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Render techne models on Player


Knux14

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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

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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());

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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-

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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;
}

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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

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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

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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.

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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-

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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?

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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-

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