September 19, 20187 yr 3 hours ago, Spaceboy Ross said: It doesn't render correctly I assume that the texture isn't in the right place on the entity, since you are using the vanilla models you will need to make it look like a skin for a player if you have not done this already. If you have please provide a picture of what you mean. 3 hours ago, Spaceboy Ross said: and it renders upsidedown. GitHub: Apply a rotation to it then, there is even a method in ModelRendered(bipedHead, etc) called renderWithRotation. And if that doesnt work use a GL rotation call. 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.
September 19, 20187 yr Author It already has a player design, the skin works when it's rendering the entity instead of overriding the player model. The official YouTuber Spaceboy Ross
September 19, 20187 yr the model is created upside down because of how texture coordinates (U V) work - and how its easier to work with them upside down. Then it is (should be) rendered upside down. Please be more specific when you say somethings wrong. 7 hours ago, Spaceboy Ross said: It already has a player design, the skin works when it's rendering the entity instead of overriding the player model. can you provide screenshots please? I don't understand what you mean About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)
September 19, 20187 yr Author I'm not going to override the player rendering, going to try something else. The official YouTuber Spaceboy Ross
September 19, 20187 yr Overriding the player rendering is the only logical way of achieving what you want. Call GlStateManager.rotate and pass 180 degrees to it to rotate the model vertically. You can also just call ModelBiped#render instead of manucally rendering each part. I believe the event gives you all the parameters you need. Instead of passing a different scale parameter to the model scale the entire thing with GlStateManager.scale. However there is an issue with this approach - the model will dissappear if you look up above the player's bounding box even though it should be visible. The reason for that is that the player's bounding box is no longer in the camera's frustrum. I believe morph mod fixed that by manually changing the bounding box of the player. I don't know how exactly it did that but I suspect calling Entity#setSize might be enough.
September 19, 20187 yr Author This is what I'm doing now, I like having it this way. And in combination with this other one, I can make a cool looking cockpit. The official YouTuber Spaceboy Ross
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.