ZainJx Posted November 13, 2021 Share Posted November 13, 2021 I'm trying to just do what I did in 1.16 with fog: @SubscribeEvent(priority = EventPriority.NORMAL, receiveCanceled = true) public static void onFogDensityEvent(EntityViewRenderEvent.FogDensity event) { event.setDensity(densityFloat); event.setCanceled(true); } @SubscribeEvent(priority = EventPriority.NORMAL, receiveCanceled = true) public static void onFogColorsEvent(EntityViewRenderEvent.FogColors event) { event.setRed(0); event.setGreen(0); event.setBlue(0); } with the densityFloat variable that changes, and it worked perfectly. Now I did the same (copy-paste) and with densityFloat set to 0 I have a dense fog anyway, changing the value of densityFloat the fog remains the same Quote Link to comment Share on other sites More sharing options...
Luis_ST Posted November 13, 2021 Share Posted November 13, 2021 if you set the density to 0, there is no Fog Quote Link to comment Share on other sites More sharing options...
ZainJx Posted November 13, 2021 Author Share Posted November 13, 2021 It should be so, but look: Quote Link to comment Share on other sites More sharing options...
Luis_ST Posted November 13, 2021 Share Posted November 13, 2021 may density to 90 you need to test a bit around Quote Link to comment Share on other sites More sharing options...
ZainJx Posted November 13, 2021 Author Share Posted November 13, 2021 Seems like the more the density variable is, the less fog density really is in game Quote Link to comment Share on other sites More sharing options...
Luis_ST Posted November 13, 2021 Share Posted November 13, 2021 then this is not create via a fog Quote Link to comment Share on other sites More sharing options...
ZainJx Posted November 13, 2021 Author Share Posted November 13, 2021 In 1.16 it was... this doesn't make sense Quote Link to comment Share on other sites More sharing options...
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