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Posted (edited)

It crashed for me. GitHub: https://github.com/SpaceboyRoss01/MSGundamMod.

 

@SubscribeEvent
public static void onRenderPlayer(RenderPlayerEvent.Post event) {
	EntityPlayer player = event.getEntityPlayer();
	IHumanCapability nt = Human.getHuman(player);
	MobileSuit.MSMob msmob = nt.getMS();
	if(msmob != null) {
		MobileSuit ms = msmob.getMSRegistryEntry();
		ResourceLocation texture = new ResourceLocation(ms.getBaseResourceLocation()+".png");
		event.getRenderer().bindTexture(texture);
		GL11.glScalef(msmob.scale,msmob.scale,msmob.scale);
	}
}

 

Edited by Spaceboy Ross

The official YouTuber Spaceboy Ross

Posted
  On 9/18/2018 at 4:56 PM, Spaceboy Ross said:

It crashed for me. GitHub: https://github.com/SpaceboyRoss01/MSGundamMod.

 

@SubscribeEvent
public static void onRenderPlayer(RenderPlayerEvent.Post event) {
	EntityPlayer player = event.getEntityPlayer();
	IHumanCapability nt = Human.getHuman(player);
	MobileSuit.MSMob msmob = nt.getMS();
	if(msmob != null) {
		MobileSuit ms = msmob.getMSRegistryEntry();
		ResourceLocation texture = new ResourceLocation(ms.getBaseResourceLocation()+".png");
		event.getRenderer().bindTexture(texture);
		GL11.glScalef(msmob.scale,msmob.scale,msmob.scale);
	}
}

 

Expand  

Something is null on this line.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted
  On 9/18/2018 at 5:21 PM, Spaceboy Ross said:

Ok, it's no longer null but the player is still the same size and still has the same skin. How do I render the new skin and entity size?

Expand  

You have to use the Pre event render it yourself and then cancel the actual rendering from happening.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted
  On 9/18/2018 at 5:36 PM, Spaceboy Ross said:

Ok, got the scaling to work but I cannot get the custom skin to work.

Expand  

*doesn't see code* Cool

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted
@SubscribeEvent
public static void onRenderPlayer(RenderPlayerEvent.Pre event) {
	EntityPlayer player = event.getEntityPlayer();
	IHumanCapability nt = Human.getHuman(player);
	MobileSuit.MSMob msmob = nt.getMS();
	if(msmob != null) {
		MobileSuit ms = msmob.getMSRegistryEntry();
		event.getRenderer().bindTexture(new ResourceLocation(ms.getBaseResourceLocation()+".png"));
		GL11.glScalef(msmob.scale,msmob.scale,msmob.scale);
		event.setCanceled(true);
	}
}

 

The official YouTuber Spaceboy Ross

Posted
  On 9/18/2018 at 5:44 PM, Spaceboy Ross said:
@SubscribeEvent
public static void onRenderPlayer(RenderPlayerEvent.Pre event) {
	EntityPlayer player = event.getEntityPlayer();
	IHumanCapability nt = Human.getHuman(player);
	MobileSuit.MSMob msmob = nt.getMS();
	if(msmob != null) {
		MobileSuit ms = msmob.getMSRegistryEntry();
		event.getRenderer().bindTexture(new ResourceLocation(ms.getBaseResourceLocation()+".png"));
		GL11.glScalef(msmob.scale,msmob.scale,msmob.scale);
		event.setCanceled(true);
	}
}

 

Expand  

You did one of the three things I said.

 

  On 9/18/2018 at 5:29 PM, Animefan8888 said:

You have to use the Pre event render it yourself and then cancel the actual rendering from happening.

Expand  

 

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted

It's still not working.

@SubscribeEvent
public static void onRenderPlayer(RenderPlayerEvent.Pre event) {
	EntityPlayer player = event.getEntityPlayer();
	IHumanCapability nt = Human.getHuman(player);
	MobileSuit.MSMob msmob = nt.getMS();
	if(msmob != null) {
		MobileSuit ms = msmob.getMSRegistryEntry();
		GL11.glScalef(msmob.scale,msmob.scale,msmob.scale);
		event.getRenderer().bindTexture(new ResourceLocation(ms.getBaseResourceLocation()+".png"));
		event.getRenderer().doRender((AbstractClientPlayer)player,event.getX(),event.getY(),event.getZ(),player.cameraYaw,event.getPartialRenderTick());
		event.setCanceled(true);
	}
}

 

The official YouTuber Spaceboy Ross

Posted

A fix to what?

What's broken?

 

You haven't given us any information about how to diagnose what's wrong. All you've said is "doctor, it hurts."

  • Sad 1

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

The game freezes when my code runs.

@SubscribeEvent
public static void onRenderPlayer(RenderPlayerEvent.Pre event) {
	EntityPlayer player = event.getEntityPlayer();
	IHumanCapability nt = Human.getHuman(player);
	MobileSuit.MSMob msmob = nt.getMS();
	if(msmob != null) {
		MobileSuit ms = msmob.getMSRegistryEntry();
		GL11.glScalef(msmob.scale,msmob.scale,msmob.scale);
		event.getRenderer().bindTexture(new ResourceLocation(ms.getBaseResourceLocation()+".png"));
		event.getRenderer().doRender((AbstractClientPlayer)player,event.getX(),event.getY(),event.getZ(),player.cameraYaw,event.getPartialRenderTick());
		event.setCanceled(true);
	}
}

 

The official YouTuber Spaceboy Ross

Posted (edited)
  On 9/18/2018 at 8:13 PM, Spaceboy Ross said:

The game freezes when my code runs.

Expand  

You're causing an infinite loop of code by calling event.getRenderer().doRender.

Edited by Animefan8888
Typo

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted
  On 9/18/2018 at 8:18 PM, Spaceboy Ross said:

Well, how do I actually render the player?

Expand  

 

  On 9/18/2018 at 5:29 PM, Animefan8888 said:

You have to use the Pre event render it yourself and then cancel the actual rendering from happening.

Expand  

Write the code.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted
  On 9/18/2018 at 8:21 PM, Spaceboy Ross said:

What does rendering it mean? I've canceled the game from rendering the player. 

Expand  

You want to change the texture for the player and edit the scale. Ok. Editing the scale is easy enough as you already found out. But you cant bind the texture you want because it is bound in the vanilla code you dont have access to. So you have to cancel the vanilla rendering which you have done and then render the player yourself with your own code, using your texture.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted (edited)

From what I can see and understand, you are trying to use the default Minecraft player model  as your base model, but you are using the default renderer to do it. You can use the MC player model, but you would need to copy it and change the relevant parts, such as what texture is bound to the gl, scale etc.  And then render that instead. The renderer is connected to the default mc model which also hard codes it's texture.

 

That's the easy way, or you can just code the model in yourself.

Edited by ZDoctor
Added
Posted

It doesn't render correctly and it renders upsidedown. GitHub: https://github.com/SpaceboyRoss01/MSGundamMod

To recreate the bug, right click on an entity called RX-78-2 Gundam.

@SubscribeEvent
public static void onRenderPlayer(RenderPlayerEvent.Pre event) {
	EntityPlayer player = event.getEntityPlayer();
	IHumanCapability nt = Human.getHuman(player);
	MobileSuit.MSMob msmob = nt.getMS();
	if(msmob != null) {
		MobileSuit ms = msmob.getMSRegistryEntry();
		event.getRenderer().bindTexture(new ResourceLocation(ms.getBaseResourceLocation()+".png"));
		event.setCanceled(true);
		GlStateManager.pushMatrix();
		event.getRenderer().getMainModel().bipedHead.render(0.0625F*msmob.scale);
		event.getRenderer().getMainModel().bipedBody.render(0.0625F*msmob.scale);
		event.getRenderer().getMainModel().bipedLeftLeg.render(0.0625F*msmob.scale);
		event.getRenderer().getMainModel().bipedRightLeg.render(0.0625F*msmob.scale);
		event.getRenderer().getMainModel().bipedLeftArm.render(0.0625F*msmob.scale);
		event.getRenderer().getMainModel().bipedRightArm.render(0.0625F*msmob.scale);
		GlStateManager.popMatrix();
	}
}

 

The official YouTuber Spaceboy Ross

Posted (edited)

That's something I never understood as to why (but never bothered to look into it too hard) it happens, but what I do is just Rotate the gl 180 and that should fix it. I assume somewhere in the vanilla code something does that, but I haven't found it.

Edited by ZDoctor

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                     | 9.42               | minecraft.jar                                 | None                                     |     | LC    | FML                      | 8.0.99.99          | forge-1.12.2-14.23.5.2859.jar                 | e3c3d50c7c986df74c645c0ac54639741c90a557 |     | LC    | forge                    | 14.23.5.2859       | forge-1.12.2-14.23.5.2859.jar                 | e3c3d50c7c986df74c645c0ac54639741c90a557 |     | LC    | codechickenlib           | 3.2.3.358          | CodeChickenLib-1.12.2-3.2.3.358-universal.jar | f1850c39b2516232a2108a7bd84d1cb5df93b261 |     | LC    | ancientwarfare           | 1.12.2-2.7.0.1032  | ancientwarfare-1.12.2-2.7.0.1032.jar          | None                                     |     | LC    | ancientwarfareautomation | 1.12.2-2.7.0.1032  | ancientwarfare-1.12.2-2.7.0.1032.jar          | None                                     |     | LC    | ancientwarfarenpc        | 1.12.2-2.7.0.1032  | ancientwarfare-1.12.2-2.7.0.1032.jar          | None                                     |     | LC    | ancientwarfarestructure  | 1.12.2-2.7.0.1032  | ancientwarfare-1.12.2-2.7.0.1032.jar          | None                                     |     | LC    | ancientwarfarevehicle    | 1.12.2-2.7.0.1032  | ancientwarfare-1.12.2-2.7.0.1032.jar          | None                                     |     | L     | armorchroma              | 1.4-beta           | armorchroma-1.12.2-1.4.jar                    | None                                     |     | L     | baubles                  | 1.5.2              | Baubles-1.12-1.5.2.jar                        | None                                     |     | L     | betterburning            | 0.9.2              | BetterBurning-1.12.2-0.9.2.jar                | None                                     |     | L     | bettercaves              | 1.12.2             | bettercaves-1.12.2-2.0.4.jar                  | None                                     |     | L     | betterinvisibility       | 1.0.1              | betterinvisibility-1.0.1.jar                  | None                                     |     | L     | bettermineshafts         | 1.12.2-2.2         | BetterMineshaftsForge-1.12.2-2.2.jar          | None                                     |     | L     | bookshelf                | 2.3.590            | Bookshelf-1.12.2-2.3.590.jar                  | None                                     |     | L     | collective               | 2.11               | collective-1.12.2-2.11.jar                    | None                                     |     | L     | extendedrenderer         | v1.0               | coroutil-1.12.1-1.2.37.jar                    | None                                     |     | L     | coroutil                 | 1.12.1-1.2.37      | coroutil-1.12.1-1.2.37.jar                    | None                                     |     | L     | configmod                | v1.0               | coroutil-1.12.1-1.2.37.jar                    | None                                     |     | L     | dummycore                | 2.4.112.3.         | DummyCoreUnofficial-2.4.112.3.jar             | None                                     |     | L     | dynamictrees             | 1.12.2-0.9.22      | DynamicTrees-1.12.2-0.9.22.jar                | None                                     |     | L     | thaumcraft               | 6.1.BETA26         | Thaumcraft_1.12.2_6.1.BETA26.jar              | None                                     |     | L     | dynamictreestc           | 1.12.2-1.4.2       | DynamicTreesTC-1.12.2-1.4.2.jar               | None                                     |     | L     | hammercore               | 2.0.6.23           | HammerLib-1.12.2-2.0.6.23.jar                 | None                                     |     | L     | waila                    | 1.8.26             | Hwyla-1.8.26-B41_1.12.2.jar                   | None                                     |     | L     | jei                      | 4.16.1.302         | jei_1.12.2-4.16.1.302.jar                     | None                                     |     | L     | keepinginventory         | 2.4                | KeepingInventory-1.12.2-2.4.jar               | None                                     |     | L     | libraryex                | 1.2.1              | LibraryEx-1.12.2-1.2.1.jar                    | None                                     |     | L     | netherex                 | 2.2.4              | NetherEx-1.12.2-2.2.4.jar                     | None                                     |     | L     | recipehandler            | 0.13               | NoMoreRecipeConflict-0.13(1.12.2).jar         | None                                     |     | L     | nei                      | 2.4.3              | NotEnoughItems-1.12.2-2.4.3.245-universal.jar | None                                     |     | L     | thaumadditions           | 12.6.6             | ThaumicAdditions-1.12.2-12.6.6.jar            | None                                     |     | L     | thaumicbases             | 3.3.500.6r         | thaumicbases-3.3.500.6r.jar                   | None                                     |     | L     | thaumictinkerer          | 1.12.2-5.0-620a0c5 | thaumictinkerer-1.12.2-5.0-620a0c5.jar        | None                                     |     | L     | thaumicwaila             | 1.12.2-0.0.2       | ThaumicWaila-1.12.2-0.0.2.jar                 | None                                     |     | L     | tumbleweed               | 1.12-0.4.7         | tumbleweed-1.12-0.4.7.jar                     | None                                     |     | L     | villagespawnpoint        | 1.5                | villagespawnpoint_1.12.2-1.5.jar              | None                                     |     | L     | wawla                    | 2.6.275            | Wawla-1.12.2-2.6.275.jar                      | None                                     |     | L     | wooltostring             | 1.12.2             | WoolToString-1.12.2-1.0.0.jar                 | None                                     |     | L     | zombieawareness          | 1.12.1-1.11.16     | zombieawareness-1.12.1-1.11.16.jar            | None                                     |     | L     | betteranimalsplus        | 9.0.1              | betteranimalsplus-1.12.2-9.0.1.jar            | None                                     |     | L     | orelib                   | 3.6.0.1            | OreLib-1.12.2-3.6.0.1.jar                     | None                                     |     Loaded coremods (and transformers):  DCLoadingPlugin (DummyCoreUnofficial-2.4.112.3.jar)   DummyCore.ASM.DCASMManager HCASM (HammerLib-1.12.2-2.0.6.23.jar)   com.zeitheron.hammercore.asm.HammerCoreTransformer     Profiler Position: N/A (disabled)     Is Modded: Definitely; Server brand changed to 'fml,forge'     Type: Dedicated Server (map_server.txt)
    • Hey! I noticed you're trying to register your alexandrite item and possibly set its resource location manually with setId(...). I wanted to help clarify a few things that might simplify your code and avoid errors. ✅ The issue: You're using setId(...) inside the item registration like this:   public static final RegistryObject<Item> ALEXANDRITE = ITEMS.register("alexandrite", () -> new Item(new Item.Properties().useItemDescriptionPrefix() .setId(ResourceKey.create(Registries.ITEM, ResourceLocation.fromNamespaceAndPath(TutorialMod.MOD_ID, "alexandrite"))))); But: Item.Properties does not have a setId(...) method — this line will either fail or do nothing meaningful. useItemDescriptionPrefix() is mostly used for translation keys (like "item.modid.name") but isn't needed unless you have a very specific reason. 🛠 The fix: You only need to register your item like this:   public static final RegistryObject<Item> ALEXANDRITE = ITEMS.register("alexandrite", () -> new Item(new Item.Properties())); Forge automatically handles the ResourceLocation (modid:alexandrite) based on the name passed into .register(...), so there’s no need to manually assign it. 📝 For the texture: Make sure you have this file in your resources: src/main/resources/assets/tutorialmod/models/item/alexandrite.json { "parent": "item/generated", "textures": { "layer0": "tutorialmod:item/alexandrite" } } And your texture PNG goes here: src/main/resources/assets/tutorialmod/textures/item/alexandrite.png 🌍 For the name in-game: Add this to your en_us.json under: src/main/resources/assets/tutorialmod/lang/en_us.json { "item.tutorialmod.alexandrite": "Alexandrite" }   Note: if im wrong about the issues you are encountering, i apologize.
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