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poopoodice

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Posts posted by poopoodice

  1. 3 hours ago, warjort said:

    * Doing so with custom login network packet(s) is going to slow down the login and potentially break the 30 second timeout for people with slow machines/networks

    Actually I have a one last question, if I managed to compress the images to lower qualities, e.g. size of around 100 KB or even less (hopefully not!), will it still be an issue to communicate them with clients? Or it really depends on the situation (user end)?

  2. I'm honestly not sure how Vanilla handle that with potion, but maybe try register your own ItemColors, then you can give different tint index to the different cubes, or more specifically, faces. Those values will be given when asking you to calculate your own colour. For example, I have north tint index 3, south index 2, then I will have something like:

    return tintIndex == 2 ? red : blue;

    or something like that, depends on what you want

  3. TE = Tile Entity, or Block Entity in recent versions.

    I believe you need one for yourself (both MenuType and BlockEntityType) since certain TE/BEs only allows certain blocks (e.g. Vanilla Furnace TE/BE does not work on a custom furnace).

    It's also better to post your TE/BE and Menu class along with where and how you register your custom types.

  4. You are directly using the plain material colour of the block currrently.

    If you want anything more

    Quote

    For how to get map colours check out MapItem#update. The first two for loops are z and x coordinates, and the other two should be x2 and z2 offset coordinates (I think they are used for blending colours around... not really sure and didn't look into it).

     

  5. Just noticed some potential problems:
    1. You are always using the same instance of DynamicTexture, but closes/dispose it every update.

    2. RenderGameOverlayEvent.Post is called multiple times every render tick, it means you are refreshing your map every 1~2 seconds, depend on the render rate.

    3. Continue with 2., you are rendering multiple times (it gets called whenever an element is being rendered, e.g. health bar, crosshair, helmet... if you are using 1.16, otherwise you need to register your overlay instead of using the event) every frame, check for ElementType.ALL (or something similar) and do the render.

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