JeanMiecraft Posted September 22, 2018 Posted September 22, 2018 Hello, I would like create a tool look like ItemFishHook but my problem is the wire. How I can create this render? Thank you for your help. - JM Quote
jabelar Posted September 22, 2018 Posted September 22, 2018 Did you look at how the regular fish hook works? What have you tried so far? Quote Check out my tutorials here: http://jabelarminecraft.blogspot.com/
JeanMiecraft Posted September 23, 2018 Author Posted September 23, 2018 Hi, I created the tool, if the player right click, it cast and uncast according to the mod. But the problem is the render of the wire. I searched in the vanilla code but I didn't found them. How I can create this wire render? - JM Quote
jabelar Posted September 23, 2018 Posted September 23, 2018 I believe the RenderFish class does this. You'll see that it takes in the EntityFishHook instance as a parameter and then uses the EntityFishHook#getAngler() method to get the player instance that is fishing and then does a bunch of rendering based on all that. So to do a similar thing you have to first realize that the fishing rod item creates a projectile entity called EntityFishingHook. So for your tool you also need something similar to represent the end of whatever you're casting. Then you need to make a class like RenderFish which extends Render<EntityFishHook> but instead of EntityFishHook you'd use whatever projectile you created. Then I would mostly copy the code from RenderFish which I believe should draw the line between the entity and the player holding your tool. Quote Check out my tutorials here: http://jabelarminecraft.blogspot.com/
JeanMiecraft Posted October 6, 2018 Author Posted October 6, 2018 Hello, sorry for take a lot of time for this answer but with my school, I can see this topic the week-end only... I had copy the RenderFish, the hook is apparea but the wire don't exist... It's possible to create a wire with an another method? Tank you. Quote
jabelar Posted October 6, 2018 Posted October 6, 2018 No that is the way to do it. You need to know the endpoint and the code in RenderFish is the same sort of code you need. Certainly you could write your own code if you're good at rendering but it would end up basically being the same as copying the RenderFish. I think you need to just figure out what is going wrong. You can go into debug mode or use console print statements in your code to output information to confirm that the code is executing the way you expect. In any case, people can only help you if you post your code (ideally as a repository on someplace like GitHub). Because these problems are usually just mistakes in your specific code and we have no idea what exactly you wrote for your code. Quote Check out my tutorials here: http://jabelarminecraft.blogspot.com/
JeanMiecraft Posted October 13, 2018 Author Posted October 13, 2018 package net.mymod.entities.render; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.GlStateManager; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.VertexBuffer; import net.minecraft.client.renderer.entity.Render; import net.minecraft.client.renderer.entity.RenderManager; import net.minecraft.client.renderer.vertex.DefaultVertexFormats; import net.minecraft.entity.projectile.EntityFishHook; import net.minecraft.util.EnumHandSide; import net.minecraft.util.ResourceLocation; import net.minecraft.util.math.MathHelper; import net.minecraft.util.math.Vec3d; import net.mymod.Minecraft_mod; import net.mymod.entities.EntityHook; public class RendeHook extends Render<EntityHook> { private static final ResourceLocation HOOK_PARTICLES = new ResourceLocation(Minecraft_mod.MOD_ID + ":textures/particles/particles.png"); public RenderHook(RenderManager renderManagerIn) { super(renderManagerIn); } public void doRender(EntityHook entity, double x, double y, double z, float entityYaw, float partialTicks) { GlStateManager.pushMatrix(); GlStateManager.translate((float)x, (float)y, (float)z); GlStateManager.enableRescaleNormal(); GlStateManager.scale(0.5F, 0.5F, 0.5F); this.bindEntityTexture(entity); Tessellator tessellator = Tessellator.getInstance(); VertexBuffer vertexbuffer = tessellator.getBuffer(); int i = 1; int j = 2; float f = 0.0625F; float f1 = 0.125F; float f2 = 0.125F; float f3 = 0.1875F; float f4 = 1.0F; float f5 = 0.5F; float f6 = 0.5F; GlStateManager.rotate(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F); GlStateManager.rotate((float)(this.renderManager.options.thirdPersonView == 2 ? -1 : 1) * -this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F); if (this.renderOutlines) { GlStateManager.enableColorMaterial(); GlStateManager.enableOutlineMode(this.getTeamColor(entity)); } vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX_NORMAL); vertexbuffer.pos(-0.5D, -0.5D, 0.0D).tex(0.0625D, 0.1875D).normal(0.0F, 1.0F, 0.0F).endVertex(); vertexbuffer.pos(0.5D, -0.5D, 0.0D).tex(0.125D, 0.1875D).normal(0.0F, 1.0F, 0.0F).endVertex(); vertexbuffer.pos(0.5D, 0.5D, 0.0D).tex(0.125D, 0.125D).normal(0.0F, 1.0F, 0.0F).endVertex(); vertexbuffer.pos(-0.5D, 0.5D, 0.0D).tex(0.0625D, 0.125D).normal(0.0F, 1.0F, 0.0F).endVertex(); tessellator.draw(); if (this.renderOutlines) { GlStateManager.disableOutlineMode(); GlStateManager.disableColorMaterial(); } GlStateManager.disableRescaleNormal(); GlStateManager.popMatrix(); if (entity.angler != null && !this.renderOutlines) { int k = entity.angler.getPrimaryHand() == EnumHandSide.RIGHT ? 1 : -1; float f7 = entity.angler.getSwingProgress(partialTicks); float f8 = MathHelper.sin(MathHelper.sqrt_float(f7) * (float)Math.PI); float f9 = (entity.angler.prevRenderYawOffset + (entity.angler.renderYawOffset - entity.angler.prevRenderYawOffset) * partialTicks) * 0.017453292F; double d0 = (double)MathHelper.sin(f9); double d1 = (double)MathHelper.cos(f9); double d2 = (double)k * 0.35D; double d3 = 0.8D; double d4; double d5; double d6; double d7; if ((this.renderManager.options == null || this.renderManager.options.thirdPersonView <= 0) && entity.angler == Minecraft.getMinecraft().thePlayer) { Vec3d vec3d = new Vec3d((double)k * -0.36D, -0.05D, 0.4D); vec3d = vec3d.rotatePitch(-(entity.angler.prevRotationPitch + (entity.angler.rotationPitch - entity.angler.prevRotationPitch) * partialTicks) * 0.017453292F); vec3d = vec3d.rotateYaw(-(entity.angler.prevRotationYaw + (entity.angler.rotationYaw - entity.angler.prevRotationYaw) * partialTicks) * 0.017453292F); vec3d = vec3d.rotateYaw(f8 * 0.5F); vec3d = vec3d.rotatePitch(-f8 * 0.7F); d4 = entity.angler.prevPosX + (entity.angler.posX - entity.angler.prevPosX) * (double)partialTicks + vec3d.xCoord; d5 = entity.angler.prevPosY + (entity.angler.posY - entity.angler.prevPosY) * (double)partialTicks + vec3d.yCoord; d6 = entity.angler.prevPosZ + (entity.angler.posZ - entity.angler.prevPosZ) * (double)partialTicks + vec3d.zCoord; d7 = (double)entity.angler.getEyeHeight(); } else { d4 = entity.angler.prevPosX + (entity.angler.posX - entity.angler.prevPosX) * (double)partialTicks - d1 * d2 - d0 * 0.8D; d5 = entity.angler.prevPosY + (double)entity.angler.getEyeHeight() + (entity.angler.posY - entity.angler.prevPosY) * (double)partialTicks - 0.45D; d6 = entity.angler.prevPosZ + (entity.angler.posZ - entity.angler.prevPosZ) * (double)partialTicks - d0 * d2 + d1 * 0.8D; d7 = entity.angler.isSneaking() ? -0.1875D : 0.0D; } double d13 = entity.prevPosX + (entity.posX - entity.prevPosX) * (double)partialTicks; double d8 = entity.prevPosY + (entity.posY - entity.prevPosY) * (double)partialTicks + 0.25D; double d9 = entity.prevPosZ + (entity.posZ - entity.prevPosZ) * (double)partialTicks; double d10 = (double)((float)(d4 - d13)); double d11 = (double)((float)(d5 - d8)) + d7; double d12 = (double)((float)(d6 - d9)); GlStateManager.disableTexture2D(); GlStateManager.disableLighting(); vertexbuffer.begin(3, DefaultVertexFormats.POSITION_COLOR); int l = 16; for (int i1 = 0; i1 <= 16; ++i1) { float f10 = (float)i1 / 16.0F; vertexbuffer.pos(x + d10 * (double)f10, y + d11 * (double)(f10 * f10 + f10) * 0.5D + 0.25D, z + d12 * (double)f10).color(0, 0, 0, 255).endVertex(); } tessellator.draw(); GlStateManager.enableLighting(); GlStateManager.enableTexture2D(); super.doRender(entity, x, y, z, entityYaw, partialTicks); } } protected ResourceLocation getEntityTexture(EntityHook entity) { return HOOK_PARTICLES; } } Hello, this is my code for the render! - JM. 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