Jump to content

Recommended Posts

Posted

Hello, I'm trying to render a custom item. I've completed the 3rd person rendering without a problem. However, I cannot get the renderer to work for third person as there are some variables I am missing. To test the item renderer I've simply copied the code from ItemRenderer, I will change this later to suit the mod. The code uses variables either private in the ItemRenderer class or passed into the method. The variables are equippedProgress, prevEquippedProgress and the partial tick. How can I access these variables from my custom ItemRenderer?

 

EDIT: No matter what I seem to do in my first person section, nothing seems to change..

@Override
public void renderItem(ItemRenderType type, ItemStack item, Object... data) {
	EntityLivingBase par1EntityLivingBase = (EntityLivingBase) data[1];
	switch (type) {
	case EQUIPPED: {
                    // This works
	}
	case EQUIPPED_FIRST_PERSON: {
                    // How can I get this to work? links?
	}
	default:
		break;
	}
}

Posted

Hi

 

I'm not sure why you need equippedProgress and prevEquippedProgress?  - these are used by the rendering code to position the player's arm (and item) before control passes to your custom renderer, so you don't really need to worry about it?

 

Perhaps if you could describe in a bit more detail what you're trying to do?

 

There are a few links below which might (or might not..) be helpful

http://greyminecraftcoder.blogspot.com.au/2013/08/rendering-first-person-view-items.html

http://greyminecraftcoder.blogspot.com.au/2013/09/custom-item-rendering-using.html

http://greyminecraftcoder.blogspot.com.au/2013/09/sample-code-for-rendering-items.html

 

Cheers

  TGG

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
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
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.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Honestly, the forums are a back burner thing. Not many people use it. Best option is discord. I know that I haven't looked at the forums for more then admin tasks in quite a while. You're also best off not following tutorials which give you code. Knowing programming and reading the MC/Forge code yourself would be the best way to go.
    • on my last computer, i had a similar problem with forge/ neoforge mods but instead them launcher screen was black
    • I am trying to make a mod, all it is, a config folder that tells another mod to not require a dependency, pretty simple right.. well, I dont want whoever downloads my mod to have to download 4 other mods and then decide if they want 2 more that they kinda really need.. i want to make my mod basically implement all of these mods, i really dont care how it does it, ive tried putting them in every file location you can think of, ive downloaded intellij, mcreator, and tried vmware but thats eh (had it from school). I downloaded them in hopes theyd create the correct file i needed but honestly im only more lost now. I have gotten my config file to work, if i put all these mods into my own mods folder and the config file into the config and it works (unvbelievably) but i want to share this to everyone else, lets just say this mod will legitimately get 7M downloads.  I tried putting them in a run folder then having it create all the contents in that for a game (mods,config..etc) then i drop the mods in and all the sudden i cant even open the game, like it literally works with my own world i play on, but i cant get it to work on any coding platform, they all have like built in java versions you cant switch, its a nightmare. I am on 1.20.1 I need Java 17 (i dont think the specific versions of 17 matter) I have even tried recreating the mods i want to implement and deleting import things like net.adamsandler.themodsname and replacing it with what mine is. that only creates other problems, where im at right now is i got the thing to start opening then it crashes, closest ive gotten it, then it just says this  exception in thread "main" cpw.mods.niofs.union.unionfilesystem$uncheckedioexception: java.util.zip.zipexception: zip end header not found caused by: java.util.zip.zipexception: zip end header not found basically saying theres something wrong with my java.exe file, so i tried downloading so many different versions of java and putting them all in so many different spots, nothing, someone online says its just a mod that isnt built right so i put the mod into an editor and bunch of errors came up, id post it but i deleted it on accident, i just need help integrating mods
    • Vanilla 1.16.5 Crash Report [#L2KYKaK] - mclo.gs  
    • Hello, probably the last update, if anyone has the same problem or this can be of any help, the answer was pretty simple, textures started rendering just using a Tesselator instead of a VertexConsumer given by a MultibufferSource and a RenderType, pretty simple
  • Topics

×
×
  • Create New...

Important Information

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