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    Planifier Épinglé Verrouillé Déplacé Résolu 1.12.x
    1.12.2
    12 Messages 2 Publieurs 1.0k Vues 2 Watching
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    • FeedBackF Hors-ligne
      FeedBack
      dernière édition par

      Bonjour !
      J’ai regardé le tuto de Gugu (si j’écorche pas son nom :D) mais vu qu’il est fait pour la 1.9, il ne marche pas en 1.12 😕
      Si quelqu’un a une idée, merci ^^

      1 réponse Dernière réponse Répondre Citer 0
      • S Hors-ligne
        sportday24
        dernière édition par

        Voici le code pour 1.12.2

        package ml.test.sportday;
        
        import net.minecraft.client.entity.AbstractClientPlayer;
        import net.minecraft.client.model.ModelBiped;
        import net.minecraft.client.model.ModelPlayer;
        import net.minecraft.client.renderer.GlStateManager;
        import net.minecraft.client.renderer.entity.RenderLivingBase;
        import net.minecraft.client.renderer.entity.RenderManager;
        import net.minecraft.client.renderer.entity.RenderPlayer;
        import net.minecraft.client.renderer.entity.layers.LayerArrow;
        import net.minecraft.client.renderer.entity.layers.LayerBipedArmor;
        import net.minecraft.client.renderer.entity.layers.LayerCape;
        import net.minecraft.client.renderer.entity.layers.LayerCustomHead;
        import net.minecraft.client.renderer.entity.layers.LayerDeadmau5Head;
        import net.minecraft.client.renderer.entity.layers.LayerElytra;
        import net.minecraft.client.renderer.entity.layers.LayerEntityOnShoulder;
        import net.minecraft.client.renderer.entity.layers.LayerHeldItem;
        import net.minecraft.entity.player.EnumPlayerModelParts;
        import net.minecraft.item.EnumAction;
        import net.minecraft.item.ItemStack;
        import net.minecraft.scoreboard.Score;
        import net.minecraft.scoreboard.ScoreObjective;
        import net.minecraft.scoreboard.Scoreboard;
        import net.minecraft.util.EnumHandSide;
        import net.minecraft.util.ResourceLocation;
        import net.minecraft.util.math.MathHelper;
        import net.minecraft.util.math.Vec3d;
        import net.minecraftforge.fml.relauncher.Side;
        import net.minecraftforge.fml.relauncher.SideOnly;
        
        @SideOnly(Side.CLIENT)
        public class RenderCustomPlayer extends RenderLivingBase<AbstractClientPlayer>
        {
            /** this field is used to indicate the 3-pixel wide arms */
            private final boolean smallArms;
        
            public RenderCustomPlayer(RenderManager renderManager)
            {
                this(renderManager, false);
            }
        
            public RenderCustomPlayer(RenderManager renderManager, boolean useSmallArms)
            {
            	
                super(renderManager, new ModelCustomPlayer(0.0F, useSmallArms), 0.5F);
                this.smallArms = useSmallArms;
                this.addLayer(new LayerBipedArmor(this));
                this.addLayer(new LayerHeldItem(this));
                this.addLayer(new LayerArrow(this));
                this.addLayer(new LayerCustomHead(this.getMainModel().bipedHead));
                this.addLayer(new LayerElytra(this));
                this.addLayer(new LayerEntityOnShoulder(renderManager));
            }
        
            public ModelPlayer getMainModel()
            {
                return (ModelPlayer)super.getMainModel();
            }
        
            /**
             * Renders the desired {@code T} type Entity.
             */
            public void doRender(AbstractClientPlayer entity, double x, double y, double z, float entityYaw, float partialTicks)
            {
            
                if (!entity.isUser() || this.renderManager.renderViewEntity == entity)
                {
                    double d0 = y;
        
                    if (entity.isSneaking())
                    {
                        d0 = y - 0.125D;
                    }
        
                    this.setModelVisibilities(entity);
                    GlStateManager.enableBlendProfile(GlStateManager.Profile.PLAYER_SKIN);
                    super.doRender(entity, x, d0, z, entityYaw, partialTicks);
                    GlStateManager.disableBlendProfile(GlStateManager.Profile.PLAYER_SKIN);
                }
               //net.minecraftforge.common.MinecraftForge.EVENT_BUS.post(new net.minecraftforge.client.event.RenderPlayerEvent.Post(entity, this, partialTicks, x, y, z));
            }
        
            private void setModelVisibilities(AbstractClientPlayer clientPlayer)
            {
                ModelPlayer modelplayer = this.getMainModel();
        
                if (clientPlayer.isSpectator())
                {
                    modelplayer.setVisible(false);
                    modelplayer.bipedHead.showModel = true;
                    modelplayer.bipedHeadwear.showModel = true;
                }
                else
                {
                    ItemStack itemstack = clientPlayer.getHeldItemMainhand();
                    ItemStack itemstack1 = clientPlayer.getHeldItemOffhand();
                    modelplayer.setVisible(true);
                    modelplayer.bipedHeadwear.showModel = clientPlayer.isWearing(EnumPlayerModelParts.HAT);
                    modelplayer.bipedBodyWear.showModel = clientPlayer.isWearing(EnumPlayerModelParts.JACKET);
                    modelplayer.bipedLeftLegwear.showModel = clientPlayer.isWearing(EnumPlayerModelParts.LEFT_PANTS_LEG);
                    modelplayer.bipedRightLegwear.showModel = clientPlayer.isWearing(EnumPlayerModelParts.RIGHT_PANTS_LEG);
                    modelplayer.bipedLeftArmwear.showModel = clientPlayer.isWearing(EnumPlayerModelParts.LEFT_SLEEVE);
                    modelplayer.bipedRightArmwear.showModel = clientPlayer.isWearing(EnumPlayerModelParts.RIGHT_SLEEVE);
                    modelplayer.isSneak = clientPlayer.isSneaking();
                    ModelBiped.ArmPose modelbiped$armpose = ModelBiped.ArmPose.EMPTY;
                    ModelBiped.ArmPose modelbiped$armpose1 = ModelBiped.ArmPose.EMPTY;
        
                    if (!itemstack.isEmpty())
                    {
                        modelbiped$armpose = ModelBiped.ArmPose.ITEM;
        
                        if (clientPlayer.getItemInUseCount() > 0)
                        {
                            EnumAction enumaction = itemstack.getItemUseAction();
        
                            if (enumaction == EnumAction.BLOCK)
                            {
                                modelbiped$armpose = ModelBiped.ArmPose.BLOCK;
                            }
                            else if (enumaction == EnumAction.BOW)
                            {
                                modelbiped$armpose = ModelBiped.ArmPose.BOW_AND_ARROW;
                            }
                        }
                    }
        
                    if (!itemstack1.isEmpty())
                    {
                        modelbiped$armpose1 = ModelBiped.ArmPose.ITEM;
        
                        if (clientPlayer.getItemInUseCount() > 0)
                        {
                            EnumAction enumaction1 = itemstack1.getItemUseAction();
        
                            if (enumaction1 == EnumAction.BLOCK)
                            {
                                modelbiped$armpose1 = ModelBiped.ArmPose.BLOCK;
                            }
                            // FORGE: fix MC-88356 allow offhand to use bow and arrow animation
                            else if (enumaction1 == EnumAction.BOW)
                            {
                                modelbiped$armpose1 = ModelBiped.ArmPose.BOW_AND_ARROW;
                            }
                        }
                    }
        
                    if (clientPlayer.getPrimaryHand() == EnumHandSide.RIGHT)
                    {
                        modelplayer.rightArmPose = modelbiped$armpose;
                        modelplayer.leftArmPose = modelbiped$armpose1;
                    }
                    else
                    {
                        modelplayer.rightArmPose = modelbiped$armpose1;
                        modelplayer.leftArmPose = modelbiped$armpose;
                    }
                }
            }
        
            /**
             * Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
             */
            public ResourceLocation getEntityTexture(AbstractClientPlayer entity)
            {
                return entity.getLocationSkin();
            }
        
            public void transformHeldFull3DItemLayer()
            {
                GlStateManager.translate(0.0F, 0.1875F, 0.0F);
            }
        
            /**
             * Allows the render to do state modifications necessary before the model is rendered.
             */
            protected void preRenderCallback(AbstractClientPlayer entitylivingbaseIn, float partialTickTime)
            {
                float f = 0.9375F;
                GlStateManager.scale(0.9375F, 0.9375F, 0.9375F);
            }
        
            protected void renderEntityName(AbstractClientPlayer entityIn, double x, double y, double z, String name, double distanceSq)
            {
                if (distanceSq < 100.0D)
                {
                    Scoreboard scoreboard = entityIn.getWorldScoreboard();
                    ScoreObjective scoreobjective = scoreboard.getObjectiveInDisplaySlot(2);
        
                    if (scoreobjective != null)
                    {
                        Score score = scoreboard.getOrCreateScore(entityIn.getName(), scoreobjective);
                        this.renderLivingLabel(entityIn, score.getScorePoints() + " " + scoreobjective.getDisplayName(), x, y, z, 64);
                        y += (double)((float)this.getFontRendererFromRenderManager().FONT_HEIGHT * 1.15F * 0.025F);
                    }
                }
        
                super.renderEntityName(entityIn, x, y, z, name, distanceSq);
            }
        
            public void renderRightArm(AbstractClientPlayer clientPlayer)
            {
                float f = 1.0F;
                GlStateManager.color(1.0F, 1.0F, 1.0F);
                float f1 = 0.0625F;
                ModelPlayer modelplayer = this.getMainModel();
                this.setModelVisibilities(clientPlayer);
                GlStateManager.enableBlend();
                modelplayer.swingProgress = 0.0F;
                modelplayer.isSneak = false;
                modelplayer.setRotationAngles(0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F, clientPlayer);
                modelplayer.bipedRightArm.rotateAngleX = 0.0F;
                modelplayer.bipedRightArm.render(0.0625F);
                modelplayer.bipedRightArmwear.rotateAngleX = 0.0F;
                modelplayer.bipedRightArmwear.render(0.0625F);
                GlStateManager.disableBlend();
            }
        
            public void renderLeftArm(AbstractClientPlayer clientPlayer)
            {
                float f = 1.0F;
                GlStateManager.color(1.0F, 1.0F, 1.0F);
                float f1 = 0.0625F;
                ModelPlayer modelplayer = this.getMainModel();
                this.setModelVisibilities(clientPlayer);
                GlStateManager.enableBlend();
                modelplayer.isSneak = false;
                modelplayer.swingProgress = 0.0F;
                modelplayer.setRotationAngles(0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F, clientPlayer);
                modelplayer.bipedLeftArm.rotateAngleX = 0.0F;
                modelplayer.bipedLeftArm.render(0.0625F);
                modelplayer.bipedLeftArmwear.rotateAngleX = 0.0F;
                modelplayer.bipedLeftArmwear.render(0.0625F);
                GlStateManager.disableBlend();
            }
        
            /**
             * Sets a simple glTranslate on a LivingEntity.
             */
            protected void renderLivingAt(AbstractClientPlayer entityLivingBaseIn, double x, double y, double z)
            {
                if (entityLivingBaseIn.isEntityAlive() && entityLivingBaseIn.isPlayerSleeping())
                {
                    super.renderLivingAt(entityLivingBaseIn, x + (double)entityLivingBaseIn.renderOffsetX, y + (double)entityLivingBaseIn.renderOffsetY, z + (double)entityLivingBaseIn.renderOffsetZ);
                }
                else
                {
                    super.renderLivingAt(entityLivingBaseIn, x, y, z);
                }
            }
        
            protected void applyRotations(AbstractClientPlayer entityLiving, float p_77043_2_, float rotationYaw, float partialTicks)
            {
                if (entityLiving.isEntityAlive() && entityLiving.isPlayerSleeping())
                {
                    GlStateManager.rotate(entityLiving.getBedOrientationInDegrees(), 0.0F, 1.0F, 0.0F);
                    GlStateManager.rotate(this.getDeathMaxRotation(entityLiving), 0.0F, 0.0F, 1.0F);
                    GlStateManager.rotate(270.0F, 0.0F, 1.0F, 0.0F);
                }
                else if (entityLiving.isElytraFlying())
                {
                    super.applyRotations(entityLiving, p_77043_2_, rotationYaw, partialTicks);
                    float f = (float)entityLiving.getTicksElytraFlying() + partialTicks;
                    float f1 = MathHelper.clamp(f * f / 100.0F, 0.0F, 1.0F);
                    GlStateManager.rotate(f1 * (-90.0F - entityLiving.rotationPitch), 1.0F, 0.0F, 0.0F);
                    Vec3d vec3d = entityLiving.getLook(partialTicks);
                    double d0 = entityLiving.motionX * entityLiving.motionX + entityLiving.motionZ * entityLiving.motionZ;
                    double d1 = vec3d.x * vec3d.x + vec3d.z * vec3d.z;
        
                    if (d0 > 0.0D && d1 > 0.0D)
                    {
                        double d2 = (entityLiving.motionX * vec3d.x + entityLiving.motionZ * vec3d.z) / (Math.sqrt(d0) * Math.sqrt(d1));
                        double d3 = entityLiving.motionX * vec3d.z - entityLiving.motionZ * vec3d.x;
                        GlStateManager.rotate((float)(Math.signum(d3) * Math.acos(d2)) * 180.0F / (float)Math.PI, 0.0F, 1.0F, 0.0F);
                    }
                }
                else
                {
                    super.applyRotations(entityLiving, p_77043_2_, rotationYaw, partialTicks);
                }
            }
        }
        
        
        package ml.test.sportday;
        
        import net.minecraft.client.model.ModelPlayer;
        import net.minecraft.entity.Entity;
        
        public class ModelCustomPlayer extends ModelPlayer {
        	 
            public ModelCustomPlayer(float modelSize, boolean smallArmsIn) {
            super(modelSize, smallArmsIn);
            }
         
            @Override
            public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn)
            {
                super.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor, entityIn);
                copyModelAngles(this.bipedLeftLeg, this.bipedLeftLegwear);
                copyModelAngles(this.bipedRightLeg, this.bipedRightLegwear);
                copyModelAngles(this.bipedLeftArm, this.bipedLeftArmwear);
                copyModelAngles(this.bipedRightArm, this.bipedRightArmwear);
                copyModelAngles(this.bipedBody, this.bipedBodyWear);
         
                this.bipedLeftArm.rotateAngleZ = -0.5f;
                this.bipedRightArm.rotateAngleZ = 1.9f;
                this.bipedLeftLeg.rotateAngleZ = -0.9f;
                this.bipedRightLeg.rotateAngleZ = 0.1f;
            }
        }
        
        FeedBackF 1 réponse Dernière réponse Répondre Citer 1
        • S Hors-ligne
          sportday24
          dernière édition par

          Pour changer la hitbox tu peux utiliser ce tuto https://www.minecraftforgefrance.fr/topic/3496/changer-la-hitbox-du-joueur

          1 réponse Dernière réponse Répondre Citer 0
          • FeedBackF Hors-ligne
            FeedBack @sportday24
            dernière édition par

            @sportday24 wah merci ^^ (jai déja fait la hitbox)
            Tu sais comment modif la taille du model ?

            S 2 réponses Dernière réponse Répondre Citer 0
            • S Hors-ligne
              sportday24 @FeedBack
              dernière édition par

              @FeedBack nop dsl
              Si je trouve je te le dit (j’ai besoin aussi)

              1 réponse Dernière réponse Répondre Citer 0
              • S Hors-ligne
                sportday24 @FeedBack
                dernière édition par sportday24

                @FeedBack tiens

                    GlStateManager.scale(0.5F, 0.5F, 0.5F);
                    GlStateManager.translate(0.0F, 24.0F*0.0625F, 0.0F);
                

                tu rajoute a la suite dans ModelCustomPlayer

                FeedBackF 1 réponse Dernière réponse Répondre Citer 1
                • FeedBackF Hors-ligne
                  FeedBack @sportday24
                  dernière édition par

                  @sportday24 j’allais te donner le code x)

                  S 1 réponse Dernière réponse Répondre Citer 0
                  • S Hors-ligne
                    sportday24 @FeedBack
                    dernière édition par

                    @FeedBack donne comme meme 🙂
                    (Merci)

                    FeedBackF 1 réponse Dernière réponse Répondre Citer 0
                    • FeedBackF Hors-ligne
                      FeedBack @sportday24
                      dernière édition par

                      @sportday24

                      GlStateManager.scale(0.7F, 0.7F, 0.7F);
                              GlStateManager.translate(0, 0.62, 0);
                      
                      S 1 réponse Dernière réponse Répondre Citer 0
                      • S Hors-ligne
                        sportday24 @FeedBack
                        dernière édition par

                        @FeedBack XD

                        FeedBackF 1 réponse Dernière réponse Répondre Citer 0
                        • FeedBackF Hors-ligne
                          FeedBack @sportday24
                          dernière édition par

                          @sportday24 ca met le joueur a une taille d’un block

                          S 1 réponse Dernière réponse Répondre Citer 0
                          • S Hors-ligne
                            sportday24 @FeedBack
                            dernière édition par

                            @FeedBack merci

                            1 réponse Dernière réponse Répondre Citer 0
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