Jump to content

Recommended Posts

Posted

My mod has a set of tools and armour as the highest tier that should cycle through every hue value and overlay the colour onto the item texture. However, with my sword renderer, I end up with http://puu.sh/c1Q0q/42bf7e4465.png, http://puu.sh/c1QlN/fcdcb7dd54.png, http://puu.sh/c1Qwu/576c1ca1fa.png, http://puu.sh/c1QDU/1db230b12d.png and http://puu.sh/c1QOp/9e1b62746a.png  - the scaling is off (I messed around with that for a couple of hours), the colour doesn't blend properly except in the inventory (where it has an odd background), the item entity doesn't rotate to face the player (or spin at all with Fancy Graphics on) and the item is 2D.

 

RenderElderSword:

 

  Reveal hidden contents

 

 

Can anyone please tell me what I'm doing wrong and how to fix it?

Posted
  On 10/6/2014 at 6:02 PM, Casual Dutchman said:

Can't you just create a different png with an animation of all colors. Like the portal or fire. And then use that picture as an overlay on the sword.

 

I could, but there are 256 different colours. That would be a lot more difficult to render, anyway, as I would still have the scaling issues but I would also have to switch textures and render them with blending.

Posted

private static void renderIcon(IIcon icon) {
	Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.locationItemsTexture);

	ItemRenderer.renderItemIn2D(Tessellator.instance, icon.getMaxU(), icon.getMinV(), icon.getMinU(), icon.getMaxV(), 255, 255, 0.0625F);
}

 

That should render the 3D item.

 

I'm not an OpenGL wizard, but what I would do is:

 

  Reveal hidden contents

 

Kain

Posted

Hi

 

This link might help you understand how to use the IItemRenderer to achieve the things you want. 

http://greyminecraftcoder.blogspot.com.au/p/list-of-topics.html

Look at the Item Rendering sections.

 

I think TLHPoE's suggestions are good;

esp. you could make the image for your coloured parts white (or grayscale), then before you draw it change the colour (using glColor4f like you already do)

 

You don't need Blend unless you want the coloured parts to be partially transparent, but if you try to draw two textures exactly on top of each other you will get the weird 'texture fighting stripes" in your first picture.  Try splitting your icon into two non-overlapping parts instead like TLHPoE suggested.

 

-TGG

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

    • Hi everyone, I'm currently developing a Forge 1.21 mod for Minecraft and I want to display a custom HUD overlay for a minigame. My goal: When the game starts, all players should see an item/block icon (from the base game, not a custom texture) plus its name/text in the HUD – similar to how the bossbar overlay works. The HUD should appear centered above the hotbar (or at a similar prominent spot), and update dynamically (icon and name change as the target item changes). What I've tried: I looked at many online tutorials and several GitHub repos (e.g. SeasonHUD, MiniHUD), but most of them use NeoForge or Forge versions <1.20 that provide the IGuiOverlay API (e.g. implements IGuiOverlay, RegisterGuiOverlaysEvent). In Forge 1.21, it seems that neither IGuiOverlay nor RegisterGuiOverlaysEvent exist anymore – at least, I can't import them and they are missing from the docs and code completion. I tried using RenderLevelStageEvent as a workaround but it is probably not intended for custom HUDs. I am not using NeoForge, and switching the project to NeoForge is currently not an option for me. I tried to look at the original minecraft source code to see how elements like hearts, hotbar etc are drawn on the screen but I am too new to Minecraft modding to understand. What I'm looking for: What is the correct way to add a custom HUD element (icon + text) in Forge 1.21, given that the previous overlay API is missing? Is there a new recommended event, callback, or method in Forge 1.21 for custom HUD overlays, or is everyone just using a workaround? Is there a minimal open-source example repo for Forge 1.21 that demonstrates a working HUD overlay without relying on NeoForge or deprecated Forge APIs? My ideal solution: Centered HUD element with an in-game item/block icon (from the base game's assets, e.g. a diamond or any ItemStack / Item) and its name as text, with a transparent background rectangle. It should be visible to the players when the mini game is running. Easy to update the item (e.g. static variable or other method), so it can change dynamically during the game. Any help, code snippets, or up-to-date references would be really appreciated! If this is simply not possible right now in Forge 1.21, it would also help to know that for sure. Thank you very much in advance!
    • The simple answer is there is not an easy way. You would need to know how to program in Java, as well as at least some familiarity with how Forge works so you could port the differences. You would also need the sourcecode for the original mod, and permission from the author to modify it, if they did not use some sort of open source license. So it's not impossible, but it would take some effort, but doing so would open up a whole new world of possibilities for you!
    • Does it still crash if you remove holdmyitems? Looks like that mod doesn't work on a server as far as I can tell from the error.  
    • Crashes the server when trying to start. Error code -1. Log  
  • Topics

×
×
  • Create New...

Important Information

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