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GDavid

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About GDavid

  • Rank
    Tree Puncher

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    Male
  • Location
    Hungary
  1. Is there an IItemRenderer equivalent for 1.16? I know there is ISTER, but there's no way to get the player holding the item. Thanks in advance.
  2. Thanks, it's working as intended now. It was too dark because it was drawn multiple times, not just once. Also, it renders below the hud with ElementType.ALL.
  3. This works! package gdavid.davidsmod.gui; import gdavid.davidsmod.DavidsMod; import net.minecraft.client.Minecraft; import net.minecraft.client.gui.FontRenderer; import net.minecraft.client.gui.ScaledResolution; import net.minecraft.client.renderer.BufferBuilder; import net.minecraft.client.renderer.GlStateManager; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.vertex.DefaultVertexFormats; import net.minecraft.client.util.ITooltipFlag; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.player.InventoryPlayer; import net.min
  4. Ok, this is closer to what I want, but still not good. Now transparency works, but from one point, it's too dark. It shouldn't be that dark. code: package gdavid.davidsmod.gui; import gdavid.davidsmod.DavidsMod; import net.minecraft.client.Minecraft; import net.minecraft.client.gui.FontRenderer; import net.minecraft.client.gui.ScaledResolution; import net.minecraft.client.renderer.BufferBuilder; import net.minecraft.client.renderer.GlStateManager; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.vertex.DefaultVertexFormats; import net.minecr
  5. The tooltip is working now. The alpha doesn't apply for some reason, it tints the entire screen regardless texture alpha. code: package gdavid.davidsmod.gui; import gdavid.davidsmod.DavidsMod; import net.minecraft.client.Minecraft; import net.minecraft.client.gui.FontRenderer; import net.minecraft.client.gui.ScaledResolution; import net.minecraft.client.renderer.BufferBuilder; import net.minecraft.client.renderer.GlStateManager; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.vertex.DefaultVertexFormats; import net.minecraft.client.util.ITo
  6. package gdavid.davidsmod.gui; import java.util.ArrayList; import gdavid.davidsmod.DavidsMod; import net.minecraft.client.Minecraft; import net.minecraft.client.gui.FontRenderer; import net.minecraft.client.gui.ScaledResolution; import net.minecraft.client.renderer.BufferBuilder; import net.minecraft.client.renderer.GlStateManager; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.vertex.DefaultVertexFormats; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.player.InventoryPlayer; import net.minecraft.init.Items; import net.mine
  7. Corrected blend function and added back enable blend. It tints the HUD red and everything else is black. This is my vignette texture: The center is transparent, the edge is white if it can't be seen for some reason. Also, GuiUtils.drawHoveringText didn't work.
  8. Changed it to package gdavid.davidsmod.gui; import gdavid.davidsmod.DavidsMod; import net.minecraft.client.Minecraft; import net.minecraft.client.gui.FontRenderer; import net.minecraft.client.gui.GuiScreen; import net.minecraft.client.gui.ScaledResolution; import net.minecraft.client.renderer.BufferBuilder; import net.minecraft.client.renderer.GlStateManager; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.vertex.DefaultVertexFormats; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.player.InventoryPlayer; import net.minec
  9. I use the same as GuiIngame uses and the texture is the same too.
  10. I want to display a custom vignette with custom color when the player has a certain item as helmet equipped. The problem is that when I run the render method of my gui, when in RenderGameOverlayEvent.Pre, nothing can be seen except the HUD, when in RenderGameOverlayEvent.Post, it's drawn above everything, including settings menu. My code: @EventBusSubscriber public class OverlayDataGoggles extends GuiScreen { private static OverlayDataGoggles instance = new OverlayDataGoggles(); @SubscribeEvent public static void onRenderGui(RenderGameOverlayEvent.Pre event) {
  11. You can use multiple blocks as a workaround. Like one block for 20 hp, one for 19 and so on and all drop the same block, even with silk touch.
  12. What i want to create is a fluid tank that can store some fluids (water and lava) but without using a tile entity. How it would work: There's an empty tank block for the empty tank and there are filled tank blocks for each fluid with the amount of fluid stored in metadata (the tank can hold up to 3 buckets but no millibuckets, just whole buckets). When the tank is emptied or filled when empty, it changes to the given block, otherwise it just changes it's metadata. The problem is that there's no way to modify the block state from the fill and drain methods of IFluidHandler, so i can't
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