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    posted a message on How to render the image on the right side on the screen?

    Hi, do the right side hud with HP, but when you change resolution Windows games the hud moving out, not as it should be.

    Posted in: Modification Development
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    posted a message on [1.8.9] Custom Particles
    Quote from Spyeedy»


    What part of my tutorial do you not understand?



    I will be creating a video tutorial on this soon, it will be on my youtube channel and on my website,


    The question of course is not on how you solved the problem for armor when you hit hands out of armor?
    Posted in: Mapping and Modding Tutorials
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    posted a message on Custom armor model

    Hello, I made the armor for fashion and have two problems. The first is that when you hit anything that hands out armor, but if you keep a bow or eating a meal hands in the armor. The second problem is how to render the movement of some elements as a moving cloak. For example, I made the coat, and bottom elements have to move when walking, watched the cloak, but I don't know how to give movement to my desired elements. All these new "layers" challenging what is...

    Posted in: Modification Development
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    posted a message on [1.8.9] Custom Particles

    Create tutorial "The rendering of the hands when holding a specific item" or tell me in a PM, really want to know(don't know how things are done in 1.8.9). I liked your topic:)

    Posted in: Mapping and Modding Tutorials
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    posted a message on Rendering 2 hands to object

    What event do you write to for example to register your ItemRenderer, for example, or SwordRenderer? I just don't know what event what is needed. :(

    Posted in: Modification Development
  • 0

    posted a message on Rendering 2 hands to object

    Look:

        /* Rendering Map in Hands */
        private void renderItemMap(AbstractClientPlayer clientPlayer, float p_178097_2_, float p_178097_3_, float p_178097_4_)
        {
            float f = -0.4F * MathHelper.sin(MathHelper.sqrt_float(p_178097_4_) * (float)Math.PI);
            float f1 = 0.2F * MathHelper.sin(MathHelper.sqrt_float(p_178097_4_) * (float)Math.PI * 2.0F);
            float f2 = -0.2F * MathHelper.sin(p_178097_4_ * (float)Math.PI);
            GlStateManager.translate(f, f1, f2);
            float f3 = this.func_178100_c(p_178097_2_);
            GlStateManager.translate(0.0F, 0.04F, -0.72F);
            GlStateManager.translate(0.0F, p_178097_3_ * -1.2F, 0.0F);
            GlStateManager.translate(0.0F, f3 * -0.5F, 0.0F);
            GlStateManager.rotate(90.0F, 0.0F, 1.0F, 0.0F);
            GlStateManager.rotate(f3 * -85.0F, 0.0F, 0.0F, 1.0F);
            GlStateManager.rotate(0.0F, 1.0F, 0.0F, 0.0F);
            this.renderPlayerArms(clientPlayer);
            float f4 = MathHelper.sin(p_178097_4_ * p_178097_4_ * (float)Math.PI);
            float f5 = MathHelper.sin(MathHelper.sqrt_float(p_178097_4_) * (float)Math.PI);
            GlStateManager.rotate(f4 * -20.0F, 0.0F, 1.0F, 0.0F);
            GlStateManager.rotate(f5 * -20.0F, 0.0F, 0.0F, 1.0F);
            GlStateManager.rotate(f5 * -80.0F, 1.0F, 0.0F, 0.0F);
            GlStateManager.scale(0.38F, 0.38F, 0.38F);
            GlStateManager.rotate(90.0F, 0.0F, 1.0F, 0.0F);
            GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F);
            GlStateManager.rotate(0.0F, 1.0F, 0.0F, 0.0F);
            GlStateManager.translate(-1.0F, -1.0F, 0.0F);
            GlStateManager.scale(0.015625F, 0.015625F, 0.015625F);
            this.mc.getTextureManager().bindTexture(RES_MAP_BACKGROUND);
            Tessellator tessellator = Tessellator.getInstance();
            WorldRenderer worldrenderer = tessellator.getWorldRenderer();
            GL11.glNormal3f(0.0F, 0.0F, -1.0F);
            worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX);
            worldrenderer.pos(-7.0D, 135.0D, 0.0D).tex(0.0D, 1.0D).endVertex();
            worldrenderer.pos(135.0D, 135.0D, 0.0D).tex(1.0D, 1.0D).endVertex();
            worldrenderer.pos(135.0D, -7.0D, 0.0D).tex(1.0D, 0.0D).endVertex();
            worldrenderer.pos(-7.0D, -7.0D, 0.0D).tex(0.0D, 0.0D).endVertex();
            tessellator.draw();
            MapData mapdata = Items.filled_map.getMapData(this.itemToRender, this.mc.theWorld);
    
            if (mapdata != null)
            {
                this.mc.entityRenderer.getMapItemRenderer().renderMap(mapdata, false);
            }
        }
    
        /* Rendering item in first person */
        public void renderItemInFirstPerson(float partialTicks)
        {
            float f = 1.0F - (this.prevEquippedProgress + (this.equippedProgress - this.prevEquippedProgress) * partialTicks);
            AbstractClientPlayer abstractclientplayer = this.mc.thePlayer;
            float f1 = abstractclientplayer.getSwingProgress(partialTicks);
            float f2 = abstractclientplayer.prevRotationPitch + (abstractclientplayer.rotationPitch - abstractclientplayer.prevRotationPitch) * partialTicks;
            float f3 = abstractclientplayer.prevRotationYaw + (abstractclientplayer.rotationYaw - abstractclientplayer.prevRotationYaw) * partialTicks;
            this.func_178101_a(f2, f3);
            this.func_178109_a(abstractclientplayer);
            this.func_178110_a((EntityPlayerSP)abstractclientplayer, partialTicks);
            GlStateManager.enableRescaleNormal();
            GlStateManager.pushMatrix();
    
            if (this.itemToRender != null)
            {
                if (this.itemToRender.getItem() instanceof net.minecraft.item.ItemMap)//Rendering item Map
                {
                    this.renderItemMap(abstractclientplayer, f2, f, f1);//Using method "renderItemMap"
                }
                else if (abstractclientplayer.getItemInUseCount() > 0)
                {
                    EnumAction enumaction = this.itemToRender.getItemUseAction();
    
                    switch (enumaction)
                    {
                        case NONE:
                            this.transformFirstPersonItem(f, 0.0F);
                            break;
                        case EAT:
                        case DRINK:
                            this.func_178104_a(abstractclientplayer, partialTicks);
                            this.transformFirstPersonItem(f, 0.0F);
                            break;
                        case BLOCK:
                            this.transformFirstPersonItem(f, 0.0F);
                            this.func_178103_d();
                            break;
                        case BOW:
                            this.transformFirstPersonItem(f, 0.0F);
                            this.func_178098_a(partialTicks, abstractclientplayer);
                    }
                }
                else
                {
                    this.func_178105_d(f1);
                    this.transformFirstPersonItem(f, f1);
                }
    
                this.renderItem(abstractclientplayer, this.itemToRender, ItemCameraTransforms.TransformType.FIRST_PERSON);
            }
            else if (!abstractclientplayer.isInvisible())
            {
                this.func_178095_a(abstractclientplayer, f, f1);
            }
    
            GlStateManager.popMatrix();
            GlStateManager.disableRescaleNormal();
            RenderHelper.disableStandardItemLighting();
        }
    Posted in: Modification Development
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    posted a message on Rendering 2 hands to object

    Hi, I write my mod and it took me to do a render of the hands that hold the sword. How to create to do this? Possible example(Only 1.8.9!). Know what you need to create a "implements IItemRenderer, but in 1.8.9 it is not, but only extends ItemRenderer. Thanks!

    Posted in: Modification Development
  • 0

    posted a message on [Help] How to replace vanilla inventory in mods?

    I need it to render my gui, slots I know how to do.

    Posted in: Modification Development
  • 0

    posted a message on [Help] How to replace vanilla inventory in mods?

    Hi, how to replace vanilla inventory in mods? How to replace container, i know, but how i do not know gui. Example please.

    Posted in: Modification Development
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