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I realize how to render the player in a GUI (i.e the GuiInventory - survival inventory). That is simple, yet I want to be able to render the player in the Main Menu, or more simply put, in a GUI in which the player instance isn't created / is null. Maybe I should create a new Player Model and then try and render it? This would be straight forward if it wasn't due to the fact that rendering the ModelPlayer takes an Entity / EntityLivingBase parameter. If anyone has any suggestions I would surely appreciate it.

Development of Plugins [2012 - 2014] Development of Mods [2012 - Current]

Well, player requires his fields, BUT you could extend EntityPlayer and make his methods NOT use fields from constructor and leave them null.

 

net.minecraftforge.common.util.FakePlayer for example gives you dummy, but still requires running server. If you remove all MincraftServer references (by overriding methods) you could thoretically leave those null and use CustomEntityPlayer in rendering method (one from gui).

 

Just a thought.

 

As to non-tricky ways - simply make living entity that uses similar-to-player rendering code and make it use your (player's?) texture.

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

  • Author

Well, player requires his fields, BUT you could extend EntityPlayer and make his methods NOT use fields from constructor and leave them null.

 

net.minecraftforge.common.util.FakePlayer for example gives you dummy, but still requires running server. If you remove all MincraftServer references (by overriding methods) you could thoretically left those null and use CustomEntityPlayer in rendering method (one from gui).

 

Just a thought.

 

That is an interesting thought, I actually thought of doing that earlier but then decided to go to the forums for input. Right now I am just rendering all of the Biped parts and Biped Ware parts and binding the player skin to it. The reason that I needed to do this was because I wrote a few classes that changes the slim or thick arms, the player skin, while being able to cache skins. It wasn't really hard - you just have to schedule the reflection business on the Main Thread so that the NetworkPlayerInfo instance is created before the skin change, using a Thread Pool (just info in case someone wants to know why and how). Anyway, consider it solved unless anyone has any other suggestions, though Ernio's suggestion was probably how it should be approached.

Development of Plugins [2012 - 2014] Development of Mods [2012 - Current]

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