Jump to content

[1.19.2] Change color of projectile at runtime


DirtEngineer

Recommended Posts

I have a gun that extends the BowItem.  It fires a slug that extends AbstractArrow.  The slug contains an arbitrary fluid.
I want to change the color of the slug based upon the color of the fluid that it contains at runtime.
I know of a scheme that sets it all up during registration.  There are a few issues with that.
1.  I would end up with some arbitrary number of projectiles to manage.  I could use an interface, but that won't solve the main problem.
2.   The asynchronous nature of the registration process.  How can I be sure that the fluids from the mod that mine depends upon or any future mods will all be there for me to make the various slugs.

The DynamicFluidContainerModel will allow me to change the color of the slug at runtime.  The problem is that I am unable to find any examples of its use.
Anyone have anything to help me?

Edited by DirtEngineer
Mistakes in text
Link to comment
Share on other sites

I know virtually nothing about fluid rendering, but why wouldn't you retrieve the fluid color "lazily" either when you create the projectile or less efficiently during the rendering?

e.g. see how the arrow handles the potion color for tipped arrows (ID_EFFECT_COLOR).

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

Link to comment
Share on other sites

48 minutes ago, DirtEngineer said:

That only changes the colors of the item.  it does that during registration. 

The arrow entity takes its effect based on the tipped arrow fired.  It doesn't change the appearance of the actual entity.

It uses it for the particles and determining the texture to use. You can use it for the actual entity rendering.

I was just pointing out the pattern for setting the color at entity creation time and getting that data to the client.

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

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.

Announcements



×
×
  • Create New...

Important Information

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