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Esp Farbe ändern?

MasterOf13FPS

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Wie kann man die farbe des spectral esp von minecraft ändern?
 
Den Code vor dem Render aufrufen.

private void color(float red, float green, float blue, float alpha) {
GL11.glColor4f(red / 255F, green / 255F, blue / 255F, alpha / 255F);
}
 
Den Code vor dem Render aufrufen.

private void color(float red, float green, float blue, float alpha) {
GL11.glColor4f(red / 255F, green / 255F, blue / 255F, alpha / 255F);
}
danki
 
Den Code vor dem Render aufrufen.

private void color(float red, float green, float blue, float alpha) {
GL11.glColor4f(red / 255F, green / 255F, blue / 255F, alpha / 255F);
}
und wo muss ich den rendern lassen?
hier?
Code:
if (this.func_174985_d())

            {

                GlStateManager.depthFunc(519);

                GlStateManager.disableFog();

                this.field_175015_z.framebufferClear();

                this.field_175015_z.bindFramebuffer(false);

                this.theWorld.theProfiler.endStartSection("entityOutlines");

                RenderHelper.disableStandardItemLighting();

                this.field_175010_j.func_178632_c(true);

               

                color(0, 0, 255, 100);

         



                for (var18 = 0; var18 < var17.size(); ++var18)

                {

                    var19 = (Entity)var17.get(var18);



                    if (!forgeEntityPass || Reflector.callBoolean(var19, Reflector.ForgeEntity_shouldRenderInPass, new Object[] {Integer.valueOf(pass)}))

                    {

                        isShaders = this.mc.func_175606_aa() instanceof EntityLivingBase && ((EntityLivingBase)this.mc.func_175606_aa()).isPlayerSleeping();

                        boolean var25 = var19.isInRangeToRender3d(var4, var6, var8) && (var19.ignoreFrustumCheck || p_180446_2_.isBoundingBoxInFrustum(var19.getEntityBoundingBox()) || var19.riddenByEntity == this.mc.thePlayer) && var19 instanceof EntityPlayer;



                        if ((var19 != this.mc.func_175606_aa() || this.mc.gameSettings.thirdPersonView != 0 || isShaders) && var25)

                        {

                            this.field_175010_j.renderEntitySimple(var19, partialTicks);

                        }

                    }

                }



                this.field_175010_j.func_178632_c(false);

                RenderHelper.enableStandardItemLighting();

                GlStateManager.depthMask(false);

                this.field_174991_A.loadShaderGroup(partialTicks);

                GlStateManager.depthMask(true);

                this.mc.getFramebuffer().bindFramebuffer(false);

                GlStateManager.enableFog();

                GlStateManager.depthFunc(515);

                GlStateManager.enableDepth();

                GlStateManager.enableAlpha();

            }
 
Das müsstest du eigentlich wissen ich weiß ja nicht wo du dein ESP hast
 
und wo muss ich den rendern lassen?
hier?
Code:
if (this.func_174985_d())

            {

                GlStateManager.depthFunc(519);

                GlStateManager.disableFog();

                this.field_175015_z.framebufferClear();

                this.field_175015_z.bindFramebuffer(false);

                this.theWorld.theProfiler.endStartSection("entityOutlines");

                RenderHelper.disableStandardItemLighting();

                this.field_175010_j.func_178632_c(true);

              

                color(0, 0, 255, 100);

        



                for (var18 = 0; var18 < var17.size(); ++var18)

                {

                    var19 = (Entity)var17.get(var18);



                    if (!forgeEntityPass || Reflector.callBoolean(var19, Reflector.ForgeEntity_shouldRenderInPass, new Object[] {Integer.valueOf(pass)}))

                    {

                        isShaders = this.mc.func_175606_aa() instanceof EntityLivingBase && ((EntityLivingBase)this.mc.func_175606_aa()).isPlayerSleeping();

                        boolean var25 = var19.isInRangeToRender3d(var4, var6, var8) && (var19.ignoreFrustumCheck || p_180446_2_.isBoundingBoxInFrustum(var19.getEntityBoundingBox()) || var19.riddenByEntity == this.mc.thePlayer) && var19 instanceof EntityPlayer;



                        if ((var19 != this.mc.func_175606_aa() || this.mc.gameSettings.thirdPersonView != 0 || isShaders) && var25)

                        {

                            this.field_175010_j.renderEntitySimple(var19, partialTicks);

                        }

                    }

                }



                this.field_175010_j.func_178632_c(false);

                RenderHelper.enableStandardItemLighting();

                GlStateManager.depthMask(false);

                this.field_174991_A.loadShaderGroup(partialTicks);

                GlStateManager.depthMask(true);

                this.mc.getFramebuffer().bindFramebuffer(false);

                GlStateManager.enableFog();

                GlStateManager.depthFunc(515);

                GlStateManager.enableDepth();

                GlStateManager.enableAlpha();

            }
Vor dem "renderEntitySimple" wo die Parameter var19 und partialTicks übergeben werden
 
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