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[SOLVED] modelBiped arm rendered on wrong player [1.12.2]


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Posted (edited)

so i have a pose which should be rendered when the player is mediating, which works fine but only in singleplayer.

somehow in multiplayer the player who mediates his arms are rendered correctly on the client but other players see him with no arms and his arms are rendered on their own model.

 

here is a screenshot though its hard to show it properly..

 

image.png.ba9554656ce76f65e2f4b6d1de6ba560.png

player who meditates:

image.png.58492cb3dc91a31123ca10a3f79a4915.png

 

in RenderPlayerEvent.Pre i set the arms hidden and in the post event i set the rotation and render the arm:

if(event.getEntityPlayer().getCapability(NenProvider.NEN_CAP, null).isMeditating()) {
				event.getRenderer().getMainModel().bipedRightArm.isHidden = false;
				event.getRenderer().getMainModel().bipedRightArm.rotationPointZ = -MathHelper.sin((float) Math.toRadians(event.getEntityPlayer().renderYawOffset)) * 5.0F;
				event.getRenderer().getMainModel().bipedRightArm.rotationPointY = 20;
				event.getRenderer().getMainModel().bipedRightArm.rotationPointX = -MathHelper.cos((float) Math.toRadians(event.getEntityPlayer().renderYawOffset)) * 5.0F;
				event.getRenderer().getMainModel().bipedRightArm.rotateAngleX = (float) -1.0;
				event.getRenderer().getMainModel().bipedRightArm.rotateAngleY = (float) -Math.toRadians(event.getEntityPlayer().renderYawOffset);
				event.getRenderer().getMainModel().bipedRightArm.rotateAngleZ = (float) 3.4;
				event.getRenderer().getMainModel().bipedRightArm.renderWithRotation(0.0625F);
				event.getRenderer().getMainModel().bipedRightArm.rotationPointY = 2;
				
				event.getRenderer().getMainModel().bipedLeftArm.isHidden = false;
				event.getRenderer().getMainModel().bipedLeftArm.rotationPointZ = -MathHelper.sin((float) Math.toRadians(event.getEntityPlayer().renderYawOffset)) * -5.0F;
				event.getRenderer().getMainModel().bipedLeftArm.rotationPointY = 20;
				event.getRenderer().getMainModel().bipedLeftArm.rotationPointX = -MathHelper.cos((float) Math.toRadians(event.getEntityPlayer().renderYawOffset)) * -5.0F;
				event.getRenderer().getMainModel().bipedLeftArm.rotateAngleX = (float) -1.0;
				event.getRenderer().getMainModel().bipedLeftArm.rotateAngleY = (float) -Math.toRadians(event.getEntityPlayer().renderYawOffset);
				event.getRenderer().getMainModel().bipedLeftArm.rotateAngleZ = (float) -3.4;
				event.getRenderer().getMainModel().bipedLeftArm.renderWithRotation(0.0625F);
				event.getRenderer().getMainModel().bipedLeftArm.rotationPointY = 2;
			}

 

Edited by eatthenight
Posted
1 hour ago, eatthenight said:

in RenderPlayerEvent.Pre i set the arms hidden and in the post event i set the rotation and render the arm:

Post all of your code that is in the Pre and Post event.

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
3 minutes ago, Animefan8888 said:

Post all of your code that is in the Pre and Post event.

in the pre event i only set the arms hidden and i dont have anything else in my post event either aside from what i posted. 

Posted
1 hour ago, eatthenight said:

in the post event i set the rotation and render the arm:

Looks like you need to GLStateManager.translate in the post event to the player in question because it is translated back before the post event is fired.

  • Thanks 1

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)
14 hours ago, Animefan8888 said:

Looks like you need to GLStateManager.translate in the post event to the player in question because it is translated back before the post event is fired.

so i tried to translate by using some test values and it seems the other player sees the player who meditates with no arms so now its not even rendered?

on the client who meditates its rendered with the offset i used for GLStateManage.translate...

EDIT: the client player only sometimes gets the data if the player meditates seems like i have to fix my packets for meditating.

Edited by eatthenight
Posted
14 hours ago, Animefan8888 said:

Looks like you need to GLStateManager.translate in the post event to the player in question because it is translated back before the post event is fired.

works now after fixing my packets but somehow the arm texture is not rendered correctly on other clients..

 

667769821_DesktopScreenshot2019_09_09-16_32_33_38.png.5e266b744d00e8f22af0f14b2193a852.png

Posted

You have to call "event.getRenderer().bindTexture(event.getRenderer().getEntityTexture((AbstractClientPlayer)event.getEntityPlayer()));" before rendering.

Posted
33 minutes ago, Lyon said:

You have to call "event.getRenderer().bindTexture(event.getRenderer().getEntityTexture((AbstractClientPlayer)event.getEntityPlayer()));" before rendering.

thanks fixed it!

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