Jump to content

Recommended Posts

Posted

I have made an Item Model but no matter what I do the model renders sideways. Does anyone have a solution?

 

(Render)

		GL11.glPushMatrix();
		GL11.glScalef(0.5F, 0.3F, 0.3F);
		GL11.glTranslatef(0.5F, 1.5F, -0.15F);
		GL11.glRotatef(180F, 0F, 5F, -5F);
		Minecraft.getMinecraft().renderEngine.bindTexture(tex);
		model.renderModel(.0625F);
		GL11.glPopMatrix();

 

YLKI3Xw.png

Posted

*fishes for example*  See in the RenderBiped how it handles bow rotation?

 

if (var4.itemID == Item.bow.shiftedIndex)
{
    var6 = 0.625F;
    GL11.glTranslatef(0.0F, 0.125F, 0.3125F);
    GL11.glRotatef(-20.0F, 0.0F, 1.0F, 0.0F);
    GL11.glScalef(var6, -var6, var6);
    GL11.glRotatef(-100.0F, 1.0F, 0.0F, 0.0F);
    GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
}

 

I'm not that great at OpenGL, but from what I know, the method glRotatef has the values angle, float x, float y, float z. Determining on what those x, y, and z axis values are determines how it rotates. Keep trying.

Posted

*fishes for example*  See in the RenderBiped how it handles bow rotation?

 

if (var4.itemID == Item.bow.shiftedIndex)
{
    var6 = 0.625F;
    GL11.glTranslatef(0.0F, 0.125F, 0.3125F);
    GL11.glRotatef(-20.0F, 0.0F, 1.0F, 0.0F);
    GL11.glScalef(var6, -var6, var6);
    GL11.glRotatef(-100.0F, 1.0F, 0.0F, 0.0F);
    GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
}

 

I'm not that great at OpenGL, but from what I know, the method glRotatef has the values angle, float x, float y, float z. Determining on what those x, y, and z axis values are determines how it rotates. Keep trying.

 

Thanks, I did not realize that using 3 different rotation methods would help. -_-xD OpenGL is confusing.

Posted

You would probably want two transformations for your gun model. One is used when the gun is just being carried/held in the hand. The other would be used when you are actively firing the gun (like when the box is activated and drawn.)

For my purposes, I'd find a way to determine the hand location - translate so the pistol grip of the gun is at that point, then do my rotations to align with sight or carry attitude. Then reverse translate back to model coordinates and draw your model.

glRotatef(angle, ax, ay, az)

expects that (ax, ay, az) form a unit vector, so if you know the vector normal to the plane of rotation that is the axis of rotation. Use the right hand rule (make s fist and point extended thumb in direction of axis, then curled fingers point in positive direction of rotation) to find angle of rotation (angle).

A unit vector is a vector whose magnitude is exactly 1. so, (1.0,0.0,0,0) is one, as is (0.0,1.0,0.0). The magnitude is found with the square-root of the sum of the squares formula.

sqrt(x*x + y*y + z*z)

To make a vector into a unit vector divide each ordinate by the magnitude of the vector thus: unitize(V) = vector(V.x/M, V.y/M, v.z/M) where M is given above as the magnitude formula.

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

    • Please read the FAQ and post logs as described there.
    • Upon starting the server I get; [main/ERROR] [minecraft/Main]: Failed to start the minecraft server net.minecraftforge.fml.LoadingFailedException: Loading errors encountered: [     Framework (framework) has failed to load correctly §7java.lang.NoClassDefFoundError: net/minecraft/client/gui/components/toasts/Toast ] I suspect there is a (possibly a few) client-only mods installed on my server. Any help would be appreciated! (Yes I know there are a lot of mods...) Here is the crash log:   https://paste.ee/p/pRz5mhMl#s=0
    • That's basically what the failure does, my apologies for failing to specify.  It just tries again on the next tick until it detects the entities for that chunk are loaded, and then tries to load the entity.  From there it gets into different failure states depending on what goes wrong, but in short, if the entity fails to load once the entity list becomes available, the request is cleared and must be resubmitted by the end user.  There should be few cases where that actually happens. Yes, that is my understanding of forceloading.  That's why on a successful summon, it removes the forceload.  Otherwise it does just leave the chunks loaded long term. Thank you for your help, any knowledge is useful!  I don't often mess with forceloading and my prior experience is 1.16 so I'm also a bit out of my depth haha.
    • I will have to do more research about 1.18 chunk loading. You were unclear about how your code manages with the entity load failure. If you simply used a loop, I suggest submitting a tick task to the next tick which does the same thing, checking if the entities are loaded and if so teleporting the right one else submitting another tick task etc. Also I think forceloading permanently force loads the chunk, and it only starts to unload when you make a subsequent call to mark the chunk as not forceloaded. I may be completely wrong, I dont know much about 1.18, most of my experience is 1.20. Good luck I hope you figure it out after all this time 😅
    • i managed to fix it by reinstalling the modpack and re-add all the extra mods I've had previously.
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

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