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Posted

Hi, I ran into a problem:

 

The night vision's effect of brightening up the surroundings is handled in LightTexture#updateLightmap(float partialTicks) and checks for the potion effect, after which a value (usually 1, if the effect is about to expire 0.7 + a sinus curve) is retrieved. How would I implement my own night vision effect, say, at lower intensity? I don't think it's possible to change that vanilla method to account for another check.

AFAIK there is no proper way of doing so.

 

One wild idea would be to create a custom implementation of LightTexture, and override LightTexture#updateLightmap to take your custom potion effect into account. Then use reflection to change the lightmapTexture field in GameRenderer (from the field gameRenderer in the Minecraft instance from Minecraft#getMinecraft) to an instance of your own LightTexture.

However I am sure this will break many things and might not work as intended.

Personally, I would just use the normal night vision effect.

Edited by DavidM

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