Jump to content

Recommended Posts

Posted

I just migrated to 1.16.4, and I'm starting to develop a mod with my friends, so I still have little knowledge about some things in this version.
Anyways, I'm trying to render an UI above the hunger bar, and although the texture loads I'm having problems with the placement.
Well, it just deleted the hunger bar, and my bar replaced the health bar.

Here's the code:

@SubscribeEvent(priority = EventPriority.HIGHEST)
    public void renderGameOverlay(RenderGameOverlayEvent event)
    {
        if(Minecraft.getInstance().player.isCreative() == false)
        {
            Minecraft minecraft = Minecraft.getInstance();

            int posX = event.getWindow().getWindowX();
            int posY = event.getWindow().getWindowY();

            minecraft.getTextureManager().bindTexture(new ResourceLocation("races:textures/gui/test_cooldown_gui.png"));
            minecraft.ingameGUI.blit(event.getMatrixStack(), 0, 0, 0, 0, posX, posY, 80, 5);
        }
    }


And it looks like this (that exp-looking bar is mine):

Capturar.PNG

Posted
13 hours ago, K1llM3Pl5 said:

Well, it just deleted the hunger bar, and my bar replaced the health bar.

first use RenderGameOverlayEvent Pre or Post

Second, the RenderGameOverlayEvent contains an ElementType enum which contains the various vanilla overlay elements.

Check whether the ElementType is what you need (example: you want to change something on the Hunger overlay then check whether the ElementType == FOOD).

 

13 hours ago, K1llM3Pl5 said:

Well, it just deleted the hunger bar, and my bar replaced the health bar.

This is because you are rendering on all ElementType, that is, when minecraft renders your bar over all ElementType that are under the current layer

use something like this to check if the current ElementType is correct:

// example			
if (event.getType() != ElementType.VIGNETTE) {
					
	return;
					
}

 

Posted

Okay, so I suppose I could also check it like this for example?

event.getType() == RenderGameOverlayEvent.ElementType.FOOD


Well, it doesn't replace the other bars anymore, but I don't want to actually overlay anything, and just put my bar in an unused place. The closest I could think of doing this is the ElementType.AIR, but it doesn't show up that way.

Posted
15 minutes ago, K1llM3Pl5 said:

Okay, so I suppose I could also check it like this for example?

yes

 

16 minutes ago, K1llM3Pl5 said:

and just put my bar in an unused place

as far as I know there is no type that is unused

Posted

Ok, I'm trying to draw it with the blit method, with the render system and checking for the ElementType.ALL, and indeed it doesn't overlay anything, but it still does not render and I actually don't know exactly which variables in the (blit) method do what. Should I be using this method exactly or some other way to render it?

Posted
if(Minecraft.getInstance().player.isCreative() == false && event.getType() == RenderGameOverlayEvent.ElementType.ALL)
{
    Minecraft minecraft = Minecraft.getInstance();

    int posX = event.getWindow().getWindowX();
    int posY = event.getWindow().getWindowY();

    RenderSystem.clearColor(1f, 1f, 1f, 1f);
    minecraft.getTextureManager().bindTexture(new ResourceLocation("races:textures/gui/test_cooldown_gui.png"));
    minecraft.ingameGUI.blit(event.getMatrixStack(), 0, 0, 0, 0, posX, posY, 80, 5);


}

Currently like this. I'm still having some trouble with the RenderSystem.

Posted (edited)

Oh, my IDE wasn't actually warning me at all. And the name of the variable I simply forgot to change. But yes, now I see it is complete nonsense. I probably thought the window X and Y were the X and Y dimensions of the screen. What should the width and height be then, if I already declared the texture dimensions?

 

EDIT: Actually Intellij was warning me, but it didn't warn it as a major error. I was using eclipse before so I just didn't know how Intellij did it lol

Edited by K1llM3Pl5
Posted

Okay, I got it to work this way:

int windowX = event.getWindow().getScaledWidth();
            int windowY = event.getWindow().getScaledHeight();
            
            RenderSystem.clearColor(1f, 1f, 1f, 1f);
            minecraft.getTextureManager().bindTexture(new ResourceLocation("races:textures/gui/test_cooldown_gui.png"));
            minecraft.ingameGUI.blit(event.getMatrixStack(), windowX / 2 + 10, windowY - 48, 0, 0, windowX / 2, windowY, 256, 256);

But does it affect anything the fact calling blit like an instance?

 

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

    • Yep I did upgrade just because it showed me a new version available.  I'll redownload the mod list and make sure anything works.  Thanks!
    • The latest log was taken down by pastebin for some reason. Did you try removing the mods you added? The mods you updated, was there a specific reason you updated, or just because? It's possible the updates introduced incompatibilitie, or even need a newer build of forge. If you didn't need the updates for a specific reason, you could also try downgrading those mods.
    • Please read the FAQ, and post logs as described there. https://forums.minecraftforge.net/topic/125488-rules-and-frequently-asked-questions-faq/
    • I am using forge 1.20.1 (version 47.3.0). My pc has an RTX 4080 super and an i9 14900 KF, I am on the latest Nvidia graphics driver, latest windows 10 software, I have java 23, forge 1.12.2 works and so does all vanilla versions but for some reason no version of forge 1.20.1 works and instead the game just crashes with the error code "-1." I have no mods in my mods fodler, I have deleted my options.txt and forge.cfg files in case my settings were causing a crash and have tried removing my forge version from the installations folder and reinstalling but no matter what I still crash with the same code and my log doesn't tell me anything: 18:34:53.924 game 2025-02-06 18:34:53,914 main WARN Advanced terminal features are not available in this environment 18:34:54.023 game [18:34:54] [main/INFO] [cp.mo.mo.Launcher/MODLAUNCHER]: ModLauncher running: args [--username, mrmirchi, --version, 1.20.1-forge-47.3.0, --gameDir, C:\Users\aryam\AppData\Roaming\.minecraft, --assetsDir, C:\Users\aryam\AppData\Roaming\.minecraft\assets, --assetIndex, 5, --uuid, 2db00ea8d678420a8956109a85d90e9d, --accessToken, ????????, --clientId, ZWI3NThkNzMtNmNlZS00MGI5LTgyZTgtYmZkNzcwMTM5MGMx, --xuid, 2535436222989555, --userType, msa, --versionType, release, --quickPlayPath, C:\Users\aryam\AppData\Roaming\.minecraft\quickPlay\java\1738838092785.json, --launchTarget, forgeclient, --fml.forgeVersion, 47.3.0, --fml.mcVersion, 1.20.1, --fml.forgeGroup, net.minecraftforge, --fml.mcpVersion, 20230612.114412] 18:34:54.027 game [18:34:54] [main/INFO] [cp.mo.mo.Launcher/MODLAUNCHER]: ModLauncher 10.0.9+10.0.9+main.dcd20f30 starting: java version 17.0.8 by Microsoft; OS Windows 10 arch amd64 version 10.0 18:34:54.132 game [18:34:54] [main/INFO] [ne.mi.fm.lo.ImmediateWindowHandler/]: Loading ImmediateWindowProvider fmlearlywindow 18:34:54.191 game [18:34:54] [main/INFO] [EARLYDISPLAY/]: Trying GL version 4.6 18:34:54.303 game [18:34:54] [main/INFO] [EARLYDISPLAY/]: Requested GL version 4.6 got version 4.6 18:34:54.367 monitor Process Monitor Process crashed with exit code -1     screenshot of log: https://drive.google.com/file/d/1WdkH88H865XErvmIqAKjlg7yrmj8EYy7/view?usp=sharing
    • I am currently working on a big mod, but I'm having trouble with my tabs, I want to find a way to add tabs inside tabs, like how in mrcrayfishes furniture mod, his furniture tab has multiple other sub tabs to them, so i know it is possible but i just don't know how it is possible, any help would be appreciated, thanks
  • Topics

×
×
  • Create New...

Important Information

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