Did some research before being forced to post my own topic. It seems there are ways in GL to render overlays to the GUI(just like the pumpkin head). But, I am trying to find a way to make an animation or a "fade" effect on a picture that is overlayed on top of the normal GUI. Code is going to be basically a copy of pumpkin head code but with my own pictures and file locations etc.
Another issue I would like to take note of... the pumpkin overlay covers the hotbar, health, hunger, etc. Is there a way to NOT overlay that part besides cutting a hole in my picture?
Give me a few hours and some new code and pictures will be available. Right now just please offer any advice you can give me.
Did some research before being forced to post my own topic. It seems there are ways in GL to render overlays to the GUI(just like the pumpkin head). But, I am trying to find a way to make an animation or a "fade" effect on a picture that is overlayed on top of the normal GUI. Code is going to be basically a copy of pumpkin head code but with my own pictures and file locations etc.
Another issue I would like to take note of... the pumpkin overlay covers the hotbar, health, hunger, etc. Is there a way to NOT overlay that part besides cutting a hole in my picture?
Give me a few hours and some new code and pictures will be available. Right now just please offer any advice you can give me.
If using modloader register your basemod class for the onTickInGui method, then after checking that currentScreen == GuiInGame oyu then use the tesselator and/or GL11 drawing methods to put your overlay on the screen
Thats the basics of it anyhow
First off, thanks for that. Was wondering about how to check that state. If I was to check health before enabling method using entityPlayer.health = #, would it work?
And yes, I saw all the stuff about the tesselator. Honestly, I don't understand GL very much and will probably end up copying the code and changing it to suit my needs. I found the resource path to where the pumkin file is, which will make it very easy to set up. The only problems I am facing now is to make it an animated picture... any ideas concerning resource management? And then the part where I do not want it to cover up my inventory GUI. Then again, I may end up leaving it covered. Just post what you know while I still look into it.
First off, thanks for that. Was wondering about how to check that state. If I was to check health before enabling method using entityPlayer.health = #, would it work?
And yes, I saw all the stuff about the tesselator. Honestly, I don't understand GL very much and will probably end up copying the code and changing it to suit my needs. I found the resource path to where the pumkin file is, which will make it very easy to set up. The only problems I am facing now is to make it an animated picture... any ideas concerning resource management? And then the part where I do not want it to cover up my inventory GUI. Then again, I may end up leaving it covered. Just post what you know while I still look into it.
The animated effects are not resource heavy, if you've ever played with fire in the nether, or looked at vast quantities of water, you'll see it- this can be handled by changing the selected texture on a per update fashion.
theres a lot to cover in technique here- look into things like the rendering of blockcs and the rendering of the screen and the gui's themselves
Alright thanks. I will look at water and fire textures. And all the GUI stuff. I think I have eveything I need. Now to figure out how to change the name of the post...
Help again... I decided to copy the code that creates the nether portal overlay effect. It will more suit what I want to do. But now I want it to not move the screen, and I want it to be red, not purple. I've have looked at it forever(about an hour) and do not understand all the variables and GL stuff. Any help understanding would be greatly appreciated.
I am currently going to see what I can find about color in minecraft and GL stuff. Help on that would be nice too.
Another issue I would like to take note of... the pumpkin overlay covers the hotbar, health, hunger, etc. Is there a way to NOT overlay that part besides cutting a hole in my picture?
Give me a few hours and some new code and pictures will be available. Right now just please offer any advice you can give me.
If using modloader register your basemod class for the onTickInGui method, then after checking that currentScreen == GuiInGame oyu then use the tesselator and/or GL11 drawing methods to put your overlay on the screen
Thats the basics of it anyhow
And yes, I saw all the stuff about the tesselator. Honestly, I don't understand GL very much and will probably end up copying the code and changing it to suit my needs. I found the resource path to where the pumkin file is, which will make it very easy to set up. The only problems I am facing now is to make it an animated picture... any ideas concerning resource management? And then the part where I do not want it to cover up my inventory GUI. Then again, I may end up leaving it covered. Just post what you know while I still look into it.
The animated effects are not resource heavy, if you've ever played with fire in the nether, or looked at vast quantities of water, you'll see it- this can be handled by changing the selected texture on a per update fashion.
theres a lot to cover in technique here- look into things like the rendering of blockcs and the rendering of the screen and the gui's themselves
I am currently going to see what I can find about color in minecraft and GL stuff. Help on that would be nice too.