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[1.14.4] Fluid system: can't use custom texture and texture loading bugs


Alex Sim

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I found two issues with the new fluid system:

 

1) I can't assign any texture to it which does not belong to a registered block or item: that means I have to register a block/item that uses my _flow texture and another one that uses my _still texture in order to apply custom textures to the fluid

 

2) Sometimes, if I quit the game right in front of a custom fluid and then reload the game and world, it will show the missing texture for an instant

Edited by Alex Sim
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You can use TextureStitchEvent.pre to add your textures, instead of creating a block or item.  This may or may not also affect issue two.  (I've not seen any texture problems, so far)

 

That said, gigaherz has made further changes to the Fluid API that will remove the need for the manual texture stitching entirely.  Keep an eye on Forge PR #6110 for details there.

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5 hours ago, Ommina said:

You can use TextureStitchEvent.pre to add your textures, instead of creating a block or item.  This may or may not also affect issue two.  (I've not seen any texture problems, so far)

 

That said, gigaherz has made further changes to the Fluid API that will remove the need for the manual texture stitching entirely.  Keep an eye on Forge PR #6110 for details there.

Thank you, do you happen to know how I add player interaction to the fluid? (eg: swimming, damage etc.)

Edited by Alex Sim
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9 hours ago, Alex Sim said:

Thank you, do you happen to know how I add player interaction to the fluid? (eg: swimming, damage etc.)

 

Much of that kind of behaviour (sounds when jumping into/out of, entity push, drowning, fall damage negation, likely others), is enabled simply by adding the fluid to vanilla's water.json tag.  Likewise, burning can be enabled by adding to the lava.json tag.

 

But, I've not done much research into if this enables too much (spawning freshwater fish into a mod's brine, for example).

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5 hours ago, Ommina said:

 

Much of that kind of behaviour (sounds when jumping into/out of, entity push, drowning, fall damage negation, likely others), is enabled simply by adding the fluid to vanilla's water.json tag.  Likewise, burning can be enabled by adding to the lava.json tag.

 

But, I've not done much research into if this enables too much (spawning freshwater fish into a mod's brine, for example).

I tried to make something similar to what @jabelar does here (this was from 1.12) but it seems to only work for other entities, not the player;

 

Here's my code so far, it's in Kotlin BTW:

 

//This variable uses a small reflection delegate I made
var Entity.submergedHeightKt : Double by ReflectField("field_211517_W")

@SubscribeEvent(priority = EventPriority.NORMAL, receiveCanceled = true)
fun onPlayerTickEvent(event: PlayerTickEvent) = event.player.takeIf {event.phase === TickEvent.Phase.START && it.world.isRemote}?.apply {
    handleFluidAccelerationKt(Glacia.Blocks.PLASMA)
}

@SubscribeEvent(priority=EventPriority.NORMAL, receiveCanceled=true)
fun onWorldTickEvent(event: TickEvent.WorldTickEvent) = (event.world as? ServerWorld)?.takeIf {event.phase !== TickEvent.Phase.END}?.entities?.forEach { entity ->
    entity.handleFluidAccelerationKt(Glacia.Blocks.PLASMA)
}

fun Entity.handleFluidAccelerationKt(block: Block): Boolean {
    val axisAlignedBB = boundingBox.shrink(0.001)
    val i = MathHelper.floor(axisAlignedBB.minX)
    val j = MathHelper.ceil(axisAlignedBB.maxX)
    val k = MathHelper.floor(axisAlignedBB.minY)
    val l = MathHelper.ceil(axisAlignedBB.maxY)
    val i1 = MathHelper.floor(axisAlignedBB.minZ)
    val j1 = MathHelper.ceil(axisAlignedBB.maxZ)

	if (!world.isAreaLoaded(i, k, i1, j, l, j1)) return false
    else {
        var d0 = 0.0
        val flag = this.isPushedByWater
        var flag1 = false
        var vec3d = Vec3d.ZERO
        var k1 = 0

        BlockPos.PooledMutableBlockPos.retain().use {mutableBlockPos ->
            for (l1 in i until j) {
                for (i2 in k until l) {
                    for (j2 in i1 until j1) {
                        mutableBlockPos.setPos(l1, i2, j2)
                        val fluidState = this.world.getFluidState(mutableBlockPos)
                        if (fluidState.blockState.block === block) {
                            val d1 = (i2.toFloat() + fluidState.func_215679_a(this.world, mutableBlockPos)).toDouble()
                            if (d1 >= axisAlignedBB.minY) {
                                flag1 = true
                                d0 = Math.max(d1 - axisAlignedBB.minY, d0)
                                if (flag) {
                                    var vec3d1 = fluidState.getFlow(this.world, mutableBlockPos)
                                    if (d0 < 0.4) {
                                        vec3d1 = vec3d1.scale(d0)
                                    }

                                    vec3d = vec3d.add(vec3d1)
                                    ++k1
                                }
                            }
                        }
                    }
                }
            }
        }

        if (vec3d.length() > 0.0) {
            if (k1 > 0) vec3d = vec3d.scale(1.0 / k1.toDouble())
            if (this !is PlayerEntity) vec3d = vec3d.normalize()
            motion = motion.add(vec3d.scale(0.014))
        }

        submergedHeightKt = d0
        return flag1
    }
}

 

Edited by Alex Sim
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