Nick82285 3 Report post Posted October 31, 2018 I came across a mod (with no source code), that uses the RenderPlayerAPI/ModelPlayerAPI called Amnesia Lights for 1.8. I need a way to render the arm with the item in the player's hand like the picture below. I tried changing the position of the model int the json but the arm doesn't show up, so is there a way with the GlStateManager to rotate the arm and force this functionality? Share this post Link to post Share on other sites
V0idWa1k3r 308 Report post Posted October 31, 2018 12 minutes ago, Nick82285 said: is there a way with the GlStateManager to rotate the arm and force this functionality? The thing is - the player's arm is not rendered if there is any item in the player's hand whatsoever. So you can't just rotate it into existance, you need to render it yourself. Since you can't use normal models for that(because the player's arm uses player skin as it's texture) you will have to use a custom renderer. Override Item#getTileEntityItemStackRenderer to return your custom renderer. I don't know if that method is present in 1.10 so you should update(I think there is another method to do that in that version but you should update to the latest version). Then in your custom renderer you can render the player's arm as you want - you can look at ItemRenderer#renderArmFirstPerson for an example. Share this post Link to post Share on other sites
Nick82285 3 Report post Posted October 31, 2018 23 minutes ago, V0idWa1k3r said: Then in your custom renderer you can render the player's arm as you want - you can look at ItemRenderer#renderArmFirstPerson for an example. Don't feel obligated to answer because I know you probably get a secondary question but Item#getTileEntityItemStackRenderer doesn't exist, so how would I go about using ItemRenderer#renderArmFirstPerson? Share this post Link to post Share on other sites
V0idWa1k3r 308 Report post Posted October 31, 2018 4 minutes ago, Nick82285 said: Item#getTileEntityItemStackRenderer doesn't exist, so how would I go about 57 minutes ago, V0idWa1k3r said: I don't know if that method is present in 1.10 so you should update Any particular reason for using 1.10 anyway? I mean some people say that they refuse to update from 1.7 because of the model system, or others say that they refuse to update from 1.8 because of the combat system, but what's wrong with 1.10 -> 1.12? Nothing of significance was changed anyway, if anything more features were added both to the base game and forge. I think that there might have been a ForgeHooksClient.registerTESRItemStack method. It exists in 1.12 but marked as deprecated so it must have existed, but I have no idea since when. If this method doesn't exist in 1.10 then I am afraid I don't know the answer here. You can trace the execution of TileEntityItemStackRenderer#renderByItem and see where forge code takes place and what do you need to do in order to hook into it though. But you really should update. Share this post Link to post Share on other sites
Nick82285 3 Report post Posted October 31, 2018 (edited) 45 minutes ago, V0idWa1k3r said: Any particular reason for using 1.10 anyway? I'm an inexperienced modder looking to learn, however, the other mods I'm working with (specifically spongeforge mods like voxelsniper, worldedit and wizardry) don't have support for versions above 1.10.2. It's more or less a catch 22 Edited October 31, 2018 by Nick82285 Share this post Link to post Share on other sites
Cadiboo 145 Report post Posted October 31, 2018 9 minutes ago, Nick82285 said: It's more or less a catch 22 There are many many mods written for the latest version AND you have people who know how to (and will) help you with any problems you may run into Share this post Link to post Share on other sites