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How do I use my own custom arrow model for my ArrowRenderer class instead of the vanilla arrow model 1.19.2


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// CoolArrowRenderer.java

package net.testname.testmod.entity.client;

import com.mojang.math.Vector3f;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.entity.ArrowRenderer;
import net.minecraft.client.renderer.entity.EntityRendererProvider;
import net.minecraft.client.renderer.texture.OverlayTexture;
import net.minecraft.client.resources.model.ModelResourceLocation;
import net.minecraft.resources.ResourceLocation;
import net.minecraft.world.item.Item;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import net.testname.testmod.TestMod;
import net.testname.testmod.world.entity.projectile.CoolArrow;


@OnlyIn(Dist.CLIENT)
public class CoolArrowRenderer extends ArrowRenderer<CoolArrow> {
    public CoolArrowRenderer(EntityRendererProvider.Context context) {
        super(context);
    }

    @Override
    public ResourceLocation getTextureLocation(CoolArrow pEntity) {
        return new ResourceLocation(TestMod.MOD_ID, "textures/entity/projectiles//cool_arrow_model.png");
    }


}

Posted

There are a few things I recommend you to do. First correct your ResourceLocation call, you put two "//" instead of one. Next make the texture location a public static field so that you may derive a RenderType from it as well so that it can be called in the render method(if you don't put anything in render() the model wont show up) 

Example 

public static final ResourceLocation TEXTURE = new ResourceLocation(TestMod.MOD_ID,  "textures/entity/projectiles/cool_arrow_model.png");
private static final RenderType RENDER_TYPE = RenderType.entityCutoutNoCull(TEXTURE);

Here is the code you will need to render the Arrow

//From ArrowRenderer.class
public void render(T pEntity, float pEntityYaw, float pPartialTicks, PoseStack pMatrixStack, MultiBufferSource pBuffer, int pPackedLight) {
      pMatrixStack.pushPose();
      pMatrixStack.mulPose(Vector3f.YP.rotationDegrees(Mth.lerp(pPartialTicks, pEntity.yRotO, pEntity.getYRot()) - 90.0F));
      pMatrixStack.mulPose(Vector3f.ZP.rotationDegrees(Mth.lerp(pPartialTicks, pEntity.xRotO, pEntity.getXRot())));
      int i = 0;
      float f = 0.0F;
      float f1 = 0.5F;
      float f2 = 0.0F;
      float f3 = 0.15625F;
      float f4 = 0.0F;
      float f5 = 0.15625F;
      float f6 = 0.15625F;
      float f7 = 0.3125F;
      float f8 = 0.05625F;
      float f9 = (float)pEntity.shakeTime - pPartialTicks;
      if (f9 > 0.0F) {
         float f10 = -Mth.sin(f9 * 3.0F) * f9;
         pMatrixStack.mulPose(Vector3f.ZP.rotationDegrees(f10));
      }

      pMatrixStack.mulPose(Vector3f.XP.rotationDegrees(45.0F));
      pMatrixStack.scale(0.05625F, 0.05625F, 0.05625F);
      pMatrixStack.translate(-4.0D, 0.0D, 0.0D);
      VertexConsumer vertexconsumer = pBuffer.getBuffer(RENDER_TYPE); //Buffer wants a RenderType, hence the private static field above!
      PoseStack.Pose posestack$pose = pMatrixStack.last();
      Matrix4f matrix4f = posestack$pose.pose();
      Matrix3f matrix3f = posestack$pose.normal();
      this.vertex(matrix4f, matrix3f, vertexconsumer, -7, -2, -2, 0.0F, 0.15625F, -1, 0, 0, pPackedLight);
      this.vertex(matrix4f, matrix3f, vertexconsumer, -7, -2, 2, 0.15625F, 0.15625F, -1, 0, 0, pPackedLight);
      this.vertex(matrix4f, matrix3f, vertexconsumer, -7, 2, 2, 0.15625F, 0.3125F, -1, 0, 0, pPackedLight);
      this.vertex(matrix4f, matrix3f, vertexconsumer, -7, 2, -2, 0.0F, 0.3125F, -1, 0, 0, pPackedLight);
      this.vertex(matrix4f, matrix3f, vertexconsumer, -7, 2, -2, 0.0F, 0.15625F, 1, 0, 0, pPackedLight);
      this.vertex(matrix4f, matrix3f, vertexconsumer, -7, 2, 2, 0.15625F, 0.15625F, 1, 0, 0, pPackedLight);
      this.vertex(matrix4f, matrix3f, vertexconsumer, -7, -2, 2, 0.15625F, 0.3125F, 1, 0, 0, pPackedLight);
      this.vertex(matrix4f, matrix3f, vertexconsumer, -7, -2, -2, 0.0F, 0.3125F, 1, 0, 0, pPackedLight);

      for(int j = 0; j < 4; ++j) {
         pMatrixStack.mulPose(Vector3f.XP.rotationDegrees(90.0F));
         this.vertex(matrix4f, matrix3f, vertexconsumer, -8, -2, 0, 0.0F, 0.0F, 0, 1, 0, pPackedLight);
         this.vertex(matrix4f, matrix3f, vertexconsumer, 8, -2, 0, 0.5F, 0.0F, 0, 1, 0, pPackedLight);
         this.vertex(matrix4f, matrix3f, vertexconsumer, 8, 2, 0, 0.5F, 0.15625F, 0, 1, 0, pPackedLight);
         this.vertex(matrix4f, matrix3f, vertexconsumer, -8, 2, 0, 0.0F, 0.15625F, 0, 1, 0, pPackedLight);
      }

      pMatrixStack.popPose();
      super.render(pEntity, pEntityYaw, pPartialTicks, pMatrixStack, pBuffer, pPackedLight);
   }

   public void vertex(Matrix4f pMatrix, Matrix3f pNormals, VertexConsumer pVertexBuilder, int pOffsetX, int pOffsetY, int pOffsetZ, float pTextureX, float pTextureY, int pNormalX, int p_113835_, int p_113836_, int pPackedLight) {
      pVertexBuilder.vertex(pMatrix, (float)pOffsetX, (float)pOffsetY, (float)pOffsetZ).color(255, 255, 255, 255).uv(pTextureX, pTextureY).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(pPackedLight).normal(pNormals, (float)pNormalX, (float)p_113836_, (float)p_113835_).endVertex();
   }

 

After all this is done you will be all set!

Posted
package net.testname.testmod.entity.client;


import net.minecraft.client.Minecraft;


import net.minecraft.client.renderer.entity.ArrowRenderer;
import net.minecraft.client.renderer.entity.EntityRendererProvider;
import net.minecraft.client.renderer.texture.OverlayTexture;
import net.minecraft.client.resources.model.ModelResourceLocation;
import net.minecraft.resources.ResourceLocation;

import net.minecraft.world.item.Item;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import net.testname.testmod.TestMod;
import net.testname.testmod.world.entity.projectile.CoolArrow;

//import these
import net.minecraft.client.renderer.RenderType;
import com.mojang.blaze3d.vertex.PoseStack;
import com.mojang.blaze3d.vertex.VertexConsumer;
import com.mojang.math.Matrix3f;
import com.mojang.math.Matrix4f;
import com.mojang.math.Vector3f;
import net.minecraft.client.renderer.MultiBufferSource;
import net.minecraft.util.Mth;
@OnlyIn(Dist.CLIENT)
public class CoolArrowRenderer extends ArrowRenderer<CoolArrow> {
    public CoolArrowRenderer(EntityRendererProvider.Context context) {
        super(context);
    }

    public static final ResourceLocation TEXTURE = new ResourceLocation(TestMod.MOD_ID,  "textures/entity/projectiles/cool_arrow_model.png");
    private static final RenderType RENDER_TYPE = RenderType.entityCutoutNoCull(TEXTURE);

    @Override
    public ResourceLocation getTextureLocation(CoolArrow pEntity) {
        return new ResourceLocation(TestMod.MOD_ID, "textures/entity/projectiles//cool_arrow_model.png");
    }
    public void render(T pEntity, float pEntityYaw, float pPartialTicks, PoseStack pMatrixStack, MultiBufferSource pBuffer, int pPackedLight) {
        pMatrixStack.pushPose();
        pMatrixStack.mulPose(Vector3f.YP.rotationDegrees(Mth.lerp(pPartialTicks, pEntity.yRot0, pEntity.getYRot()) - 90.0F));
        pMatrixStack.mulPose(Vector3f.ZP.rotationDegrees(Mth.lerp(pPartialTicks, pEntity.xRotO, pEntity.getXRot())));
        int i = 0;
        float f = 0.0F;
        float f1 = 0.5F;
        float f2 = 0.0F;
        float f3 = 0.15625F;
        float f4 = 0.0F;
        float f5 = 0.15625F;
        float f6 = 0.15625F;
        float f7 = 0.3125F;
        float f8 = 0.05625F;
        float f9 = (float)pEntity.shakeTime - pPartialTicks;
        if (f9 > 0.0F) {
            float f10 = -Mth.sin(f9 * 3.0F) * f9;
            pMatrixStack.mulPose(Vector3f.ZP.rotationDegrees(f10));
        }

        pMatrixStack.mulPose(Vector3f.XP.rotationDegrees(45.0F));
        pMatrixStack.scale(0.05625F, 0.05625F, 0.05625F);
        pMatrixStack.translate(-4.0D, 0.0D, 0.0D);
        VertexConsumer vertexconsumer = pBuffer.getBuffer(RENDER_TYPE); //Buffer wants a RenderType, hence the private static field above!
        PoseStack.Pose posestack$pose = pMatrixStack.last();
        Matrix4f matrix4f = posestack$pose.pose();
        Matrix3f matrix3f = posestack$pose.normal();
        this.vertex(matrix4f, matrix3f, vertexconsumer, -7, -2, -2, 0.0F, 0.15625F, -1, 0, 0, pPackedLight);
        this.vertex(matrix4f, matrix3f, vertexconsumer, -7, -2, 2, 0.15625F, 0.15625F, -1, 0, 0, pPackedLight);
        this.vertex(matrix4f, matrix3f, vertexconsumer, -7, 2, 2, 0.15625F, 0.3125F, -1, 0, 0, pPackedLight);
        this.vertex(matrix4f, matrix3f, vertexconsumer, -7, 2, -2, 0.0F, 0.3125F, -1, 0, 0, pPackedLight);
        this.vertex(matrix4f, matrix3f, vertexconsumer, -7, 2, -2, 0.0F, 0.15625F, 1, 0, 0, pPackedLight);
        this.vertex(matrix4f, matrix3f, vertexconsumer, -7, 2, 2, 0.15625F, 0.15625F, 1, 0, 0, pPackedLight);
        this.vertex(matrix4f, matrix3f, vertexconsumer, -7, -2, 2, 0.15625F, 0.3125F, 1, 0, 0, pPackedLight);
        this.vertex(matrix4f, matrix3f, vertexconsumer, -7, -2, -2, 0.0F, 0.3125F, 1, 0, 0, pPackedLight);

        for(int j = 0; j < 4; ++j) {
            pMatrixStack.mulPose(Vector3f.XP.rotationDegrees(90.0F));
            this.vertex(matrix4f, matrix3f, vertexconsumer, -8, -2, 0, 0.0F, 0.0F, 0, 1, 0, pPackedLight);
            this.vertex(matrix4f, matrix3f, vertexconsumer, 8, -2, 0, 0.5F, 0.0F, 0, 1, 0, pPackedLight);
            this.vertex(matrix4f, matrix3f, vertexconsumer, 8, 2, 0, 0.5F, 0.15625F, 0, 1, 0, pPackedLight);
            this.vertex(matrix4f, matrix3f, vertexconsumer, -8, 2, 0, 0.0F, 0.15625F, 0, 1, 0, pPackedLight);
        }

        pMatrixStack.popPose();
        super.render(T pEntity, pEntityYaw, pPartialTicks, pMatrixStack, pBuffer, pPackedLight);
    }
    public void vertex(Matrix4f pMatrix, Matrix3f pNormals, VertexConsumer pVertexBuilder, int pOffsetX, int pOffsetY, int pOffsetZ, float pTextureX, float pTextureY, int pNormalX, int p_113835_, int p_113836_, int pPackedLight) {
        pVertexBuilder.vertex(pMatrix, (float)pOffsetX, (float)pOffsetY, (float)pOffsetZ).color(255, 255, 255, 255).uv(pTextureX, pTextureY).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(pPackedLight).normal(pNormals, (float)pNormalX, (float)p_113836_, (float)p_113835_).endVertex();
    }


}

thank youu but I don't understand why some things are red. Am I missing an import statement, I can't find any that are missing.

 

public void render(T pEntity, float pEntityYaw, float pPartialTicks, PoseStack pMatrixStack, MultiBufferSource pBuffer, int pPackedLight) 

the T is red 

pMatrixStack.mulPose(Vector3f.YP.rotationDegrees(Mth.lerp(pPartialTicks, pEntity.yRot0, pEntity.getYRot()) - 90.0F));
pMatrixStack.mulPose(Vector3f.ZP.rotationDegrees(Mth.lerp(pPartialTicks, pEntity.xRotO, pEntity.getXRot())));

pEntity.yRot0, pEntity.getYRot and pEntity.xRotO, pEntity.getXRot is red

float f9 = (float)pEntity.shakeTime - pPartialTicks;

pEntity.shakeTime is also red

 

Posted (edited)
package net.testname.testmod.entity.client;


import net.minecraft.client.Minecraft;


import net.minecraft.client.renderer.entity.ArrowRenderer;
import net.minecraft.client.renderer.entity.EntityRendererProvider;
import net.minecraft.client.renderer.texture.OverlayTexture;
import net.minecraft.client.resources.model.ModelResourceLocation;
import net.minecraft.resources.ResourceLocation;

import net.minecraft.world.item.Item;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import net.testname.testmod.TestMod;
import net.testname.testmod.world.entity.projectile.CoolArrow;

//import these
import net.minecraft.client.renderer.RenderType;
import com.mojang.blaze3d.vertex.PoseStack;
import com.mojang.blaze3d.vertex.VertexConsumer;
import com.mojang.math.Matrix3f;
import com.mojang.math.Matrix4f;
import com.mojang.math.Vector3f;
import net.minecraft.client.renderer.MultiBufferSource;
import net.minecraft.util.Mth;
@OnlyIn(Dist.CLIENT)
public class CoolArrowRenderer extends ArrowRenderer<CoolArrow> {
    public CoolArrowRenderer(EntityRendererProvider.Context context) {
        super(context);
    }

    public static final ResourceLocation TEXTURE = new ResourceLocation(TestMod.MOD_ID,  "textures/entity/projectiles/cool_arrow_model.png");
    private static final RenderType RENDER_TYPE = RenderType.entityCutoutNoCull(TEXTURE);


    public void render(CoolArrow pEntity, float pEntityYaw, float pPartialTicks, PoseStack pMatrixStack, MultiBufferSource pBuffer, int pPackedLight) {
        pMatrixStack.pushPose();
        pMatrixStack.mulPose(Vector3f.YP.rotationDegrees(Mth.lerp(pPartialTicks, pEntity.yRotO, pEntity.getYRot()) - 90.0F));
        pMatrixStack.mulPose(Vector3f.ZP.rotationDegrees(Mth.lerp(pPartialTicks, pEntity.xRotO, pEntity.getXRot())));
        int i = 0;
        float f = 0.0F;
        float f1 = 0.5F;
        float f2 = 0.0F;
        float f3 = 0.15625F;
        float f4 = 0.0F;
        float f5 = 0.15625F;
        float f6 = 0.15625F;
        float f7 = 0.3125F;
        float f8 = 0.05625F;
        float f9 = (float)pEntity.shakeTime - pPartialTicks;
        if (f9 > 0.0F) {
            float f10 = -Mth.sin(f9 * 3.0F) * f9;
            pMatrixStack.mulPose(Vector3f.ZP.rotationDegrees(f10));
        }

        pMatrixStack.mulPose(Vector3f.XP.rotationDegrees(45.0F));
        pMatrixStack.scale(0.05625F, 0.05625F, 0.05625F);
        pMatrixStack.translate(-4.0D, 0.0D, 0.0D);
        VertexConsumer vertexconsumer = pBuffer.getBuffer(RENDER_TYPE); //Buffer wants a RenderType, hence the private static field above!
        PoseStack.Pose posestack$pose = pMatrixStack.last();
        Matrix4f matrix4f = posestack$pose.pose();
        Matrix3f matrix3f = posestack$pose.normal();
        this.vertex(matrix4f, matrix3f, vertexconsumer, -7, -2, -2, 0.0F, 0.15625F, -1, 0, 0, pPackedLight);
        this.vertex(matrix4f, matrix3f, vertexconsumer, -7, -2, 2, 0.15625F, 0.15625F, -1, 0, 0, pPackedLight);
        this.vertex(matrix4f, matrix3f, vertexconsumer, -7, 2, 2, 0.15625F, 0.3125F, -1, 0, 0, pPackedLight);
        this.vertex(matrix4f, matrix3f, vertexconsumer, -7, 2, -2, 0.0F, 0.3125F, -1, 0, 0, pPackedLight);
        this.vertex(matrix4f, matrix3f, vertexconsumer, -7, 2, -2, 0.0F, 0.15625F, 1, 0, 0, pPackedLight);
        this.vertex(matrix4f, matrix3f, vertexconsumer, -7, 2, 2, 0.15625F, 0.15625F, 1, 0, 0, pPackedLight);
        this.vertex(matrix4f, matrix3f, vertexconsumer, -7, -2, 2, 0.15625F, 0.3125F, 1, 0, 0, pPackedLight);
        this.vertex(matrix4f, matrix3f, vertexconsumer, -7, -2, -2, 0.0F, 0.3125F, 1, 0, 0, pPackedLight);

        for(int j = 0; j < 4; ++j) {
            pMatrixStack.mulPose(Vector3f.XP.rotationDegrees(90.0F));
            this.vertex(matrix4f, matrix3f, vertexconsumer, -8, -2, 0, 0.0F, 0.0F, 0, 1, 0, pPackedLight);
            this.vertex(matrix4f, matrix3f, vertexconsumer, 8, -2, 0, 0.5F, 0.0F, 0, 1, 0, pPackedLight);
            this.vertex(matrix4f, matrix3f, vertexconsumer, 8, 2, 0, 0.5F, 0.15625F, 0, 1, 0, pPackedLight);
            this.vertex(matrix4f, matrix3f, vertexconsumer, -8, 2, 0, 0.0F, 0.15625F, 0, 1, 0, pPackedLight);
        }

        pMatrixStack.popPose();
        super.render(pEntity, pEntityYaw, pPartialTicks, pMatrixStack, pBuffer, pPackedLight);
    }

    @Override
    public ResourceLocation getTextureLocation(CoolArrow p_114482_) {
        return new ResourceLocation("textures/entity/projectiles/cool_arrow_model.png");
    }

    public void vertex(Matrix4f pMatrix, Matrix3f pNormals, VertexConsumer pVertexBuilder, int pOffsetX, int pOffsetY, int pOffsetZ, float pTextureX, float pTextureY, int pNormalX, int p_113835_, int p_113836_, int pPackedLight) {
        pVertexBuilder.vertex(pMatrix, (float)pOffsetX, (float)pOffsetY, (float)pOffsetZ).color(255, 255, 255, 255).uv(pTextureX, pTextureY).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(pPackedLight).normal(pNormals, (float)pNormalX, (float)p_113836_, (float)p_113835_).endVertex();
    }


}

How do I use my own json model for the arrow

Edited by minecraftplayre14141

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