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Визуальная часть Zenith Recode | Кристаллы Fix

  • Автор темы Автор темы FR1ZIT
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17 Дек 2025
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54
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1
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  1. Fabric
эти кристаллы @Sanch3zs у мя были 2 ошибки вот зафиксил мб кому надо будет возьмет первая тема
Код:
Expand Collapse Copy
private void renderCrystals(EventRender3D event) {
float alpha = this.animationProgress;
if (alpha <= 0.0F) return;

LivingEntity entityToRender = this.target != null ? this.target : this.lastTarget;
if (entityToRender == null) return;

 float easedAnim = easeOutCubic(alpha);
float tickDelta = mc.getRenderTickCounter().getTickDelta(true);

Camera camera = mc.getEntityRenderDispatcher().camera;
Vec3d targetPos = MathUtil.interpolate(entityToRender);
    Vec3d cameraPos = camera.getPos();
    Vec3d renderPos = targetPos.subtract(cameraPos);

float time = (mc.player.age + tickDelta) * 6.0f;
 float entityHeight = entityToRender.getHeight();
 float entityWidth = entityToRender.getWidth();
float halfWidth = entityWidth * 0.5f;

 int baseColor = getThemeColor();

    MatrixStack matrices = event.getMatrix();
    matrices.push();
matrices.translate(renderPos.x, renderPos.y, renderPos.z);

RenderSystem.enableBlend();
RenderSystem.blendFunc(GlStateManager.SrcFactor.SRC_ALPHA, GlStateManager.DstFactor.ONE);
RenderSystem.disableCull();
if (throughWalls.isEnabled()) {
RenderSystem.disableDepthTest();
RenderSystem.depthMask(false);
} else {
RenderSystem.enableDepthTest();
RenderSystem.depthMask(false);
    }

int crystalCount = 14;

for (int i = 0; i < crystalCount; i++) {
float seed1 = (float) Math.sin(i * 1.7f + 0.3f) * 0.5f + 0.5f;
float seed2 = (float) Math.cos(i * 2.3f + 0.7f) * 0.5f + 0.5f;
float seed3 = (float) Math.sin(i * 3.1f + 1.1f) * 0.5f + 0.5f;

float angleOffset = i * (360f / crystalCount) + seed1 * 12f;
 float angle = time + angleOffset;
float radius = halfWidth + 0.25f + seed3 * 0.15f;

float x = radius * (float) Math.cos(Math.toRadians(angle));
float z = radius * (float) Math.sin(Math.toRadians(angle));
 float y = seed2 * entityHeight;

float crystalScale = 0.18f * easedAnim;

drawCrystalB(matrices, camera, x, y, z, crystalScale * 3.6f, baseColor, alpha * 0.3f);
    }

RenderSystem.blendFunc(GlStateManager.SrcFactor.SRC_ALPHA, GlStateManager.DstFactor.ONE_MINUS_SRC_ALPHA);
RenderSystem.setShader(ShaderProgramKeys.POSITION_COLOR);

Tessellator tessellator = Tessellator.getInstance();
BufferBuilder buffer = tessellator.begin(VertexFormat.DrawMode.TRIANGLES, VertexFormats.POSITION_COLOR);
for (int i = 0; i < crystalCount; i++) {
float seed1 = (float) Math.sin(i * 1.7f + 0.3f) * 0.5f + 0.5f;
float seed2 = (float) Math.cos(i * 2.3f + 0.7f) * 0.5f + 0.5f;
float seed3 = (float) Math.sin(i * 3.1f + 1.1f) * 0.5f + 0.5f;

float angleOffset = i * (360f / crystalCount) + seed1 * 12f;
 float angle = time + angleOffset;
float radius = halfWidth + 0.25f + seed3 * 0.15f;

float x = radius * (float) Math.cos(Math.toRadians(angle));
float z = radius * (float) Math.sin(Math.toRadians(angle));
 float y = seed2 * entityHeight;

float crystalScale = 0.18f * easedAnim;
 float dirAngle = angle;

drawCrystalH(buffer, matrices, x, y, z, crystalScale, dirAngle, baseColor, alpha * 0.7f);
    }

BufferRenderer.drawWithGlobalProgram(buffer.end());

    matrices.pop();

RenderSystem.enableCull();
RenderSystem.depthMask(true);
RenderSystem.enableDepthTest();
RenderSystem.defaultBlendFunc();
RenderSystem.disableBlend();
}
1767180384718.png
 
Последнее редактирование:
эти кристаллы @Sanch3zs у мя были 2 ошибки вот зафиксил мб кому надо будет возьмет первая тема
Код:
Expand Collapse Copy
private void renderCrystals(EventRender3D event) {
float alpha = this.animationProgress;
if (alpha <= 0.0F) return;

LivingEntity entityToRender = this.target != null ? this.target : this.lastTarget;
if (entityToRender == null) return;

 float easedAnim = easeOutCubic(alpha);
float tickDelta = mc.getRenderTickCounter().getTickDelta(true);

Camera camera = mc.getEntityRenderDispatcher().camera;
Vec3d targetPos = MathUtil.interpolate(entityToRender);
    Vec3d cameraPos = camera.getPos();
    Vec3d renderPos = targetPos.subtract(cameraPos);

float time = (mc.player.age + tickDelta) * 6.0f;
 float entityHeight = entityToRender.getHeight();
 float entityWidth = entityToRender.getWidth();
float halfWidth = entityWidth * 0.5f;

 int baseColor = getThemeColor();

    MatrixStack matrices = event.getMatrix();
    matrices.push();
matrices.translate(renderPos.x, renderPos.y, renderPos.z);

RenderSystem.enableBlend();
RenderSystem.blendFunc(GlStateManager.SrcFactor.SRC_ALPHA, GlStateManager.DstFactor.ONE);
RenderSystem.disableCull();
if (throughWalls.isEnabled()) {
RenderSystem.disableDepthTest();
RenderSystem.depthMask(false);
} else {
RenderSystem.enableDepthTest();
RenderSystem.depthMask(false);
    }

int crystalCount = 14;

for (int i = 0; i < crystalCount; i++) {
float seed1 = (float) Math.sin(i * 1.7f + 0.3f) * 0.5f + 0.5f;
float seed2 = (float) Math.cos(i * 2.3f + 0.7f) * 0.5f + 0.5f;
float seed3 = (float) Math.sin(i * 3.1f + 1.1f) * 0.5f + 0.5f;

float angleOffset = i * (360f / crystalCount) + seed1 * 12f;
 float angle = time + angleOffset;
float radius = halfWidth + 0.25f + seed3 * 0.15f;

float x = radius * (float) Math.cos(Math.toRadians(angle));
float z = radius * (float) Math.sin(Math.toRadians(angle));
 float y = seed2 * entityHeight;

float crystalScale = 0.18f * easedAnim;

drawCrystalB(matrices, camera, x, y, z, crystalScale * 3.6f, baseColor, alpha * 0.3f);
    }

RenderSystem.blendFunc(GlStateManager.SrcFactor.SRC_ALPHA, GlStateManager.DstFactor.ONE_MINUS_SRC_ALPHA);
RenderSystem.setShader(ShaderProgramKeys.POSITION_COLOR);

Tessellator tessellator = Tessellator.getInstance();
BufferBuilder buffer = tessellator.begin(VertexFormat.DrawMode.TRIANGLES, VertexFormats.POSITION_COLOR);
for (int i = 0; i < crystalCount; i++) {
float seed1 = (float) Math.sin(i * 1.7f + 0.3f) * 0.5f + 0.5f;
float seed2 = (float) Math.cos(i * 2.3f + 0.7f) * 0.5f + 0.5f;
float seed3 = (float) Math.sin(i * 3.1f + 1.1f) * 0.5f + 0.5f;

float angleOffset = i * (360f / crystalCount) + seed1 * 12f;
 float angle = time + angleOffset;
float radius = halfWidth + 0.25f + seed3 * 0.15f;

float x = radius * (float) Math.cos(Math.toRadians(angle));
float z = radius * (float) Math.sin(Math.toRadians(angle));
 float y = seed2 * entityHeight;

float crystalScale = 0.18f * easedAnim;
 float dirAngle = angle;

drawCrystalH(buffer, matrices, x, y, z, crystalScale, dirAngle, baseColor, alpha * 0.7f);
    }

BufferRenderer.drawWithGlobalProgram(buffer.end());

    matrices.pop();

RenderSystem.enableCull();
RenderSystem.depthMask(true);
RenderSystem.enableDepthTest();
RenderSystem.defaultBlendFunc();
RenderSystem.disableBlend();
}
Посмотреть вложение 323369
прикольна
 
эти кристаллы @Sanch3zs у мя были 2 ошибки вот зафиксил мб кому надо будет возьмет первая тема
Код:
Expand Collapse Copy
private void renderCrystals(EventRender3D event) {
float alpha = this.animationProgress;
if (alpha <= 0.0F) return;

LivingEntity entityToRender = this.target != null ? this.target : this.lastTarget;
if (entityToRender == null) return;

 float easedAnim = easeOutCubic(alpha);
float tickDelta = mc.getRenderTickCounter().getTickDelta(true);

Camera camera = mc.getEntityRenderDispatcher().camera;
Vec3d targetPos = MathUtil.interpolate(entityToRender);
    Vec3d cameraPos = camera.getPos();
    Vec3d renderPos = targetPos.subtract(cameraPos);

float time = (mc.player.age + tickDelta) * 6.0f;
 float entityHeight = entityToRender.getHeight();
 float entityWidth = entityToRender.getWidth();
float halfWidth = entityWidth * 0.5f;

 int baseColor = getThemeColor();

    MatrixStack matrices = event.getMatrix();
    matrices.push();
matrices.translate(renderPos.x, renderPos.y, renderPos.z);

RenderSystem.enableBlend();
RenderSystem.blendFunc(GlStateManager.SrcFactor.SRC_ALPHA, GlStateManager.DstFactor.ONE);
RenderSystem.disableCull();
if (throughWalls.isEnabled()) {
RenderSystem.disableDepthTest();
RenderSystem.depthMask(false);
} else {
RenderSystem.enableDepthTest();
RenderSystem.depthMask(false);
    }

int crystalCount = 14;

for (int i = 0; i < crystalCount; i++) {
float seed1 = (float) Math.sin(i * 1.7f + 0.3f) * 0.5f + 0.5f;
float seed2 = (float) Math.cos(i * 2.3f + 0.7f) * 0.5f + 0.5f;
float seed3 = (float) Math.sin(i * 3.1f + 1.1f) * 0.5f + 0.5f;

float angleOffset = i * (360f / crystalCount) + seed1 * 12f;
 float angle = time + angleOffset;
float radius = halfWidth + 0.25f + seed3 * 0.15f;

float x = radius * (float) Math.cos(Math.toRadians(angle));
float z = radius * (float) Math.sin(Math.toRadians(angle));
 float y = seed2 * entityHeight;

float crystalScale = 0.18f * easedAnim;

drawCrystalB(matrices, camera, x, y, z, crystalScale * 3.6f, baseColor, alpha * 0.3f);
    }

RenderSystem.blendFunc(GlStateManager.SrcFactor.SRC_ALPHA, GlStateManager.DstFactor.ONE_MINUS_SRC_ALPHA);
RenderSystem.setShader(ShaderProgramKeys.POSITION_COLOR);

Tessellator tessellator = Tessellator.getInstance();
BufferBuilder buffer = tessellator.begin(VertexFormat.DrawMode.TRIANGLES, VertexFormats.POSITION_COLOR);
for (int i = 0; i < crystalCount; i++) {
float seed1 = (float) Math.sin(i * 1.7f + 0.3f) * 0.5f + 0.5f;
float seed2 = (float) Math.cos(i * 2.3f + 0.7f) * 0.5f + 0.5f;
float seed3 = (float) Math.sin(i * 3.1f + 1.1f) * 0.5f + 0.5f;

float angleOffset = i * (360f / crystalCount) + seed1 * 12f;
 float angle = time + angleOffset;
float radius = halfWidth + 0.25f + seed3 * 0.15f;

float x = radius * (float) Math.cos(Math.toRadians(angle));
float z = radius * (float) Math.sin(Math.toRadians(angle));
 float y = seed2 * entityHeight;

float crystalScale = 0.18f * easedAnim;
 float dirAngle = angle;

drawCrystalH(buffer, matrices, x, y, z, crystalScale, dirAngle, baseColor, alpha * 0.7f);
    }

BufferRenderer.drawWithGlobalProgram(buffer.end());

    matrices.pop();

RenderSystem.enableCull();
RenderSystem.depthMask(true);
RenderSystem.enableDepthTest();
RenderSystem.defaultBlendFunc();
RenderSystem.disableBlend();
}
Посмотреть вложение 323369
У меня кент переносил и вроде всё ок было, но всё равно спасибо за то что залил фикс для людей
 
эти кристаллы @Sanch3zs у мя были 2 ошибки вот зафиксил мб кому надо будет возьмет первая тема
Код:
Expand Collapse Copy
private void renderCrystals(EventRender3D event) {
float alpha = this.animationProgress;
if (alpha <= 0.0F) return;

LivingEntity entityToRender = this.target != null ? this.target : this.lastTarget;
if (entityToRender == null) return;

 float easedAnim = easeOutCubic(alpha);
float tickDelta = mc.getRenderTickCounter().getTickDelta(true);

Camera camera = mc.getEntityRenderDispatcher().camera;
Vec3d targetPos = MathUtil.interpolate(entityToRender);
    Vec3d cameraPos = camera.getPos();
    Vec3d renderPos = targetPos.subtract(cameraPos);

float time = (mc.player.age + tickDelta) * 6.0f;
 float entityHeight = entityToRender.getHeight();
 float entityWidth = entityToRender.getWidth();
float halfWidth = entityWidth * 0.5f;

 int baseColor = getThemeColor();

    MatrixStack matrices = event.getMatrix();
    matrices.push();
matrices.translate(renderPos.x, renderPos.y, renderPos.z);

RenderSystem.enableBlend();
RenderSystem.blendFunc(GlStateManager.SrcFactor.SRC_ALPHA, GlStateManager.DstFactor.ONE);
RenderSystem.disableCull();
if (throughWalls.isEnabled()) {
RenderSystem.disableDepthTest();
RenderSystem.depthMask(false);
} else {
RenderSystem.enableDepthTest();
RenderSystem.depthMask(false);
    }

int crystalCount = 14;

for (int i = 0; i < crystalCount; i++) {
float seed1 = (float) Math.sin(i * 1.7f + 0.3f) * 0.5f + 0.5f;
float seed2 = (float) Math.cos(i * 2.3f + 0.7f) * 0.5f + 0.5f;
float seed3 = (float) Math.sin(i * 3.1f + 1.1f) * 0.5f + 0.5f;

float angleOffset = i * (360f / crystalCount) + seed1 * 12f;
 float angle = time + angleOffset;
float radius = halfWidth + 0.25f + seed3 * 0.15f;

float x = radius * (float) Math.cos(Math.toRadians(angle));
float z = radius * (float) Math.sin(Math.toRadians(angle));
 float y = seed2 * entityHeight;

float crystalScale = 0.18f * easedAnim;

drawCrystalB(matrices, camera, x, y, z, crystalScale * 3.6f, baseColor, alpha * 0.3f);
    }

RenderSystem.blendFunc(GlStateManager.SrcFactor.SRC_ALPHA, GlStateManager.DstFactor.ONE_MINUS_SRC_ALPHA);
RenderSystem.setShader(ShaderProgramKeys.POSITION_COLOR);

Tessellator tessellator = Tessellator.getInstance();
BufferBuilder buffer = tessellator.begin(VertexFormat.DrawMode.TRIANGLES, VertexFormats.POSITION_COLOR);
for (int i = 0; i < crystalCount; i++) {
float seed1 = (float) Math.sin(i * 1.7f + 0.3f) * 0.5f + 0.5f;
float seed2 = (float) Math.cos(i * 2.3f + 0.7f) * 0.5f + 0.5f;
float seed3 = (float) Math.sin(i * 3.1f + 1.1f) * 0.5f + 0.5f;

float angleOffset = i * (360f / crystalCount) + seed1 * 12f;
 float angle = time + angleOffset;
float radius = halfWidth + 0.25f + seed3 * 0.15f;

float x = radius * (float) Math.cos(Math.toRadians(angle));
float z = radius * (float) Math.sin(Math.toRadians(angle));
 float y = seed2 * entityHeight;

float crystalScale = 0.18f * easedAnim;
 float dirAngle = angle;

drawCrystalH(buffer, matrices, x, y, z, crystalScale, dirAngle, baseColor, alpha * 0.7f);
    }

BufferRenderer.drawWithGlobalProgram(buffer.end());

    matrices.pop();

RenderSystem.enableCull();
RenderSystem.depthMask(true);
RenderSystem.enableDepthTest();
RenderSystem.defaultBlendFunc();
RenderSystem.disableBlend();
}
Посмотреть вложение 323369
можно было с рича их спиздить тут они уебские какието
 
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