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Posted

Looking for a way to create Dyable armor with out the need of have 15+ armor.pngs

 

Normal armored useds this method:

string getArmorTextureFile (ItemStack itemstack) {

return "/mod/texture/dirt_1.png";

}

 

However is there a way to place a color adjuster to the string ".png"?

 

pseudo code of filter Method: public void applyColorFilter(int decimalColorCode, string armorTextureFile)

{

decimalColorCode applied to armorTextureFile;

}

 

Example:

string getArmorTextureFile (ItemStack itemstack) {

return applyColorFilter(this.func_82814_b(itemstack), "/mod/texture/dirt_1.png");

}

 

This way the said texture file is loaded with new decimal color adjustments added?

 

If no method is supported yet for forge, I would like to request said method for the future of Dyable Armor :)

Posted

Use a custom item renderer for your items, and use the same texture file and icon index as the original, but call a GL11 color set before doing your vertex calls.

look at: GL11.glColor4f(float,float,float,float)

those stand for r,g,b,a. Decimals from 0-1. to go from 256 integer rgb to float, just divide by 255.

Posted
  On 11/8/2012 at 2:31 AM, rich1051414 said:

Use a custom item renderer for your items, and use the same texture file and icon index as the original, but call a GL11 color set before doing your vertex calls.

look at: GL11.glColor4f(float,float,float,float)

those stand for r,g,b,a. Decimals from 0-1. to go from 256 integer rgb to float, just divide by 255.

 

Would that change the colour of both the icon for the Armor and the armor itself or is it just one of them?

Also wouldn't the custom renderer then have to override the base one?

Posted

I know right now I am piggy back riding Minecrafts EnumArmor.CLOTH. This allows me full support of Mojang dyeing system with Icons. (Which is great!) however sadly does not apply the decimal code colors to the ArmorTextureFile :(

 

I personally would like to see an Upgrade to the IArmorTextureProvider, which supports the new Mojang dye system for a few reasons.

 

1. Provides a quick and easy dyeing method (Example of Ease is Forges Custom Config Methods, lots of coding in the background, but made into very simple to use with a few lines of code).

 

2. Don't have to worry about Custom rendering classes and Base overrides

 

3. Just another step closer to Forge to taking over Minecraft....

 

 

I would also like to add something that is different but the same subject of Armor.

 

Any chance to allow Forge to override Armor Rendering (3D Armor on your character) to allow Invisibility potions to turn armor invisible as well? Atm only the character unarmored is fully invisible.

Posted
  On 11/8/2012 at 11:46 AM, colossali said:

  Quote

Use a custom item renderer for your items, and use the same texture file and icon index as the original, but call a GL11 color set before doing your vertex calls.

look at: GL11.glColor4f(float,float,float,float)

those stand for r,g,b,a. Decimals from 0-1. to go from 256 integer rgb to float, just divide by 255.

 

Would that change the colour of both the icon for the Armor and the armor itself or is it just one of them?

Also wouldn't the custom renderer then have to override the base one?

Yes it is easiest to extend the real renderer, and just override the specific call to applies to you, and insert your color set there. Also, I believe you get the chance to do your own custom inventory rendering as well, atleast you do with blocks.

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