEmpty() ? BipedModel.ArmPose.EMPTY : BipedModel.ArmPose.ITEM; } if (player.getMainArm() == HandSide.RIGHT) { playermodel.rightArmPose = bipedmodel$armpose; playermodel.leftArmPose = bipedmodel$armpose1; } else { playermodel.rightArmPose = bipedmodel$armpose1; playermodel.leftArmPose = bipedmodel$armpose; } } } private static BipedModel.ArmPose getArmPose(AbstractClientPlayerEntity player, Hand hand) { ItemStack itemstack = player.getItemInHand(hand); if (itemstack.isEmpty()) { return BipedModel.ArmPose.EMPTY; } else { if (player.getUsedItemHand() == hand && player.getUseItemRemainingTicks() > 0) { UseAction useaction = itemstack.getUseAnimation(); if (useaction == UseAction.BLOCK) { return BipedModel.ArmPose.BLOCK; } if (useaction == UseAction.BOW) { return BipedModel.ArmPose.BOW_AND_ARROW; } if (useaction == UseAction.SPEAR) { return BipedModel.ArmPose.THROW_SPEAR; } if (useaction == UseAction.CROSSBOW && hand == player.getUsedItemHand()) { return BipedModel.ArmPose.CROSSBOW_CHARGE; } } else if (!player.swinging && itemstack.getItem() == Items.CROSSBOW && CrossbowItem.isCharged(itemstack)) { return BipedModel.ArmPose.CROSSBOW_HOLD; } return BipedModel.ArmPose.ITEM; } } public ResourceLocation getTextureLocation(AbstractClientPlayerEntity player) { return player.getSkinTextureLocation(); } protected void scale(AbstractClientPlayerEntity player, MatrixStack matrix, float f) { float f1 = 0.9375F; matrix.scale(0.9375F, 0.9375F, 0.9375F); } protected void renderNameTag(AbstractClientPlayerEntity player, ITextComponent text, MatrixStack matrix, IRenderTypeBuffer buffer, int n) { double d0 = this.entityRenderDispatcher.distanceToSqr(player); matrix.pushPose(); if (d0 < 100.0D) { Scoreboard scoreboard = player.getScoreboard(); ScoreObjective scoreobjective = scoreboard.getDisplayObjective(2); if (scoreobjective != null) { Score score = scoreboard.getOrCreatePlayerScore(player.getScoreboardName(), scoreobjective); super.renderNameTag(player, (new StringTextComponent(Integer.toString(score.getScore()))).append(" ").append(scoreobjective.getDisplayName()), matrix, buffer, n); matrix.translate(0.0D, (double) (9.0F * 1.15F * 0.025F), 0.0D); } } super.renderNameTag(player, text, matrix, buffer, n); matrix.popPose(); } public void renderRightHand(MatrixStack matrix, IRenderTypeBuffer buffer, int n, AbstractClientPlayerEntity player) { this.renderHand(matrix, buffer, n, player, (this.model).rightArm, (this.model).rightSleeve); } public void renderLeftHand(MatrixStack matrix, IRenderTypeBuffer buffer, int n, AbstractClientPlayerEntity player) { this.renderHand(matrix, buffer, n, player, (this.model).leftArm, (this.model).leftSleeve); } private void renderHand(MatrixStack matrix, IRenderTypeBuffer buffer, int n, AbstractClientPlayerEntity player, ModelRenderer arm, ModelRenderer sleeve) { PlayerModel<AbstractClientPlayerEntity> playermodel = this.getModel(); this.setModelProperties(player); playermodel.attackTime = 0.0F; playermodel.crouching = false; playermodel.swimAmount = 0.0F; playermodel.setupAnim(player, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F); arm.xRot = 0.0F; arm.render(matrix, buffer.getBuffer(RenderType.entitySolid(player.getSkinTextureLocation())), n, OverlayTexture.NO_OVERLAY); sleeve.xRot = 0.0F; sleeve.render(matrix, buffer.getBuffer(RenderType.entityTranslucent(player.getSkinTextureLocation())), n, OverlayTexture.NO_OVERLAY); } protected void setupRotations(AbstractClientPlayerEntity player, MatrixStack matrix, float x, float y, float z) { float f = player.getSwimAmount(z); if (player.isFallFlying()) { super.setupRotations(player, matrix, x, y, z); float f1 = (float) player.getFallFlyingTicks() + z; float f2 = MathHelper.clamp(f1 * f1 / 100.0F, 0.0F, 1.0F); if (!player.isAutoSpinAttack()) { matrix.mulPose(Vector3f.XP.rotationDegrees(f2 * (-90.0F - player.xRot))); } Vector3d vector3d = player.getViewVector(z); Vector3d vector3d1 = player.getDeltaMovement(); double d0 = Entity.getHorizontalDistanceSqr(vector3d1); double d1 = Entity.getHorizontalDistanceSqr(vector3d); if (d0 > 0.0D && d1 > 0.0D) { double d2 = (vector3d1.x * vector3d.x + vector3d1.z * vector3d.z) / Math.sqrt(d0 * d1); double d3 = vector3d1.x * vector3d.z - vector3d1.z * vector3d.x; matrix.mulPose(Vector3f.YP.rotation((float) (Math.signum(d3) * Math.acos(d2)))); } } else if (f > 0.0F) { super.setupRotations(player, matrix, x, y, z); float f3 = player.isInWater() ? -90.0F - player.xRot : -90.0F; float f4 = MathHelper.lerp(f, 0.0F, f3); matrix.mulPose(Vector3f.XP.rotationDegrees(f4)); if (player.isVisuallySwimming()) { matrix.translate(0.0D, -1.0D, (double) 0.3F); } } else { super.setupRotations(player, matrix, x, y, z); } } } Can someone help me?
    • i'm wondering, how does forge works exactly ? i don't really see that explained anywhere, so, how is fml launched ? what does the installer does to the game folder ? which files are modified ? Thanks
    • 1.12 is no longer supported. Post the full log you get on 1.15.2.
    • 1.8 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
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