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Flesh out Warden Posession #672
base: 1.20
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Oh I like the sound of that. Although my initial idea for the warden was more making it actually blind - could you maybe post some screenshots of the shader ? |
I did look into that (here and here) and I plan to do both, I just didn‘t mention it as it is not yet implemented as I don‘t know what would be the smartest way to achieve this with Mixins. Neither am I sure „how blind“ he should be (Darkness? Blindness with 3 blocks view distance?). |
I think it should either be like the darkness effect, or a shader that makes you only see the outline of the terrain. In any case, the warden doesn't have eyes, so colours should not be accurate - maybe only use colours to distinguish the type of game event in the particles ? |
I'm gonna have to think about that, from what I can see it would require us Mixing into the ParticleManager, hijacking the Construction of this specific Particle Type and setting the color ourselves using the server-side (I think) knowledge about the Game Event that is happening at the Position. Not sure, but from what I can see the ClientWorld used to construct the SoundParticle doesn't know anything about the GameEvent's. Screenshots
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You're right that you need to use the server side data about the events, but you shouldn't have to hijack anything, just define particle parameters and register a custom particle factory IIRC |
Sorry for the wait:
Didn't know that was possible, Thanks. I've implemented different particle colors for different types of game events. For now I’ve just made 2 tags and chosen some Colors for testing, let me know what you think of it. However, I am currently running into a bug where all SoundParticles are black. ( I suppose because VertexConsumers are affected by Fog, maybe a custom RenderType & Shader would be needed?) I am not skilled enough with Rendering to wage whether there is a suitable VertexConsumer, nor what would be the best Strategy to use a custom one. (A ParticleTextureSheet? Something like the GhostParticle?) |
I think you could get away with making the particles emissive ? Or maybe not if it's caused by the fog; I guess you will need to experiment a bit |
THIS IS JUST A PROTOTYPE I WANTED TO GET UP; CODE WILL DEFINITIVELY AND CREATIVE DECISIONS WILL POTENTIALLY BE REWORKED
This PR expands on the visuals of posessed Wardens:
I would specifically like feedback on:
If you spot any Logic errors, point them out. Some of this was written late at night. When the logic is solid, I will look into JavaDocs (if needed) and Code style.
Also @Pyrofab, if you agree with the Creative Aspect of this PR: Could you ask doctor4t whether he is ok that this PR reuses Textures and code for the SoundParticle from Sculkhunt? In terms of the
warden
Fragment Shader I am unsure as Rat does not hold the Intellectual property to it as far as I know.