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dont understand why its asking me for conditions for the overlay to be rendered


nat0875
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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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