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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.

Posted (edited)

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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