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Fading Blackscreen


Darki
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I want to make a Blackscreen thats starts fading in when you have only 3 air when you are under water and when you have 0 air and starts drowning that the blackscreen is full faded in. And when you come over water when its starts fading in that the blackscreen instantly fading out. I hope you understand this. An Example is Subnautica, when you have not enough air. The screen will darker

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Look at how the blindness potion works.

 

You'll need to subscribe to the FogDensity event and do some manipulation to it/the GL state.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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Receive the RenderGameOverlayEvent.Pre, and use Minecraft.getMinecraft().thePlayer#getAir() to check the player's air value.  If it's below a certain amount, draw a quad over the screen using the resolution stored in the event, turn GL blending on, and use glColor4f(0f, 0f, 0f, x), where x is an equation that increments upwards over time, preferably using partial ticks, to fade the black box in.  At least, that's how I'd try it first.

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I want to make a Blackscreen thats starts fading in when you have only 3 air when you are under water and when you have 0 air and starts drowning that the blackscreen is full faded in. And when you come over water when its starts fading in that the blackscreen instantly fading out. I hope you understand this. An Example is Subnautica, when you have not enough air. The screen will darker

 

Receive the RenderGameOverlayEvent.Pre, and use Minecraft.getMinecraft().thePlayer#getAir() to check the player's air value.  If it's below a certain amount, draw a quad over the screen using the resolution stored in the event, turn GL blending on, and use glColor4f(0f, 0f, 0f, x), where x is an equation that increments upwards over time, preferably using partial ticks, to fade the black box in.  At least, that's how I'd try it first.

 

You can also check out GuiIngameForge#renderSleepFade to see how the sleeping fade works if you want a reference point.

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(From a purely aesthetical point of view, the fog will probably look better, as it will lower the maximum view distance as well as make things darker, rather than a 2D flat overlay, giving the effect of tunnel vision).

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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