Posted August 9, 201312 yr Hey, I saw the post the other day asking how to draw images into the world and HyrdoFlame(I think his name is) explained how to do it (Heres the post: http://tinyurl.com/kwygvoc) but I thought why cant you just use drawTexturedModalRect so I tried and it didnt work. So I want to know why, since that method uses tessellator too
August 9, 201312 yr heard someone saying my name yes you can, but drawTextureModelRectangle does a weird reshape of the texture, so it "works" in gui but in world it would probably look like shit how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 9, 201312 yr Author heard someone saying my name yes you can, but drawTextureModelRectangle does a weird reshape of the texture, so it "works" in gui but in world it would probably look like shit Is there a way to draw a simple rectangle without an image. Im looking to do a health bar
August 9, 201312 yr without an image, no BUT you can make a 1 pixel by 1 pixel image in *insert your favorite image editor here* (mine is paint.net, different from microsoft paint btw) and make that a texture in minecraft next you can load that texture and use tessellator.setColorOpaque(R, G, B) (or any other color altering function) bind your texture: Minecraft.getMinecraft().renderEngine.func_xxxx_x(BlankTexture); set your color and call this utility method public static void drawTexturedQuadFit(double x, double y, double width, double height, double zLevel){ Tessellator tessellator = Tessellator.instance; tessellator.setColorOpaque(255, 255, 255); tessellator.startDrawingQuads(); tessellator.setColorOpaque(255, 255, 255); tessellator.addVertexWithUV(x + 0, y + height, zLevel, 0,1); tessellator.addVertexWithUV(x + width, y + height, zLevel, 1, 1); tessellator.addVertexWithUV(x + width, y + 0, zLevel, 1,0); tessellator.addVertexWithUV(x + 0, y + 0, zLevel, 0, 0); tessellator.setColorOpaque(255, 255, 255); tessellator.draw(); } final code: //in drawing method mc.renderEngine.func_110577_a(blankTexture);//blankTexture is a ResourceLocation btw RenderHelper.drawTexturedQuadFit(xPosition, yPosition, height, height, 0); remember, drawing a width, height of 1, 1 in the minecraft world represent the size of a block, 1x1 in a gui represent 1 pixel so 100x100 in the world is HUGE but in your gui is like the length of the health bar how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 9, 201312 yr Author Hm, didnt seem to render. Heres the code: @ForgeSubscribe public void renderCavemanHealthBar(RenderLivingEvent.Specials.Pre event) { mc = mc.getMinecraft(); GuiIngame gui = mc.ingameGUI; if(event.entity instanceof AC_EntityCaveman) { System.out.println("Drawing Rect"); Tessellator tessellator = Tessellator.instance; EntityClientPlayerMP player = mc.thePlayer; double diffX = (event.entity.prevPosX + (event.entity.posX - event.entity.prevPosX)) - (player.prevPosX + (player.posX - player.prevPosX)); double diffY = (event.entity.prevPosY + (event.entity.posY - event.entity.prevPosY)) - (player.prevPosY + (player.posY - player.prevPosY)); double diffZ = (event.entity.prevPosZ + (event.entity.posZ - event.entity.prevPosZ)) - (player.prevPosZ + (player.posZ - player.prevPosZ)); GL11.glPushMatrix(); GL11.glTranslated(diffX, diffY + 3, diffZ); GL11.glRotatef(- player.rotationYaw, 0.0F, 1.0F, 0.0F); GL11.glPushMatrix(); GL11.glRotatef(- 90, 1, 0, 0);//noted 1 GL11.glTranslated(0, - 1, 0);//noted 2 mc.func_110434_K().func_110577_a(new ResourceLocation(Strings.MOD_ID, "/textures/gui/temperature_bar.png")); this.drawTexturedQuadFit(20, 20, 20, 20, 0); GL11.glPopMatrix(); GL11.glPopMatrix(); } } public static void drawTexturedQuadFit(double x, double y, double width, double height, double zLevel) { Tessellator tessellator = Tessellator.instance; tessellator.setColorOpaque(255, 255, 255); tessellator.startDrawingQuads(); tessellator.setColorOpaque(255, 255, 255); tessellator.addVertexWithUV(x + 0, y + height, zLevel, 0, 1); tessellator.addVertexWithUV(x + width, y + height, zLevel, 1, 1); tessellator.addVertexWithUV(x + width, y + 0, zLevel, 1, 0); tessellator.addVertexWithUV(x + 0, y + 0, zLevel, 0, 0); tessellator.setColorOpaque(255, 255, 255); tessellator.draw(); }
August 9, 201312 yr System.out.println("Drawing Rect"); can you see this in your logs ? if not that mean its a event register problem if yes it mean your problem is related to your matrix configuration, ill help you figure out the correct matrix if that's the case how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 9, 201312 yr Author System.out.println("Drawing Rect"); can you see this in your logs ? if not that mean its a event register problem if yes it mean your problem is related to your matrix configuration, ill help you figure out the correct matrix if that's the case Yup it prints, so its a 'matrix' problem
August 9, 201312 yr ok, it might take a couple of post, but its going to be fixed in the end original code public void renderCavemanHealthBar(RenderLivingEvent.Specials.Pre event) { mc = mc.getMinecraft(); GuiIngame gui = mc.ingameGUI; if(event.entity instanceof AC_EntityCaveman) { System.out.println("Drawing Rect"); Tessellator tessellator = Tessellator.instance; EntityClientPlayerMP player = mc.thePlayer; double diffX = (event.entity.prevPosX + (event.entity.posX - event.entity.prevPosX)) - (player.prevPosX + (player.posX - player.prevPosX)); double diffY = (event.entity.prevPosY + (event.entity.posY - event.entity.prevPosY)) - (player.prevPosY + (player.posY - player.prevPosY)); double diffZ = (event.entity.prevPosZ + (event.entity.posZ - event.entity.prevPosZ)) - (player.prevPosZ + (player.posZ - player.prevPosZ)); GL11.glPushMatrix(); GL11.glTranslated(diffX, diffY + 3, diffZ); GL11.glRotatef(- player.rotationYaw, 0.0F, 1.0F, 0.0F); GL11.glPushMatrix(); GL11.glRotatef(- 90, 1, 0, 0);//noted 1 GL11.glTranslated(0, - 1, 0);//noted 2 mc.func_110434_K().func_110577_a(new ResourceLocation(Strings.MOD_ID, "/textures/gui/temperature_bar.png")); this.drawTexturedQuadFit(20, 20, 20, 20, 0); GL11.glPopMatrix(); GL11.glPopMatrix(); } } well simplify thsi a little and grow from there first thing were gonna do is make SURE we are drawing something, so screw the location of it, lets just make sure its rendering public void renderCavemanHealthBar(RenderLivingEvent.Specials.Pre event) { mc = mc.getMinecraft(); GL11.glPushMatrix(); GL11.glRotatef(System.nanoTime()/10000000f, 0.0F, 1.0F, 0.0F);//this will make the image rotate, might be too fast or too slow, just add /remove zeros if that the case mc.func_110434_K().func_110577_a(new ResourceLocation(Strings.MOD_ID, "/textures/gui/temperature_bar.png")); this.drawTexturedQuadFit(-1, -1, 2, 2, 0);//this was a bit big and kinof far away from the entity (the 2 first variable are x, y so technicly you were rendering the image 20 block away in x and 20 block away in y GL11.glPopMatrix(); } go in 3rd person, you should see something turning above your head how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 9, 201312 yr Author Yep I see it, its not above my head though, but we can just gl translate it in
August 9, 201312 yr its not above my head though is it only off in Y or is it off in XZ too ? in any case lets re-add the translation to the caveman entity public void renderCavemanHealthBar(RenderLivingEvent.Specials.Pre event) { mc = mc.getMinecraft(); GL11.glPushMatrix(); double diffX = (event.entity.prevPosX + (event.entity.posX - event.entity.prevPosX)) - (player.prevPosX + (player.posX - player.prevPosX)); double diffY = (event.entity.prevPosY + (event.entity.posY - event.entity.prevPosY)) - (player.prevPosY + (player.posY - player.prevPosY)); double diffZ = (event.entity.prevPosZ + (event.entity.posZ - event.entity.prevPosZ)) - (player.prevPosZ + (player.posZ - player.prevPosZ)); // btw if you look mathematicly at that its //int a = 5; //int b = 2; diffX = a+(b-a) = a+b-a = b // since you're not using the partialTick yet you could simply use the event.entity.posX-player.posX and the effect would be the same GL11.glTranslated(diffX, diffY, diffZ);//translate to the position of the caveman GL11.glRotatef(System.nanoTime()/10000000f, 0.0F, 1.0F, 0.0F); mc.func_110434_K().func_110577_a(new ResourceLocation(Strings.MOD_ID, "/textures/gui/temperature_bar.png")); this.drawTexturedQuadFit(-1, -1, 2, 2, 0); GL11.glPopMatrix(); } also later i suggest you take a look at my texture guide (go on the wiki and search "hydroflame guide to texture") because the way you are creating your ResourceLocation is bad anyway, with this code the image should generally be near the caveman and should be rotating how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 9, 201312 yr this is just an idea, but do you have a special renderer for your caveman? because if yes you should probably do that there since you have control over it. RenderLivingEvent is for very general things or stuff you cannot normally do because you dont want to touch the source code (in your first thread you refer to another thread, in that one he wanted to render stuff over Villagers which is a vanilla class and that is why he needed a event for it, in my profile picture i use a RenderLivingEvent too because i dont want to modify vanilla code) how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 9, 201312 yr Author "is it only off in Y or is it off in XZ too ?" Y "you are creating your ResourceLocation is bad" Why is it bad? I copied your code but added a check to see if it was the caveman and it didnt render. So I removed that check and the bar was still rotating at the same y Heres the code @ForgeSubscribe public void renderCavemanHealthBar(RenderLivingEvent.Specials.Pre event) { mc = mc.getMinecraft(); if(event.entity instanceof AC_EntityCaveman) { GL11.glPushMatrix(); double diffX = (event.entity.prevPosX + (event.entity.posX - event.entity.prevPosX)) - (mc.thePlayer.prevPosX + (mc.thePlayer.posX - mc.thePlayer.prevPosX)); double diffY = (event.entity.prevPosY + (event.entity.posY - event.entity.prevPosY)) - (mc.thePlayer.prevPosY + (mc.thePlayer.posY - mc.thePlayer.prevPosY)); double diffZ = (event.entity.prevPosZ + (event.entity.posZ - event.entity.prevPosZ)) - (mc.thePlayer.prevPosZ + (mc.thePlayer.posZ - mc.thePlayer.prevPosZ)); //btw if you look mathematicly at that its //int a = 5; //int b = 2; // diffX = a+(b-a) = a+b-a = b //since you're not using the partialTick yet you could simply use the event.entity.posX-player.posX and the effect would be the same GL11.glTranslated(diffX, diffY, diffZ);//translate to the position of the caveman GL11.glRotatef(System.nanoTime() / 10000000f, 0.0F, 1.0F, 0.0F); mc.func_110434_K().func_110577_a(new ResourceLocation(Strings.MOD_ID, "/textures/gui/temperature_bar.png")); this.drawTexturedQuadFit(- 1, - 1, 2, 2, 0); GL11.glPopMatrix(); } } @ Your latest reply, I do have a rendercavemen, but what method would I put it in?
August 9, 201312 yr "you are creating your ResourceLocation is bad" Why is it bad? jsut look at my guide later, no big deal but still... I copied your code but added a check to see if it was the caveman and it didnt render. So I removed that check and the bar was still rotating at the same y most likely becasue since you removed the caveman check the player you are is also taken into account now so you are renderered with the thing @ Your latest reply, I do have a rendercavemen, but what method would I put it in? the main one, or maybe maker a smaller that the main render method would call to keep thing clean example of a generic entity renderer @Override public void doRender(Entity entity, double x, double y, double z, float rot, float partialTick) { GL11.glPushMatrix(); GL11.glTranslated(x, y, z); //maybe more transformation Minecraft.getMinecraft().renderEngine.func_110577_a(ForgeRevCommonProxy.blankTexture); model.render(); renderTag(entity); GL11.glPopMatrix(); } public void renderTag(Entity entity){ //some move/rotate before //bind the texture this.drawTexturedQuadFit(-1, -1, 2, 2, 0); } how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 9, 201312 yr Author Hm well ive started to do it in here now, lets just continue in there and I can move it later if need be. So what next?
August 9, 201312 yr Hm well ive started to do it in here now, lets just continue in there and I can move it later if need by. So what next? ok but letting you know that it is a bad programming habit... well you said that the quad was only rendering above your head (or inside you, wtv:P) not above the caveman (or inside him) what we need to do now is try to figure out a way to configure the openGL matrix at the location of the entity when you begin the method renderCavemanHealthBar 0, 0, 0 is considered the position of steve eyes double diffX = (event.entity.prevPosX + (event.entity.posX - event.entity.prevPosX)) - (mc.thePlayer.prevPosX + (mc.thePlayer.posX - mc.thePlayer.prevPosX)); double diffY = (event.entity.prevPosY + (event.entity.posY - event.entity.prevPosY)) - (mc.thePlayer.prevPosY + (mc.thePlayer.posY - mc.thePlayer.prevPosY)); double diffZ = (event.entity.prevPosZ + (event.entity.posZ - event.entity.prevPosZ)) - (mc.thePlayer.prevPosZ + (mc.thePlayer.posZ - mc.thePlayer.prevPosZ)); GL11.glTranslated(diffX, diffY, diffZ);//translate to the position of the caveman these lines are suppose to translate the 0, 0, 0 to the location of the caveman. but basicly it should be translated by "the difference in position between the player and the entity" try getting very close to the caveman to see if the panel doesnt emerge from somewhere. is the caveman really big meaning it could be tottally inside it ? (and you wouldnt be able to see it) how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 9, 201312 yr Author Ah! It turns out its rendering slightly underneath him http://gyazo.com/f628be978d88d82f80ccc4002a2ed9bc
August 9, 201312 yr ah, then all you have to do now is increase the height and use the proper orientation (so that the image always faces the player) @ForgeSubscribe public void renderCavemanHealthBar(RenderLivingEvent.Specials.Pre event) { mc = mc.getMinecraft(); if(event.entity instanceof AC_EntityCaveman) { GL11.glPushMatrix(); double diffX = (event.entity.prevPosX + (event.entity.posX - event.entity.prevPosX)) - (mc.thePlayer.prevPosX + (mc.thePlayer.posX - mc.thePlayer.prevPosX)); double diffY = (event.entity.prevPosY + (event.entity.posY - event.entity.prevPosY)) - (mc.thePlayer.prevPosY + (mc.thePlayer.posY - mc.thePlayer.prevPosY)); double diffZ = (event.entity.prevPosZ + (event.entity.posZ - event.entity.prevPosZ)) - (mc.thePlayer.prevPosZ + (mc.thePlayer.posZ - mc.thePlayer.prevPosZ)); GL11.glTranslated(diffX, diffY, diffZ); //GL11.glRotatef(System.nanoTime() / 10000000f, 0.0F, 1.0F, 0.0F); no more of use GL11.glTranslated(0, 5, 0);//could be 6, 7, 10, 2000, youll have to find the god value yourself //i highly doubt 2000 is even a good value btw //its approximatelly the same height as your entity, and a little more GL11.glRotatef(180.0F - event.entityPlayer.renderYawOffset, 0.0F, 1.0F, 0.0F);//this line should make it always face the player, or always away from the player depending on which direction your plane is facing, experiment with it mc.func_110434_K().func_110577_a(new ResourceLocation(Strings.MOD_ID, "/textures/gui/temperature_bar.png")); this.drawTexturedQuadFit(- 1, - 1, 2, 2, 0); GL11.glPopMatrix(); } } how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 9, 201312 yr Author Ok ive got it how i want it. Now you said I could colour it ? What id like is it to be coloured in green which would be its total health then when the health goes down some of the green should be replaced with red depending on how much damage was taken.
August 9, 201312 yr ok well first, the method i gave you, youll need to change it, remove every setColorxxx public static void drawTexturedQuadFit(double x, double y, double width, double height, double zLevel) { Tessellator tessellator = Tessellator.instance; //tessellator.setColorOpaque(255, 255, 255); tessellator.startDrawingQuads(); //tessellator.setColorOpaque(255, 255, 255); tessellator.addVertexWithUV(x + 0, y + height, zLevel, 0, 1); tessellator.addVertexWithUV(x + width, y + height, zLevel, 1, 1); tessellator.addVertexWithUV(x + width, y + 0, zLevel, 1, 0); tessellator.addVertexWithUV(x + 0, y + 0, zLevel, 0, 0); //tessellator.setColorOpaque(255, 255, 255); tessellator.draw(); } because this will force the quad to be white then when the health goes down some of the green should be replaced with red depending on how much damage was taken. by some of the green you mean something like [g][g][g][g][g][r][r][r] *lose life* [g][g][g][g][r][r][r][r] if thats the case you will need to render a lot of quad, openGL can draw as many quad as you want but it wont subseparate them but basicly to set a color for the quad use Tessellator.instance.setColorOpaque(R, B, G); //example setColorOpaque(255, 0, 0); for red and then if you want to render multiple quad (one for each bar of health), somethign like: pseudo code for(int i =0; i < caveman.getMaxHealth(); i++){ if caveman.getHealth() > i render a green quad else render a red quad move one unit to the left/right (so that all quads are not one over the other) } how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 9, 201312 yr Author I tried it but nothing renders, heres my code @ForgeSubscribe public void renderCavemanHealthBar(RenderLivingEvent.Specials.Pre event) { mc = mc.getMinecraft(); if(event.entity instanceof AC_EntityCaveman) { GL11.glPushMatrix(); double diffX = (event.entity.prevPosX + (event.entity.posX - event.entity.prevPosX)) - (mc.thePlayer.prevPosX + (mc.thePlayer.posX - mc.thePlayer.prevPosX)); double diffY = (event.entity.prevPosY + (event.entity.posY - event.entity.prevPosY)) - (mc.thePlayer.prevPosY + (mc.thePlayer.posY - mc.thePlayer.prevPosY)); double diffZ = (event.entity.prevPosZ + (event.entity.posZ - event.entity.prevPosZ)) - (mc.thePlayer.prevPosZ + (mc.thePlayer.posZ - mc.thePlayer.prevPosZ)); GL11.glTranslated(diffX, diffY, diffZ);//translate to the position of the caveman //GL11.glRotatef(System.nanoTime() / 10000000f, 0.0F, 1.0F, 0.0F); no more of use GL11.glTranslated(0.45, 3.5, 0);//could be 6, 7, 10, 2000, youll have to find the god value yourself //i highly doubt 2000 is even a good value btw //its approximatelly the same height as your entity, and a little more GL11.glRotatef(200.0F - event.entity.renderYawOffset, 0.0F, 1.0F, 0.0F);//this line should make it always face the player, or always away from the player depending on which direction your plane is facing, experiment with it mc.func_110434_K().func_110577_a(new ResourceLocation(Strings.MOD_ID, "/textures/gui/health_bar.png")); this.drawTexturedQuadFit(- 1, - 1, 2, 2, 0); GL11.glPopMatrix(); } } public static void drawTexturedQuadFit(double x, double y, double width, double height, double zLevel) { caveman = caveman.getCaveman(); Tessellator tessellator = Tessellator.instance; if(caveman != null) { for(int i = 0; i < caveman.func_110138_aP(); i++) { if(caveman.func_110138_aP() > i) { tessellator.startDrawingQuads(); tessellator.setColorOpaque(0, 255, 0); tessellator.addVertexWithUV(x + 0, y + height, zLevel, 0, 1); tessellator.addVertexWithUV(x + width, y + height, zLevel, 1, 1); tessellator.addVertexWithUV(x + width, y + 0, zLevel, 1, 0); tessellator.addVertexWithUV(x + 0, y + 0, zLevel, 0, 0); tessellator.setColorOpaque(0, 255, 0); tessellator.draw(); } else { tessellator.startDrawingQuads(); tessellator.setColorOpaque(255, 0, 0); tessellator.addVertexWithUV(x + 0, y + height, zLevel, 0, 1); tessellator.addVertexWithUV(x + width, y + height, zLevel, 1, 1); tessellator.addVertexWithUV(x + width, y + 0, zLevel, 1, 0); tessellator.addVertexWithUV(x + 0, y + 0, zLevel, 0, 0); tessellator.setColorOpaque(255, 0, 0); tessellator.draw(); } } } }
August 9, 201312 yr GL11.glRotatef(200.0F - event.entity.renderYawOffset, 0.0F, 1.0F, 0.0F); depending on the orientation its possible the quad you render is facing away from you , opengl only render 1 side of each quad you ask him to try thsi GL11.glRotatef(event.entity.renderYawOffset, 0.0F, 1.0F, 0.0F); how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 9, 201312 yr well then change the rotate line to teh old rotate with the System.nanoTime, itll render while turning how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 9, 201312 yr then revert to whatever was working and add small value, see how its affected how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
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