Jump to content

Render techne models on Player


Knux14
 Share

Recommended Posts

Hello guy, its me again :/

 

I made a jetpack ingame which is in a slot in a IExtendedProperties which is working pretty well. Then my friend made me some models in Techne and i would like to make them showing on the player but i have no idea how to do it. I've read the Hats (from ichun) source code but i didn't understand everything. He make an entity to show the hat on the top of the head but its weird, doesn't it ? How can I render it properly ?

 

Thanks in advance

Link to comment
Share on other sites

So I wrote this:

@ForgeSubscribe
public void renderPlayer (RenderPlayerEvent evt){
	EntityPlayer p = evt.entityPlayer;
	new ModelLaserJetpack().render(p, (float)p.posX, (float)p.posY, (float)p.posZ, 0.0F, 0.0F, 0.0F);
}

 

But it doesn't work :( I dont see any render at all

It seems that the renderPlayer event does not work because i tried to do a System.out.println("TEST") and nothing show up :(

Here's how the class is registred in the main class:

		MinecraftForge.EVENT_BUS.register(new EntityEventHandler());

Link to comment
Share on other sites

oh, forgot, you cant handle event of type RenderPlayer directly, its either

RenderPlayerEvent.pre or RenderPlayerEvent.post

 

and it wont be the location of the player but the difference betweent the local player and the target player

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Link to comment
Share on other sites

So now, the prints work but the render dont show either with .Post or .Pre

@ForgeSubscribe
public void renderPlayer (RenderPlayerEvent.Post evt){
	EntityCustomPlayer pl = (EntityCustomPlayer) evt.entityPlayer.getExtendedProperties("JetpackJoycraft Custom Player");
	System.out.println("TEST");
	//if (pl.gadgets[0].getItem() == Items.jetpack){
	//if (pl.gadgets[0].getItemDamage() == 11)
	//	{
			EntityPlayer p = evt.entityPlayer;
			EntityPlayer mcPl = Minecraft.getMinecraft().thePlayer;

			new ModelLaserJetpack().render(p, getDist(p.posX, mcPl.posX), getDist(p.posY, mcPl.posY), getDist(p.posX, mcPl.posY), 0.0F, 0.0F, 0.0F);
	//	}
	//}
}

public float getDist(double a, double b){
	if (a > b)
		return (float)(a - b);
	else if (b > a)
		return (float)(b - a);
	else
		return 0.0F;
}

Link to comment
Share on other sites

GL11 boy, GL11... I even don't know all the fascinating tid bits that come with it xD So don't ask me too much about it. I do know that you could, in theory, get the players rotation, and then rotate the model by the same rotation.

 

So, basically something like:

 

int someRandomIntThatHoldsPlayerRotationX = someRandomGetterMethodThatReturnsTheValueNeeded();
int someRandomIntThatHoldsPlayerRotationY = someRandomGetterMethodThatReturnsTheValueNeeded();
int someRandomIntThatHoldsPlayerRotationZ = someRandomGetterMethodThatReturnsTheValueNeeded();

GL11.glRotate(someRandomIntThatHoldsPlayerRotationX, someRandomIntThatHoldsPlayerRotationY, someRandomIntThatHoldsPlayerRotationZ);

I am Mew. The Legendary Psychic. I behave oddly and am always playing practical jokes.

 

I have also found that I really love making extremely long and extremely but sometimes not so descriptive variables. Sort of like what I just did there xD

Link to comment
Share on other sites

Thanks man, so I can't use GL11.glRotate (Function does not exists) and there is glRotatef.

I tried it but i cant get a correct value for the params. The player have two vars which are called rotationYaw and rotationPitch but I dont understand how they really works. I'm trying with these

Link to comment
Share on other sites

Actually, glRotate takes not 3 arguments, but 4: an angle and coordinates of the rotating vector.

So, glRotatef(player.RotationYaw, 0, 1, 0) will rotate renderer around vertical axis, as an instance.

If i helped you, don't forget pressing "Thank You" button. Thanks for your time.

Link to comment
Share on other sites

nait is right, the whole is called a quaternion and gives me headache at night.

also every transformation function in opengl start with "gl" followed by the kind of transformation ("translate", "scale", "rotate" ) and ends with a letter saying which type of argument they take. i for int, d for double, f for float

so effectivelly the function "glRotate" doesnt exists but "glRotatef" does and with certain language+api "glRotated" exists too (but it doesnt with java+LWJGL)

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Link to comment
Share on other sites

yes it does

	public static void glRotated(double angle, double x, double y, double z) {
	ContextCapabilities caps = GLContext.getCapabilities();
	long function_pointer = caps.glRotated;
	BufferChecks.checkFunctionAddress(function_pointer);
	nglRotated(angle, x, y, z, function_pointer);
}

 

I've got something witch will work soon

So my jetpack render next to the head of the player. I'll try a glTranslate

 

Ok it works. Now, the last thing I need is to make it visible for the other players in SMP. How am I supposed to do that?

Link to comment
Share on other sites

ah ok did t know rotated was i  lwjgl :/

 

anyway from a technical point of view the vast majority of graphic cards have only 32bit precision aaaanyway so might as well directly use float and not double

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I've got no solution for this particular way. But may I suggest? You can create one singular item and store the entity's data using NBT or Capability. It will make things easier and cleaner.
    • REM Forge requires a configured set of both JVM and program arguments. REM Add custom JVM arguments to the user_jvm_args.txt REM Add custom program arguments {such as nogui} to this file in the next line before the %* or REM  pass them to this script directly "C:\Program Files\Java\jdk-17\bin\Java.exe" @user_jvm_args.txt @libraries/net/minecraftforge/forge/1.18.2-40.1.80/win_args.txt -Xmx8G -Xms8G %* pause     so I used it.
    • I created an SOUL_JAR Item that has been registered for each mob like - mod:soul_jar_minecraft_cow etc.. but it all has different registry names, i have a model file name soul_jar.json and i want to know how to bind each of those items to this class (When mod iterates through all of vanilla mobs and registering items for them).   I didn't found any info about it because all of info is outdated, and forge docs is complicated asf (i wish there would be more examples) i also used AI but it showing me only outdated info, but theres some code where i registering my item and trying to bind it to model ->   public static void register(IEventBus eventBus){ ITEMS.register(eventBus); Set<ResourceLocation> entityKeyList = ForgeRegistries.ENTITY_TYPES.getKeys(); for (ResourceLocation k : entityKeyList) { EntityType<?> entityType = ForgeRegistries.ENTITY_TYPES.getValue(k); if (!entityType.getCategory().equals(MobCategory.MISC)) { RegistryObject<Item> SOUL_JAR = ITEMS.register("soul_jar" + '_' + k.toString().replace(':', '_').replace('.', '_'), () -> new JarItem(new Item.Properties().rarity(Rarity.RARE).tab(ModTabs.MAGICAL_OBSESSION_JARS), entityType)); if (Thread.currentThread().getThreadGroup() == SidedThreadGroups.CLIENT) { ItemModelShaper itemModelShaper = Minecraft.getInstance().getItemRenderer().getItemModelShaper(); itemModelShaper.register(SOUL_JAR.get().asItem(), new ModelResourceLocation("item.soul_jar", "inventory")); } } } } I also have more questions like how to iterate through all other mods mobs also, or render mob inside of a jar in inventory, but i will try to figure it out.
    • I looked into OctoEconomyAPI and saw that it was a JAR api for fabric. This means you have a fabric mod in your mods folder. I downloaded your mod folder and wasted 2 solid hours creating a Python script to try to find the faulty mod, and eventually just gave up. I suggest you create two installations with half or the mods in each, find which one doesn't launch, cut that one in half, and repeat until you find the fabric mod. Investigué OctoEconomyAPI y vi que era una API JAR para fabric. Esto significa que tienes un mod de Fabric en tu carpeta de mods. Descargué su carpeta de mods y desperdicié 2 horas completas creando un script de Python para tratar de encontrar el mod defectuoso, y finalmente me di por vencido. Le sugiero que cree dos instalaciones con la mitad o las modificaciones en cada una, encuentre cuál no se inicia, córtela por la mitad y repita hasta que encuentre la modificación Fabric.   (The Python script I made is here): (El script de Python que hice está aquí):  
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.