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Is there a way to Render a JSON onto a player?


Turnrp

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1 minute ago, kiou.23 said:

just public void

 

if you're on IntelliJ you can click on the search button in the top-right, type the class you want to find, and then just open it

yeah but im using forge coding on intellij are you sure it would be there? here lemme check

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Found it 

   public void render(MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int packedLightIn, SnowGolemEntity entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch) {
      if (!entitylivingbaseIn.isInvisible() && entitylivingbaseIn.isPumpkinEquipped()) {
         matrixStackIn.push();
         this.getEntityModel().func_205070_a().translateRotate(matrixStackIn);
         float f = 0.625F;
         matrixStackIn.translate(0.0D, -0.34375D, 0.0D);
         matrixStackIn.rotate(Vector3f.YP.rotationDegrees(180.0F));
         matrixStackIn.scale(0.625F, -0.625F, -0.625F);
         ItemStack itemstack = new ItemStack(Blocks.CARVED_PUMPKIN);
         Minecraft.getInstance().getItemRenderer().renderItem(entitylivingbaseIn, itemstack, ItemCameraTransforms.TransformType.HEAD, false, matrixStackIn, bufferIn, entitylivingbaseIn.world, packedLightIn, LivingRenderer.getPackedOverlay(entitylivingbaseIn, 0.0F));
         matrixStackIn.pop();
      }
   }
}

and im guessing i change Blacks.CarvedPumpkin

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Just now, Turnrp said:

Found it 


   public void render(MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int packedLightIn, SnowGolemEntity entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch) {
      if (!entitylivingbaseIn.isInvisible() && entitylivingbaseIn.isPumpkinEquipped()) {
         matrixStackIn.push();
         this.getEntityModel().func_205070_a().translateRotate(matrixStackIn);
         float f = 0.625F;
         matrixStackIn.translate(0.0D, -0.34375D, 0.0D);
         matrixStackIn.rotate(Vector3f.YP.rotationDegrees(180.0F));
         matrixStackIn.scale(0.625F, -0.625F, -0.625F);
         ItemStack itemstack = new ItemStack(Blocks.CARVED_PUMPKIN);
         Minecraft.getInstance().getItemRenderer().renderItem(entitylivingbaseIn, itemstack, ItemCameraTransforms.TransformType.HEAD, false, matrixStackIn, bufferIn, entitylivingbaseIn.world, packedLightIn, LivingRenderer.getPackedOverlay(entitylivingbaseIn, 0.0F));
         matrixStackIn.pop();
      }
   }
}

and im guessing i change Blacks.CarvedPumpkin

yeah, try it and see if it works

you may also need to tweak the values in translate, rotate and scale to manage to place it properly

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3 minutes ago, loordgek said:

thats not true it can be static but you register you eventhander different

for static you register eventhander class

for non static you register a instance of eventhander

 

if you're using the @SubscribeEvent annotation the method shouldn't be static right?

Edited by kiou.23
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18 minutes ago, kiou.23 said:

yeah, try it and see if it works

you may also need to tweak the values in translate, rotate and scale to manage to place it properly

Idk if it will work. Im having a lot of troubles do you know anything to add a layer to the head and put a hat on it

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2 minutes ago, Turnrp said:

do you know anything to add a layer to the head and put a hat on it

? I've already told you

create a class that extends

LayerRenderer<AbstractClientPlayerEntity, PlayerModel<AbstractClientPlayerEntity>>

then override the render method, and what you want to do in the render method is very similar to what the SnowmanHeadLayer does

 

next, in the RenderPlayerEvent handler you can create an instance of this LayerRenderer (PlayerHatLayer for instance), and add it to the Player Renderer

 

in the event handler you can get the Player Renderer by calling event.getRenderer()

and you can add a layer by calling addLayer() on the Player Renderer

 

7 minutes ago, Turnrp said:

Idk if it will work. Im having a lot of trouble

if you try it you will see if it works or not

and if you want help if the troubles you're having you should say what the troubles are

 

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29 minutes ago, kiou.23 said:

? I've already told you

create a class that extends


LayerRenderer<AbstractClientPlayerEntity, PlayerModel<AbstractClientPlayerEntity>>

then override the render method, and what you want to do in the render method is very similar to what the SnowmanHeadLayer does

 

next, in the RenderPlayerEvent handler you can create an instance of this LayerRenderer (PlayerHatLayer for instance), and add it to the Player Renderer

 

in the event handler you can get the Player Renderer by calling event.getRenderer()

and you can add a layer by calling addLayer() on the Player Renderer

 

if you try it you will see if it works or not

and if you want help if the troubles you're having you should say what the troubles are

 

I cant add the 

LayerRenderer<AbstractClientPlayerEntity, PlayerModel<AbstractClientPlayerEntity>>

to the event

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1 minute ago, Turnrp said:

public class RenderHat {

    @SubscribeEvent
    public void OnPlayerRendered(RenderPlayerEvent PlayerRendered) extends LayerRenderer<AbstractClientPlayerEntity, PlayerModel<AbstractClientPlayerEntity>> {
        
    }
}

 

ANd then it says "Unexpected Token"

Here, watch this

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17 minutes ago, Turnrp said:

Here im just gonna go look for some videos i guess thanks for your help!

if all you want is the code for that, here it is:

@OnlyIn(Dist.CLIENT)
public class FurnaceHeadLayer extends LayerRenderer<PlayerEntity, PlayerModel<PlayerEntity>> {

    public FurnaceHeadLayer(PlayerRenderer entityRendererIn) {
        super((IEntityRenderer)entityRendererIn);
    }

    @Override
    public void render(MatrixStack matrixStack, IRenderTypeBuffer buffer, int packedLightIn, PlayerEntity entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch) {
        if (entitylivingbaseIn.isInvisible()) return;
        
        matrixStack.push();
        this.getEntityModel().getModelHead().translateRotate(matrixStack);
        float f = 0.625F;
        matrixStack.translate(0.0D, -0.34375D, 0.0D);
        matrixStack.rotate(Vector3f.YP.rotationDegrees(180.0F));
        matrixStack.scale(0.625F, -0.625F, -0.625F);
        ItemStack itemstack = new ItemStack(Blocks.FURNACE);
        Minecraft.getInstance().getItemRenderer().renderItem(entitylivingbaseIn, itemstack, ItemCameraTransforms.TransformType.HEAD, false, matrixStack, buffer, entitylivingbaseIn.world, packedLightIn, LivingRenderer.getPackedOverlay(entitylivingbaseIn, 0.0F));
        matrixStack.pop();
    }
}

 

@SubscribeEvent
public void renderPlayerEvent(final RenderPlayerEvent event) {
    PlayerRenderer renderer = event.getRenderer();

    LayerRenderer layer = new FurnaceHeadLayer(renderer);
  
    renderer.addLayer(layer);
}

 

This will render a furnace in the head of every player

 

But again: Minecraft (and Forge) is built on top of Java. Java is a programming language, it can do a lot of things, and it is required knowledge if you want to make mods with Forge

you'll constantly get stuck without being able to implement features of your own without searching for help if you don't know Java

so I suggest that you later study about Java Programming, and Object Oriented Programming

Edited by kiou.23
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