eatthenight Posted September 8, 2019 Posted September 8, 2019 (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.. player who meditates: 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 September 9, 2019 by eatthenight Quote
Animefan8888 Posted September 8, 2019 Posted September 8, 2019 On 9/8/2019 at 10:11 PM, eatthenight said: in RenderPlayerEvent.Pre i set the arms hidden and in the post event i set the rotation and render the arm: Expand Post all of your code that is in the Pre and Post event. Quote 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.
eatthenight Posted September 8, 2019 Author Posted September 8, 2019 On 9/8/2019 at 11:42 PM, Animefan8888 said: Post all of your code that is in the Pre and Post event. Expand 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. Quote
Animefan8888 Posted September 9, 2019 Posted September 9, 2019 On 9/8/2019 at 10:11 PM, eatthenight said: in the post event i set the rotation and render the arm: Expand 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. 1 Quote 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.
eatthenight Posted September 9, 2019 Author Posted September 9, 2019 (edited) On 9/9/2019 at 12:12 AM, 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. Expand 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 September 9, 2019 by eatthenight Quote
eatthenight Posted September 9, 2019 Author Posted September 9, 2019 On 9/9/2019 at 12:12 AM, 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. Expand works now after fixing my packets but somehow the arm texture is not rendered correctly on other clients.. Quote
Lyon Posted September 9, 2019 Posted September 9, 2019 You have to call "event.getRenderer().bindTexture(event.getRenderer().getEntityTexture((AbstractClientPlayer)event.getEntityPlayer()));" before rendering. Quote
eatthenight Posted September 9, 2019 Author Posted September 9, 2019 On 9/9/2019 at 2:51 PM, Lyon said: You have to call "event.getRenderer().bindTexture(event.getRenderer().getEntityTexture((AbstractClientPlayer)event.getEntityPlayer()));" before rendering. Expand thanks fixed it! Quote
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