Jump to content

[1.11.2] DrawForeground/Background on GUI Screen


BeardlessBrady
 Share

Recommended Posts

23 hours ago, V0idWa1k3r said:

Just do not forget to call super.drawScreen() after you are done to render all the buttons and text fields

Calling super first makes the button drawn first and then everything is drawn over it. Call super last and it will draw the buttons over the rest of the ui. 

Link to comment
Share on other sites

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
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.

 Share



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • REM Forge requires a configured set of both JVM and program arguments. REM Add custom JVM arguments to the user_jvm_args.txt REM Add custom program arguments {such as nogui} to this file in the next line before the %* or REM  pass them to this script directly "C:\Program Files\Java\jdk-17\bin\Java.exe" @user_jvm_args.txt @libraries/net/minecraftforge/forge/1.18.2-40.1.80/win_args.txt -Xmx8G -Xms8G %* pause     so I used it.
    • I created an SOUL_JAR Item that has been registered for each mob like - mod:soul_jar_minecraft_cow etc.. but it all has different registry names, i have a model file name soul_jar.json and i want to know how to bind each of those items to this class (When mod iterates through all of vanilla mobs and registering items for them).   I didn't found any info about it because all of info is outdated, and forge docs is complicated asf (i wish there would be more examples) i also used AI but it showing me only outdated info, but theres some code where i registering my item and trying to bind it to model ->   public static void register(IEventBus eventBus){ ITEMS.register(eventBus); Set<ResourceLocation> entityKeyList = ForgeRegistries.ENTITY_TYPES.getKeys(); for (ResourceLocation k : entityKeyList) { EntityType<?> entityType = ForgeRegistries.ENTITY_TYPES.getValue(k); if (!entityType.getCategory().equals(MobCategory.MISC)) { RegistryObject<Item> SOUL_JAR = ITEMS.register("soul_jar" + '_' + k.toString().replace(':', '_').replace('.', '_'), () -> new JarItem(new Item.Properties().rarity(Rarity.RARE).tab(ModTabs.MAGICAL_OBSESSION_JARS), entityType)); if (Thread.currentThread().getThreadGroup() == SidedThreadGroups.CLIENT) { ItemModelShaper itemModelShaper = Minecraft.getInstance().getItemRenderer().getItemModelShaper(); itemModelShaper.register(SOUL_JAR.get().asItem(), new ModelResourceLocation("item.soul_jar", "inventory")); } } } } I also have more questions like how to iterate through all other mods mobs also, or render mob inside of a jar in inventory, but i will try to figure it out.
    • I looked into OctoEconomyAPI and saw that it was a JAR api for fabric. This means you have a fabric mod in your mods folder. I downloaded your mod folder and wasted 2 solid hours creating a Python script to try to find the faulty mod, and eventually just gave up. I suggest you create two installations with half or the mods in each, find which one doesn't launch, cut that one in half, and repeat until you find the fabric mod. Investigué OctoEconomyAPI y vi que era una API JAR para fabric. Esto significa que tienes un mod de Fabric en tu carpeta de mods. Descargué su carpeta de mods y desperdicié 2 horas completas creando un script de Python para tratar de encontrar el mod defectuoso, y finalmente me di por vencido. Le sugiero que cree dos instalaciones con la mitad o las modificaciones en cada una, encuentre cuál no se inicia, córtela por la mitad y repita hasta que encuentre la modificación Fabric.   (The Python script I made is here): (El script de Python que hice está aquí):  
    • I've got it to work now. Instead of using the texture manager I used the Render System:   RenderSystem.setShaderTexture(0, new ResourceLocation("mcaquests", "textures/item/questbook.png"));  
  • Topics

×
×
  • Create New...

Important Information

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