Jump to content

[1.7.10] Unable to get FogDensity working.


dncwalk99

Recommended Posts

	

            @SubscribeEvent
            public void EntityViewRenderEvent(EntityViewRenderEvent.FogDensity event){
                   
                    if(event.entity.isInsideOfMaterial(Material.lava)){
                            event.setCanceled(true);
                            event.density = 0.5f;
                    }
            }

 

The event is getting canceled, but the new density setting it not taking effect.

 

Any help would be appreciated.

Link to comment
Share on other sites

It is a method named EntityRenderer#setupFog() that does this and it seems like when the event is cancelled all further interactions with Fog are cancelled. This means that GL11.glFogi(); is never called and you have to do it yourself.

 

Note: You may also want to call

                    GL11.glFogf(GL11.GL_FOG_START, whereFogStarts);

                    GL11.glFogf(GL11.GL_FOG_END, whereFogIsAtFullValue);

 

I didn't try it out though and I don't really see what could change except that fog is linearly sampled.... try it out, I guess.

Link to comment
Share on other sites

I don't know.  I have a great fog effect for a "Jack and the Beanstalk" mod where as you climb up the beanstalk the fog gets thicker and thicker.  It works without doing anything with GL11.

 

Here is the code I used.  You can try it and go into Creative Mode and just fly up to cloud level (I made the fog get thicker when you got into the clouds).

 

    @SideOnly(Side.CLIENT)
    @SubscribeEvent(priority=EventPriority.NORMAL, receiveCanceled=true)
    public void onEvent(FogDensity event)
    {
        event.density = (float) Math.abs(Math.pow(((event.entity.posY-63)/(255-63)),4));
        event.setCanceled(true); // must be canceled to affect the fog density   		
     }

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Link to comment
Share on other sites

  • 2 years later...
On 29.7.2014 at 4:55 AM, WorldsEnder said:

It is a method named EntityRenderer#setupFog() that does this and it seems like when the event is cancelled all further interactions with Fog are cancelled. This means that GL11.glFogi(); is never called and you have to do it yourself.

 

Note: You may also want to call

                    GL11.glFogf(GL11.GL_FOG_START, whereFogStarts);

                    GL11.glFogf(GL11.GL_FOG_END, whereFogIsAtFullValue);

 

I didn't try it out though and I don't really see what could change except that fog is linearly sampled.... try it out, I guess.

 

EntityRenderer#setupFog() is private in 1.11.2

Link to comment
Share on other sites

  • Guest locked this topic
Guest
This topic is now closed to further replies.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hello. Basically I made a custom standalone util library (https://github.com/lolhol/Pathfinder3D) and want to use it with my mod. Although I have done the normal jit pack stuff (basically the tutorial on their website) the Minecraft crashes the second it starts saying that it cannot find the name of a class inside of my library. (When I remove the implement(<my library link thingy>) mc launches normally and does not crash (if I comment out the code that uses the custom lib)). Now then, is there a quick fix for this because all of the other questions that I found on this topic were trying to load another mod (again, not what I’m trying to do). Am I doing something wrong? 
    • Fast Leaf Decay (by olafskiii) Rubidium (by Asek3) Artifacts (by ochotonida) Framework (by MrCrayfish) Max Health Fix (by DarkhaxDev) Embeddium/Rubidium Extras (by Txni) Essential Mod (by SparkUniverse_) Immersive Aircraft [Fabric/Forge] (by Conczin) Cherished Worlds (Fabric/Forge/NeoForge/Quilt) (by TheIllusiveC4) ExpandAbility (by florensie) Sophisticated Core (by P3pp3rF1y) Tinkers' Levelling Addon (by Pyre540) Better Advancements (by way2muchnoise) Immersive Melodies [Fabric/Forge] (by Conczin) Citadel (by sbom_xela) Vampirism - Become a vampire! (by maxanier) FerriteCore ((Neo)Forge) (by malte0811) CoroUtil (by Corosus) Create Big Cannons (by rbasamoyai) Controlling (by Jaredlll08) Cloth Config API (Fabric/Forge/NeoForge) (by shedaniel) Mekanism (by bradyaidanc) BetterF3 (by cominixo) Supplementaries (by MehVahdJukaar) Chest Cavity - Forge Port (by booneldanforever) ConnectedTexturesMod (by tterrag1098) NetherPortalFix (by BlayTheNinth) Spartan Weaponry (by ObliviousSpartan) Charm of Undying (Fabric/Forge/Quilt) (by TheIllusiveC4) Plushie Mod (by Link4real) JourneyMap (by techbrew) Farmer's Delight (by vectorwing) Connectivity[Forge/Fabric] (by someaddon) Create : Misc & Things (by To0pa) Create: Steam 'n' Rails (by IThundxr) Shutup Experimental Settings! (by Corgi_Taco) Alex's Mobs (by sbom_xela) Quark (by Vazkii) Tool Belt (by gigaherz) Just Enough Items (JEI) (by mezz) Bookshelf (by DarkhaxDev) FastWorkbench (by Shadows_of_Fire) Tinkers Construct (by mDiyo) Collective (by Serilum) Inventory HUD+ (by dmitrylovin) Explorer's Compass (by Chaosyr) playerAnimator (by KosmX) Size Devices (by DaFlame_rl) Jade 🔍 (by Snownee) Create Slice & Dice (by possible_triangle) Create Jetpack (by possible_triangle) Carry On (by Tschipp) Moonlight Lib (by MehVahdJukaar) Kotlin for Forge (by thedarkcolour) CraftTweaker (by Jaredlll08) Just Enough Resources (JER) (by way2muchnoise) AI Improvements (by QueenOfMissiles) Patchouli (by Vazkii) Catalogue (by MrCrayfish) Tool Stats (by DarkhaxDev) It Takes a Pillage (by izofar) JEITweaker (by Jaredlll08) Waystones (by BlayTheNinth) Vampires Need Umbrellas (by focamacho) Oculus (by Asek3) Mantle (by mDiyo) Mob Grinding Utils (by vadis365) Chiseled (by freepeopleworking) AutoRegLib (by Vazkii) Mystical Agriculture (by BlakeBr0) Embeddium/Rubidium Dynamic Lights (by Txni) Flywheel (Legacy) (by jozufozu) Builder's Delight (Forge) (by Tynoxs) Apotheosis (by Shadows_of_Fire) What Are They Up To (Watut) (by Corosus) Create: Interiors (by sudolev) FastFurnace (by Shadows_of_Fire) Balm (Forge Edition) (by BlayTheNinth) Clumps (by Jaredlll08) Iris & Oculus Flywheel Compat (by leon_mout) Configured (by MrCrayfish) Tinkers' Expansion (by Insane96) Crafting on a stick (by OfekN_) MrCrayfish's Gun Mod (by MrCrayfish) Create: Crystal Clear (by singularity_cyvack) FTB Library (Forge) (by FTB) AppleSkin (by squeek502) Curios API (Forge/NeoForge) (by TheIllusiveC4) Better Third Person (by Socolio) Caelus API (Forge/NeoForge) (by TheIllusiveC4) Sons Of Sins (by Furti_Two) SwingThroughGrass (by exidex) AttributeFix (by DarkhaxDev) Quests Additions (Forge) (by NaturaSpell) Building Gadgets (by Direwolf20) Enchantment Descriptions (by DarkhaxDev) Skin Layers 3D (Fabric/Forge) (by tr7zw) Bad Wither No Cookie - Reloaded (by Kreezxil) Placebo (by Shadows_of_Fire) FTB Teams (Forge) (by FTB) Mod Name Tooltip (by mezz) Enigmatic Graves (by Quarris) Sophisticated Backpacks (by P3pp3rF1y) GeckoLib (by Gecko) Builders Crafts & Additions (by MRHminer) Immersive Portals (for Forge) (by qouteall) Architectury API (Fabric/Forge/NeoForge) (by shedaniel) Lazy DataFixerUpper(LazyDFU) [FORGE] (by Corgi_Taco) Create Ore Excavation (by tom54541) Tinkers' Rapier (by sz0999312) Mowzie's Mobs (by bobmowzie) Better Combat [Fabric & Forge] (by daedelus_dev) Create Stuff & Additions (by Furti_Two) Cucumber Library (by BlakeBr0) FPS Reducer (by bre2el) Item Filters (by LatvianModder) FTB Quests (Forge) (by FTB) L_Ender 's Cataclysm (by mcl_ender) Starter Kit (by Serilum) Feature NBT Deadlock Be Gone (by telepathicgrunt) Materialis (by RCXcrafter) KleeSlabs (by BlayTheNinth) Pehkui (by Virtuoel) Grappling Hook Mod (by yyonne) Security Craft (by Geforce132) Ars Nouveau (by baileyholl2) Mouse Tweaks (by YaLTeR) Werewolves - Become a Beast! (by Cheaterpaul) Elytra Slot (Fabric/Forge/Quilt) (by TheIllusiveC4) Create (by simibubi) Budschie's Morph Mod (by budschie_) Ore Excavation (by Funwayguy) Create Confectionery (by Furti_Two)
    • Hello, im kind of a newbie on creating mods, and i been trying to make simples mods so far, Right now, i'm creating a mod which detect an specific type of mob and kill it if reach a certain number, by far the mod is detecting the mob and counting them but at the time it reach the limit number, it don't do anything. The Game don't tweak, don't crash, just i't don't run the method i call, which is kill().   public InteractionResultHolder<ItemStack> use(Level pLevel, Player pPlayer, InteractionHand pUsedHand) { final var TotalCows = pLevel.getNearbyEntities(Cow.class, TargetingConditions.forNonCombat(), pPlayer, pPlayer.getBoundingBox().inflate(5)); if(pLevel.isClientSide){ if(pPlayer.getItemInHand(InteractionHand.MAIN_HAND).getItem() == this.asItem()){ if(!TotalCows.isEmpty()){ if(TotalCows.get(0).isAlive()){ TotalCows.get(0).kill(); } }else{ pPlayer.sendSystemMessage(Component.literal("No hay vacas")); } } } The sendSystemMessage is get triggered, and when i change the method .kill() by any other like send a message it got called, can i get some tips, and a clue of what i'm missing
    • UPD: I DID IT   @Override public void applyEffectTick(LivingEntity livingEntity, int pAmplifier) { Level level = livingEntity.level(); if (!level.isClientSide()) { Holder<DamageType> entropyHolder = level .registryAccess() .registryOrThrow(Registries.DAMAGE_TYPE) .getHolderOrThrow(GTDamageTypes.ENTROPY_KEY); livingEntity.hurt(new DamageSource(entropyHolder), 1); } super.applyEffectTick(livingEntity, pAmplifier); }  
    • So I came to this public class ModDamageTypes{ public static void bootstrap(BootstapContext<DamageType> context) { context.register(GTDamageTypes.ENTROPY_KEY, new DamageType(GrimTales.MOD_ID + "_entropy", 0.1f)); } } public class GTDamageTypes implements DamageTypes { public static final ResourceKey<DamageType> ENTROPY_KEY = register("entropy"); private static ResourceKey<DamageType> register(String name) { return ResourceKey.create(Registries.DAMAGE_TYPE, new ResourceLocation(GrimTales.MOD_ID, name)); } } public class ModWorldGenProvider extends DatapackBuiltinEntriesProvider { public static final RegistrySetBuilder BUILDER = new RegistrySetBuilder() .add(Registries.DAMAGE_TYPE, ModDamageTypes::bootstrap); public ModWorldGenProvider(PackOutput output, CompletableFuture<HolderLookup.Provider> registries) { super(output, registries, BUILDER, Set.of(GrimTales.MOD_ID)); } But! I still have an issue that, I cannot just use Holder.direct, due to it will create error that "Required type:  Holder<DamageType>  Provided : Holder<ResourceKey<DamageType>>" And I still have no clue how to fix it
  • Topics

×
×
  • Create New...

Important Information

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