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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.

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Forge and vanilla BlockState generator.

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

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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.

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