Posted April 19, 20196 yr Greetings, I'm recreating some HUD and I need to render player's head in the specified area. What I've got now is a piece of code taken from Minecraft's GuiInventory class. It renders the whole player. Spoiler However, I need something like that: Spoiler So, is there a way to.. set some bounds, for example, and it will render the entity inside them, but not outside? Thanks.
April 20, 20196 yr You could look at the skull TESR code 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)
April 20, 20196 yr Author 19 hours ago, Cadiboo said: You could look at the skull TESR code Well, if I clearly understand the thing - rendering skulls is not exactly what I need, it won't even show the armor. It'll be better to set some bounds for rendering. Maybe there's something in GL11 that can help?..
April 21, 20196 yr 48 minutes ago, Iterator said: it won't even show the armor. You can render the armor individually. Render the skull first, then render the armor. Some tips: Spoiler Modder Support: Spoiler 1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code. 2. Always post your code. 3. Never copy and paste code. You won't learn anything from doing that. 4. Quote Programming via Eclipse's hotfixes will get you nowhere 5. Learn to use your IDE, especially the debugger. 6. Quote The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it. Support & Bug Reports: Spoiler 1. Read the EAQ before asking for help. Remember to provide the appropriate log(s). 2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.
April 21, 20196 yr 3 hours ago, Iterator said: Maybe there's something in GL11 that can help?.. Don't rely on OpenGL as the end-all solution. Yes, there is something in OpenGL(not in GL11 though) that can help you, but it isn't going to acheive the result you desire. What you can do is simply render the player's model, but disable every part of it apart from the head and it's children(ModelRenderer.isHidden).
April 29, 20196 yr Author Sorry for 9 days of inactivity. On 4/21/2019 at 5:45 AM, V0idWa1k3r said: Don't rely on OpenGL as the end-all solution. Yes, there is something in OpenGL(not in GL11 though) that can help you, but it isn't going to acheive the result you desire. What you can do is simply render the player's model, but disable every part of it apart from the head and it's children(ModelRenderer.isHidden). How to access this ModelRenderer? I've seen that it's used in many models (ModelPlayer for example), but how to use this in my case? Hiding all parts of entity except head, armor and item it's holding looks like exactly what I need.
May 17, 20196 yr You would need to replicate what GuiInventory.drawEntityOnScreen does but instead of calling RenderManager#renderEntity replicate the code that the method invokes, but after the getEntityRenderObject call cast the resulting renderer to RenderPlayer, then you have the access to the player's model through RenderPlayer#getMainModel. This is your ModelRenerer object. Just restore it back to the original stte after you are done rendering.
May 18, 20196 yr Author 14 hours ago, V0idWa1k3r said: You would need to replicate what GuiInventory.drawEntityOnScreen does but instead of calling RenderManager#renderEntity replicate the code that the method invokes, but after the getEntityRenderObject call cast the resulting renderer to RenderPlayer, then you have the access to the player's model through RenderPlayer#getMainModel. This is your ModelRenerer object. Just restore it back to the original stte after you are done rendering. Understandable, thanks! It must solve my problem.
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