Jump to content

Recommended Posts

Posted

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!

Posted

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/

Posted

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!

Posted

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);
                }
            }

 

 

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



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hello all. I'm currently grappling with the updateShape method in a custom class extending Block.  My code currently looks like this: The conditionals in CheckState are there to switch blockstate properties, which is working fine, as it functions correctly every time in getStateForPlacement.  The problem I'm running into is that when I update a state, the blocks seem to call CheckState with the position of the block which was changed updated last.  If I build a wall I can see the same change propagate across. My question thus is this: is updateShape sending its return to the neighbouring block?  Is each block not independently executing the updateShape method, thus inserting its own current position?  The first statement appears to be true, and the second false (each block is not independently executing the method). I have tried to fix this by saving the block's own position to a variable myPos at inception, and then feeding this in as CheckState(myPos) but this causes a worse outcome, where all blocks take the update of the first modified block, rather than just their neighbour.  This raises more questions than it answers, obviously: how is a different instance's variable propagating here?  I also tried changing it so that CheckState did not take a BlockPos, but had myPos built into the body - same problem. I have previously looked at neighbourUpdate and onNeighbourUpdate, but could not find a way to get this to work at all.  One post on here about updatePostPlacement and other methods has proven itself long superceded.  All other sources on the net seem to be out of date. Many thanks in advance for any help you might offer me, it's been several days now of trying to get this work and several weeks of generally trying to get round this roadblock.  - Sandermall
    • sorry, I might be stupid, but how do I open it? because the only options I have are too X out, copy it, which doesn't work and send crash report, which doesn't show it to me, also, sorry for taking so long.
    • Can you reproduce this with version 55.0.21? A whole lot of plant placement issues were just fixed in this PR.
    • Necro'ing that thread to ask if you found a solution ? I'm encountering the same crash on loading the world. I created the world in Creative to test my MP, went into survival to test combat, died, crashed on respawn and since then crash on loading the world. Deactivating Oculus isn't fixing it either, and I don't have Optifine (Twilight forest is incompatible)
  • Topics

×
×
  • Create New...

Important Information

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