Jump to content

Displaying textures inside the world


Adixe

Recommended Posts

Hello, I have a question. I plan to start working on a mod that adds some weather improvements. I don't have much experience, so I want to gather as much information as possible to avoid problems in the future.
Well, I'm wondering about a good way to display certain things to the player. Let's start with, for example, clouds. I want to make a lot of changes here, including direction of movement (like wind), dynamics, color depending on weather, etc. What is the best way to do this? I'm thinking of doing it via particle, but maybe there are better ways out.
A similar situation occurs with rain. I plan to make it dynamically dependent on the wind. Then what method should I use?
I will be grateful for any tips and advice. I will add that I am interested in 1.19.3.

Link to comment
Share on other sites

You can use net.minecraftforge.client.ICloudRenderHandler to modify cloud rendering and net.minecraftforge.client.IWeatherRenderHandler to modify rain and snow.

You might want to look up examples and usages for more information because I cannot be of any more help here.

I'm not good at modding, but at least I can read a crash report (well enough). That's something, right?

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.