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How to scale up weapon you're holding?


HappleAcks

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Ok I would use a custom item renderer. Make a new class and make it implement the IItemRenderer.

 

Example:


package godis_apan.thedecorationpack.medieval.client.render.item;

import godis_apan.thedecorationpack.medieval.client.model.ModelOrnateTable;
import godis_apan.thedecorationpack.medieval.client.model.ModelTable;
import godis_apan.thedecorationpack.medieval.lib.Reference;
import godis_apan.thedecorationpack.medieval.lib.Textures;
import godis_apan.thedecorationpack.medieval.tileentity.TileEntityTable;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.IItemRenderer;

import org.lwjgl.opengl.GL11;

import cpw.mods.fml.client.FMLClientHandler;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

@SideOnly(Side.CLIENT)
public class RenderItem implements IItemRenderer
{

    public RenderItemTable()
    {
    }

    @Override
    public boolean handleRenderType(ItemStack stack, ItemRenderType renderType)
    {
        return true;
    }

    @Override
    public boolean shouldUseRenderHelper(ItemRenderType renderType, ItemStack stack, ItemRendererHelper renderHelper)
    {
        return true;
    }

    @Override
    public void renderItem(ItemRenderType renderType, ItemStack stack, Object... data)
    {
    }
}

 

Thats the basic class. Now in the renderItem() method you want to check the item render type. If it's in the inventory, first/third person or rendered as an entity item on the ground.

 

if (renderType == renderType.EQUIPPED)

{

    GL11.glPushMatrix();

    GL11.glScalef(1.5F, 1.5F, 1,5F);

    GL11.glPopMatrix();

}

 

The you scale it up using the glScalef(). If you scale it alot you will have to translate the item in a correct position (GL11.glTranlatef(x, y, z)).

 

Lastly you want to register the item renderer using:

 

MinecraftForgeClient.registerItemRenderer(myItem, new myRenderer());

 

I'm suggesting you do that in the client proxy.

 

 

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Ok I would use a custom item renderer. Make a new class and make it implement the IItemRenderer.

 

Example:


package godis_apan.thedecorationpack.medieval.client.render.item;

import godis_apan.thedecorationpack.medieval.client.model.ModelOrnateTable;
import godis_apan.thedecorationpack.medieval.client.model.ModelTable;
import godis_apan.thedecorationpack.medieval.lib.Reference;
import godis_apan.thedecorationpack.medieval.lib.Textures;
import godis_apan.thedecorationpack.medieval.tileentity.TileEntityTable;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.IItemRenderer;

import org.lwjgl.opengl.GL11;

import cpw.mods.fml.client.FMLClientHandler;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

@SideOnly(Side.CLIENT)
public class RenderItem implements IItemRenderer
{

    public RenderItemTable()
    {
    }

    @Override
    public boolean handleRenderType(ItemStack stack, ItemRenderType renderType)
    {
        return true;
    }

    @Override
    public boolean shouldUseRenderHelper(ItemRenderType renderType, ItemStack stack, ItemRendererHelper renderHelper)
    {
        return true;
    }

    @Override
    public void renderItem(ItemRenderType renderType, ItemStack stack, Object... data)
    {
    }
}

 

Thats the basic class. Now in the renderItem() method you want to check the item render type. If it's in the inventory, first/third person or rendered as an entity item on the ground.

 

if (renderType == renderType.EQUIPPED)

{

    GL11.glPushMatrix();

    GL11.glScalef(1.5F, 1.5F, 1,5F);

    GL11.glPopMatrix();

}

 

The you scale it up using the glScalef(). If you scale it alot you will have to translate the item in a correct position (GL11.glTranlatef(x, y, z)).

 

Lastly you want to register the item renderer using:

 

MinecraftForgeClient.registerItemRenderer(myItem, new myRenderer());

 

I'm suggesting you do that in the client proxy.

When I put in the line:

MinecraftForgeClient.registerItemRenderer(HawkshotRifle.class, new RenderRifle());

 

I am told that registerItemRenderer isn't applicable for the arguments and it gives an error.

 

Very helpful! But having same problem as above.

 

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That's because it takes an Item, not a Class. Just look at the method arguments and you will see that.

Ah yes, so no errors and the game loads, but now my weapon appears invisible.

 

My render file:

 

 

 

package com.darkMod.item;

 

import net.minecraft.client.renderer.Tessellator;

import net.minecraft.item.ItemStack;

import net.minecraft.util.ResourceLocation;

import net.minecraftforge.client.IItemRenderer;

 

import org.lwjgl.opengl.GL11;

 

import cpw.mods.fml.client.FMLClientHandler;

import cpw.mods.fml.relauncher.Side;

import cpw.mods.fml.relauncher.SideOnly;

 

@SideOnly(Side.CLIENT)

public class RifleRender implements IItemRenderer

{

 

    public void RenderItemTable()

    {

    }

 

    @Override

    public boolean handleRenderType(ItemStack stack, ItemRenderType renderType)

    {

        return true;

    }

 

    @Override

    public boolean shouldUseRenderHelper(ItemRenderType renderType, ItemStack stack, ItemRendererHelper renderHelper)

    {

        return true;

    }

 

    @Override

    public void renderItem(ItemRenderType renderType, ItemStack stack, Object... data)

    {

    if (renderType == renderType.EQUIPPED)

    {

        GL11.glPushMatrix();

        GL11.glScalef(1.5F, 1.5F, 1.5F);

        GL11.glPopMatrix();

    }

    }

}

 

 

 

My main file related stuff:

 

 

public static Item HawkshotRifle = new HawkshotRifle(StartingItemID+6, Gun).setUnlocalizedName("hawkshotRifle").setTextureName("eternisles:hawkShot");

 

private final static RifleRender rifleRender = new RifleRender();

 

@EventHandler

  public void load(FMLInitializationEvent event) {

    addItemsToRegistries();

  }

 

private void addItemsToRegistries() {

MinecraftForgeClient.registerItemRenderer(HawkshotRifle, new GunRender());

}

 

 

 

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Render type EQUIPPED is for 3rd person, and EQUIPPED_FIRST_PERSON is for 1st person (which I'm guessing is where you noticed it's invisible). You need to account for both cases in your render class.

 

If you need a further example, take a look at my RenderBigItem class that I used for my hammers and big swords.

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Render type EQUIPPED is for 3rd person, and EQUIPPED_FIRST_PERSON is for 1st person (which I'm guessing is where you noticed it's invisible). You need to account for both cases in your render class.

 

If you need a further example, take a look at my RenderBigItem class that I used for my hammers and big swords.

That makes it appear, however it is at the wrong angle. Is there a way to rotate/flip it?

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GL11.glRotatef();

 

The params it takes are:

 

GL11.glRotatef(float angle, float x, float y, float z);

 

So if you want to rotate it on the y axis 90 degress the code should be:

 

 

GL11.glRotatef(90F, 0F, 1.0F, 0F);

 

The most simple way is to play around with it 'til it works!

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Ohh and a important thing is the order the GL11 codes comes in, so here is the order:

 

GL11.glPushMatrix();

GL11.glTranslatef();

GL11.glScalef();

GL11.glRotatef();

 

Here your model goes!!!

 

GL11.glPopMatrix();

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