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[Solved] Multi-texturing on Entity Models!


gff1979
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Is there a direct way to layer multiple textures on a model for say dynamic skin change, clothing, scars, gore, etc? Currently I'm just using a different texture for each thing but I'm also implementing clothing AND dynamic skin, hair, eye colors for NPCs and the number of textures for the base class for armor/clothing/skin alterations is getting exponential and I'd like to be able to place multiple textures with alpha channels over each other to get the effects I'm looking for as I've been able to do in other 3d engines. I've tried using multiple models of the same shape but they get that fuzzy clipping effect like the renderer trying to display multiple faces on the same plane.

 

Update:

 

I cannot find where a single model can utilize an already made method of texture layers so in the meantime I'm looking over the texture stitching and buffer classes. I guess loading the textures in data and layering them that way would work but I had hoped if the source had something that did something like that already, similar to passing multiple models to the same Render... still if anyone has any better ideas let me know.

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unfortunately vanilla or forge dont have anything that would allow you to do this. so you're pretty much screwed.

 

if you know about openGL and know about render-to-texture, this is the option i would recommend, render all your clothing/hair/eye color etc etc to a texture then map the texture to the model ;)

 

also, your idea is fantastic btw

 

-hydroflame, author FRev-

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

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Technically you can do this with vanilla.

 

However, either:

 

a) you'll need to make base class edits to handle a "double" rendering pass (essentially rendering a second texture on new quads where they need to go)

b) reflections (to do the same, but without editing the base classes)

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that is considering its possible to it in 2 pass, if its not, you'll have to find another way

 

but I didn't know and would deffinitely consider trying thsi first (option a) as it would be wayyyyyy easier then render to textures

 

-hydroflame, author FRev-

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

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that is considering its possible to it in 2 pass, if its not, you'll have to find another way

 

I have blocks that I "render twice" in order to get an overlay.

 

Icon camo = Block.blocksList[wid].getIcon(l, meta);
//meta for the block's facing so that it grabs the icon of the face of the block that it is attached to
renderer.renderBlockUsingTexture(Block.blocksList[wid], x, y, z, camo); //render the original block at an offset location
renderer.renderBlockUsingTexture(Block.stone, x, y, z, block.getIcon(0, 0)); //render my overlay in the same location

 

The same could be done for entities, but you'd have to rewrite their renderers.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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come to think of it it can be done in 1 pass ....

 

 

1 render normal skin

2 render scars (and everything that is directly over the skin like eyes and whatnot)

3 render hairs

4 render clothes (with alpha at this point you will also have the scars and skin)

5 render auras and whatever else you might have to.

 

just be sure that theyre are in order  and in 1 renderFunction call(exemple if you render scars after clothes you might see the scar OVER the clothes)

 

it does requires you to rewrite the renderers.

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

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Hence:

handle a "double" rendering pass

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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I'm using multi-pass but with the model rendering, which is handy for mesh changing (hair or accessories that extend the geometry). If I can grok how the textures render and stack passes in logical layers... that will probably be easier than what I started last night which was using OpenGL to create one new texture procedurally and then apply that to the models texture.  I'd probably need more than two passes though and overhead might become a problem. It seems much easier to implement though and I'd rather just use the native ability to load pre-made textures to model class and then do it again without erasing the previous result, simply use alpha channels in my textures to do the work. Thanks for the ideas.

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"overhead  a problem" ???? no, not in minecraft, not for 24 vertices. opengl and computer can deal with this very easily, unless youre trying to render literally hundreds of players that way.

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

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lol, I tend to go OCD over a few lost FPS so I'm just over exaggerating I imagine. Though we are talking more than 24 verts, between 60 and 100 depending on the attachments and at some point there may be as many of these as there are Villagers in a village... but I've spawned a few hundred of them thus far and they seem to work just fine.

 

I'm not very much closer to my goal but it's still a learning process for me...

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that is considering its possible to it in 2 pass, if its not, you'll have to find another way

 

I have blocks that I "render twice" in order to get an overlay.

 

Icon camo = Block.blocksList[wid].getIcon(l, meta);
//meta for the block's facing so that it grabs the icon of the face of the block that it is attached to
renderer.renderBlockUsingTexture(Block.blocksList[wid], x, y, z, camo); //render the original block at an offset location
renderer.renderBlockUsingTexture(Block.stone, x, y, z, block.getIcon(0, 0)); //render my overlay in the same location

 

The same could be done for entities, but you'd have to rewrite their renderers.

 

come to think of it it can be done in 1 pass ....

 

 

1 render normal skin

2 render scars (and everything that is directly over the skin like eyes and whatnot)

3 render hairs

4 render clothes (with alpha at this point you will also have the scars and skin)

5 render auras and whatever else you might have to.

 

just be sure that theyre are in order  and in 1 renderFunction call(exemple if you render scars after clothes you might see the scar OVER the clothes)

 

it does requires you to rewrite the renderers.

 

I've got multiple textures to work but I still get that odd fuzzy glitchy clipping thing that leads me to believe I'm not only rendering a second texture but a second model as well. I'm not sure where the textures are rendered to models... also I'm attaching other geometry so I gather I'll need to write something beyond just a simple custom usage of .setRenderPassModel and .shouldRenderPass. I tried futzing with these and I can never get more than one extra texture and one extra mesh to render.

 

I'm looking into the .client.renderer package. It's lengthy but has fairly good documentation ... I probably have my work cut out for me.

 

Update:

I think I'll extend the RenderLiving class and try to implement multi-texturing like I would in openGL/C++ then see if I can pass the texture through by overloading the loadTexture method. That's where it seems to invoke the renderManagers use of glBindTexture.

 

... Nope... didn't work.

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Got it to work with a little something like this in my Model class

 

  public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5)
  {
  super.render(entity, f, f1, f2, f3, f4, f5);
    setRotationAngles(f, f1, f2, f3, f4, f5, entity);	    	     
    
    EntityGal gal = (EntityGal)entity;	    
    
    renderLayeredPart(head, f5, gal.getTexArray());
    renderLayeredPart(neck, f5, gal.getTexArray());
    renderLayeredPart(rightarm, f5, gal.getTexArray());
    renderLayeredPart(leftarm, f5, gal.getTexArray());
    renderLayeredPart(chest, f5, gal.getTexArray());
    renderLayeredPart(rightleg, f5, gal.getTexArray());
    renderLayeredPart(leftleg, f5, gal.getTexArray());
    renderLayeredPart(waist, f5, gal.getTexArray());
    renderLayeredPart(hips, f5, gal.getTexArray());
    renderLayeredPart(rightboob, f5, gal.getTexArray());
    renderLayeredPart(leftboob, f5, gal.getTexArray());
    renderLayeredPart(shirtgap, f5, gal.getTexArray());
    renderLayeredPart(head, f5, gal.getTexArray());
  }
  
  public void renderLayeredPart( ModelRenderer part, float f5, String[] texArray )
  {
  int index = 0;
  while (index < texArray.length)
  {
	  FMLClientHandler.instance().getClient().renderEngine.bindTexture(texArray[index]);
	  part.render(f5);
	  index++;
  }
  }
  

 

the getTextureArray just returns a private string array in my EntityGal.

 

My hypothesis is that the renderer makes interference or glitchy/clipping stuff if you try to set the textures to the whole mesh. It's far too slow and you get weird lines. This way I set each texture layer to an individual part one at a time and I don't get the weirdness. It was much easier than I thought but at least I learned a ton of GL stuff that I didn't need and how to load wavefront objects. All in all a great learning experience! Thanks for your help guys!

 

BTW I tried with 4 layers and a couple of hundred of them and the fps did drop from 60 to 30... But that's probably with 40 or 50 times more of them than I'll be using in my mod.

 

Now I just have to add some dynamic stuff and incorporate it into the player class as well as the character creation.

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