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    • 1.12 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
    • You cannot do this. This counter is shared between all instances of your item. Item specific things need to be stored in the ItemStack.   Loop through the player's inventory and check if you find the item. If so, set that slot to empty. To give an item use ItemHandlerHelper.giveItemToPlayer, which will try to add it to the inventory and otherwise drop it.
    • 1.8 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
    • import net.minecraft.client.model.ModelBiped; import net.minecraft.client.renderer.entity.RenderPlayer; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.util.ResourceLocation; import org.lwjgl.opengl.GL11; public class RenderTutorialPlayer extends RenderPlayer{ public ResourceLocation texture = new ResourceLocation("minecraft:sharingan.png"); public ModelBiped tutModel; public RenderTutorialPlayer() { super(); this.mainModel = new ModelBiped(0.0F); this.modelBipedMain = (ModelBiped) this.mainModel; this.modelArmorChestplate = new ModelBiped(1.0F); this.modelArmor = new ModelBiped(0.5F); this.tutModel = new ModelBiped(0.5f); if(Conditions for the overlay to be rendered){ @Override public void renderModel(EntityLivingBase entity, float par2, float par3, float par4, float par5, float par6, float par7){ super.renderModel(entity, par2, par3, par4, par5, par6, par7); { ModelBiped modelBiped; for (int i = 0; i < 4; ++i) { modelBiped = this.tutModel; GL11.glColor4f(1, 1, 1, 1); this.bindTexture(texture); modelBiped.bipedHead.showModel = i == 0; modelBiped.bipedHeadwear.showModel = i == 0; modelBiped.bipedBody.showModel = i == 1 || i == 2; modelBiped.bipedRightArm.showModel = i == 1; modelBiped.bipedLeftArm.showModel = i == 1; modelBiped.bipedRightLeg.showModel = i == 2 || i == 3; modelBiped.bipedLeftLeg.showModel = i == 2 || i == 3; modelBiped.onGround = this.mainModel.onGround; modelBiped.isRiding = this.mainModel.isRiding; modelBiped.isChild = this.mainModel.isChild; if (this.mainModel instanceof ModelBiped) { modelBiped.heldItemLeft = ((ModelBiped) this.mainModel).heldItemLeft; modelBiped.heldItemRight = ((ModelBiped) this.mainModel).heldItemRight; modelBiped.isSneak = ((ModelBiped) this.mainModel).isSneak; modelBiped.aimedBow = ((ModelBiped) this.mainModel).aimedBow; } modelBiped.setLivingAnimations(entity, par2, par3, 0.0F); modelBiped.render(entity, par2, par3, par4, par5, par6, par7); // Start alpha render GL11.glDisable(GL11.GL_LIGHTING); this.bindTexture(texture); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_BLEND); GL11.glAlphaFunc(GL11.GL_GREATER, 0.0F); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); float time = entity.ticksExisted / 10.0F; float sTime = (float) Math.sin(time) * 0.5F + 0.5F; float r = 0.2F * sTime; float g = 1.0F * sTime; float b = 0.2F * sTime; modelBiped.render(entity, par2, par3, par4, par5, par6, par7); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glColor4f(1, 1, 1, 1); GL11.glEnable(GL11.GL_LIGHTING); } } } }
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