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Custom Flowing texture for Fluid is zoomed in


Tenth

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Basically I have the fluid working but the flowing texture isn't the right size.

This is what I have in the mcmeta file for the texture:
 

{
  "animation": {
    "interpolate": true,
    "width": 16,
    "height": 16
  }
}

This is what my FluidTypes class looks like:

package net.tenth.factory.fluid;

import net.minecraft.resources.ResourceLocation;
import net.minecraft.sounds.SoundEvents;
import net.minecraftforge.common.SoundAction;
import net.minecraftforge.eventbus.api.IEventBus;
import net.minecraftforge.fluids.FluidType;
import net.minecraftforge.registries.DeferredRegister;
import net.minecraftforge.registries.ForgeRegistries;
import net.minecraftforge.registries.RegistryObject;
import net.tenth.factory.Factory;
import org.joml.Vector3f;

public class FactoryFluidTypes {
    public static final ResourceLocation SLIME_STILL_RL = new ResourceLocation(Factory.MOD_ID,"block/slime_still");
    public static final ResourceLocation SLIME_FLOWING_RL = new ResourceLocation(Factory.MOD_ID ,"block/slime_flowing");
    public static final ResourceLocation SLIME_OVERLAY_RL = new ResourceLocation(Factory.MOD_ID, "misc/in_slime");

    public static final DeferredRegister<FluidType> FLUID_TYPES = DeferredRegister.create(ForgeRegistries.FLUID_TYPES, Factory.MOD_ID);

    private static RegistryObject<FluidType> register(String name, FluidType.Properties properties, int tintColor, Vector3f fogColor) {
        return FLUID_TYPES.register(name, () -> new BaseFluidType(SLIME_STILL_RL, SLIME_FLOWING_RL, SLIME_OVERLAY_RL, tintColor, fogColor, properties));
    }

    public static void register(IEventBus eventBus) {
        FLUID_TYPES.register(eventBus);
    }
    public static final RegistryObject<FluidType> SLIME_FLUID_TYPE = register("slime",
            FluidType.Properties.create().density(100).viscosity(100).sound(SoundAction.get("splash"), SoundEvents.SLIME_BLOCK_STEP), 0xFFFFFFFF, new Vector3f(69f / 255f, 245f / 255f, 66f / 255f));

The BaseFluidType class:

package net.tenth.factory.fluid;

import com.mojang.blaze3d.shaders.FogShape;
import com.mojang.blaze3d.systems.RenderSystem;
import net.minecraft.client.Camera;
import net.minecraft.client.multiplayer.ClientLevel;
import net.minecraft.client.renderer.FogRenderer;
import net.minecraft.resources.ResourceLocation;
import net.minecraftforge.client.extensions.common.IClientFluidTypeExtensions;
import net.minecraftforge.fluids.FluidType;
import org.jetbrains.annotations.NotNull;
import org.jetbrains.annotations.Nullable;
import org.joml.Vector3f;

import java.util.function.Consumer;

public class BaseFluidType extends FluidType {
    private final ResourceLocation stillTexture;
    private final ResourceLocation flowingTexture;
    private final ResourceLocation overlayTexture;
    private final int tintColor;
    private final Vector3f fogColor;

    public BaseFluidType(final ResourceLocation stillTexture, final ResourceLocation flowingTexture, final ResourceLocation overlayTexture, final int tintColor, final Vector3f fogColor, final Properties properties) {
        super(properties);
        this.stillTexture = stillTexture;
        this.flowingTexture = flowingTexture;
        this.overlayTexture = overlayTexture;
        this.tintColor = tintColor;
        this.fogColor = fogColor;
    }

    public ResourceLocation getStillTexture() {
        return stillTexture;
    }
    public ResourceLocation getFlowingTexture() {
        return flowingTexture;
    }
    public ResourceLocation getOverlayTexture() {
        return overlayTexture;
    }
    public int getTintColor() {
        return tintColor;
    }
    public Vector3f getFogColor() {
        return fogColor;
    }

    @Override
    public void initializeClient(Consumer<IClientFluidTypeExtensions> consumer) {
        consumer.accept(new IClientFluidTypeExtensions() {
            @Override
            public ResourceLocation getStillTexture() {
                return stillTexture;
            }
            @Override
            public ResourceLocation getFlowingTexture() {
                return flowingTexture;
            }
            @Override
            public @Nullable ResourceLocation getOverlayTexture() {
                return overlayTexture;
            }
            @Override
            public int getTintColor() {
                return tintColor;
            }
            @Override
            public @NotNull Vector3f modifyFogColor(Camera camera, float partialTick, ClientLevel level, int renderDistance, float darkenWorldAmount, Vector3f fluidFogColor) {
                return fogColor;
            }
            @Override
            public void modifyFogRender(Camera camera, FogRenderer.FogMode mode, float renderDistance, float partialTick, float nearDistance, float farDistance, FogShape shape) {
                RenderSystem.setShaderFogStart(0.5f);
                RenderSystem.setShaderFogEnd(6f);
            }
        });
    }
}

And finally the screenshot presenting the issue:

spacer.png

Any help is more than appreciated.

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