All light sources share the same palette unfortunately (due to game light engine restrictions), so the darker ends of torchlight have to be reddish for the redstone torches to give off red light. I will likely be toning down their saturation a bit in upcoming updates though. As far as the purplish color goes, the torch lighting palette actually has more orange than purple, what you're likely seeing is the mixture of the torch light with the blue night sky. Indoors and underground you shouldn't get much of a purple color at all.
As far as that screenshot goes, that looks like a bugged out map. I'm assuming an old generation. All currently generated maps shouldn't have any jarring visual edges like that... At least none did in all the tests I did.
Lol, I keep getting that from people. Actually I think I used a terrain mod to make that map so it could be from that. However that doesn't change a snow biome being right next to a swamp biome. :smile.gif:
*edit
Is it possible to make the blue night sky less blue? Would that cut back on the really purple hue?
Here is an underground shot:
The darker areas between the torches is very red.
I hope you don't mine me suggesting or discussing these things. I realize it is a work in progress but it has some really cool stuff so far and just needs a few tweaks here and there. :smile.gif:
*edit 2
I created a new world and the really dark red between torches and the purple hue doesn't seem to be as pronounced as it was on my older maps. Still checking everything out.
*edit
Is it possible to make the blue night sky less blue? Would that cut back on the really purple hue?
Please don't install the HD patch then modloader. You'll get grey sided grass. When you install HD patcher, press the + button and add the modloader.zip. That way you get both without screwing up better grass
Please don't install the HD patch then modloader. You'll get grey sided grass. When you install HD patcher, press the + button and add the modloader.zip. That way you get both without screwing up better grass
Actually at the time of that screenshot I was trying to troubleshoot what was causing a black screen after login problem. MCPatcher was as far as I could get with the latest snapshot. Every time I added modloader into it and patched I couldn't get past that point. That screenshot is with the vanilla 1.0 jar. was just making sure they worked together correctly. I gave up on the snapshot. All is installed correctly now though. :smile.gif:
To those of you who are unsure of how biome palettes currently work, or just want to know how to create a proper watercolorx.png: I've created a template with a tutorial that should help clear a lot of things up and make the process much easier to grasp. You can check it out over here: http://www.minecraftforum.net/topic/870780-
This pack is gorgeous! But there is no download for shaders with this pack, yes? No probs, the awesomeness of the last update fulfills it!
There will be no shaders until MC better supports it. The GLSL mod is nice and all but is basically a hack to barely enable features the game doesn't really support. That sort of thing needs to be built in at the game engine level and not hacked into it.
Or you can read Misa's first post, or the post on 185, 187, and 188 which are much more detailed. I tend to just cut right to heart of things and give a blunt answer. lol
I love this pack!! But I have a question about it. How do I change my skin to look like the one that comes with the pack. I would really like to look like a realistic steve to match the feel of the game with the texture pack :biggrin.gif:
I think you overdid it with the torch light color. When I approach a lit cave it looks like it's a bloody body part :biggrin.gif:
EDIT: nevermind, read your post. I think I'll just have to use more torches so that the light level never goes into the "redstone torch" area
Ensuring the light level is set to gloomy dampens the saturation for me. The whole palette is optimized for it, above that, the red color is a bit oversaturated, I'll likely tone it down by my next update.
Quote from XtfiwsX »
There will be no shaders until MC better supports it. The GLSL mod is nice and all but is basically a hack to barely enable features the game doesn't really support. That sort of thing needs to be built in at the game engine level and not hacked into it.
Or you can read Misa's first post, or the post on 185, 187, and 188 which are much more detailed. I tend to just cut right to heart of things and give a blunt answer. lol
Sound about right Misa?
The second part of the first paragraph I'd disagree with. I think it can be hacked into the game so long as the issues I have with the current release are addressed. It would've been better if the game was built in something other than Java that would better support 3D rendering natively, but I don't think it's necessary. I enjoyed using the GLSL shaders when I used them. They just never got fixed to where they were anything more than an unpolished tech demo. With a bit of work, they could make for a very viable mod.
Quote from DanielCoffey »
I am finding the torch flickering much to intrusive and torches do seem considerably darker to me.
Intentional. The default torchlight was unrealistically bright. It was more like a halogen bulb than firelight. Also there's a bit of a painful balancing act with the palettes. If I were to increase the brightness without increasing the brightness of the ambient lighting as well, torches would produce light rays in direct sunlight. Personally I'm happy with the light levels as they are. About the only thing I think I'll change so far is the saturation a bit. Tone down the reds slightly. As for the flickering, fire in reality actually flickers more than that. I went with a compromise between the old and realistic to AVOID excessive flickering. I really see no problem with the flickering, myself. It still is subtle enough to me. Naturally if you don't like the lighting, it's a 2 second job of opening the zip, going into the environment folder and deleting any of the lighting files in there.
-1=Nether
0=Overworld
1=End
Quote from Dragonsparta »
I love this pack!! But I have a question about it. How do I change my skin to look like the one that comes with the pack. I would really like to look like a realistic steve to match the feel of the game with the texture pack :biggrin.gif:
Typo your username and password and choose to play offline when it asks. You cannot use high resolution skins online unless you have no skin uploaded on that account. Otherwise it'll always try to grab the skin from the skin server instead of the base char.png in the pack.
Ensuring the light level is set to gloomy dampens the saturation for me. The whole palette is optimized for it, above that, the red color is a bit oversaturated, I'll likely tone it down by my next update.
The second part of the first paragraph I'd disagree with. I think it can be hacked into the game so long as the issues I have with the current release are addressed. It would've been better if the game was built in something other than Java that would better support 3D rendering natively, but I don't think it's necessary. I enjoyed using the GLSL shaders when I used them. They just never got fixed to where they were anything more than an unpolished tech demo. With a bit of work, they could make for a very viable mod.
Intentional. The default torchlight was unrealistically bright. It was more like a halogen bulb than firelight. Also there's a bit of a painful balancing act with the palettes. If I were to increase the brightness without increasing the brightness of the ambient lighting as well, torches would produce light rays in direct sunlight. Personally I'm happy with the light levels as they are. About the only thing I think I'll change so far is the saturation a bit. Tone down the reds slightly. As for the flickering, fire in reality actually flickers more than that. I went with a compromise between the old and realistic to AVOID excessive flickering. I really see no problem with the flickering, myself. It still is subtle enough to me. Naturally if you don't like the lighting, it's a 2 second job of opening the zip, going into the environment folder and deleting any of the lighting files in there.
-1=Nether
0=Overworld
1=End
Typo your username and password and choose to play offline when it asks. You cannot use high resolution skins online unless you have no skin uploaded on that account. Otherwise it'll always try to grab the skin from the skin server instead of the base char.png in the pack.
Gloomy? Moody is the lowest setting so I am guessing that is what you mean? Other then that it is just a brightness slider. Am I missing something?
Can they really achieve what you would like by hacking shaders into the game? I am assuming there is a limit at some point to what they can really do.
I agree that real torches with real flames would flicker way faster then how you have it set. I think it is a pretty good effect as it is.
You are propably already aware of this, but wanted to inform just for fun:
MCPatcher got updated with more colouring options
My update for the custom colors was released within minutes of the MCPatcher update that first contained the new features and was uploaded a couple days prior to its release. Who do you think suggested the idea and helped with testing?
In what sense? As it is, my pack makes exclusive use of many features provided through MCPatcher. And considering you can use both MCPatcher and Optifine, and need high resolution texture support to make use of my pack anyway, I'm not sure what the problem is here.
Awesome update. I really like the new lighting. I for one think you should keep it as is. No need to tone it down. I oversaturate a lot of the textures anyways so it works really well. but that's just my own personal preference.
Lol, I keep getting that from people. Actually I think I used a terrain mod to make that map so it could be from that. However that doesn't change a snow biome being right next to a swamp biome. :smile.gif:
*edit
Is it possible to make the blue night sky less blue? Would that cut back on the really purple hue?
Here is an underground shot:
The darker areas between the torches is very red.
I hope you don't mine me suggesting or discussing these things. I realize it is a work in progress but it has some really cool stuff so far and just needs a few tweaks here and there. :smile.gif:
*edit 2
I created a new world and the really dark red between torches and the purple hue doesn't seem to be as pronounced as it was on my older maps. Still checking everything out.
Absolutely amazing.
Please don't install the HD patch then modloader. You'll get grey sided grass. When you install HD patcher, press the + button and add the modloader.zip. That way you get both without screwing up better grass
Actually at the time of that screenshot I was trying to troubleshoot what was causing a black screen after login problem. MCPatcher was as far as I could get with the latest snapshot. Every time I added modloader into it and patched I couldn't get past that point. That screenshot is with the vanilla 1.0 jar. was just making sure they worked together correctly. I gave up on the snapshot. All is installed correctly now though. :smile.gif:
Oh, that's just the poop deck of the ship, dontcha know!
But yeah, easy to correct by just removing stonecolor.png from the misc folder.
THIS IS ****ING EPIC !
:biggrin.gif:
There will be no shaders until MC better supports it. The GLSL mod is nice and all but is basically a hack to barely enable features the game doesn't really support. That sort of thing needs to be built in at the game engine level and not hacked into it.
Or you can read Misa's first post, or the post on 185, 187, and 188 which are much more detailed. I tend to just cut right to heart of things and give a blunt answer. lol
Sound about right Misa? :biggrin.gif:
The second part of the first paragraph I'd disagree with. I think it can be hacked into the game so long as the issues I have with the current release are addressed. It would've been better if the game was built in something other than Java that would better support 3D rendering natively, but I don't think it's necessary. I enjoyed using the GLSL shaders when I used them. They just never got fixed to where they were anything more than an unpolished tech demo. With a bit of work, they could make for a very viable mod.
Intentional. The default torchlight was unrealistically bright. It was more like a halogen bulb than firelight. Also there's a bit of a painful balancing act with the palettes. If I were to increase the brightness without increasing the brightness of the ambient lighting as well, torches would produce light rays in direct sunlight. Personally I'm happy with the light levels as they are. About the only thing I think I'll change so far is the saturation a bit. Tone down the reds slightly. As for the flickering, fire in reality actually flickers more than that. I went with a compromise between the old and realistic to AVOID excessive flickering. I really see no problem with the flickering, myself. It still is subtle enough to me. Naturally if you don't like the lighting, it's a 2 second job of opening the zip, going into the environment folder and deleting any of the lighting files in there.
-1=Nether
0=Overworld
1=End
Typo your username and password and choose to play offline when it asks. You cannot use high resolution skins online unless you have no skin uploaded on that account. Otherwise it'll always try to grab the skin from the skin server instead of the base char.png in the pack.
Sweet sally in the ally
Gloomy? Moody is the lowest setting so I am guessing that is what you mean? Other then that it is just a brightness slider. Am I missing something?
Can they really achieve what you would like by hacking shaders into the game? I am assuming there is a limit at some point to what they can really do.
I agree that real torches with real flames would flicker way faster then how you have it set. I think it is a pretty good effect as it is.
My update for the custom colors was released within minutes of the MCPatcher update that first contained the new features and was uploaded a couple days prior to its release. Who do you think suggested the idea and helped with testing?
In what sense? As it is, my pack makes exclusive use of many features provided through MCPatcher. And considering you can use both MCPatcher and Optifine, and need high resolution texture support to make use of my pack anyway, I'm not sure what the problem is here.