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Creating fog in a custom dimension


nachsor

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I am currently having an issue with my custom dimension. In my dimension, i would really like having some fog which would allow you to see about 7 blocks far. My issue is that it does not want to work.

@SubscribeEvent(priority = EventPriority.NORMAL, receiveCanceled = true)
	public static void onFogDensityEvent(EntityViewRenderEvent.FogDensity event) {
		System.out.println("Event succesfully fired");
	    event.setDensity(1F);
	    event.setCanceled(true);
	}

I added the code above to the world provider of my dimension but it doesn't change anything. Is it just supposed to go somewhere else then the world provider or is something wrong with the code itself. BTW, the code is properly formatted on eclipsis, just not above for some reason.

 

 

Edit: This is for 1.12.2, just incase.

Edited by nachsor
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14 minutes ago, nachsor said:

I am not sure what you mean by i am mixing tabs and spaces

He means your indentation is a mix of pressing tab and using spaces. Pick one and love it like a wife or husband.

 

15 minutes ago, nachsor said:

the event is not being fired.

How are you registering it?

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Just now, nachsor said:

How am i supposed to do so?

There are several ways here is the documentation on events.

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Ok, so. I made an event handler for it. Although, when i register it in my main class(i tried the PreInit, Init and postInit) it crashes. Where would i need to register it for it to work. What i used to register it BTW is

MinecraftForge.EVENT_BUS.register(FogEventHandler.instance);

FogEventHandler being my event handler as the name suggests.

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38 minutes ago, nachsor said:

it crashes

What type of crash? Could it be that you never assign a value to FogEventHandler.instance?

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Yeah woops, it is the case. I actualy forgot to add the@Instance tag to the instance variable. Although i think that might be part of the issue(which now that i think about it, what actually is the purpose of the Instance tag?), it does still crash. Should i include my code, maybe that would help?

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4 minutes ago, nachsor said:

Should i include my code, maybe that would help?

Yes 100% more.

 

4 minutes ago, nachsor said:

which now that i think about it, what actually is the purpose of the Instance tag?

It provides an instance of the @Mod class it refers to. 

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

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Forge and vanilla BlockState generator.

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Just now, Animefan8888 said:

It provides an instance of the @Mod class it refers to. 

Ok so essentially, it creates an instance. Good to know, thank you for the clarrification :D

 

As for the files, i will have to include them as code because i do not have a github repo yet. I will make sure to create one ASAP.

 

For now, Here is my Main class.

package skely.mod;

import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.item.ItemStack;
import net.minecraftforge.common.MinecraftForge;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.Mod.EventHandler;
import net.minecraftforge.fml.common.Mod.Instance;
import net.minecraftforge.fml.common.SidedProxy;
import net.minecraftforge.fml.common.event.FMLInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPostInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;
import skely.mod.init.BlockInit;
import skely.mod.init.ItemInit;
import skely.mod.init.RUCreativeTabs;
import skely.mod.init.Smelting;
import skely.mod.proxy.CommonProxy;
import skely.mod.util.References;
import skely.mod.util.handlers.FogEventHandler;
import skely.mod.util.handlers.RegistryHandler;

@Mod(modid = References.MODID, name = References.NAME, version = References.VERSION)
public class Main {
	public static CreativeTabs RUTab = new RUCreativeTabs("RUTab");
	
	@Instance
	public static Main instance;
	
	@SidedProxy(clientSide = References.CLIENT, serverSide = References.COMMON)
	public static CommonProxy proxy;
	
	@EventHandler
	public static void preInit(FMLPreInitializationEvent event) {
		RegistryHandler.otherRegistries();
		MinecraftForge.EVENT_BUS.register(FogEventHandler.instance);
	}
	
	@EventHandler
	public static void init(FMLInitializationEvent event) {
		Smelting.init();
	}
	
	@EventHandler
	public static void postInit(FMLPostInitializationEvent event) {
	}
}

 

 

The Dimension.

 

package skely.mod.world.dimmension.abyss;

import net.minecraft.entity.player.EntityPlayerMP;
import net.minecraft.util.math.Vec3d;
import net.minecraft.world.DimensionType;
import net.minecraft.world.WorldProvider;
import net.minecraft.world.biome.BiomeProviderSingle;
import net.minecraft.world.gen.IChunkGenerator;
import net.minecraftforge.client.event.EntityViewRenderEvent;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.eventhandler.EventPriority;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;
import skely.mod.init.BiomeInit;
import skely.mod.init.DimmensionInit;

public class DimmensionTheAbyss extends WorldProvider{
	public DimmensionTheAbyss() {
		this.biomeProvider = new BiomeProviderSingle(BiomeInit.ABYSSAL_VOID_DIMENSION);
	}

	@Override
	public DimensionType getDimensionType() {
		return DimmensionInit.ABYSS;
	}
	
	@Override
	public IChunkGenerator createChunkGenerator() {
		return new ChunkGeneratorAbyss(world, true, world.getSeed());
	}
	
	@Override
	public boolean canRespawnHere() {
		return true;
	}
	
	@Override
	public boolean isSurfaceWorld() {
		return false;
	}
	
	@Override
	public Vec3d getFogColor(float a, float b) {
		return new Vec3d((long)0,(long)0,(long)0);
	}
	
	@Override
	@SideOnly(Side.CLIENT)
    public boolean doesXZShowFog(int x, int z)
    {
        return true;
    }
	
	@Override
	public void onPlayerAdded(EntityPlayerMP player){
		
	}
	
	@SubscribeEvent(priority = EventPriority.NORMAL, receiveCanceled = true)
	public static void onFogDensityEvent(EntityViewRenderEvent.FogDensity event) {
		System.out.println("Event succesfully fired");
	    event.setDensity(1F);
	    event.setCanceled(true);
	}

}

 

And the event handler.

 

package skely.mod.util.handlers;

import net.minecraftforge.client.event.EntityViewRenderEvent;
import net.minecraftforge.fml.common.Mod.Instance;
import net.minecraftforge.fml.common.eventhandler.EventPriority;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;

public class FogEventHandler {
	
	@Instance
	public static FogEventHandler instance;
	
	@SubscribeEvent(priority = EventPriority.NORMAL, receiveCanceled = true)
	public static void onFogDensityEvent(EntityViewRenderEvent.FogDensity event) {
		System.out.println("Event succesfully fired");
	    event.setDensity(1F);
	    event.setCanceled(true);
	}
}

 

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5 minutes ago, nachsor said:

Ok so essentially, it creates an instance. Good to know, thank you for the clarrification :D

No it does not create an instance. It provides the mod developer with the instance of there @Mod class.

5 minutes ago, nachsor said:

@Instance public static FogEventHandler instance;

This won't work for reasons I've stated above you might as well make it a final field and do new ClassName()

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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1 hour ago, nachsor said:

The game does not crash anymore but it still doesn't get called sadly.

Your method is also static it needs to not be. 

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VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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I have resolved the issue. When registering the event bus with my instance variable, it said that it needed to be static. So i searched a bit more on the forge docs and found that i had missed something, I did not need the variable. I could just call the class directly and there we go, fog. :D

 

Thank you so much for your help, i could have searched for ages and not have found the answer. Thank you once again :D.

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Well woops. I still have an issue actually. I thought i was done but i forgot to check the overworld, now that i did. I see that the overworld also has the fog. Is there a way  to make it appear only in my custom dimension? I did also notice that the event repeatedly fires, i know it is normal but is there a way to make it fire once and it fires when the player changes dimension? Because, the event repeatedly firing does cause quite a lot of lag. :|

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Just now, nachsor said:

Because, the event repeatedly firing does cause quite a lot of lag. 

I doubt that it does, but it fires every frame as it needs to. Because the fog is rendered every frame. If it is lagging it's because the value you set the density to.

4 minutes ago, nachsor said:

Is there a way  to make it appear only in my custom dimension?

The event gives you access to an Entity the Entity knows what World it is in. The World knows what Dimension it represents. Think you can solve it from there.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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Ok, so. I got the entity, i check the players current dimension and it works. Although, when you go to the overworld and back to the custom dimension, the fog is gone. I am confused by that.

 

@SubscribeEvent(priority = EventPriority.NORMAL, receiveCanceled = true)
	public static void onFogDensityEvent(EntityViewRenderEvent.FogDensity event) {
		if(event.getEntity().dimension == TheBalanceIDS.getAbyssID()) {
		    event.setDensity(0.4F);
		    event.setCanceled(true);
		    System.out.println(event.isCanceled());
		}else {
			event.setCanceled(false);
		}
		
	}

Is there anything i need to add the event?

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41 minutes ago, nachsor said:

I am confused by that.

Add a few printlns to that method to see why it isn't getting set.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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3 minutes ago, diesieben07 said:

Minecraft by default does not set the fog density. If you do set it, you basically have to undo the effects later. Look at where the event is fired in EntityRenderer#setupFog. It's pretty janky, but it can be worked around.

I am not sure to understand what you mean.

 

9 minutes ago, Animefan8888 said:

Triggers to what point?

It just triggers the println. Made one say the density of the fog and another one say if the event is cancelled or not.

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9 minutes ago, diesieben07 said:

Have you looked at the method?

Do you understand basic OpenGL? If you tell OpenGL to use Fog Density X it will use that, until the end of time.

Since if you do not cancel that event, Minecraft's default logic will be applied, which does not set the fog density, your density will stick.

Yes, I have looked at the method, although i do not understand anything within said method. And no, i do not understand basic OpenGL. Also, i do want the fog to only apply to my dimension specifically.

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7 hours ago, nachsor said:

Yes, I have looked at the method, although i do not understand anything within said method. And no, i do not understand basic OpenGL. Also, i do want the fog to only apply to my dimension specifically.

try experimenting with:

            GlStateManager.fogStart();
            GlStateManager.fogEnd();
            GlStateManager.fogDensity();

instead of:

		    event.setDensity(0.4F);
		    event.setCanceled(true);

inside your " if " checking if entity is in your dimension.
 

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9 hours ago, Krevik said:

try experimenting with:


            GlStateManager.fogStart();
            GlStateManager.fogEnd();
            GlStateManager.fogDensity();

 

 

Hmm... It doesn't seem to work. It says they are undefined in GlStateManager. There are a couple others but i do not think they do the same thing.

GlStateManager.enableFog();
GlStateManager.disableFog();
GlStateManager.setFogDensity(1F);

 

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