Jump to content

[1.8] Arrow Model, how To change it ?, how set de rendering time. <SOLVED>


Recommended Posts

good days

i have acustom gun and now i want this custom gun to leave marks in the walls where the bullets hit so i begin to play whith the render of the arrow  i set the texture to a simple purple square and now i can see all the arrow model



this model is not whatn i want i need to change it but, well i search for it in the minecrat files and dont find a json model for the arrow  soo or its hiden or it has be done for other ways, i begin to play whith mi custom bullet render class there is some gl11 code but it seems to not affect the arrow model,  im not verse in ways of gl11


soo where is define the model for the arrow ??


the other thing is normaly you dont see the bullets fliying in the air soo i need to modified the time of the model rendering to apears like half second before shoot  i read somewhere someting about this  arrow shake value but dont have it to clear it seams that its always set to zero and there is this partialTicks thing



package mercenarymod.items.armasdefuego.balas;

import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.WorldRenderer;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.client.renderer.entity.RenderManager;
import net.minecraft.entity.Entity;
import mercenarymod.items.armasdefuego.balas.bala5728mm_entity;
import net.minecraft.util.MathHelper;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;

import org.lwjgl.opengl.GL11;

public class bala5728mm_render extends Render
    private static final ResourceLocation arrowTextures = new ResourceLocation("modmercenario:textures/entity/5728.png");
    private static final String __OBFID = "CL_00000978";

    public bala5728mm_render(RenderManager p_i46193_1_)

    public void doRender(bala5728mm_entity p_180551_1_, double p_180551_2_, double p_180551_4_, double p_180551_6_, float p_180551_8_, float p_180551_9_)
        GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
        GlStateManager.translate((float)p_180551_2_, (float)p_180551_4_, (float)p_180551_6_);
        GlStateManager.rotate(p_180551_1_.prevRotationYaw + (p_180551_1_.rotationYaw - p_180551_1_.prevRotationYaw) * p_180551_9_ - 90.0F, 0.0F, 1.0F, 0.0F);
        GlStateManager.rotate(p_180551_1_.prevRotationPitch + (p_180551_1_.rotationPitch - p_180551_1_.prevRotationPitch) * p_180551_9_, 0.0F, 0.0F, 1.0F);
        Tessellator tessellator = Tessellator.getInstance();
        WorldRenderer worldrenderer = tessellator.getWorldRenderer();
        byte b0 = 0;
        float f2 = 0.0F;
        float f3 = 0.5F;
        float f4 = (float)(0 + b0 * 10) / 32.0F;
        float f5 = (float)(5 + b0 * 10) / 32.0F;
        float f6 = 0.0F;
        float f7 = 0.15625F;
        float f8 = (float)(5 + b0 * 10) / 32.0F;
        float f9 = (float)(10 + b0 * 10) / 32.0F;
        float f10 = 0.05625F;
        float f11 = (float)p_180551_1_.arrowShake - p_180551_9_;

        if (f11 > 0.0F)
            float f12 = -MathHelper.sin(f11 * 3.0F) * f11;
            GlStateManager.rotate(f12, 0.0F, 0.0F, 1.0F);

        GlStateManager.rotate(45.0F, 1.0F, 0.0F, 0.0F);
        GlStateManager.scale(f10, f10, f10);
        GlStateManager.translate(-4.0F, 0.0F, 0.0F);
        GL11.glNormal3f(f10, 0.0F, 0.0F);
        worldrenderer.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)f6, (double)f8);
        worldrenderer.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)f7, (double)f8);
        worldrenderer.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)f7, (double)f9);
        worldrenderer.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)f6, (double)f9);
        GL11.glNormal3f(-f10, 0.0F, 0.0F);
        worldrenderer.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)f6, (double)f8);
        worldrenderer.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)f7, (double)f8);
        worldrenderer.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)f7, (double)f9);
        worldrenderer.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)f6, (double)f9);

        for (int i = 0; i < 4; ++i)
            GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
            GL11.glNormal3f(0.0F, 0.0F, f10);
            worldrenderer.addVertexWithUV(-8.0D, -2.0D, 0.0D, (double)f2, (double)f4);
            worldrenderer.addVertexWithUV(8.0D, -2.0D, 0.0D, (double)f3, (double)f4);
            worldrenderer.addVertexWithUV(8.0D, 2.0D, 0.0D, (double)f3, (double)f5);
            worldrenderer.addVertexWithUV(-8.0D, 2.0D, 0.0D, (double)f2, (double)f5);

        super.doRender(p_180551_1_, p_180551_2_, p_180551_4_, p_180551_6_, p_180551_8_, p_180551_9_);

    protected ResourceLocation getEntityTexture(bala5728mm_entity p_180550_1_)
        return arrowTextures;

     * Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
    protected ResourceLocation getEntityTexture(Entity entity)
        return this.getEntityTexture((bala5728mm_entity)entity);

     * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
     * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
     * (Render<T extends Entity>) and this method has signature public void func_76986_a(T entity, double d, double d1,
     * double d2, float f, float f1). But JAD is pre 1.5 so doe
    public void doRender(Entity entity, double x, double y, double z, float p_76986_8_, float partialTicks)
        this.doRender((bala5728mm_entity)entity, x, y, z, p_76986_8_, partialTicks);

Link to comment
Share on other sites

Render.class is always the same. What is not same is the entity it renders.

Arrow doesn't have a model, why would it. It's just one texture rendered twice (rotated) in X diagonal.


Note: Start using Java Naming Convention - I am sure that most of modders on this forum don't really like your coding style.


Your entity bullet has speed (motion or whatever) fields. Inside your Render class you can get those fields and check if they are == 0. If they are, it means that bullet has stopped (obviously), so you can start rendering the mark it left. Using rayTrace (client side), you can get the side of block your bullet hit. It's a big benefit here, that the minecraft is square world. When you have that side you can rotate your entity bullet to fit the side and render your square onto block, it will fit perfectly.


As to model - yes, you can make your bullet and/or mark models. Load them using BaseModel and simply render them (look vanilla).

And yes - you need to understand AT LEAST very basics of GL. Study vanilla code.


If you'd want to render bullet like arrow (not 3d object, but 2 textures in X, as said before) you will need to learn tesselator.


1.7.10 is no longer supported by forge, you are on your own.

Link to comment
Share on other sites

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.

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.

  • Create New...

Important Information

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