Topic category: Plugins and third-party tools
This plugin allows you to render objects on the sky and world
Download:
https://mcreator.net/plugin/93491/custom-fog-plugin-forge-1182-1192
Source code repository:
https://github.com/Sumeshi2/World-Renderer
Event triggers:
World Renderer currently adds 5 event triggers (It is 6 if the version is for 1.14.4 / 1.15.2 / 1.16.5 / 1.17.1)
- "Render world"
- "Render sky"
- "Render fog"
- "Compute fog color"
- "Compute fog density" (Forge 1.15.2 / 1.16.5 / 1.17.1)
- "Compute FOV"
Event trigger "Render world":
It is possible to render objects on the world. You can use these procedures
- "Render entity"
Event trigger "Render sky":
It is possible to render objects on the sky. You can use these procedures
- "Render abyss"
- "Render deep sky"
- "Render moon"
- "Render regular polygon"
- "Render sky box"
- "Render stars"
- "Render sun"
- "Render sunlights"
- "Render texture"
Event Trigger "Render Fog":
- "Set fog distance": It can set fog distances of a start and an end
- "Set fog shape": It can set a fog shape to a sphere or a cylinder (Forge 1.18.2 / 1.19.2 / 1.19.4 / 1.20.1)
Event Trigger "Compute Fog Density" (Forge 1.14.4 / 1.15.2 / 1.16.5 / 1.17.1):
If you want to change fog density, use it (Forge 1.15.2 / 1.16.5 / 1.17.1)
Event Trigger "Compute Fog Color":
It can set fog color. The transparency cannot be changed
Event Trigger "Compute FOV":
FOV value can be changed
Regardless of the dimension, suntime, or nighttime, these event triggers are always triggered. If your modding need these distinctions, you will need to use the condition like the following
"Clear all rendered objects":
If you want to remove the vanilla sky, before you render objects, use the procedure. On event trigger "Render world", It should not use because even blocks and entities will be removed
"Rotate pose":
Rotation will be needed to define for some procedures
""Set texture":
Some procedures need to define texture. If necessary, you will need to use the procedure. If using your texture, You will need to import the texture as the type "Other"
""Set color":
Only if Forge 1.18.2, 1.19.2, 1.19.4 1.20.1, you will need to use the procedure to set a color. Not required for other versions
"Render abyss":
This procedure can render an abyss on the bottom of the sky. It should be used on the event "Render sky"
- "constant": The vanilla abyss is usually rendered when player is at Y=62 or below. However, if this option is enabled, the condition will be ignored and the abyss is always rendered
"Render deep sky":
This procedure can render an deep sky on the top of the sky. It should be used on the event "Render sky"
If you want to use the vanilla sky color, use a procedure "Get sky color" in this way. The following is a comparison without and with deep sky
"Render entity":
This procedure can render an entity on the world. It can only be used on the event "Render world"
- "entity": It is entity to render
- "x/y/z": It defines a world position to render
- "yaw/pitch/roll": It defines a rotation of an entity model
- "size": It is a value which defines a size of an entity model. If the value is 2, the size of a model will be twice
- "brightness": It is the brightness of an entity to render. It is defined from values of sky and block lights
Only if it is in Forge 1.18.2 / 1.19.2 / 1.19.4 / 1.20.1, It is possible to change the color
"Render moon":
This procedure can render a moon on the sky. It cannot change the angles. It should be used on the event "Render sky"
- "constant": it defines whether or not a moon disappears if it rains. If it is enabled, The moon will be always rendered
- "moon phase": If you enable it, moon phases will be used like the vanilla moon. Besides, you will need to use a texture such as the following
It is an example of setting a texture and a color. You will need to import your texture as "Other" and input a mod ID and a texture name
"Render regular polygon":
This procedure can render a regular polygon on the sky. It should be used on the event "Render sky"
- "pose": It defines the rotation of a regular polygon with a new variable "pose"
- "mode": It can change the appearance of a regular polygon to render
- "vertex": It defines the numbers of regular polygon vertices
- "constant": it defines whether or not a regular polygon disappears if it rains. If it is enabled, The regular polygon will be always rendered
The following is an example
"Render sky box":
This procedure can render a sky box on the sky. It should be used on the event "Render sky"
- "mode": It defines how to map a texture
- "SIX_FACES": Different textures can be used for each face. You will need to use the texture like in the above image
- "ONE_FACE": With one texture, a sky box is rendered
- "END_SKY": Like "ONE_FACE", but texture orientation is a little different
- "constant": it defines whether or not a sky box disappears if there are boss mobs in the world. If it is enabled, The sky box will be always rendered
The following is an example
"Render stars":
This procedure can render stars on the sky. It cannot change the angles. It should be used on the event "Render sky"
- "amount": It is the numbers of stars to render
- "seed": It is a seed value which is used for the random numbers to define star positions
- "constant": it defines whether or not stars disappear if it rains. If it is enabled, The stars will be always rendered
The following is an example
You can use a vanilla star color like in the above image
"Render sun":
This procedure can render a sun on the sky. It cannot change the angles. It should be used on the event "Render sky"
- "constant": it defines whether or not a sun disappears if it rains. If it is enabled, The sun will be always rendered
The following is an example
"Render sunlights":
This procedure can render sunlights on the sky. It cannot change the angles. It should be used on the event "Render sky"
The following is an example
Other than the time that is sunrise and sunset, note that the procedure "Get sunlight color" return a transparent color
"Render texture":
This procedure can render a texture on the sky. It should be used on the event "Render sky"
- "pose": It defines rotation of a texture to render
- "size": It defines a size
- "constant": it defines whether or not a texture disappears if it rains. If it is enabled, The texture will be always rendered
The following is an example
By the way, I had another question as well, but it's not related to your plugin. I wanted to ask you if you thought it was possible to create a boti portal?
The fog color can be changed. Please see how to use
It's fine, I changed it. I just read it wrong.
Good day, I’m back. Tell me, I would need help with my dimensions. I created a new dimension a while ago and inside it, I made a custom sky. So far so good, it works and everything. However, when I go to my other custom dimension, the sky that I had made is no longer there.
For rendering sky at multiple dimensions
Uh no, it’s not that because basically it’s a different sky.
That’s good, I’ve solved the problem.
Is there a way to add multiple groups of stars in varying colors? I tried just setting color, rendering like 6000 stars, setting color again, rendering stars, etc. However all the stars that appear are the last color I set it to. Setting the color to Get Sky Color like you do in your example images does not render any stars 0_0 How would I replicate what you did in your example?
For multiple stars, change the seed value for each color and render it. In this case, 3000 stars of cyan and magenta colors will be rendered
Ahh that worked, thank you! Here's the sky I rendered \o/
Hello !
Congrats on the new version, however I am facing some MAJOR issues I did not have back with the previous version. The first and most important is... where's the clouds ?? I cannot find a single cloud-related block, be it for rendering or data purposes, and my mod relies HEAVILY on clouds as a visual identity. How can I fix that ?
Hope I'm not annoying, what with adding to the pile of questions and help requests but this is very important to me and feels... strange that the issue exists to begin with.
The clouds will be added to the next version
Cool ! When is it slated for ?
There are currently some issues so it will take some time