Jump to content

Recommended Posts

Posted

Hey there. The default Minecraft font is too small for what I'm wanting to use it for, and trying to do:

MatrixStack#scale

before my:

Minecraft.font#draw

call doesn't work to actually scale the font itself (at least, it's not working for me).

So my next idea was to simply take the default font and scale it by 1.5x in Photoshop. So now I have my minecraft_1-5x.png file in the directory "assets/mod-id/font/minecraft_1-5x.png". I'm creating the ResourceLocation and Style to use that like so:

private static final ResourceLocation BIGGER_FONT = new ResourceLocation(TestMod.MOD_ID, "font/minecraft_1-5x.png");
private static final Style STYLE = Style.EMPTY.withFont(BIGGER_FONT);

...
minecraft.font.draw(pMatrixStack,
                    new StringTextComponent("Test String").withStyle(STYLE),
                    x,
                    y,
                    HexColors.WHITE
);

In game, this is now rendered as squares: https://gyazo.com/5e21ed018a839d9c928289776a2c0b17

I'm not really too sure what I'm doing wrong here; perhaps it's an incorrect folder structure. Thanks for any help!

Posted

Sure thing @matthew123. So I'm making a custom inventory screen and I'm wanting the text to be bigger because it's awfully small compared to everything else (as you'll see below). Here's the code for trying to scale the text:

            float x = pLeft;

            float y = pTop;

            pMatrixStack.scale(1.2f, 1.2f, 1.2f);

            minecraft.font.draw(pMatrixStack,
                    new StringTextComponent("Amethyst Crystal"),
                    x,
                    y,
                    HexColors.WHITE
            );

Here's the output without the MatrixStack#scale call: https://gyazo.com/ff4ab50a400feca55d72546b3e3b26f3

Now the display when calling scale(): https://gyazo.com/4638f6b1360a40bd19f78cab44926249

It's basically like a translation rather than a scale, so it's very confusing. I also tried making my own MatrixStack and applying the scale() call once at instantiation to avoid the compounding translation, but of course, that didn't scale anything - just translated it.

Posted
  On 3/18/2022 at 12:22 AM, Jimmeh said:

Sure thing @matthew123. So I'm making a custom inventory screen and I'm wanting the text to be bigger because it's awfully small compared to everything else (as you'll see below). Here's the code for trying to scale the text:

            float x = pLeft;

            float y = pTop;

            pMatrixStack.scale(1.2f, 1.2f, 1.2f);

            minecraft.font.draw(pMatrixStack,
                    new StringTextComponent("Amethyst Crystal"),
                    x,
                    y,
                    HexColors.WHITE
            );

Here's the output without the MatrixStack#scale call: https://gyazo.com/ff4ab50a400feca55d72546b3e3b26f3

Now the display when calling scale(): https://gyazo.com/4638f6b1360a40bd19f78cab44926249

It's basically like a translation rather than a scale, so it's very confusing. I also tried making my own MatrixStack and applying the scale() call once at instantiation to avoid the compounding translation, but of course, that didn't scale anything - just translated it.

Expand  

you pretty much destroyed the matrix stack by scaling there. do a matrixStack.pushPose() then scale and draw, then popPose(). Additionally, you might want to translate it after scaling. You might need to offset the text based on the way scaling works.

Posted (edited)

I appreciate the help and recommendation @matthew123. Thanks!

So trying it like you described, it's not doing an infinite amount of translations, which is nice. But it is still just translating instead of scaling. Any further ideas?

https://gyazo.com/f63f8b98f48c53e0ce28e946657031bb

 

pMatrixStack.pushPose();
pMatrixStack.scale(1.2f, 1.2f, 1.2f);

minecraft.font.draw(pMatrixStack,
                    new StringTextComponent("Amethyst Crystal"),
                    x,
                    y,
                    HexColors.WHITE
);
pMatrixStack.popPose();

 

Edited by Jimmeh
Grammar
Posted
  On 3/18/2022 at 12:50 AM, Jimmeh said:

I appreciate the help and recommendation @matthew123. Thanks!

So trying it like you described, it's not doing an infinite amount of translations, which is nice. But it is still just translating instead of scaling. Any further ideas?

https://gyazo.com/f63f8b98f48c53e0ce28e946657031bb

 

pMatrixStack.pushPose();
pMatrixStack.scale(1.2f, 1.2f, 1.2f);

minecraft.font.draw(pMatrixStack,
                    new StringTextComponent("Amethyst Crystal"),
                    x,
                    y,
                    HexColors.WHITE
);
pMatrixStack.popPose();

 

Expand  

Are you sure? Try scaling it more (e.g 5 times). Also, scale the coordinates as well, so it does not translate. 

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Cracked Launchers are not supported
    • After some time minecraft crashes with an error. Here is the log https://drive.google.com/file/d/1o-2R6KZaC8sxjtLaw5qj0A-GkG_SuoB5/view?usp=sharing
    • The specific issue is that items in my inventory wont stack properly. For instance, if I punch a tree down to collect wood, the first block I collected goes to my hand. So when I punch the second block of wood to collect it, it drops, but instead of stacking with the piece of wood already in my hand, it goes to the second slot in my hotbar instead. Another example is that I'll get some dirt, and then when I'm placing it down later I'll accidentally place a block where I don't want it. When I harvest it again, it doesn't go back to the stack that it came from on my hotbar, where it should have gone, but rather into my inventory. That means that if my inventory is full, then the dirt wont be picked up even though there should be space available in the stack I'm holding. The forge version I'm using is 40.3.0, for java 1.18.2. I'll leave the mods I'm using here, and I'd appreciate it if anybody can point me in the right direction in regards to figuring out how to fix this. I forgot to mention that I think it only happens on my server but I'm not entirely sure. PLEASE HELP ME! LIST OF THE MODS. aaa_particles Adorn AdvancementPlaques AI-Improvements AkashicTome alexsdelight alexsmobs AmbientSounds amwplushies Animalistic another_furniture AppleSkin Aquaculture aquamirae architectury artifacts Atlas-Lib AutoLeveling AutoRegLib auudio balm betterfpsdist biggerstacks biomancy BiomesOPlenty blockui blueprint Bookshelf born_in_chaos Botania braincell BrassAmberBattleTowers brutalbosses camera CasinoCraft cfm (MrCrayfish’s Furniture Mod) chat_heads citadel cloth-config Clumps CMDCam CNB cobweb collective comforts convenientcurioscontainer cookingforblockheads coroutil CosmeticArmorReworked CozyHome CrabbersDelight crashexploitfixer crashutilities Create CreativeCore creeperoverhaul cristellib crittersandcompanions Croptopia CroptopiaAdditions CullLessLeaves curios curiouslanterns curiouslights Curses' Naturals CustomNPCs CyclopsCore dannys_expansion decocraft Decoration Mod DecorationDelightRefurbished Decorative Blocks Disenchanting DistantHorizons doubledoors DramaticDoors drippyloadingscreen durabilitytooltip dynamic-fps dynamiclights DynamicTrees DynamicTreesBOP DynamicTreesPlus Easy Dungeons EasyAnvils EasyMagic easy_npc eatinganimation ecologics effective_fg elevatorid embeddium emotecraft enchantlimiter EnchantmentDescriptions EnderMail engineersdecor entityculling entity_model_features entity_texture_features epicfight EvilCraft exlinefurniture expandability explosiveenhancement factory-blocks fairylights fancymenu FancyVideo FarmersDelight fast-ip-ping FastSuite ferritecore finsandtails FixMySpawnR Forge Middle Ages fossil FpsReducer2 furnish GamingDeco geckolib goblintraders goldenfood goodall H.e.b habitat harvest-with-ease hexerei hole_filler huge-structure-blocks HunterIllager iammusicplayer Iceberg illuminations immersive_paintings incubation infinitybuttons inventoryhud InventoryProfilesNext invocore ItemBorders itemzoom Jade jei (Just Enough Items) JetAndEliasArmors journeymap JRFTL justzoom kiwiboi Kobolds konkrete kotlinforforge lazydfu LegendaryTooltips libIPN lightspeed lmft lodestone LongNbtKiller LuckPerms Lucky77 MagmaMonsters malum ManyIdeasCore ManyIdeasDoors marbledsarsenal marg mcw-furniture mcw-lights mcw-paths mcw-stairs mcw-trapdoors mcw-windows meetyourfight melody memoryleakfix Mimic minecraft-comes-alive MineTraps minibosses MmmMmmMmmMmm MOAdecor (ART, BATH, COOKERY, GARDEN, HOLIDAYS, LIGHTS, SCIENCE) MobCatcher modonomicon mods_optimizer morehitboxes mowziesmobs MutantMonsters mysticalworld naturalist NaturesAura neapolitan NekosEnchantedBooks neoncraft2 nerb nifty NightConfigFixes nightlights nocube's_villagers_sell_animals NoSeeNoTick notenoughanimations obscure_api oculus oresabovediamonds otyacraftengine Paraglider Patchouli physics-mod Pillagers Gun PizzaCraft placeableitems Placebo player-animation-lib pneumaticcraft-repressurized polymorph PrettyPipes Prism projectbrazier Psychadelic-Chemistry PuzzlesLib realmrpg_imps_and_demons RecipesLibrary reeves-furniture RegionsUnexplored restrictedportals revive-me Scary_Mobs_And_Bosses selene shetiphiancore ShoulderSurfing smoothboot
    • Hi everyone, I'm currently developing a Forge 1.21 mod for Minecraft and I want to display a custom HUD overlay for a minigame. My goal: When the game starts, all players should see an item/block icon (from the base game, not a custom texture) plus its name/text in the HUD – similar to how the bossbar overlay works. The HUD should appear centered above the hotbar (or at a similar prominent spot), and update dynamically (icon and name change as the target item changes). What I've tried: I looked at many online tutorials and several GitHub repos (e.g. SeasonHUD, MiniHUD), but most of them use NeoForge or Forge versions <1.20 that provide the IGuiOverlay API (e.g. implements IGuiOverlay, RegisterGuiOverlaysEvent). In Forge 1.21, it seems that neither IGuiOverlay nor RegisterGuiOverlaysEvent exist anymore – at least, I can't import them and they are missing from the docs and code completion. I tried using RenderLevelStageEvent as a workaround but it is probably not intended for custom HUDs. I am not using NeoForge, and switching the project to NeoForge is currently not an option for me. I tried to look at the original minecraft source code to see how elements like hearts, hotbar etc are drawn on the screen but I am too new to Minecraft modding to understand. What I'm looking for: What is the correct way to add a custom HUD element (icon + text) in Forge 1.21, given that the previous overlay API is missing? Is there a new recommended event, callback, or method in Forge 1.21 for custom HUD overlays, or is everyone just using a workaround? Is there a minimal open-source example repo for Forge 1.21 that demonstrates a working HUD overlay without relying on NeoForge or deprecated Forge APIs? My ideal solution: Centered HUD element with an in-game item/block icon (from the base game's assets, e.g. a diamond or any ItemStack / Item) and its name as text, with a transparent background rectangle. It should be visible to the players when the mini game is running. Easy to update the item (e.g. static variable or other method), so it can change dynamically during the game. Any help, code snippets, or up-to-date references would be really appreciated! If this is simply not possible right now in Forge 1.21, it would also help to know that for sure. Thank you very much in advance!
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.