Posted January 31, 20223 yr how can i render effects, overlays, etc in the player model; for example draw eyes(is a texture) in the player face or make some effects with GLStateManager.translate,color,etc i know that i have to use RenderPlayerEvent Pre and Post, but i tried to do a random effect(flickering the player skin) but is FLICKERING THE ENTIRE GAME AND IM INVISIBLE, i wrote that the flick is not too much but still, even the mobs are invisible, the gui flicks a bit, that happens if i put pushMatrix() in .Pre and popMatrix in .Post @SubscribeEvent public static void onRenderPlayer(RenderPlayerEvent.Pre event) { PlayerEntity player = event.getPlayer(); GlStateManager.pushMatrix(); } @SubscribeEvent public static void onRenderPlayer(RenderPlayerEvent.Post event) { PlayerEntity player = event.getPlayer(); PlayerModel<AbstractClientPlayerEntity> model = event.getRenderer().getEntityModel(); for(int i = 0; i < 10; i++) { GlStateManager.translatef((rand.nextFloat() - 0.5f) / 15,0,(rand.nextFloat() - 0.5f) / 15); GlStateManager.color4f(1,1,1,0.3F); GlStateManager.enableBlend(); Minecraft.getInstance().getRenderManager().textureManager.bindTexture(((AbstractClientPlayerEntity)player).getLocationSkin()); GlStateManager.disableBlend(); GlStateManager.popMatrix(); } } but if i put pushmatrix in .Post is not working @SubscribeEvent public static void onRenderPlayer(RenderPlayerEvent.Pre event) { PlayerEntity player = event.getPlayer(); } @SubscribeEvent public static void onRenderPlayer(RenderPlayerEvent.Post event) { PlayerEntity player = event.getPlayer(); PlayerModel<AbstractClientPlayerEntity> model = event.getRenderer().getEntityModel(); for(int i = 0; i < 10; i++) { GlStateManager.pushMatrix(); GlStateManager.translatef((rand.nextFloat() - 0.5f) / 15,0,(rand.nextFloat() - 0.5f) / 15); GlStateManager.color4f(1,1,1,0.3F); GlStateManager.enableBlend(); Minecraft.getInstance().getRenderManager().textureManager.bindTexture(((AbstractClientPlayerEntity)player).getLocationSkin()); GlStateManager.disableBlend(); GlStateManager.popMatrix(); } }
January 31, 20223 yr Author 1 hour ago, diesieben07 said: You need to add a layer to the player renderer. Call LivingRenderer#addLayer for all player renderers in FMLClientSetupEvent#enqueueWork. You can get all player renderers from EntityRendererManager#getSkinMap. Also, you posted in the wrong forum. Again. yea but how i draw the eyes :b, and also i "solutioned" the flickering effect by rendering the body, but it duplicates the body ( https://imgur.com/a/9gBxXqR @SubscribeEvent public static void onRenderPlayer(RenderPlayerEvent.Post event) { PlayerEntity player = event.getPlayer(); PlayerModel<AbstractClientPlayerEntity> model = event.getRenderer().getEntityModel(); ModelRenderer themodel = model.bipedBody;; for(int i = 0; i < 10; i++) { GlStateManager.pushMatrix(); GlStateManager.translatef((rand.nextFloat() - 0.5f) / 15,0,(rand.nextFloat() - 0.5f) / 15); GlStateManager.color4f(1,1,1,0.3F); GlStateManager.enableBlend(); Minecraft.getInstance().getRenderManager().textureManager.bindTexture(((AbstractClientPlayerEntity)player).getLocationSkin()); themodel.render( event.getMatrixStack(), event.getBuffers().getBuffer(RenderType.getEntitySolid(((AbstractClientPlayerEntity)player).getLocationSkin())), Minecraft.getInstance().getRenderManager().getPackedLight(player, 1f), OverlayTexture.NO_OVERLAY); GlStateManager.disableBlend(); GlStateManager.popMatrix(); } } )
January 31, 20223 yr Author 1 hour ago, diesieben07 said: Look at AbstractEyesLayer and the classes that inherit from it. and the problem for flickering?(the chest duplicate)
January 31, 20223 yr Author 1 hour ago, diesieben07 said: It will be fixed by not doing it using the render event, but using the solution I told you. i dont know how to use the solution u gave me(dont hit me please haha), cant i solution it with RenderPlaterEvent.Post?
January 31, 20223 yr Author 1 hour ago, diesieben07 said: It will be fixed by not doing it using the render event, but using the solution I told you. i made this but then?: Map<String, PlayerRenderer> skinMap = Minecraft.getInstance().getRenderManager().getSkinMap(); PlayerRenderer render; render = skinMap.get("default"); render.addLayer(); //need something
January 31, 20223 yr Author 59 minutes ago, diesieben07 said: What do you not understand about it? And no... what i just told/wrote you, what i do with render.addLayer, and where do i put my flickering effect
January 31, 20223 yr Author 1 hour ago, diesieben07 said: You have to loop over all values of the map (there are multiple player renderers). You need to create a layer class. I got this from a superheroes mod, but i dont know what i have to use public class LayerRendererSpeedsterHeroes implements LayerRenderer<EntityPlayer> { public RenderLivingBase<?> renderer; public static Minecraft mc = Minecraft.getMinecraft(); public LayerRendererSpeedsterHeroes(RenderLivingBase<?> renderer) { this.renderer = renderer; } @Override public void doRenderLayer(EntityPlayer player, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale) { ItemStack tachyon = ItemStack.EMPTY; if (!player.getItemStackFromSlot(EntityEquipmentSlot.CHEST).isEmpty() && player.getItemStackFromSlot(EntityEquipmentSlot.CHEST).getItem() instanceof IUpgradableArmor && (LucraftCoreUtil.hasArmorThisUpgrade(player.getItemStackFromSlot(EntityEquipmentSlot.CHEST), SHItems.tachyonPrototype) || LucraftCoreUtil.hasArmorThisUpgrade(player.getItemStackFromSlot(EntityEquipmentSlot.CHEST), SHItems.tachyonDevice))) tachyon = SpeedsterHeroesUtil.getTachyonDeviceFromArmor(player.getItemStackFromSlot(EntityEquipmentSlot.CHEST)); else if (!player.getCapability(LucraftCore.EXTENDED_INVENTORY, null).getInventory().getStackInSlot(ExtendedPlayerInventory.SLOT_MANTLE).isEmpty() && player.getCapability(LucraftCore.EXTENDED_INVENTORY, null).getInventory().getStackInSlot(ExtendedPlayerInventory.SLOT_MANTLE).getItem() instanceof ItemTachyonDevice) tachyon = player.getCapability(LucraftCore.EXTENDED_INVENTORY, null).getInventory().getStackInSlot(ExtendedPlayerInventory.SLOT_MANTLE); if (!tachyon.isEmpty()) { TachyonDeviceType tachyonType = ((ItemTachyonDevice) tachyon.getItem()).getTachyonDeviceType(); if(tachyonType.getModel() == null) return; GlStateManager.pushMatrix(); if (player.isSneaking()) { GlStateManager.translate(0, 0.18F, 0); // GlStateManager.rotate(30, 1, 0, 0); } ((ModelBiped) renderer.getMainModel()).bipedBody.postRender(0.0625F); tachyonType.doModelTranslations(player, limbSwing, limbSwingAmount, partialTicks, ageInTicks, netHeadYaw, headPitch, scale); Minecraft.getMinecraft().renderEngine.bindTexture(tachyonType.getTexture()); tachyonType.getModel().render(null, 0, 0, 0, 0, 0, 0.0625F); SpeedforcePlayerHandler data = SuperpowerHandler.getSpecificSuperpowerPlayerHandler(player, SpeedforcePlayerHandler.class); if (data != null && data.isInSpeed && SpeedsterHeroesUtil.getSpeedLevelList(player).get(data.speedLevel - 1) instanceof SpeedLevelBarTachyonDevice) { Tessellator tes = Tessellator.getInstance(); VertexBuffer buf = tes.getBuffer(); GL11.glDisable(3553); GL11.glDisable(2896); GlStateManager.enableBlend(); GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0); GlStateManager.blendFunc(770, 1); if (tachyonType == TachyonDeviceType.PROTOTYPE) { GlStateManager.translate(0, 0, -0.1F); LCRenderHelper.setLightmapTextureCoords(240, 240); buf.begin(GL11.GL_POLYGON, DefaultVertexFormats.POSITION_COLOR); float alpha = ((MathHelper.sin((mc.player.ticksExisted + partialTicks) / 10F) + 1) / 4F) + 0.2F; buf.pos(-0.5F, 0F, 0).color(1, 0.5F, 0, alpha).endVertex(); buf.pos(-0.5F, -0.25F, 0).color(0, 0, 0, 0).endVertex(); buf.pos(-0.25F, -0.45F, 0).color(0, 0, 0, 0).endVertex(); buf.pos(0F, -0.45F, 0).color(0, 0, 0, 0).endVertex(); buf.pos(0.25F, -0.45F, 0).color(0, 0, 0, 0).endVertex(); buf.pos(0.5F, -0.25F, 0).color(0, 0, 0, 0).endVertex(); buf.pos(0.5F, 0F, 0).color(1, 0.5F, 0, alpha).endVertex(); buf.pos(0.5F, 0.25F, 0).color(0, 0, 0, 0).endVertex(); buf.pos(0.25F, 0.45F, 0).color(0, 0, 0, 0).endVertex(); buf.pos(-0.25F, 0.45F, 0).color(0, 0, 0, 0).endVertex(); buf.pos(-0.5F, 0.25F, 0).color(0, 0, 0, 0).endVertex(); tes.draw(); LCRenderHelper.restoreLightmapTextureCoords(); } else if (tachyonType == TachyonDeviceType.DEVICE) { // GlStateManager.translate(0, 0, -0.1F); LCRenderHelper.setLightmapTextureCoords(240, 240); buf.begin(GL11.GL_POLYGON, DefaultVertexFormats.POSITION_COLOR); float alpha = ((MathHelper.sin((mc.player.ticksExisted + partialTicks) / 10F) + 1) / 6F) + 0.2F; buf.pos(-0.7F, 0F, 0).color(0.047F, 0.71F, 1, alpha).endVertex(); buf.pos(-0.6F, -0.25F, 0).color(0, 0, 0, 0).endVertex(); buf.pos(-0.35F, -0.6F, 0).color(0, 0, 0, 0).endVertex(); buf.pos(0F, -0.65F, 0).color(0, 0, 0, 0).endVertex(); buf.pos(0.35F, -0.6F, 0).color(0, 0, 0, 0).endVertex(); buf.pos(0.6F, -0.25F, 0).color(0, 0, 0, 0).endVertex(); buf.pos(0.7F, 0F, 0).color(0, 0, 0, 0).endVertex(); buf.pos(0.6F, 0.25F, 0).color(0, 0, 0, 0).endVertex(); buf.pos(0.35F, 0.6F, 0).color(0, 0, 0, 0).endVertex(); buf.pos(-0F, 0.65F, 0).color(0, 0, 0, 0).endVertex(); buf.pos(-0.35F, 0.6F, 0).color(0, 0, 0, 0).endVertex(); buf.pos(-0.6F, 0.25F, 0).color(0, 0, 0, 0).endVertex(); tes.draw(); LCRenderHelper.restoreLightmapTextureCoords(); } GL11.glEnable(2896); GL11.glEnable(3553); GlStateManager.disableBlend(); } GlStateManager.popMatrix(); } if (player == mc.player) return; if (!SuperpowerHandler.hasSuperpower(mc.player) || SuperpowerHandler.getSuperpower(mc.player) != SpeedsterHeroes.speedforce) return; AbilitySpeedforceVision speedforceVision = Ability.getAbilityFromClass(Ability.getCurrentPlayerAbilities(mc.player), AbilitySpeedforceVision.class); if (speedforceVision == null || !speedforceVision.isUnlocked() || !speedforceVision.isEnabled()) return; if (!SuperpowerHandler.hasSuperpower(player) || SuperpowerHandler.getSuperpower(player) != SpeedsterHeroes.speedforce) return; SpeedforcePlayerHandler data1 = SuperpowerHandler.getSpecificSuperpowerPlayerHandler(player, SpeedforcePlayerHandler.class); SpeedforcePlayerHandler data2 = SuperpowerHandler.getSpecificSuperpowerPlayerHandler(mc.player, SpeedforcePlayerHandler.class); if (!data1.isInSpeed || !data2.isInSpeed) return; GlStateManager.pushMatrix(); GlStateManager.disableLighting(); GlStateManager.disableTexture2D(); GlStateManager.disableDepth(); GlStateManager.enableBlend(); GlStateManager.color(1.0F, 0.0F, 0.0F, 0.5F); GlStateManager.blendFunc(770, 771); this.renderer.getMainModel().render(player, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale); GlStateManager.blendFunc(771, 770); GlStateManager.disableBlend(); GlStateManager.enableDepth(); GlStateManager.enableTexture2D(); GlStateManager.enableLighting(); GlStateManager.popMatrix(); } @Override public boolean shouldCombineTextures() { return false; } }
January 31, 20223 yr Author 1 hour ago, diesieben07 said: Don't just randomly copy-paste code you don't understand. You said you wanted to add eyes. I told you how to add them. Minecraft already has the code for adding an eye layer. Please use it. what i have to put here: Map<String, PlayerRenderer> skinMap = Minecraft.getInstance().getRenderManager().getSkinMap(); PlayerRenderer render; render = skinMap.get("default"); render.addLayer(new EndermanEyesLayer<LivingEntity>(WHAT I HAVE TO PUT HERE); and how i do it for the player body(my flickering effect)
January 31, 20223 yr Author 8 hours ago, diesieben07 said: Look at how vanilla uses EndermanEyesLayer. And again: You have to loop through the map's values. Otherwise it will not work for the "Alex" skin. You will have to cancel the whole player rendering for this. you said that i need another layer for the player for my flickering effect, what does that have in common with cancel the playe rendering?
January 31, 20223 yr Author 1 hour ago, diesieben07 said: I did not. what? so appart of the eyes, what i need for the effect for the player? you said i cant use renderplayerevent for that because there is no solution for the body duplicate Edited January 31, 20223 yr by ElTotisPro50
January 31, 20223 yr Author 2 hours ago, diesieben07 said: That is not what I said. I told you to use a layer for the eyes. For the flickering you need to cancel RenderPlayerEvent.Pre to prevent the default rendering and then render the player yourself. There might be a better solution for this, but I an not a rendering expert. Should'nt the .render method render at least the chest(now that i canceled .Pre im invisible but why my chest is not rendering if im using that method)? @SubscribeEvent public static void onRenderPlayer(RenderPlayerEvent.Pre event) { PlayerEntity player = event.getPlayer(); event.setCanceled(true); } @SubscribeEvent public static void onRenderPlayer(RenderPlayerEvent.Post event) { PlayerEntity player = event.getPlayer(); PlayerModel<AbstractClientPlayerEntity> model = event.getRenderer().getEntityModel(); ModelRenderer chestBody = model.bipedBody; for(int i = 0; i < 10; i++) { GlStateManager.pushMatrix(); GlStateManager.translatef((rand.nextFloat() - 0.5f) / 15,0,(rand.nextFloat() - 0.5f) / 15); GlStateManager.color4f(1,1,1,0.3F); GlStateManager.enableBlend(); Minecraft.getInstance().getRenderManager().textureManager.bindTexture(((AbstractClientPlayerEntity)player).getLocationSkin()); chestBody.render( event.getMatrixStack(), event.getBuffers().getBuffer(RenderType.getEntitySolid(((AbstractClientPlayerEntity)player).getLocationSkin())), Minecraft.getInstance().getRenderManager().getPackedLight(player, 1f), OverlayTexture.NO_OVERLAY); GlStateManager.disableBlend(); GlStateManager.popMatrix(); } } Edited January 31, 20223 yr by ElTotisPro50
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