Posted September 4, 201411 yr For an armor full set bonus, I am trying to make water and lava look much clearer when swimming in them. The problem is, unless I cancel the event at all times, even when the player is in air, it doesn't render any fog at all. If I cancel the event when in air, the fog would not work correctly with a low render distance. How can I fix this? Here's my code: @SubscribeEvent public void fogDensity(EntityViewRenderEvent.FogDensity evt){ if (evt.block == Blocks.lava && ArmorBonusEvent.getFlamestone()){ evt.density = 0.1f; evt.setCanceled(true); } else if (evt.block == Blocks.water && ArmorBonusEvent.getAquatic()){ evt.density = 0.01f; evt.setCanceled(true); }else if (evt.block == Blocks.lava && !ArmorBonusEvent.getFlamestone()){ evt.density = 2; evt.setCanceled(true); }else if (evt.block == Blocks.water && !ArmorBonusEvent.getAquatic()){ evt.density = 0.05f; evt.setCanceled(true); } } Check out my mod, Realms of Chaos, here. If I helped you, be sure to press the "Thank You" button!
September 5, 201411 yr I'm not sure setting the density to 2 is good idea. I think density is meant to be a percentage where 1.0F is fully thick (can't see anything). Have you tried playing with fog density without testing the blocks? First just get it so fog is generally doing what you want then try limiting to various blocks. Check out my tutorials here: http://jabelarminecraft.blogspot.com/
September 5, 201411 yr Author Setting the fog to 2 wasn't a problem. Thats the density vanilla uses for lava. The event has to be canceled to work, but if I always cancel it air looks really foggy, and if I were to change the density of air it wouldn't change with render distance, blindness, or void fog. Check out my mod, Realms of Chaos, here. If I helped you, be sure to press the "Thank You" button!
September 6, 201411 yr Sorry, not sure. I've only used fogdensity for a general fog effect, not for just one block type. Check out my tutorials here: http://jabelarminecraft.blogspot.com/
September 6, 201411 yr Hi I'm going on guesswork here since I've never messed with fog. If you cancel the event, all the vanilla code around fog is skipped. So you must reproduce that code in your event (or, alternatively, only cancel the event when you want to override the default fog.) And even when your armour is affecting fog, you might need to copy some of the water fog commands into your event to get it to match vanilla water fog effect, i.e. Fogi, Fogf. I'm not sure why "unless I cancel the event at all times, even when the player is in air, it doesn't render any fog at all." Do you mean - if you intercept this event it alters the way vanilla fog works, even if you don't cancel the event? That would be strange. -TGG From vanilla: net.minecraftforge.client.event.EntityViewRenderEvent.FogDensity event = new net.minecraftforge.client.event.EntityViewRenderEvent.FogDensity(this, entitylivingbase, block, p_78468_2_, 0.1F); if (MinecraftForge.EVENT_BUS.post(event)) // returns true if event cancelled -> skip all the vanilla fog. { GL11.glFogf(GL11.GL_FOG_DENSITY, event.density); } else if (entitylivingbase.isPotionActive(Potion.blindness)) { f1 = 5.0F; int j = entitylivingbase.getActivePotionEffect(Potion.blindness).getDuration(); if (j < 20) { f1 = 5.0F + (this.farPlaneDistance - 5.0F) * (1.0F - (float)j / 20.0F); } GL11.glFogi(GL11.GL_FOG_MODE, GL11.GL_LINEAR); if (p_78468_1_ < 0) { GL11.glFogf(GL11.GL_FOG_START, 0.0F); GL11.glFogf(GL11.GL_FOG_END, f1 * 0.8F); } else { GL11.glFogf(GL11.GL_FOG_START, f1 * 0.25F); GL11.glFogf(GL11.GL_FOG_END, f1); } if (GLContext.getCapabilities().GL_NV_fog_distance) { GL11.glFogi(34138, 34139); } } else if (this.cloudFog) { GL11.glFogi(GL11.GL_FOG_MODE, GL11.GL_EXP); GL11.glFogf(GL11.GL_FOG_DENSITY, 0.1F); } else if (block.getMaterial() == Material.water) { GL11.glFogi(GL11.GL_FOG_MODE, GL11.GL_EXP); if (entitylivingbase.isPotionActive(Potion.waterBreathing)) { GL11.glFogf(GL11.GL_FOG_DENSITY, 0.05F); } else { GL11.glFogf(GL11.GL_FOG_DENSITY, 0.1F - (float)EnchantmentHelper.getRespiration(entitylivingbase) * 0.03F); } } else if (block.getMaterial() == Material.lava) { GL11.glFogi(GL11.GL_FOG_MODE, GL11.GL_EXP); GL11.glFogf(GL11.GL_FOG_DENSITY, 2.0F); } else { f1 = this.farPlaneDistance; if (this.mc.theWorld.provider.getWorldHasVoidParticles() && !flag) { double d0 = (double)((entitylivingbase.getBrightnessForRender(p_78468_2_) & 15728640) >> 20) / 16.0D + (entitylivingbase.lastTickPosY + (entitylivingbase.posY - entitylivingbase.lastTickPosY) * (double)p_78468_2_ + 4.0D) / 32.0D; if (d0 < 1.0D) { if (d0 < 0.0D) { d0 = 0.0D; } d0 *= d0; float f2 = 100.0F * (float)d0; if (f2 < 5.0F) { f2 = 5.0F; } if (f1 > f2) { f1 = f2; } } } GL11.glFogi(GL11.GL_FOG_MODE, GL11.GL_LINEAR); if (p_78468_1_ < 0) { GL11.glFogf(GL11.GL_FOG_START, 0.0F); GL11.glFogf(GL11.GL_FOG_END, f1); } else { GL11.glFogf(GL11.GL_FOG_START, f1 * 0.75F); GL11.glFogf(GL11.GL_FOG_END, f1); } if (GLContext.getCapabilities().GL_NV_fog_distance) { GL11.glFogi(34138, 34139); } if (this.mc.theWorld.provider.doesXZShowFog((int)entitylivingbase.posX, (int)entitylivingbase.posZ)) { GL11.glFogf(GL11.GL_FOG_START, f1 * 0.05F); GL11.glFogf(GL11.GL_FOG_END, Math.min(f1, 192.0F) * 0.5F); } }
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