ozi Posted May 19, 2021 Posted May 19, 2021 I added a layer whis is changing the player's skin but the first person hand is still with the original skin. How do I change it as well? Thanks. Reveal hidden contents public class CustomLayer extends LayerRenderer<AbstractClientPlayerEntity, PlayerModel<AbstractClientPlayerEntity>> { private static ResourceLocation skin; public CustomLayer(PlayerRenderer entityRendererIn) { super(entityRendererIn); } @Override public void render(MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int packedLightIn, AbstractClientPlayerEntity entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch) { skin = Registry.location("textures/entity/custom.png"); if (Main.isCustom()) { renderCutoutModel(this.getEntityModel(), skin, matrixStackIn, bufferIn, packedLightIn, entitylivingbaseIn, 1, 1, 1); } } } Quote
ChampionAsh5357 Posted May 19, 2021 Posted May 19, 2021 You would need to handle some rendering logic via RenderHandEvent. The layers are only applied in third person as you can never see the player in first. Quote
ozi Posted May 19, 2021 Author Posted May 19, 2021 On 5/19/2021 at 3:08 PM, ChampionAsh5357 said: You would need to handle some rendering logic via RenderHandEvent. The layers are only applied in third person as you can never see the player in first. Expand Oh thanks. I did my own rendering but the line mc.getTextureManager().bindTexture(Registry.location("textures/entity/custom.png")) doesn't seem to work. Quote
ChampionAsh5357 Posted May 19, 2021 Posted May 19, 2021 On 5/19/2021 at 8:10 PM, ozi said: mc.getTextureManager().bindTexture(Registry.location("textures/entity/custom.png")) Expand Where and in what context? Also what is Registry#location? Quote
ozi Posted May 19, 2021 Author Posted May 19, 2021 On 5/19/2021 at 8:40 PM, ChampionAsh5357 said: Where and in what context? Also what is Registry#location? Expand Reveal hidden contents @SubscribeEvent public void onHandRender(RenderHandEvent event) { mc.getTextureManager().bindTexture(Registry.location("textures/entity/custom.png")); } //Registry#location: public static ResourceLocation location(String name) { return new ResourceLocation(Main.MOD_ID, name); } I also tried copying FirstPersonRenderer class: Reveal hidden contents public class HandRender { private static final Minecraft mc = Minecraft.getInstance(); public static void renderArmFirstPerson(MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, float equippedProgress, float swingProgress, ResourceLocation texture) { boolean flag = mc.gameSettings.mainHand != HandSide.LEFT; float f = flag ? 1.0F : -1.0F; float f1 = MathHelper.sqrt(swingProgress); float f2 = -0.3F * MathHelper.sin(f1 * (float)Math.PI); float f3 = 0.4F * MathHelper.sin(f1 * ((float)Math.PI * 2F)); float f4 = -0.4F * MathHelper.sin(swingProgress * (float)Math.PI); matrixStackIn.translate((double)(f * (f2 + 0.64000005F)), (double)(f3 + -0.6F + equippedProgress * -0.6F), (double)(f4 + -0.71999997F)); matrixStackIn.rotate(Vector3f.YP.rotationDegrees(f * 45.0F)); float f5 = MathHelper.sin(swingProgress * swingProgress * (float)Math.PI); float f6 = MathHelper.sin(f1 * (float)Math.PI); matrixStackIn.rotate(Vector3f.YP.rotationDegrees(f * f6 * 70.0F)); matrixStackIn.rotate(Vector3f.ZP.rotationDegrees(f * f5 * -20.0F)); AbstractClientPlayerEntity abstractclientplayerentity = mc.player; mc.getTextureManager().bindTexture(texture); matrixStackIn.translate((double)(f * -1.0F), (double)3.6F, 3.5D); matrixStackIn.rotate(Vector3f.ZP.rotationDegrees(f * 120.0F)); matrixStackIn.rotate(Vector3f.XP.rotationDegrees(200.0F)); matrixStackIn.rotate(Vector3f.YP.rotationDegrees(f * -135.0F)); matrixStackIn.translate((double)(f * 5.6F), 0.0D, 0.0D); PlayerRenderer playerrenderer = (PlayerRenderer)mc.getRenderManager().<AbstractClientPlayerEntity>getRenderer(abstractclientplayerentity); if (flag) { playerrenderer.renderRightArm(matrixStackIn, bufferIn, combinedLightIn, abstractclientplayerentity); } else { playerrenderer.renderLeftArm(matrixStackIn, bufferIn, combinedLightIn, abstractclientplayerentity); } } } //in the event: @SubscribeEvent public void onHandRender(RenderHandEvent event) { event.setCanceled(true); HandRender.renderArmFirstPerson(event.getMatrixStack(), event.getBuffers(), event.getLight(), event.getEquipProgress(), event.getSwingProgress(), Registry.location("textures/entity/custom.png")); } Quote
ChampionAsh5357 Posted May 19, 2021 Posted May 19, 2021 Probably because entity textures are bound using a batched rendering system and not on the fly. You need to handle the rendering of the model yourself, not delegate it to the PlayerRenderer. Quote
ozi Posted May 20, 2021 Author Posted May 20, 2021 On 5/19/2021 at 10:14 PM, ChampionAsh5357 said: Probably because entity textures are bound using a batched rendering system and not on the fly. You need to handle the rendering of the model yourself, not delegate it to the PlayerRenderer. Expand You mean the player's model? Where do I do that? Quote
ChampionAsh5357 Posted May 20, 2021 Posted May 20, 2021 On 5/20/2021 at 7:10 AM, ozi said: You mean the player's model? Where do I do that? Expand Inside RenderHandEvent. You just need to do all the logic instead of parts of it. Quote
ozi Posted May 20, 2021 Author Posted May 20, 2021 On 5/20/2021 at 1:58 PM, ChampionAsh5357 said: Inside RenderHandEvent. You just need to do all the logic instead of parts of it. Expand Sorry for bothering you but I researched for hours and I still doesn't understand what is that logic. Quote
ChampionAsh5357 Posted May 20, 2021 Posted May 20, 2021 Look at PlayerRenderer#render*Arm, copy the logic, change the texture being passed into the RenderType. Quote
ozi Posted May 20, 2021 Author Posted May 20, 2021 On 5/20/2021 at 4:51 PM, ChampionAsh5357 said: Look at PlayerRenderer#render*Arm, copy the logic, change the texture being passed into the RenderType. Expand Ok I get it now but how do I get the player's model? Quote
ozi Posted May 20, 2021 Author Posted May 20, 2021 On 5/20/2021 at 6:42 PM, ChampionAsh5357 said: PlayerRenderer#getModel? Expand RenderHandEvent doesn't have a PlayerRenderer and mc.getRenderManager().getRenderer(mc.player) doesn't have the getModel. Quote
ChampionAsh5357 Posted May 20, 2021 Posted May 20, 2021 It's probably called #getEntityModel then, that's the mcp mapping name. Quote
ozi Posted May 20, 2021 Author Posted May 20, 2021 On 5/20/2021 at 7:20 PM, ChampionAsh5357 said: It's probably called #getEntityModel then, that's the mcp mapping name. Expand Yeah thats what I meant. Quote
ozi Posted May 20, 2021 Author Posted May 20, 2021 On 5/20/2021 at 7:22 PM, ozi said: Yeah thats what I meant. Expand Nevermind I needed to create a new variable. Quote
ozi Posted May 20, 2021 Author Posted May 20, 2021 On 5/20/2021 at 6:42 PM, ChampionAsh5357 said: PlayerRenderer#getModel? Expand What am I doing wrong? Reveal hidden contents public class HandRender extends LivingRenderer<AbstractClientPlayerEntity, PlayerModel<AbstractClientPlayerEntity>> { public HandRender(EntityRendererManager rendererManager, PlayerModel<AbstractClientPlayerEntity> entityModelIn, float shadowSizeIn) { super(rendererManager, entityModelIn, shadowSizeIn); } public void renderRightArm(MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, AbstractClientPlayerEntity playerIn) { this.renderItem(matrixStackIn, bufferIn, combinedLightIn, playerIn, (this.entityModel).bipedRightArm, (this.entityModel).bipedRightArmwear); } public void renderLeftArm(MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, AbstractClientPlayerEntity playerIn) { this.renderItem(matrixStackIn, bufferIn, combinedLightIn, playerIn, (this.entityModel).bipedLeftArm, (this.entityModel).bipedLeftArmwear); } private void renderItem(MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, AbstractClientPlayerEntity playerIn, ModelRenderer rendererArmIn, ModelRenderer rendererArmwearIn) { PlayerModel<AbstractClientPlayerEntity> playermodel = this.getEntityModel(); this.setModelVisibilities(playerIn); playermodel.swingProgress = 0.0F; playermodel.isSneak = false; playermodel.swimAnimation = 0.0F; playermodel.setRotationAngles(playerIn, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F); rendererArmIn.rotateAngleX = 0.0F; rendererArmIn.render(matrixStackIn, bufferIn.getBuffer(RenderType.getEntitySolid(getEntityTexture(playerIn))), combinedLightIn, OverlayTexture.NO_OVERLAY); rendererArmwearIn.rotateAngleX = 0.0F; rendererArmwearIn.render(matrixStackIn, bufferIn.getBuffer(RenderType.getEntityTranslucent(getEntityTexture(playerIn))), combinedLightIn, OverlayTexture.NO_OVERLAY); } private void setModelVisibilities(AbstractClientPlayerEntity clientPlayer) { PlayerModel<AbstractClientPlayerEntity> playermodel = this.getEntityModel(); if (clientPlayer.isSpectator()) { playermodel.setVisible(false); playermodel.bipedHead.showModel = true; playermodel.bipedHeadwear.showModel = true; } else { playermodel.setVisible(true); playermodel.bipedHeadwear.showModel = clientPlayer.isWearing(PlayerModelPart.HAT); playermodel.bipedBodyWear.showModel = clientPlayer.isWearing(PlayerModelPart.JACKET); playermodel.bipedLeftLegwear.showModel = clientPlayer.isWearing(PlayerModelPart.LEFT_PANTS_LEG); playermodel.bipedRightLegwear.showModel = clientPlayer.isWearing(PlayerModelPart.RIGHT_PANTS_LEG); playermodel.bipedLeftArmwear.showModel = clientPlayer.isWearing(PlayerModelPart.LEFT_SLEEVE); playermodel.bipedRightArmwear.showModel = clientPlayer.isWearing(PlayerModelPart.RIGHT_SLEEVE); playermodel.isSneak = clientPlayer.isCrouching(); BipedModel.ArmPose bipedmodel$armpose = func_241741_a_(clientPlayer, Hand.MAIN_HAND); BipedModel.ArmPose bipedmodel$armpose1 = func_241741_a_(clientPlayer, Hand.OFF_HAND); if (bipedmodel$armpose.func_241657_a_()) { bipedmodel$armpose1 = clientPlayer.getHeldItemOffhand().isEmpty() ? BipedModel.ArmPose.EMPTY : BipedModel.ArmPose.ITEM; } if (clientPlayer.getPrimaryHand() == HandSide.RIGHT) { playermodel.rightArmPose = bipedmodel$armpose; playermodel.leftArmPose = bipedmodel$armpose1; } else { playermodel.rightArmPose = bipedmodel$armpose1; playermodel.leftArmPose = bipedmodel$armpose; } } } private static BipedModel.ArmPose func_241741_a_(AbstractClientPlayerEntity p_241741_0_, Hand p_241741_1_) { ItemStack itemstack = p_241741_0_.getHeldItem(p_241741_1_); if (itemstack.isEmpty()) { return BipedModel.ArmPose.EMPTY; } else { if (p_241741_0_.getActiveHand() == p_241741_1_ && p_241741_0_.getItemInUseCount() > 0) { UseAction useaction = itemstack.getUseAction(); 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 && p_241741_1_ == p_241741_0_.getActiveHand()) { return BipedModel.ArmPose.CROSSBOW_CHARGE; } } else if (!p_241741_0_.isSwingInProgress && itemstack.getItem() == Items.CROSSBOW && CrossbowItem.isCharged(itemstack)) { return BipedModel.ArmPose.CROSSBOW_HOLD; } return BipedModel.ArmPose.ITEM; } } @Override public ResourceLocation getEntityTexture(AbstractClientPlayerEntity entity) { return Registry.location("textures/entity/custom.png"); } } Reveal hidden contents @SubscribeEvent public void onHandRender(RenderHandEvent event) { PlayerRenderer playerRenderer = (PlayerRenderer) mc.getRenderManager().getRenderer(mc.player); HandRender handRender = new HandRender(mc.getRenderManager(), playerRenderer.getEntityModel(), 0); if (mc.gameSettings.mainHand == HandSide.RIGHT) { handRender.renderRightArm(event.getMatrixStack(), event.getBuffers(), event.getLight(), mc.player); } else { handRender.renderLeftArm(event.getMatrixStack(), event.getBuffers(), event.getLight(), mc.player); } } Quote
ozi Posted May 21, 2021 Author Posted May 21, 2021 On 5/20/2021 at 7:33 PM, ozi said: What am I doing wrong? Reveal hidden contents public class HandRender extends LivingRenderer<AbstractClientPlayerEntity, PlayerModel<AbstractClientPlayerEntity>> { public HandRender(EntityRendererManager rendererManager, PlayerModel<AbstractClientPlayerEntity> entityModelIn, float shadowSizeIn) { super(rendererManager, entityModelIn, shadowSizeIn); } public void renderRightArm(MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, AbstractClientPlayerEntity playerIn) { this.renderItem(matrixStackIn, bufferIn, combinedLightIn, playerIn, (this.entityModel).bipedRightArm, (this.entityModel).bipedRightArmwear); } public void renderLeftArm(MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, AbstractClientPlayerEntity playerIn) { this.renderItem(matrixStackIn, bufferIn, combinedLightIn, playerIn, (this.entityModel).bipedLeftArm, (this.entityModel).bipedLeftArmwear); } private void renderItem(MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, AbstractClientPlayerEntity playerIn, ModelRenderer rendererArmIn, ModelRenderer rendererArmwearIn) { PlayerModel<AbstractClientPlayerEntity> playermodel = this.getEntityModel(); this.setModelVisibilities(playerIn); playermodel.swingProgress = 0.0F; playermodel.isSneak = false; playermodel.swimAnimation = 0.0F; playermodel.setRotationAngles(playerIn, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F); rendererArmIn.rotateAngleX = 0.0F; rendererArmIn.render(matrixStackIn, bufferIn.getBuffer(RenderType.getEntitySolid(getEntityTexture(playerIn))), combinedLightIn, OverlayTexture.NO_OVERLAY); rendererArmwearIn.rotateAngleX = 0.0F; rendererArmwearIn.render(matrixStackIn, bufferIn.getBuffer(RenderType.getEntityTranslucent(getEntityTexture(playerIn))), combinedLightIn, OverlayTexture.NO_OVERLAY); } private void setModelVisibilities(AbstractClientPlayerEntity clientPlayer) { PlayerModel<AbstractClientPlayerEntity> playermodel = this.getEntityModel(); if (clientPlayer.isSpectator()) { playermodel.setVisible(false); playermodel.bipedHead.showModel = true; playermodel.bipedHeadwear.showModel = true; } else { playermodel.setVisible(true); playermodel.bipedHeadwear.showModel = clientPlayer.isWearing(PlayerModelPart.HAT); playermodel.bipedBodyWear.showModel = clientPlayer.isWearing(PlayerModelPart.JACKET); playermodel.bipedLeftLegwear.showModel = clientPlayer.isWearing(PlayerModelPart.LEFT_PANTS_LEG); playermodel.bipedRightLegwear.showModel = clientPlayer.isWearing(PlayerModelPart.RIGHT_PANTS_LEG); playermodel.bipedLeftArmwear.showModel = clientPlayer.isWearing(PlayerModelPart.LEFT_SLEEVE); playermodel.bipedRightArmwear.showModel = clientPlayer.isWearing(PlayerModelPart.RIGHT_SLEEVE); playermodel.isSneak = clientPlayer.isCrouching(); BipedModel.ArmPose bipedmodel$armpose = func_241741_a_(clientPlayer, Hand.MAIN_HAND); BipedModel.ArmPose bipedmodel$armpose1 = func_241741_a_(clientPlayer, Hand.OFF_HAND); if (bipedmodel$armpose.func_241657_a_()) { bipedmodel$armpose1 = clientPlayer.getHeldItemOffhand().isEmpty() ? BipedModel.ArmPose.EMPTY : BipedModel.ArmPose.ITEM; } if (clientPlayer.getPrimaryHand() == HandSide.RIGHT) { playermodel.rightArmPose = bipedmodel$armpose; playermodel.leftArmPose = bipedmodel$armpose1; } else { playermodel.rightArmPose = bipedmodel$armpose1; playermodel.leftArmPose = bipedmodel$armpose; } } } private static BipedModel.ArmPose func_241741_a_(AbstractClientPlayerEntity p_241741_0_, Hand p_241741_1_) { ItemStack itemstack = p_241741_0_.getHeldItem(p_241741_1_); if (itemstack.isEmpty()) { return BipedModel.ArmPose.EMPTY; } else { if (p_241741_0_.getActiveHand() == p_241741_1_ && p_241741_0_.getItemInUseCount() > 0) { UseAction useaction = itemstack.getUseAction(); 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 && p_241741_1_ == p_241741_0_.getActiveHand()) { return BipedModel.ArmPose.CROSSBOW_CHARGE; } } else if (!p_241741_0_.isSwingInProgress && itemstack.getItem() == Items.CROSSBOW && CrossbowItem.isCharged(itemstack)) { return BipedModel.ArmPose.CROSSBOW_HOLD; } return BipedModel.ArmPose.ITEM; } } @Override public ResourceLocation getEntityTexture(AbstractClientPlayerEntity entity) { return Registry.location("textures/entity/custom.png"); } } Reveal hidden contents @SubscribeEvent public void onHandRender(RenderHandEvent event) { PlayerRenderer playerRenderer = (PlayerRenderer) mc.getRenderManager().getRenderer(mc.player); HandRender handRender = new HandRender(mc.getRenderManager(), playerRenderer.getEntityModel(), 0); if (mc.gameSettings.mainHand == HandSide.RIGHT) { handRender.renderRightArm(event.getMatrixStack(), event.getBuffers(), event.getLight(), mc.player); } else { handRender.renderLeftArm(event.getMatrixStack(), event.getBuffers(), event.getLight(), mc.player); } } Expand I realized I had to use the previous rendering as well so it works now. Quote
ElTotisPro50 Posted July 22, 2023 Posted July 22, 2023 (edited) On 5/21/2021 at 9:17 PM, ozi said: I realized I had to use the previous rendering as well so it works now. Expand would you upload the full code here or to github? I have been having problems with this Edited July 22, 2023 by ElTotisPro50 Quote
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