Jump to content

Block overlay rendering (colour torch)


OwnAgePau

Recommended Posts

Hi there,

 

So lets explain what the idea was here as i was trying to find a good title, but this doesn't really give a full discription of what i mean. I had this idea of making a torch that renders the area not just with ligt, but it also overlays the blocks with a certain overlay (all sides of the blocks) in that area. I had this idea to make an overlay that is coloured but you can look through it (so the colour would be 5% opaque or something). But i am not sure where to start off when it comes to overlays. I know that the grass block uses overlays, but i am not sure how to make an overlay that will be rendered over any block.

 

Any tips or redirections to places where i should start off would be greatly appreciated!

 

~ OwnAgePau

Link to comment
Share on other sites

If i understand this correctly, you want to make it look like the torch is emitting colored light. I don'tknow if this works exactly, but the way i will do it, that if you place the torch, it sets a radius of block without collission and a bounding box, that has a colored texture, that is (as you said) 5% opaque, and if you break the torch, you remove all of the blocks.

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

Link to comment
Share on other sites

Yeah you understand me correctly and that's the idea you had (you discribed it a bit more detailed though, my first language isn't English so i am sorry if that didn't came out exactly) so yeah where should i start looking at? any ideas?

Link to comment
Share on other sites

First you have to make a torch that emits normal light. Than you have to make the blocks without collision and bounding box, i don't know how to do that, maybe someone else does. Than you add the onBlockPlacedBy method to your torch class. In the onBlockPlacedBy method, you need to add some if statements to place the block, but not replace blocks that aren't air. Than add the breakBlock method to your torch class, and do the opposite of the onBlockPlacedBy method, to replace your colored blocks with air, but not the blocks that aren't your colored blocks. (Sorry if the spelling is exactly right, english isn't my first language either)

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

Link to comment
Share on other sites

  • 1 month later...

"Than you have to make the blocks without collision and bounding box, i don't know how to do that"

like an entity? it sounds like a laggy idea :(.

It would be nice for forge color, but first we'd have to rewrite the entire forge lighting system.

Communication is a vital tool, in the game industry you won't go anywhere without it. People are either going to learn to talk, or move on.

Link to comment
Share on other sites

Hi

 

Actually you might not be aware that torches already emit coloured light?  It is slightly yellowish... http://greyminecraftcoder.blogspot.com/2013/08/lighting.html has a bit more information.

 

There are a couple of ways I can think of that you might do this.  Might be worth a try, but no guarantees...

 

If you don't mind making all torches coloured (including the vanilla torch) you could overwrite the lightmap with your own values before the render.  I think there is a forge hook somewhere that is called immediately before rendering (forget what it is though).

Alternatively you could use the "coloured air block" idea- the simplest way might be TileEntities which is probably fine so long as you don't have too many of your coloured torches.  But you could also do it with a custom air block:

1) Collision and bounding box can be turned off by Block.canCollideCheck() or Block.getCollisionBoundingBoxFromPool

2) Write a custom renderer for your "coloured air block"- either render it in pass1 with a low opacity (render the internal faces not the external), or render the internal faces of the cube by copying the texture from the adjacent block and re-rendering it with a colour multiplier

 

The only problem is that some of these might look a bit strange next to non-cube blocks.

 

The BlockRedstoneWire has some similarities to what you're trying to do.

 

Good luck with it....

 

TGG

 

 

Link to comment
Share on other sites

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.



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • rp.crazyheal.xyz mods  
    • I'm developing a dimension, but it's kinda resource intensive so some times during player teleporting it lags behind making the player phase down into the void, so im trying to implement some kind of pregeneration to force the game loading a small set of chunks in the are the player will teleport to. Some of the things i've tried like using ServerLevel and ServerChunkCache methods like getChunk() dont actually trigger chunk generation if the chunk isn't already on persistent storage (already generated) or placing tickets, but that doesn't work either. Ideally i should be able to check when the task has ended too. I've peeked around some pregen engines, but they're too complex for my current understanding of the system of which I have just a basic understanding (how ServerLevel ,ServerChunkCache  and ChunkMap work) of. Any tips or other classes I should be looking into to understand how to do this correctly?
    • https://mclo.gs/4UC49Ao
    • Way back in the Forge 1.17 days, work started for adding JPMS (Java Platform Module Support) to ModLauncher and ForgeModLoader. This has been used internally by Forge and some libraries for a while now, but mods (those with mods.toml specifically) have not been able to take advantage of it. As of Forge 1.21.1 and 1.21.3, this is now possible!   What is JPMS and what does it mean for modders? JPMS is the Java Platform Module System, introduced in Java 9. It allows you to define modules, which are collections of packages and resources that can be exported or hidden from other modules. This allows for much more fine-tuned control over visibility, cleaner syntax for service declarations and support for sealed types across packages. For example, you might have a mod with a module called `com.example.mod` that exports `com.example.mod.api` and `com.example.mod.impl` to other mods, but hides `com.example.mod.internal` from them. This would allow you to have a clean API for other mods to use, while keeping your internal implementation details hidden from IDE hints, helping prevent accidental usage of internals that might break without prior notice. This is particularly useful if you'd like to use public records with module-private constructors or partially module-private record components, as you can create a sealed interface that only your record implements, having the interface be exported and the record hidden. It's also nice for declaring and using services, as you'll get compile-time errors from the Java compiler for typos and the like, rather than deferring to runtime errors. In more advanced cases, you can also have public methods that are only accessible to specific other modules -- handy if you want internal interactions between multiple of your own mods.   How do I bypass it? We understand there may be drama in implementing a system that prevents mods from accessing each other's internals when necessary (like when a mod is abandoned or you need to fix a compat issue) -- after all, we are already modding a game that doesn't have explicit support for Java mods yet. We have already thought of this and are offering APIs from day one to selectively bypass module restrictions. Let me be clear: Forge mods are not required to use JPMS. If you don't want to use it, you don't have to. The default behaviour is to have fully open, fully exported automatic modules. In Java, you can use the `Add-Opens` and `Add-Exports` manifest attributes to selectively bypass module restrictions of other mods at launch time, and we've added explicit support for these when loading your Forge mods. At compile-time, you can use existing solutions such as the extra-java-module-info Gradle plugin to deal with non-modular dependencies and add extra opens and exports to other modules. Here's an example on how to make the internal package `com.example.examplemod.internal` open to your mod in your build.gradle: tasks.named('jar', Jar) { manifest { attributes([ 'Add-Opens' : 'com.example.examplemod/com.example.examplemod.internal' 'Specification-Title' : mod_id, 'Specification-Vendor' : mod_authors // (...) ]) } } With the above in your mod's jar manifest, you can now reflectively access the classes inside that internal package. Multiple entries are separated with a space, as per Java's official spec. You can also use Add-Exports to directly call without reflection, however you'd need to use the Gradle plugin mentioned earlier to be able to compile. The syntax for Add-Exports is the same as Add-Opens, and instructions for the compile-time step with the Gradle plugin are detailed later in this post. Remember to prefer the opens and exports keywords inside module-info.java for sources you control. The Add-Opens/Add-Exports attributes are only intended for forcing open other mods.   What else is new with module support? Previously, the runtime module name was always forced to the first mod ID in your `mods.toml` file and all packages were forced fully open and exported. Module names are now distinguished from mod IDs, meaning the module name in your module-info.java can be different from the mod ID in your `mods.toml`. This allows you to have a more descriptive module name that doesn't have to be the same as your mod ID, however we strongly recommend including your mod ID as part of your module name to aid troubleshooting. The `Automatic-Module-Name` manifest attribute is now also honoured, allowing you to specify a module name for your mod without needing to create a `module-info.java` file. This is particularly useful for mods that don't care about JPMS features but want to have a more descriptive module name and easier integration with other mods that do use JPMS.   How do I use it? The first step is to create a `module-info.java` file in your mod's source directory. This file should be in the same package as your main mod class, and should look something like this: open module com.example.examplemod { requires net.minecraftforge.eventbus; requires net.minecraftforge.fmlcore; requires net.minecraftforge.forge; requires net.minecraftforge.javafmlmod; requires net.minecraftforge.mergetool.api; requires org.slf4j; requires logging; } For now, we're leaving the whole module open to reflection, which is a good starting point. When we know we want to close something off, we can remove the open modifier from the module and open or export individual packages instead. Remember that you need to be open to Forge (module name net.minecraftforge.forge), otherwise it can't call your mod's constructor. Next is fixing modules in Gradle. While Forge and Java support modules properly, Gradle does not put automatic modules on the module path by default, meaning that the logging module (from com.mojang:logging) is not found. To fix this, add the Gradle plugin and add a compile-time module definition for that Mojang library: plugins { // (...) id 'org.gradlex.extra-java-module-info' version "1.9" } // (...) extraJavaModuleInfo { failOnMissingModuleInfo = false automaticModule("com.mojang:logging", "logging") } The automatic module override specified in your build.gradle should match the runtime one to avoid errors. You can do the same for any library or mod dependency that is missing either a module-info or explicit Automatic-Module-Name, however be aware that you may need to update your mod once said library adds one. That's all you need to get started with module support in your mods. You can learn more about modules and how to use them at dev.java.
    • Faire la mise à jour grâce à ce lien m'a aider personnellement, merci à @Paint_Ninja. https://www.amd.com/en/support 
  • Topics

×
×
  • Create New...

Important Information

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