Heltrato Posted February 20, 2016 Share Posted February 20, 2016 So yeah, i was making a 3d other all of my weapons and have them with the same code in render (only differs in Item class and Model class) The bad thing is when i test it out all of my weapons renders in inventory.. but when it comes to Entity, 3D person and first person .. Some renders fine but others dont.. This one bugs but looks fine in inventory Others looks fine Here is the render code of one of my weapons and the other weapon RenderWeapon A package mhfc.net.client.render.weapon.huntinghorn; import mhfc.net.client.model.weapon.huntinghorn.ModelHHEliteBagpipe; import mhfc.net.common.util.lib.MHFCReference; import net.minecraft.client.Minecraft; import net.minecraft.entity.Entity; import net.minecraft.item.ItemStack; import net.minecraft.util.ResourceLocation; import net.minecraftforge.client.IItemRenderer; import org.lwjgl.opengl.GL11; public class RenderHHEliteBagpipe implements IItemRenderer { private ModelHHEliteBagpipe weapon; public RenderHHEliteBagpipe() { weapon = new ModelHHEliteBagpipe(); } @Override public void renderItem(ItemRenderType type, ItemStack item, Object... data) { switch (type) { case EQUIPPED : // render in third person float scale = 1.7f; GL11.glScalef(scale, scale, scale); GL11.glPushMatrix(); // start gl rendering for this section Minecraft.getMinecraft().renderEngine .bindTexture(new ResourceLocation(MHFCReference.weapon_hh_elitebagpipe_tex)); GL11.glRotatef(0F, 1.0f, 0.0f, 0.0f); // rotate 0 � on X axis GL11.glRotatef(-5F, 0.0f, 1.0f, 0.0f); // rotate -5 � on Y axis GL11.glRotatef(-120F, 0.0f, 0.0f, 1.0f); // rotate -150 � on Z // axis GL11.glTranslatef(-0.35F, -0.5F, -0.05F); // translate model to // fit in the hand of // the player // the entity argument can/could be passed to as null. weapon.render((Entity) data[1], 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F); GL11.glPopMatrix(); break; case EQUIPPED_FIRST_PERSON : // rince and repeat the rendering. adjust axis' and translation // as needed GL11.glPushMatrix(); scale = 1.4f; GL11.glScalef(scale, scale, scale); Minecraft.getMinecraft().renderEngine .bindTexture(new ResourceLocation(MHFCReference.weapon_hh_elitebagpipe_tex)); GL11.glRotatef(0F, 1.0f, 0.0f, 0.0f); GL11.glRotatef(-5F, 0.0f, 1.0f, 0.0f); GL11.glRotatef(-150F, 0.0f, 0.0f, 1.0f); GL11.glTranslatef(-0.4F, -0.4F, -0.1F); weapon.render((Entity) data[1], 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F); GL11.glPopMatrix(); break; case ENTITY : GL11.glPushMatrix(); scale = 3F; GL11.glScalef(scale, scale, scale); Minecraft.getMinecraft().renderEngine .bindTexture(new ResourceLocation(MHFCReference.weapon_hh_elitebagpipe_tex)); GL11.glRotatef(90F, 1.0f, 0.0f, 0.0f); GL11.glRotatef(0F, 0.0f, 1.0f, 0.0f); GL11.glRotatef(90F, 0.0f, 0.0f, 1.0f); GL11.glTranslatef(-0.2F, -0.3F, 0F); weapon.render((Entity) data[1], 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F); GL11.glPopMatrix(); break; case INVENTORY : GL11.glPushMatrix(); scale = 1.0F; GL11.glScalef(scale, scale, scale); Minecraft.getMinecraft().renderEngine .bindTexture(new ResourceLocation(MHFCReference.weapon_hh_elitebagpipe_tex)); GL11.glRotatef(200F, 1.0f, 0.0f, 0.0f); GL11.glRotatef(-80F, 0.0f, 1.0f, 0.0f); GL11.glTranslatef(0F, -0.1F, -0.0F); // this is a method made by me in my model class to render only // the modelparts, without an entity argument, because in your // inventory, //the entity is always null. weapon.render(0.0625F); GL11.glPopMatrix(); break; default : break; } } @Override public boolean handleRenderType(ItemStack item, ItemRenderType type) { return true; } @Override public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item, ItemRendererHelper helper) { switch (type) { case INVENTORY : return true; default : break; } return false; } } RenderWeapon B package mhfc.net.client.render.weapon.huntinghorn; import org.lwjgl.opengl.GL11; import mhfc.net.client.model.weapon.huntinghorn.ModelHHBlackCasket; import mhfc.net.common.util.lib.MHFCReference; import net.minecraft.client.Minecraft; import net.minecraft.entity.Entity; import net.minecraft.item.ItemStack; import net.minecraft.util.ResourceLocation; import net.minecraftforge.client.IItemRenderer; public class RenderHHBlackCasket implements IItemRenderer { private ModelHHBlackCasket weapon; public RenderHHBlackCasket() { weapon = new ModelHHBlackCasket(); } @Override public void renderItem(ItemRenderType type, ItemStack item, Object... data) { switch (type) { case EQUIPPED : // render in third person float scale = 1.7f; GL11.glScalef(scale, scale, scale); GL11.glPushMatrix(); // start gl rendering for this section Minecraft.getMinecraft().renderEngine .bindTexture(new ResourceLocation(MHFCReference.weapon_hh_blackcasket_tex)); GL11.glRotatef(0F, 1.0f, 0.0f, 0.0f); // rotate 0 � on X axis GL11.glRotatef(-5F, 0.0f, 1.0f, 0.0f); // rotate -5 � on Y axis GL11.glRotatef(-120F, 0.0f, 0.0f, 1.0f); // rotate -150 � on Z // axis GL11.glTranslatef(-0.35F, -0.5F, -0.05F); // translate model to // fit in the hand of // the player // the entity argument can/could be passed to as null. weapon.render((Entity) data[1], 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F); GL11.glPopMatrix(); break; case EQUIPPED_FIRST_PERSON : // rince and repeat the rendering. adjust axis' and translation // as needed GL11.glPushMatrix(); scale = 1.4f; GL11.glScalef(scale, scale, scale); Minecraft.getMinecraft().renderEngine .bindTexture(new ResourceLocation(MHFCReference.weapon_hh_blackcasket_tex)); GL11.glRotatef(0F, 1.0f, 0.0f, 0.0f); GL11.glRotatef(-5F, 0.0f, 1.0f, 0.0f); GL11.glRotatef(-150F, 0.0f, 0.0f, 1.0f); GL11.glTranslatef(-0.4F, -0.4F, -0.1F); weapon.render((Entity) data[1], 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F); GL11.glPopMatrix(); break; case ENTITY : GL11.glPushMatrix(); scale = 3F; GL11.glScalef(scale, scale, scale); Minecraft.getMinecraft().renderEngine .bindTexture(new ResourceLocation(MHFCReference.weapon_hh_blackcasket_tex)); GL11.glRotatef(90F, 1.0f, 0.0f, 0.0f); GL11.glRotatef(0F, 0.0f, 1.0f, 0.0f); GL11.glRotatef(90F, 0.0f, 0.0f, 1.0f); GL11.glTranslatef(-0.2F, -0.3F, 0F); weapon.render((Entity) data[1], 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F); GL11.glPopMatrix(); break; case INVENTORY : GL11.glPushMatrix(); scale = 1.0F; GL11.glScalef(scale, scale, scale); Minecraft.getMinecraft().renderEngine .bindTexture(new ResourceLocation(MHFCReference.weapon_hh_blackcasket_tex)); GL11.glRotatef(200F, 1.0f, 0.0f, 0.0f); GL11.glRotatef(-80F, 0.0f, 1.0f, 0.0f); GL11.glTranslatef(0F, -0.1F, -0.0F); // this is a method made by me in my model class to render only // the modelparts, without an entity argument, because in your // inventory, //the entity is always null. weapon.render(0.0625F); GL11.glPopMatrix(); break; default : break; } } @Override public boolean handleRenderType(ItemStack item, ItemRenderType type) { return true; } @Override public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item, ItemRendererHelper helper) { switch (type) { case INVENTORY : return true; default : break; } return false; } } Quote Link to comment Share on other sites More sharing options...
Heltrato Posted February 20, 2016 Author Share Posted February 20, 2016 Update: it seems i debug using eclipse all of the java that are include with this issue but all seems fine.. I try removing all items but still aint working.... Quote Link to comment Share on other sites More sharing options...
Heltrato Posted February 20, 2016 Author Share Posted February 20, 2016 Bump anyone please? is this a forge bug anyway? Quote Link to comment Share on other sites More sharing options...
Heltrato Posted February 20, 2016 Author Share Posted February 20, 2016 NEVER FCKING MIND SOLVE ! Quote Link to comment Share on other sites More sharing options...
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