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  • [1.16.2] Render Layer not Working
Currently Supported: 1.16.X (Latest) and 1.15.X (LTS)
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HeyImAmethyst

[1.16.2] Render Layer not Working

By HeyImAmethyst, October 27, 2020 in Modder Support

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Posted October 27, 2020

I added and item the allows the player to fly when if it is in the player's inventory and I want to have wings appear on the player when ever the item is in the inventory, Similar to how extra utilities does it with the angel rings it adds. I learned that I can to this with render layers. I followed the class structure for the elytra render layer and I saw that online I can add the layer in with an event but it is not rendering on my player. I'm not even getting any broken texture letting me know that at least my model is on the player.

This is my layer class for my wings:
 

package com.HeyImAmethyst.MagiWitchHats.render;

import com.HeyImAmethyst.MagiWitchHats.client.model.magi_wings;
import com.HeyImAmethyst.MagiWitchHats.util.RegistryHandler;
import com.mojang.blaze3d.matrix.MatrixStack;
import com.mojang.blaze3d.vertex.IVertexBuilder;
import net.minecraft.client.entity.player.AbstractClientPlayerEntity;
import net.minecraft.client.renderer.IRenderTypeBuffer;
import net.minecraft.client.renderer.ItemRenderer;
import net.minecraft.client.renderer.RenderType;
import net.minecraft.client.renderer.entity.IEntityRenderer;
import net.minecraft.client.renderer.entity.PlayerRenderer;
import net.minecraft.client.renderer.entity.layers.LayerRenderer;
import net.minecraft.client.renderer.entity.model.ElytraModel;
import net.minecraft.client.renderer.entity.model.EntityModel;
import net.minecraft.client.renderer.texture.OverlayTexture;
import net.minecraft.entity.Entity;
import net.minecraft.entity.LivingEntity;
import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.entity.player.PlayerModelPart;
import net.minecraft.inventory.EquipmentSlotType;
import net.minecraft.item.ItemStack;
import net.minecraft.item.Items;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;

@OnlyIn(Dist.CLIENT)
public class LayerWings<T extends LivingEntity, M extends EntityModel<T>> extends LayerRenderer<T, M> 
{
   private static final ResourceLocation TEXTURE_WINGS = new ResourceLocation("textures/models/armor/wing_butterfly");
   private final magi_wings wings = new magi_wings(1);

   public LayerWings(IEntityRenderer<T, M> rendererIn) 
   {
      super(rendererIn);
   }

   @SuppressWarnings("unchecked")
   public void render(MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int packedLightIn, T entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch) 
   {
   	  if(entitylivingbaseIn instanceof PlayerEntity) 
   	  {
   		  if(((PlayerEntity) entitylivingbaseIn).inventory.hasItemStack(new ItemStack(RegistryHandler.FAIRY_RING.get())))
   		  {
   			ItemStack itemstack = new ItemStack(RegistryHandler.FAIRY_RING.get());
   			
   			if (shouldRender(itemstack, entitylivingbaseIn)) 
     		  {
     			  ResourceLocation resourcelocation;
             
     			  if (entitylivingbaseIn instanceof AbstractClientPlayerEntity) 
     			  {
                
     				  resourcelocation = getWingsTexture(itemstack, entitylivingbaseIn);
                
     			  } 
     			  else 
     			  {
     				  resourcelocation = getWingsTexture(itemstack, entitylivingbaseIn);
     			  }

     			  matrixStackIn.push();
     			  matrixStackIn.translate(0.0D, 0.0D, 0.125D);
     			  this.getEntityModel().copyModelAttributesTo((EntityModel<T>) this.wings);
     			  //this.wings.setRotationAngles(entitylivingbaseIn, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch);
     			  IVertexBuilder ivertexbuilder = ItemRenderer.func_239386_a_(bufferIn, RenderType.func_239263_a_(resourcelocation), false, itemstack.hasEffect());
     			  this.wings.render(matrixStackIn, ivertexbuilder, packedLightIn, OverlayTexture.NO_OVERLAY, 1.0F, 1.0F, 1.0F, 1.0F);
     			  matrixStackIn.pop();
     		  }
   		  }
   	  }
   }
   
   public boolean shouldRender(ItemStack stack, T entity) 
   {
      return stack.getItem() == RegistryHandler.FAIRY_RING.get();
   }

   
   public ResourceLocation getWingsTexture(ItemStack stack, T entity) 
   {
	  return TEXTURE_WINGS;
   }
}

 

This is the event I am using:

 

@SubscribeEvent
	public void onPlayerRender(RenderPlayerEvent.Pre event) 
	{
		event.getRenderer().addLayer(new LayerWings<AbstractClientPlayerEntity, PlayerModel<AbstractClientPlayerEntity>>(event.getRenderer()));
	}

 

 

And this is my wings model:

// Made with Blockbench 3.6.6

// Exported for Minecraft version 1.12.2 or 1.15.2 (same format for both) for entity models animated with GeckoLib
// Paste this class into your mod and follow the documentation for GeckoLib to use animations. You can find the documentation here: https://github.com/bernie-g/geckolib
// Blockbench plugin created by Gecko

package com.HeyImAmethyst.MagiWitchHats.client.model;

import com.HeyImAmethyst.MagiWitchHats.items.ItemRing;

import net.minecraft.client.renderer.entity.model.BipedModel;
import net.minecraft.client.renderer.model.ModelRenderer;
import net.minecraft.entity.Entity;
import net.minecraft.entity.LivingEntity;
import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.util.ResourceLocation;
import software.bernie.geckolib.animation.model.AnimatedEntityModel;
import software.bernie.geckolib.animation.render.AnimatedModelRenderer;

public class magi_wings extends BipedModel<LivingEntity> 
{


	public magi_wings(float size) 
	{
		super(size, 0, 16, 16);
		
		ModelRenderer Wings;
		ModelRenderer wing1;
		ModelRenderer wing2;

		Wings = new ModelRenderer(this);
		Wings.setRotationPoint(0.0F, -8.0F, 0.0F);
		

		wing1 = new ModelRenderer(this);
		wing1.setRotationPoint(-1.0F, 0.0F, -1.25F);
		Wings.addChild(wing1);
		setRotationAngle(wing1, 0.0F, -0.6545F, 0.0F);
		wing1.setTextureOffset(0, 0).addBox(1.524F, -9.0F, 0.3653F, 13.0F, 16.0F, 0.0F, 0.0F, false);

		wing2 = new ModelRenderer(this);
		wing2.setRotationPoint(1.0F, 0.0F, -1.25F);
		Wings.addChild(wing2);
		setRotationAngle(wing2, 0.0F, 0.6545F, 0.0F);
		wing2.setTextureOffset(0, 0).addBox(-14.524F, -9.0F, 0.3653F, 13.0F, 16.0F, 0.0F, 0.0F, true);
		
		bipedBody.addChild(Wings);
	}

//	@Override
//	public void setRotationAngles(LivingEntity entity, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch)
//	{
//	}

//	@Override
//	public void render(MatrixStack matrixStack, IVertexBuilder buffer, int packedLight, int packedOverlay, float red, float green, float blue, float alpha){
//		Wings.render(matrixStack, buffer, packedLight, packedOverlay);
//	}

	public void setRotationAngle(ModelRenderer modelRenderer, float x, float y, float z) 
	{
		modelRenderer.rotateAngleX = x;
		modelRenderer.rotateAngleY = y;
		modelRenderer.rotateAngleZ = z;
	}
}

 

 

 

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diesieben07    7618

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Posted October 27, 2020
8 minutes ago, HeyImAmethyst said:

This is the event I am using:

 


@SubscribeEvent
	public void onPlayerRender(RenderPlayerEvent.Pre event) 
	{
		event.getRenderer().addLayer(new LayerWings<AbstractClientPlayerEntity, PlayerModel<AbstractClientPlayerEntity>>(event.getRenderer()));
	}

 

This means you are adding a new layer to the renderer every single frame for every single player that is rendered. This is not a good idea.

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Beethoven92    69

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Posted October 27, 2020 (edited)
	public magi_wings(float size) 
	{
		super(size, 0, 16, 16);
		
		ModelRenderer Wings;
		ModelRenderer wing1;
		ModelRenderer wing2;

		Wings = new ModelRenderer(this);
		Wings.setRotationPoint(0.0F, -8.0F, 0.0F);
		

		wing1 = new ModelRenderer(this);
		wing1.setRotationPoint(-1.0F, 0.0F, -1.25F);
		Wings.addChild(wing1);
		setRotationAngle(wing1, 0.0F, -0.6545F, 0.0F);
		wing1.setTextureOffset(0, 0).addBox(1.524F, -9.0F, 0.3653F, 13.0F, 16.0F, 0.0F, 0.0F, false);

		wing2 = new ModelRenderer(this);
		wing2.setRotationPoint(1.0F, 0.0F, -1.25F);
		Wings.addChild(wing2);
		setRotationAngle(wing2, 0.0F, 0.6545F, 0.0F);
		wing2.setTextureOffset(0, 0).addBox(-14.524F, -9.0F, 0.3653F, 13.0F, 16.0F, 0.0F, 0.0F, true);
		
		bipedBody.addChild(Wings);
	}

//	@Override
//	public void setRotationAngles(LivingEntity entity, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch)
//	{
//	}

//	@Override
//	public void render(MatrixStack matrixStack, IVertexBuilder buffer, int packedLight, int packedOverlay, float red, float green, float blue, float alpha){
//		Wings.render(matrixStack, buffer, packedLight, packedOverlay);
//	}

Why are your ModelRenderers declared inside the model class constructor? Also you commented out the "render" function, where the rendering of your model actually happens

Edited October 27, 2020 by Beethoven92
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Check out the port of the BetterEnd fabric mod (WIP): https://www.curseforge.com/minecraft/mc-mods/betterend-forge-port

A little fun project: https://www.curseforge.com/minecraft/mc-mods/two-players-one-horse

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HeyImAmethyst    0

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Posted October 27, 2020
11 minutes ago, diesieben07 said:

This means you are adding a new layer to the renderer every single frame for every single player that is rendered. This is not a good idea.

 

Oh ok! Is there a better way I can add the layer to the player?

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diesieben07    7618

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Posted October 27, 2020

Do it once at startup.

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Posted October 27, 2020 (edited)
15 minutes ago, Beethoven92 said:

Why are your ModelRenderers declared inside the model class constructor? Also you commented out the "render" function, where the rendering of your model actually happens

 

When I was making custom witch hat models, I was having problems with the model not properly following the player head. I learned that I needed to keep them local so that there weren't issues like that and I have tested it with them being global vs them being local and it makes a difference. For the render part I think I was following a tutorial on out to import custom models and the render part was commented out. I'll uncomment the method though in case it makes a difference.

 

Edit: Here is the website I used to help me make my witch hats

https://championash5357.github.io/ChampionAsh5357/tutorial/minecraft/1.16.1/items/armor

Edited October 27, 2020 by HeyImAmethyst
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Beethoven92    69

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Posted October 27, 2020 (edited)

Didn't see this line, my bad:

bipedBody.addChild(Wings);
	

Are you sure your event handler is actually getting called?

Edited October 27, 2020 by Beethoven92
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Check out the port of the BetterEnd fabric mod (WIP): https://www.curseforge.com/minecraft/mc-mods/betterend-forge-port

A little fun project: https://www.curseforge.com/minecraft/mc-mods/two-players-one-horse

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HeyImAmethyst    0

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Posted October 27, 2020
48 minutes ago, Beethoven92 said:

Are you sure your event handler is actually getting called?

 

I put my event in the same place as my flying event so I assumed it was working

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Posted October 27, 2020
1 hour ago, diesieben07 said:

Do it once at startup.

 

I tried putting this in my main mod class just to see if I can get it to work:
 

Minecraft mc = Minecraft.getInstance();
EntityRendererManager manager = mc.getRenderManager();
manager.getSkinMap().get("default").addLayer(new LayerWings<AbstractClientPlayerEntity, PlayerModel<AbstractClientPlayerEntity>>(WingsRenderer.instance));
manager.getSkinMap().get("slim").addLayer(new LayerWings<AbstractClientPlayerEntity, PlayerModel<AbstractClientPlayerEntity>>(WingsRenderer.instance));
        

 

But I'm getting this error:

 

Failure message: Magi Witch Hats (mwh) has failed to load correctly
		java.lang.NullPointerException: Cannot invoke "net.minecraft.client.renderer.entity.EntityRendererManager.getSkinMap()" because "manager" is null

 

I guess something is working since it gave me this crash but I don't understand why manager is returning null.

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diesieben07    7618

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Posted October 27, 2020

Show more of your code. Where is that code located?

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Posted October 27, 2020
45 minutes ago, diesieben07 said:

Show more of your code. Where is that code located?

 

The code is in here:

 

package com.HeyImAmethyst.MagiWitchHats;

import net.minecraft.advancements.criterion.ItemPredicate;
import net.minecraft.client.Minecraft;
import net.minecraft.client.entity.player.AbstractClientPlayerEntity;
import net.minecraft.client.renderer.entity.EntityRendererManager;
import net.minecraft.client.renderer.entity.PlayerRenderer;
import net.minecraft.client.renderer.entity.model.PlayerModel;
import net.minecraft.data.DataGenerator;
import net.minecraft.entity.EntityPredicate;
import net.minecraft.item.ItemGroup;
import net.minecraft.item.ItemStack;
import net.minecraft.loot.LootContext.EntityTarget;
import net.minecraft.loot.conditions.EntityHasProperty;
import net.minecraft.loot.conditions.ILootCondition;
import net.minecraft.loot.conditions.MatchTool;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.common.MinecraftForge;
import net.minecraftforge.common.data.GlobalLootModifierProvider;
import net.minecraftforge.common.loot.GlobalLootModifierSerializer;
import net.minecraftforge.event.RegistryEvent;
import net.minecraftforge.event.entity.living.LivingDropsEvent;
import net.minecraftforge.eventbus.api.IEventBus;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.DistExecutor;
import net.minecraftforge.fml.RegistryObject;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.Mod.EventBusSubscriber;
import net.minecraftforge.fml.event.lifecycle.FMLClientSetupEvent;
import net.minecraftforge.fml.event.lifecycle.FMLCommonSetupEvent;
import net.minecraftforge.fml.event.lifecycle.GatherDataEvent;
import net.minecraftforge.fml.javafmlmod.FMLJavaModLoadingContext;
import net.minecraftforge.registries.DeferredRegister;
import net.minecraftforge.registries.ForgeRegistries;

import java.util.Map;

import javax.annotation.Nonnull;

import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;

import com.HeyImAmethyst.MagiWitchHats.proxy.IProxy;
import com.HeyImAmethyst.MagiWitchHats.util.RegistryHandler;
import com.google.common.collect.Maps;
import com.HeyImAmethyst.MagiWitchHats.VanillaMobDropsModifier.VanillaMobDropsModifier;
import com.HeyImAmethyst.MagiWitchHats.proxy.ClientProxy;
import com.HeyImAmethyst.MagiWitchHats.proxy.ServerProxy;
import com.HeyImAmethyst.MagiWitchHats.render.LayerWings;
import com.HeyImAmethyst.MagiWitchHats.render.WingsRenderer;


@Mod("mwh")
public class MagiWitchHats
{
    private static final Logger LOGGER = LogManager.getLogger();
    public static final String MOD_ID = "mwh";
    public static final boolean ENABLE = true;
    
    public MagiWitchHats() 
    {
        
        FMLJavaModLoadingContext.get().getModEventBus().addListener(this::setup);
        FMLJavaModLoadingContext.get().getModEventBus().addListener(this::doClientStuff);
		
        RegistryHandler.Init();
        
        Minecraft mc = Minecraft.getInstance();
        EntityRendererManager manager = mc.getRenderManager();
        manager.getSkinMap().get("default").addLayer(new LayerWings<AbstractClientPlayerEntity, PlayerModel<AbstractClientPlayerEntity>>(WingsRenderer.instance));
        manager.getSkinMap().get("slim").addLayer(new LayerWings<AbstractClientPlayerEntity, PlayerModel<AbstractClientPlayerEntity>>(WingsRenderer.instance));
        
        MinecraftForge.EVENT_BUS.register(this);
    }
    
    private void setup(final FMLCommonSetupEvent event)
    {

    }

    private void doClientStuff(final FMLClientSetupEvent event) 
    {

    }
    
    public static final ItemGroup MOD_CREATIVE_TAB = new ItemGroup("magiWitchHatsTab") 
    {
    	@Override
    	public ItemStack createIcon() 
    	{
    		return new ItemStack(RegistryHandler.ARCANE_WITCH_HAT.get());
    	}
    	
    };
}

 

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diesieben07    7618

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Posted October 28, 2020

Before you do anything else: Change your Mod ID! Do not use abbreviations. "mwh" is not unique.

 

Doing it in your mod constructor is a) too early and b) will crash on servers (the server has no idea what the Minecraft class is).

Use FMLClientSetupEvent and also enqueueWork, because the layer list is not threadsafe.

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Posted October 28, 2020
8 hours ago, diesieben07 said:

Doing it in your mod constructor is a) too early and b) will crash on servers (the server has no idea what the Minecraft class is).

Use FMLClientSetupEvent and also enqueueWork, because the layer list is not threadsafe.

 

Thanks! I was able to get it to work. The render is funky but I'll figure it out. At least something is on my player's back XD. But if I wanted other players to see the wings if I am on a server, would I need to do something similar in a server event similar to FMLClientSetupEvent or is this a whole different process completely?

Screenshot (60).png

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