Posted May 19, 20214 yr 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. Spoiler 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); } } }
May 19, 20214 yr 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.
May 19, 20214 yr Author 4 hours ago, 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. Oh thanks. I did my own rendering but the line mc.getTextureManager().bindTexture(Registry.location("textures/entity/custom.png")) doesn't seem to work.
May 19, 20214 yr 29 minutes ago, ozi said: mc.getTextureManager().bindTexture(Registry.location("textures/entity/custom.png")) Where and in what context? Also what is Registry#location?
May 19, 20214 yr Author 40 minutes ago, ChampionAsh5357 said: Where and in what context? Also what is Registry#location? Spoiler @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: Spoiler 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")); }
May 19, 20214 yr 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.
May 20, 20214 yr Author 8 hours ago, 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. You mean the player's model? Where do I do that?
May 20, 20214 yr 6 hours ago, ozi said: You mean the player's model? Where do I do that? Inside RenderHandEvent. You just need to do all the logic instead of parts of it.
May 20, 20214 yr Author 2 hours ago, ChampionAsh5357 said: Inside RenderHandEvent. You just need to do all the logic instead of parts of it. Sorry for bothering you but I researched for hours and I still doesn't understand what is that logic.
May 20, 20214 yr Look at PlayerRenderer#render*Arm, copy the logic, change the texture being passed into the RenderType.
May 20, 20214 yr Author 1 hour ago, ChampionAsh5357 said: Look at PlayerRenderer#render*Arm, copy the logic, change the texture being passed into the RenderType. Ok I get it now but how do I get the player's model?
May 20, 20214 yr Author 31 minutes ago, ChampionAsh5357 said: PlayerRenderer#getModel? RenderHandEvent doesn't have a PlayerRenderer and mc.getRenderManager().getRenderer(mc.player) doesn't have the getModel.
May 20, 20214 yr Author Just now, ChampionAsh5357 said: It's probably called #getEntityModel then, that's the mcp mapping name. Yeah thats what I meant.
May 20, 20214 yr Author 1 minute ago, ozi said: Yeah thats what I meant. Nevermind I needed to create a new variable.
May 20, 20214 yr Author 47 minutes ago, ChampionAsh5357 said: PlayerRenderer#getModel? What am I doing wrong? Spoiler 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"); } } Spoiler @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); } }
May 21, 20214 yr Author On 5/20/2021 at 10:33 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); } } I realized I had to use the previous rendering as well so it works now.
July 22, 20232 yr On 5/21/2021 at 4:17 PM, ozi said: I realized I had to use the previous rendering as well so it works now. would you upload the full code here or to github? I have been having problems with this Edited July 22, 20232 yr by ElTotisPro50
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