Jump to content

Recommended Posts

Posted

Hey all,

I've decided that I want a new HUD in my game, with advanced features and options to my liking. I've never modded before, but am well-versed in Java (CS major.. shocker, I'm sure).

 

I can find plenty of old tutorials or threads on the subject from older versions of the game, but anything with the current versions of Forge/MC 1.15 seem to only be about block GUI. I've looked through the documentation, but can't find anything other than block GUI there either. I'm not even sure where to begin to make changes to the HUD.

 

For reference, what I'm mainly looking to do is change the layout of the HUD, (ex. moving the hotbar to the top of the screen, or the left side of the screen etc.) but eventually will be adding new HUD elements as I familiarize myself with the concept. 

Posted

Yes, sadly most documentation is outdated or lacking, and few tutorials are comprehensive enough for more advanced feature implementation.

The inner-classes of RenderGameOverlayEvent are what you need. Specifically, for changing the vanilla HUD elements, you'd want to cancel the Pre event for a specific element (e.g. the hotbar) to stop it from rendering normally and then render your own stuff manually. Take a look at ForgeIngameGui for more details on how the HUD is rendered.

Always make to check the element type when using the event, otherwise you will end up rendering something multiple times and cause other graphical issues.

I'm eager to learn and am prone to mistakes. Don't hesitate to tell me how I can improve.

Posted

So if I want to render my own stuff - this makes it sound like I need to import assets for the HUD if I want to render them anywhere but the default location?

Posted
1 hour ago, Jacrispy said:

So if I want to render my own stuff - this makes it sound like I need to import assets for the HUD if I want to render them anywhere but the default location?

In a sense, yes. There's no quick way of changing the HUD layout since it's all hardcoded. However, you don't actually have to "import" anything since TextureManager#bindTexture handles all the heavy lifting (it simply takes a path to the texture via a ResourceLocation).

I recommend spending some time dissecting the vanilla code and playing around with it to see what does what. I generally advocate against copy-pasting vanilla code (partially for copyright reasons, among others), but since you mentioned that you're good with Java there shouldn't be a problem with doing so as long as it's just for learning/prototyping.

I'm eager to learn and am prone to mistakes. Don't hesitate to tell me how I can improve.

Posted
1 hour ago, imacatlolol said:

In a sense, yes. There's no quick way of changing the HUD layout since it's all hardcoded. However, you don't actually have to "import" anything since TextureManager#bindTexture handles all the heavy lifting (it simply takes a path to the texture via a ResourceLocation).

I recommend spending some time dissecting the vanilla code and playing around with it to see what does what. I generally advocate against copy-pasting vanilla code (partially for copyright reasons, among others), but since you mentioned that you're good with Java there shouldn't be a problem with doing so as long as it's just for learning/prototyping.

Thanks for the tip - I guess I'll start poking around the vanilla stuff and see what I can figure out.

As for copy/pasting.. I don't really plan on ever releasing what I'm doing, it's mostly a combination of me being bored while quarantined at home, and being nit-picky about minecraft's layout... so even in the worst of scenarios, copy and pasting stuff to mess around for myself isn't a worry.

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
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
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.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • "I want to understand how complex mods with ASM transformation and coremods work, such as Xray or AntiXray. Why do they break when you simply rename packages? What features of their architecture make refactoring difficult? And what techniques are used to protect these mods? I am interested in technical aspects in order to better understand the bytecode and Forge loader system."
    • I can't figure out if you're looking for help trying to steal someone elses work, or cheat at the game....
    • Title: Why Is It So Hard to Rename and Restructure Mods Like Xray or AntiXray? 🤔 Post text: Hey everyone! I’ve been digging into Minecraft modding for a while and have one big question that I can’t figure out on my own. Maybe someone with more experience could help or give me some advice. Here’s the issue: When I take a “normal” Minecraft mod — for example, one that just adds some blocks or new items — I can easily change its structure, package names, or even rebrand it entirely. It’s straightforward. But as soon as I try this with cheat-type mods like XrayMod or AntiXray, everything falls apart. Even if I just rename the classes, refactor the packages, or hide its identity somehow, the mod either breaks or stops working properly. XrayMod in particular is proving to be a nightmare to modify without losing its core function. So my question is — why is this so much harder with cheat mods like Xray? Is there something fundamentally different about how they’re coded, loaded, or protected that prevents simple renaming or restructuring? And if so, how can I actually learn to understand someone else’s cheat mod enough to safely refactor it without breaking the core features? I’ve already been spending over two months trying to figure this out and haven’t gotten anywhere. It feels like there must be some trick or knowledge I’m missing. Would really appreciate any thoughts, tips, or references — maybe there are guides or techniques for understanding cheat-mod internals? Or if you’ve successfully “disguised” a cheat mod like Xray before, I’d love to hear how you did it. Thanks in advance for any help or discussion. ✌️
    • just started making cinamatic contect check it out on my channel or check out my facebook page    Humbug City Minecraft Youtube https://www.youtube.com/watch?v=v2N6OveKwno https://www.facebook.com/profile.php?id=61575866982337  
    • Where did you get the schematic? Source/Link? And do use an own modpack or a pre-configured from curseforge? If yes, which one On a later time, I can make some tests on my own - but I need the schematic and the modpack name
  • Topics

  • Who's Online (See full list)

    • There are no registered users currently online
×
×
  • Create New...

Important Information

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