Els236 Posted June 22, 2013 Share Posted June 22, 2013 Hi guys I am having a rather tough time figuring out what my problem is. Basically, I would like a helmet that renders a "pumpkinblur" type overlay and then adds an Overlay HUD (bit like the one in one of the tutorials) - that shows things like Armor Usage, Tool Usage, Potion Effects, etc, etc... 1 - Even though my coding seems fine, it simply will not render 2 - how do I even go about adding a HUD with armor values and things (only while this item is equipped) ? MOD CODE: package els236.mods.hudpumpkin; import net.minecraft.block.Block; import cpw.mods.fml.common.Mod; import cpw.mods.fml.common.Mod.Init; import cpw.mods.fml.common.Mod.Instance; import cpw.mods.fml.common.Mod.PostInit; import cpw.mods.fml.common.Mod.PreInit; import cpw.mods.fml.common.SidedProxy; import net.minecraft.block.material.Material; import net.minecraft.client.Minecraft; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.item.EnumArmorMaterial; import net.minecraft.item.Item; import net.minecraft.item.ItemArmor; import net.minecraftforge.common.MinecraftForge; import cpw.mods.fml.common.Mod; import cpw.mods.fml.common.Mod.Init; import cpw.mods.fml.common.event.FMLInitializationEvent; import cpw.mods.fml.common.event.FMLPostInitializationEvent; import cpw.mods.fml.common.event.FMLPreInitializationEvent; import cpw.mods.fml.common.network.NetworkMod; import cpw.mods.fml.common.registry.GameRegistry; import cpw.mods.fml.common.registry.LanguageRegistry; @Mod(modid = HudPumpkin.ID, name = HudPumpkin.NAME, version = HudPumpkin.VERSION) @NetworkMod(clientSideRequired = true, serverSideRequired = false) public class HudPumpkin { public final static String ID = "HudPumpkin"; public final static String NAME = "HUD Pumpkin"; public final static String VERSION = "1.0"; public static ItemArmor HudPumpkinItem; @Instance(ID) public static HudPumpkin instance; @SidedProxy(clientSide = "els236.mods.hudpumpkin.client.ClientProxy", serverSide = "els236.mods.hudpumpkin.CommonProxy") public static CommonProxy proxy; // // Mod entry points // @PreInit public void preInit(FMLPreInitializationEvent event) { } @Init public void load(FMLInitializationEvent event) { HudPumpkinItem = (ItemArmor)(new ItemArmor(3250, EnumArmorMaterial.CLOTH, 2, 0)).setUnlocalizedName("HudPumpkin"); HudPumpkinItem.setCreativeTab(CreativeTabs.tabCombat); GameRegistry.registerItem(HudPumpkinItem, ID + HudPumpkinItem.getUnlocalizedName()); LanguageRegistry.addName(HudPumpkinItem, "HUD Pumpkin"); } @PostInit public void postInit(FMLPostInitializationEvent event) { MinecraftForge.EVENT_BUS.register(new HudPumpkinOverlay(Minecraft.getMinecraft())); } } OVERLAY CODE: package els236.mods.hudpumpkin; import static net.minecraftforge.client.event.RenderGameOverlayEvent.ElementType.HELMET; import java.util.Collection; import java.util.Iterator; import net.minecraft.block.Block; import net.minecraft.client.Minecraft; import net.minecraft.client.gui.Gui; import net.minecraft.client.gui.GuiIngame; import net.minecraft.client.gui.ScaledResolution; import net.minecraft.client.renderer.Tessellator; import net.minecraft.item.ItemStack; import net.minecraft.potion.Potion; import net.minecraft.potion.PotionEffect; import net.minecraftforge.event.EventPriority; import net.minecraftforge.event.ForgeSubscribe; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL12; import cpw.mods.fml.common.FMLCommonHandler; import net.minecraftforge.client.GuiIngameForge; import net.minecraftforge.client.event.RenderGameOverlayEvent; import net.minecraftforge.client.event.RenderGameOverlayEvent.ElementType; import net.minecraftforge.common.ForgeHooks; import net.minecraftforge.common.MinecraftForge; import static net.minecraftforge.client.event.RenderGameOverlayEvent.ElementType.*; public class HudPumpkinOverlay extends GuiIngameForge { private Minecraft mc; private RenderGameOverlayEvent eventParent; public HudPumpkinOverlay(Minecraft mc) { super(mc); this.mc = mc; } protected void renderHudPumpkinBlur(int par1, int par2) { GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDepthMask(false); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glDisable(GL11.GL_ALPHA_TEST); this.mc.renderEngine.bindTexture("%blur%/misc/pumpkinblur.png"); Tessellator tessellator = Tessellator.instance; tessellator.startDrawingQuads(); tessellator.addVertexWithUV(0.0D, (double)par2, -90.0D, 0.0D, 1.0D); tessellator.addVertexWithUV((double)par1, (double)par2, -90.0D, 1.0D, 1.0D); tessellator.addVertexWithUV((double)par1, 0.0D, -90.0D, 1.0D, 0.0D); tessellator.addVertexWithUV(0.0D, 0.0D, -90.0D, 0.0D, 0.0D); tessellator.draw(); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); } private void renderHudPumpkin(ScaledResolution res, float partialTicks, boolean hasScreen, int mouseX, int mouseY) { this.mc.entityRenderer.setupOverlayRendering(); GL11.glEnable(GL11.GL_BLEND); if (pre(HELMET)) return; ItemStack itemstack = this.mc.thePlayer.inventory.armorItemInSlot(3); if (this.mc.gameSettings.thirdPersonView == 0 && itemstack != null && itemstack.getItem() != null) { if (itemstack.itemID == HudPumpkin.HudPumpkinItem.itemID) { renderHudPumpkinBlur(res.getScaledWidth(), res.getScaledHeight()); } else { itemstack.getItem().renderHelmetOverlay(itemstack, mc.thePlayer, res, partialTicks, hasScreen, mouseX, mouseY); } } post(HELMET); } private boolean pre(ElementType type) { return MinecraftForge.EVENT_BUS.post(new RenderGameOverlayEvent.Pre(eventParent, type)); } private void post(ElementType type) { MinecraftForge.EVENT_BUS.post(new RenderGameOverlayEvent.Post(eventParent, type)); } } Quote Link to comment Share on other sites More sharing options...
twixthehero Posted June 24, 2013 Share Posted June 24, 2013 You don't have the @ForgeSubscribe annotation anywhere, so even if you register your overlay class with Forge, it's not going to find any methods that it needs to call back. @ForgeSubscribe(priority=EventPriority.NORMAL) Also, I believe that you should be extending Gui, not GuiIngameForge. Quote Link to comment Share on other sites More sharing options...
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