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Визуальная часть Target ESP NURSULTAN SKID base night 1.1.3

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2 Июл 2025
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  1. Прочие моды
Привет югейм, улучил таргет есп скид нурсултана с этой темы: https://yougame.biz/threads/374811/
Сделал его более адекватным и теперь он больше похож
ss:
1777040757335.png


ss 2:


полный код AuraComponent dw:
Пожалуйста, авторизуйтесь для просмотра ссылки.


сам код блока этого таргет есп
AuraComponent:
Expand Collapse Copy
 if (aura.targetType.is("Nursultan")) {
            if (target != null && alpha.get() > 0.01f) {
                renderNursultanSouls(target, e.getMatrix(), e.getPartialTicks());
            }
        }
    }


    private void renderCelkaSkeed3D2(LivingEntity target, MatrixStack ms, float partialTicks, boolean fadeEnabled) {
        final float speed = 4;
        final float verticalSpeed = 2;
        final float baseSizePx = 0.5F;
        final int brightness = 1;
        final int trailLength = 35;
        final float radiusConst = 0.65F;
        final float upperPosition = 1.6F; // голова
        final float lowerPosition = 0.5F; // ноги

        final EntityRendererManager rm = mc.getRenderManager();
        final ActiveRenderInfo camera = rm.info;
        final Quaternion rotation = camera.getRotation().copy();

        
        final double camX = camera.getProjectedView().x;
        final double camY = camera.getProjectedView().y;
        final double camZ = camera.getProjectedView().z;

        final double bx = MathHelper.lerp(partialTicks, target.lastTickPosX, target.getPosX()) - camX;
        final double by = MathHelper.lerp(partialTicks, target.lastTickPosY, target.getPosY()) - camY;
        final double bz = MathHelper.lerp(partialTicks, target.lastTickPosZ, target.getPosZ()) - camZ;

        
        final double t = System.currentTimeMillis() / (700.0 / speed);
        final double tv = System.currentTimeMillis() / (950.0 / speed);

        
        final float aPC = this.alpha.get();
        final float hurtPC = (float) Math.sin(target.hurtTime * (18F * Math.PI / 180F));
        final int red = ColorUtil.getColor(190, 100, 100, (int) (255 * aPC));
        final int baseCol = InterFace.getInstance().clientColor();

        GL11.glDepthMask(false);
        GL11.glDisable(GL11.GL_DEPTH_TEST);

        float radius = radiusConst;

        
        final float midPosition = (upperPosition + lowerPosition) / 2.0f;
        final float[] fixedY = new float[]{upperPosition, midPosition, lowerPosition};

        for (int k = 0; k < 3; k++) {
            for (int j = 0; j < trailLength; j++) {
                float kf = j / (float) trailLength;
                float ease = 1.0f - kf;
                ease *= ease;
                ease *= ease;

                double tj = t - j * 0.05;
                double tvj = tv + j * 0.2;

                double tiltAngle = Math.toRadians(5 + k);

                float fo4s = 0.1f;
                double cyc = (Math.sin(tvj) + 1.0) * 0.6F + +Math.sin(tiltAngle) + Math.sin(-j * 0.06F) * 0.3F;

              
                double baseAngle = Math.toRadians(k * 120.0 + (tj * 50.0 % 360.0));
                double offX = Math.cos(baseAngle) * radius;
                double offZ = Math.sin(baseAngle) * radius;

                
                double breathRange = 0.5F;
                double slowDriftAmp = 0.08;
                
                double drift = Math.sin(t * 0.18 + k * (2.0) + j * 0.12) * slowDriftAmp * (1.0 - kf);
                double offY = fixedY[k] + (cyc - 0.5) * breathRange;

              
                kf = j / (float) trailLength;
                float sizeFactor = 1.0f - (kf * 0.7f);
                float dynSize = baseSizePx * sizeFactor;
                int dynAlpha = (int) (255 * aPC);

                int color = ColorUtil.replAlpha(ColorUtil.overCol(
                        ColorUtil.multAlpha(ColorUtil.fade(0), aPC),
                        red,
                        hurtPC
                ), MathHelper.clamp(dynAlpha, 0, 255));
                int color2 = ColorUtil.replAlpha(ColorUtil.overCol(
                        ColorUtil.multAlpha(ColorUtil.fade(90), aPC),
                        red,
                        hurtPC
                ), MathHelper.clamp(dynAlpha, 0, 255));
                int color3 = ColorUtil.replAlpha(ColorUtil.overCol(
                        ColorUtil.multAlpha(ColorUtil.fade(180), aPC),
                        red,
                        hurtPC
                ), MathHelper.clamp(dynAlpha, 0, 255));
                int color4 = ColorUtil.replAlpha(ColorUtil.overCol(
                        ColorUtil.multAlpha(ColorUtil.fade(270), aPC),
                        red,
                        hurtPC
                ), MathHelper.clamp(dynAlpha, 0, 255));

            
                ms.push();
                ms.translate(bx + offX, by + offY, bz + offZ);
                ms.translate(-dynSize / 12f, -dynSize / 12f, 0f);
                ms.rotate(rotation);
                ms.translate(dynSize / 12f, dynSize / 12f, 0f);
                RenderUtil.bindTexture(new Namespaced("texture/glow.png"));
                RectUtil.drawRect(ms, -dynSize / 2f, -dynSize / 12f,
                        dynSize, dynSize,
                        color, color2, color3, color4, true, true);


                ms.pop();
            }
        }

        GL11.glEnable(GL11.GL_DEPTH_TEST);
        GL11.glDepthMask(true);
    }
 
Привет югейм, улучил таргет есп скид нурсултана с этой темы: https://yougame.biz/threads/374811/
Сделал его более адекватным и теперь он больше похож
ss:
1777040757335.png


ss 2:


полный код AuraComponent dw:
Пожалуйста, авторизуйтесь для просмотра ссылки.


сам код блока этого таргет есп
AuraComponent:
Expand Collapse Copy
 if (aura.targetType.is("Nursultan")) {
            if (target != null && alpha.get() > 0.01f) {
                renderNursultanSouls(target, e.getMatrix(), e.getPartialTicks());
            }
        }
    }


    private void renderCelkaSkeed3D2(LivingEntity target, MatrixStack ms, float partialTicks, boolean fadeEnabled) {
        final float speed = 4;
        final float verticalSpeed = 2;
        final float baseSizePx = 0.5F;
        final int brightness = 1;
        final int trailLength = 35;
        final float radiusConst = 0.65F;
        final float upperPosition = 1.6F; // голова
        final float lowerPosition = 0.5F; // ноги

        final EntityRendererManager rm = mc.getRenderManager();
        final ActiveRenderInfo camera = rm.info;
        final Quaternion rotation = camera.getRotation().copy();

       
        final double camX = camera.getProjectedView().x;
        final double camY = camera.getProjectedView().y;
        final double camZ = camera.getProjectedView().z;

        final double bx = MathHelper.lerp(partialTicks, target.lastTickPosX, target.getPosX()) - camX;
        final double by = MathHelper.lerp(partialTicks, target.lastTickPosY, target.getPosY()) - camY;
        final double bz = MathHelper.lerp(partialTicks, target.lastTickPosZ, target.getPosZ()) - camZ;

       
        final double t = System.currentTimeMillis() / (700.0 / speed);
        final double tv = System.currentTimeMillis() / (950.0 / speed);

       
        final float aPC = this.alpha.get();
        final float hurtPC = (float) Math.sin(target.hurtTime * (18F * Math.PI / 180F));
        final int red = ColorUtil.getColor(190, 100, 100, (int) (255 * aPC));
        final int baseCol = InterFace.getInstance().clientColor();

        GL11.glDepthMask(false);
        GL11.glDisable(GL11.GL_DEPTH_TEST);

        float radius = radiusConst;

       
        final float midPosition = (upperPosition + lowerPosition) / 2.0f;
        final float[] fixedY = new float[]{upperPosition, midPosition, lowerPosition};

        for (int k = 0; k < 3; k++) {
            for (int j = 0; j < trailLength; j++) {
                float kf = j / (float) trailLength;
                float ease = 1.0f - kf;
                ease *= ease;
                ease *= ease;

                double tj = t - j * 0.05;
                double tvj = tv + j * 0.2;

                double tiltAngle = Math.toRadians(5 + k);

                float fo4s = 0.1f;
                double cyc = (Math.sin(tvj) + 1.0) * 0.6F + +Math.sin(tiltAngle) + Math.sin(-j * 0.06F) * 0.3F;

             
                double baseAngle = Math.toRadians(k * 120.0 + (tj * 50.0 % 360.0));
                double offX = Math.cos(baseAngle) * radius;
                double offZ = Math.sin(baseAngle) * radius;

               
                double breathRange = 0.5F;
                double slowDriftAmp = 0.08;
               
                double drift = Math.sin(t * 0.18 + k * (2.0) + j * 0.12) * slowDriftAmp * (1.0 - kf);
                double offY = fixedY[k] + (cyc - 0.5) * breathRange;

             
                kf = j / (float) trailLength;
                float sizeFactor = 1.0f - (kf * 0.7f);
                float dynSize = baseSizePx * sizeFactor;
                int dynAlpha = (int) (255 * aPC);

                int color = ColorUtil.replAlpha(ColorUtil.overCol(
                        ColorUtil.multAlpha(ColorUtil.fade(0), aPC),
                        red,
                        hurtPC
                ), MathHelper.clamp(dynAlpha, 0, 255));
                int color2 = ColorUtil.replAlpha(ColorUtil.overCol(
                        ColorUtil.multAlpha(ColorUtil.fade(90), aPC),
                        red,
                        hurtPC
                ), MathHelper.clamp(dynAlpha, 0, 255));
                int color3 = ColorUtil.replAlpha(ColorUtil.overCol(
                        ColorUtil.multAlpha(ColorUtil.fade(180), aPC),
                        red,
                        hurtPC
                ), MathHelper.clamp(dynAlpha, 0, 255));
                int color4 = ColorUtil.replAlpha(ColorUtil.overCol(
                        ColorUtil.multAlpha(ColorUtil.fade(270), aPC),
                        red,
                        hurtPC
                ), MathHelper.clamp(dynAlpha, 0, 255));

           
                ms.push();
                ms.translate(bx + offX, by + offY, bz + offZ);
                ms.translate(-dynSize / 12f, -dynSize / 12f, 0f);
                ms.rotate(rotation);
                ms.translate(dynSize / 12f, dynSize / 12f, 0f);
                RenderUtil.bindTexture(new Namespaced("texture/glow.png"));
                RectUtil.drawRect(ms, -dynSize / 2f, -dynSize / 12f,
                        dynSize, dynSize,
                        color, color2, color3, color4, true, true);


                ms.pop();
            }
        }

        GL11.glEnable(GL11.GL_DEPTH_TEST);
        GL11.glDepthMask(true);
    }
0.0000000000000000194000001 accuracy
 
легче
Привет югейм, улучил таргет есп скид нурсултана с этой темы: https://yougame.biz/threads/374811/
Сделал его более адекватным и теперь он больше похож
ss:
1777040757335.png


ss 2:


полный код AuraComponent dw:
Пожалуйста, авторизуйтесь для просмотра ссылки.


сам код блока этого таргет есп
AuraComponent:
Expand Collapse Copy
 if (aura.targetType.is("Nursultan")) {
            if (target != null && alpha.get() > 0.01f) {
                renderNursultanSouls(target, e.getMatrix(), e.getPartialTicks());
            }
        }
    }


    private void renderCelkaSkeed3D2(LivingEntity target, MatrixStack ms, float partialTicks, boolean fadeEnabled) {
        final float speed = 4;
        final float verticalSpeed = 2;
        final float baseSizePx = 0.5F;
        final int brightness = 1;
        final int trailLength = 35;
        final float radiusConst = 0.65F;
        final float upperPosition = 1.6F; // голова
        final float lowerPosition = 0.5F; // ноги

        final EntityRendererManager rm = mc.getRenderManager();
        final ActiveRenderInfo camera = rm.info;
        final Quaternion rotation = camera.getRotation().copy();

       
        final double camX = camera.getProjectedView().x;
        final double camY = camera.getProjectedView().y;
        final double camZ = camera.getProjectedView().z;

        final double bx = MathHelper.lerp(partialTicks, target.lastTickPosX, target.getPosX()) - camX;
        final double by = MathHelper.lerp(partialTicks, target.lastTickPosY, target.getPosY()) - camY;
        final double bz = MathHelper.lerp(partialTicks, target.lastTickPosZ, target.getPosZ()) - camZ;

       
        final double t = System.currentTimeMillis() / (700.0 / speed);
        final double tv = System.currentTimeMillis() / (950.0 / speed);

       
        final float aPC = this.alpha.get();
        final float hurtPC = (float) Math.sin(target.hurtTime * (18F * Math.PI / 180F));
        final int red = ColorUtil.getColor(190, 100, 100, (int) (255 * aPC));
        final int baseCol = InterFace.getInstance().clientColor();

        GL11.glDepthMask(false);
        GL11.glDisable(GL11.GL_DEPTH_TEST);

        float radius = radiusConst;

       
        final float midPosition = (upperPosition + lowerPosition) / 2.0f;
        final float[] fixedY = new float[]{upperPosition, midPosition, lowerPosition};

        for (int k = 0; k < 3; k++) {
            for (int j = 0; j < trailLength; j++) {
                float kf = j / (float) trailLength;
                float ease = 1.0f - kf;
                ease *= ease;
                ease *= ease;

                double tj = t - j * 0.05;
                double tvj = tv + j * 0.2;

                double tiltAngle = Math.toRadians(5 + k);

                float fo4s = 0.1f;
                double cyc = (Math.sin(tvj) + 1.0) * 0.6F + +Math.sin(tiltAngle) + Math.sin(-j * 0.06F) * 0.3F;

             
                double baseAngle = Math.toRadians(k * 120.0 + (tj * 50.0 % 360.0));
                double offX = Math.cos(baseAngle) * radius;
                double offZ = Math.sin(baseAngle) * radius;

               
                double breathRange = 0.5F;
                double slowDriftAmp = 0.08;
               
                double drift = Math.sin(t * 0.18 + k * (2.0) + j * 0.12) * slowDriftAmp * (1.0 - kf);
                double offY = fixedY[k] + (cyc - 0.5) * breathRange;

             
                kf = j / (float) trailLength;
                float sizeFactor = 1.0f - (kf * 0.7f);
                float dynSize = baseSizePx * sizeFactor;
                int dynAlpha = (int) (255 * aPC);

                int color = ColorUtil.replAlpha(ColorUtil.overCol(
                        ColorUtil.multAlpha(ColorUtil.fade(0), aPC),
                        red,
                        hurtPC
                ), MathHelper.clamp(dynAlpha, 0, 255));
                int color2 = ColorUtil.replAlpha(ColorUtil.overCol(
                        ColorUtil.multAlpha(ColorUtil.fade(90), aPC),
                        red,
                        hurtPC
                ), MathHelper.clamp(dynAlpha, 0, 255));
                int color3 = ColorUtil.replAlpha(ColorUtil.overCol(
                        ColorUtil.multAlpha(ColorUtil.fade(180), aPC),
                        red,
                        hurtPC
                ), MathHelper.clamp(dynAlpha, 0, 255));
                int color4 = ColorUtil.replAlpha(ColorUtil.overCol(
                        ColorUtil.multAlpha(ColorUtil.fade(270), aPC),
                        red,
                        hurtPC
                ), MathHelper.clamp(dynAlpha, 0, 255));

           
                ms.push();
                ms.translate(bx + offX, by + offY, bz + offZ);
                ms.translate(-dynSize / 12f, -dynSize / 12f, 0f);
                ms.rotate(rotation);
                ms.translate(dynSize / 12f, dynSize / 12f, 0f);
                RenderUtil.bindTexture(new Namespaced("texture/glow.png"));
                RectUtil.drawRect(ms, -dynSize / 2f, -dynSize / 12f,
                        dynSize, dynSize,
                        color, color2, color3, color4, true, true);


                ms.pop();
            }
        }

        GL11.glEnable(GL11.GL_DEPTH_TEST);
        GL11.glDepthMask(true);
    }
легче взять с того же джавика,не похоже ваще
 
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