that's cool i only wanted to state that it would be cool, as i also know it would be hard to realize such a tool.
Fair enough. I'll keep it in the back of my mind in case I ever have the opportunity to pitch it to someone who actually has the ability to implement it.
Thanks again for the compliment and for bumping the thread to give this some more visibility.
Could be cool add a tetrachromatic simulator (with yellow colour as primary colour together red, green and blue), and simulator of how others animals see (for example birds can see the ultraviolet colour and spiders have 360 degrees of FoV).
Three things:
First, this pack is no longer in development because it doesn't work with the current versions of Minecraft and may never work with another version again. As such, I'm not really keen on adding to it.
Second, for that suggestion there would actually need to be a mod made. It couldn't be done with a shader. The reason this works is because it's reducing the amount of information being used... not adding to it. For new information to be taken into account, the game actually has to generate it. Otherwise it's just taking light we can already see and translating it into... light we can already see.
Third, the goal of this shader pack isn't to show people how animals see the world. It's to show people how other people see the world. It's to aid people in making intelligent design decisions when making textures or building structures so that as many people as possible can enjoy these wonderful pieces of artwork to their fullest. And yes, I know that a very small number of people (almost exclusively women) have tetrachromatic vision but realistically it's a small enough percentage of the population that it isn't really a concern from a design perspective. Add to that the fact that this type of vision is an expansion on what humans normally see rather than a deficiency and it seems kinda pointless to spend the time and effort to create such a thing.
It's a neat idea, but it's not right for this particular pack... nor do I think it's possible with the vanilla shader system alone.
Thank you for the comment! I hope you find someone else who can create that idea. If you do, let me know. I'd genuinely be interested in trying it!
Hey Alvoria,
I really wanted to use this pack in 1.10.2, so I wrote a mod that will let you load shaders by using "/loadshader <name>". Screenshot:
(the shader is named achromatomaly instead of deconverge since I renamed the files in my version of the resource pack).
So... if you are still interested in working on this, or someone looking here in the future wants to use your resource pack... you can download the mod from curseforge here.
- usernameless
I really wanted to use this pack in 1.10.2, so I wrote a mod that will let you load shaders by using "/loadshader <name>". Screenshot:
(the shader is named achromatomaly instead of deconverge since I renamed the files in my version of the resource pack).
So... if you are still interested in working on this, or someone looking here in the future wants to use your resource pack... you can download the mod from curseforge here.
- usernameless
Oh WOW! That's Amazing! When I have time I'll test it out. If it works to expectations (and I have no reason to doubt that it will) I'll update this pack with unique names for the shaders and a big HUGE link to your mod on all of the listings for it so that people can once again use this!
Thank you SO MUCH! I never thought anyone would care about this little pack enough to mod the game to re-enable it!
I'm also learning how to use use LiteLoader & rewrite the mod for LiteLoader instead of Forge. Hopefully that version won't be nearly as buggy (because, to be honest, my implementation is super janky. ex, you need to run the command every time you load the game), and it'll have a nice little config menu instead of a command.
I'm also learning how to use use LiteLoader & rewrite the mod for LiteLoader instead of Forge. Hopefully that version won't be nearly as buggy (because, to be honest, my implementation is super janky. ex, you need to run the command every time you load the game), and it'll have a nice little config menu instead of a command.
EDIT: The LiteLoader version is nearly complete
I wouldn't worry too much about having to put in the command every time you load the game. That's how it was with the old SSS button anyway, so it's not a big deal. Still, having a menu would be much improved!
I'm all for having a Liteloader version simply because Forge is unnecessarily slow if you don't absolutely need it. I'm of the opinion that one should always use Liteloader if it's possible to do so, and save Forge for when that expanded functionality is needed. As such, I'm looking forward to the Liteloader version! So happy you're making that.
It might be a few days before I get time to update this pack. I'm a busy person all of a sudden.
The config menu is slightly funky: All the vanilla shaders have buttons, but since I couldn't find a way to dynamically find all the currently loaded resources (and therefore be able to find all the extra shaders for them), I couldn't add buttons for anything else. So, instead, to load shaders under different names, you can use the textbox.
The text in the textbox will turn red and not save the input if the shader is not found (this I can do for non-vanilla shaders, because reasons...), but if the name is valid and found, it'll stay white and let you save.
And, your settings will remain between game sessions and you wont have to reload the shaders every time you start the game!
The config menu is slightly funky: All the vanilla shaders have buttons, but since I couldn't find a way to dynamically find all the currently loaded resources (and therefore be able to find all the extra shaders for them), I couldn't add buttons for anything else. So, instead, to load shaders under different names, you can use the textbox.
The text in the textbox will turn red and not save the input if the shader is not found (this I can do for non-vanilla shaders, because reasons...), but if the name is valid and found, it'll stay white and let you save.
And, your settings will remain between game sessions and you wont have to reload the shaders every time you start the game!
Whoh! That's awesome!
It would be cool if, when it found a valid entry, it would add a button to the list. I realize that's a bit more difficult, but it would still be cool.
Additionally would there be a way that a list could be added by the pack maker, and have the mod try to load that file specifically? That way the mod wouldn't have to try to find and index non-vanilla content. It could just look for a single file and read all of the lines from it. Ideally this would work similarly to the language files where all lines in all loaded packs would be cumulative rather than the top list replacing all others.
Just spitballing ideas. I really appreciate that you've made these.
I'm busy for the next couple of days, but after that I'm going to get to work making this pack compatible with your mods.
Oh, one other suggestion: Link to your mods from each other. That way if someone stumbles upon either of them they can find the other. Give yourself some cross-promotion and help people find the version that's more in line with what they want to use.
It would be cool if, when it found a valid entry, it would add a button to the list. I realize that's a bit more difficult, but it would still be cool.
Additionally would there be a way that a list could be added by the pack maker, and have the mod try to load that file specifically? That way the mod wouldn't have to try to find and index non-vanilla content. It could just look for a single file and read all of the lines from it. Ideally this would work similarly to the language files where all lines in all loaded packs would be cumulative rather than the top list replacing all others.
Just spitballing ideas. I really appreciate that you've made these.
I'm busy for the next couple of days, but after that I'm going to get to work making this pack compatible with your mods.
Oh, one other suggestion: Link to your mods from each other. That way if someone stumbles upon either of them they can find the other. Give yourself some cross-promotion and help people find the version that's more in line with what they want to use.
If I used the first method, I would mean I'd have to save everything it found to a config file, like I am doing for saving the current shader between relaunches. And I absolutely hate dealing with File IO. I don't know if I am just incompetent, or if File IO is actually a pain in the butt ;-; Similar with the second method.
Also, I deleted the old Forge version... I figured it would be better to have people use the better, more functional version since the Forge version kinda sucked
If I used the first method, I would mean I'd have to save everything it found to a config file, like I am doing for saving the current shader between relaunches. And I absolutely hate dealing with File IO. I don't know if I am just incompetent, or if File IO is actually a pain in the butt ;-; Similar with the second method.
Also, I deleted the old Forge version... I figured it would be better to have people use the better, more functional version since the Forge version kinda sucked
I tried your mod and it doesn't work. I pressed the button and nothing happens. Are there additional hotkeys that need to be pressed to activate the selected shader? I'm very confused and frustrated. I really want this to work.
Edit: Never mind, I figured it out. Your mod is incompatible with Optifine. You... should probably fix that if you can.
I tried your mod and it doesn't work. I pressed the button and nothing happens. Are there additional hotkeys that need to be pressed to activate the selected shader? I'm very confused and frustrated. I really want this to work.
Edit: Never mind, I figured it out. Your mod is incompatible with Optifine. You... should probably fix that if you can.
I'm not sure if I can make it compatible with Optifine... all the methods I use for loading shaders are methods in the vanilla game. If Optifine messes with those, there's nothing I can do ;-; Sorry. I'll put a note on the Cursefore page, though.
Well, I mean, no because it doesn't work anymore. Mojang took the mechanism that made it function out of the game so right now it's not helping anyone.
But I suppose that depends on what you mean by "help". If you mean "can a color blind person slap this on and see full colors" then no. That's not possible, nor is it what it's designed to do.
If you're talking in a much broader sense then yes it will... or could. The idea of this pack is so that resource pack artists or mod makers can see things as color blind people see them (more or less) and make adjustments to their work that make their packs easier for people with color blindness to use. For example, by adjusting colors or patterns so that blocks or items are more distinct. It's here in hopes that designers would better think through their graphics decisions and make choices that accommodate accessibility.
In short, this pack is meant to promote awareness and it's that awareness that will ultimately help color blind people.
Or it would... if Mojang would allow the pack to work with modern versions of Minecraft again.
ah ok. Ive just been looking for something to use in pvp ( 1.7.10 - 1.8.9 ) to help with my color blindness
I suggest making a pack for yourself. Whatever colors you can perceive well you should use for important things like armor and weapons, or whatever else is important in the type of games you're playing. Then turn down the saturation on everything else (like decoration blocks) until they're basically grayscale. This will cause the important stuff to jump out at you more while the less important stuff becomes gray background noise.
hello there, can you please tell me how to download the pack? the link doesn't work.
Yeah, all of the websites and companies that host my pack have changed ownership so many times it's gotten to be a hassle to update the links, particularly since this pack doesn't work with current versions so its unlikely that anyone will care.
You can find the current download link Here. Hopefully that'll say up for a while.
When I download it, how to I make it so it works on minecraft? (Where do I put the folder)
There are installation instructions right in the opening post of the thread. Read them, follow them, and love them.
And if you somehow still can't figure it out, please post a thread in the Resource Pack Help forum detailing what, exactly, you've tried to make the pack work.
Fair enough. I'll keep it in the back of my mind in case I ever have the opportunity to pitch it to someone who actually has the ability to implement it.
Thanks again for the compliment and for bumping the thread to give this some more visibility.
Three things:
First, this pack is no longer in development because it doesn't work with the current versions of Minecraft and may never work with another version again. As such, I'm not really keen on adding to it.
Second, for that suggestion there would actually need to be a mod made. It couldn't be done with a shader. The reason this works is because it's reducing the amount of information being used... not adding to it. For new information to be taken into account, the game actually has to generate it. Otherwise it's just taking light we can already see and translating it into... light we can already see.
Third, the goal of this shader pack isn't to show people how animals see the world. It's to show people how other people see the world. It's to aid people in making intelligent design decisions when making textures or building structures so that as many people as possible can enjoy these wonderful pieces of artwork to their fullest. And yes, I know that a very small number of people (almost exclusively women) have tetrachromatic vision but realistically it's a small enough percentage of the population that it isn't really a concern from a design perspective. Add to that the fact that this type of vision is an expansion on what humans normally see rather than a deficiency and it seems kinda pointless to spend the time and effort to create such a thing.
It's a neat idea, but it's not right for this particular pack... nor do I think it's possible with the vanilla shader system alone.
Thank you for the comment! I hope you find someone else who can create that idea. If you do, let me know. I'd genuinely be interested in trying it!
I really wanted to use this pack in 1.10.2, so I wrote a mod that will let you load shaders by using "/loadshader <name>". Screenshot:
(the shader is named achromatomaly instead of deconverge since I renamed the files in my version of the resource pack).
So... if you are still interested in working on this, or someone looking here in the future wants to use your resource pack... you can download the mod from curseforge here.
- usernameless
Oh WOW! That's Amazing! When I have time I'll test it out. If it works to expectations (and I have no reason to doubt that it will) I'll update this pack with unique names for the shaders and a big HUGE link to your mod on all of the listings for it so that people can once again use this!
Thank you SO MUCH! I never thought anyone would care about this little pack enough to mod the game to re-enable it!
I'm also learning how to use use LiteLoader & rewrite the mod for LiteLoader instead of Forge. Hopefully that version won't be nearly as buggy (because, to be honest, my implementation is super janky. ex, you need to run the command every time you load the game), and it'll have a nice little config menu instead of a command.
EDIT: The LiteLoader version is nearly complete
I wouldn't worry too much about having to put in the command every time you load the game. That's how it was with the old SSS button anyway, so it's not a big deal. Still, having a menu would be much improved!
I'm all for having a Liteloader version simply because Forge is unnecessarily slow if you don't absolutely need it. I'm of the opinion that one should always use Liteloader if it's possible to do so, and save Forge for when that expanded functionality is needed. As such, I'm looking forward to the Liteloader version! So happy you're making that.
It might be a few days before I get time to update this pack. I'm a busy person all of a sudden.
And... I've finished the LiteLoader version! http://minecraft.curseforge.com/projects/not-so-secret-settings
The config menu is slightly funky: All the vanilla shaders have buttons, but since I couldn't find a way to dynamically find all the currently loaded resources (and therefore be able to find all the extra shaders for them), I couldn't add buttons for anything else. So, instead, to load shaders under different names, you can use the textbox.
The text in the textbox will turn red and not save the input if the shader is not found (this I can do for non-vanilla shaders, because reasons...), but if the name is valid and found, it'll stay white and let you save.
And, your settings will remain between game sessions and you wont have to reload the shaders every time you start the game!
Whoh! That's awesome!
It would be cool if, when it found a valid entry, it would add a button to the list. I realize that's a bit more difficult, but it would still be cool.
Additionally would there be a way that a list could be added by the pack maker, and have the mod try to load that file specifically? That way the mod wouldn't have to try to find and index non-vanilla content. It could just look for a single file and read all of the lines from it. Ideally this would work similarly to the language files where all lines in all loaded packs would be cumulative rather than the top list replacing all others.
Just spitballing ideas. I really appreciate that you've made these.
I'm busy for the next couple of days, but after that I'm going to get to work making this pack compatible with your mods.
Oh, one other suggestion: Link to your mods from each other. That way if someone stumbles upon either of them they can find the other. Give yourself some cross-promotion and help people find the version that's more in line with what they want to use.
If I used the first method, I would mean I'd have to save everything it found to a config file, like I am doing for saving the current shader between relaunches. And I absolutely hate dealing with File IO. I don't know if I am just incompetent, or if File IO is actually a pain in the butt ;-; Similar with the second method.
Also, I deleted the old Forge version... I figured it would be better to have people use the better, more functional version since the Forge version kinda sucked
I tried your mod and it doesn't work. I pressed the button and nothing happens. Are there additional hotkeys that need to be pressed to activate the selected shader? I'm very confused and frustrated. I really want this to work.
Edit: Never mind, I figured it out. Your mod is incompatible with Optifine. You... should probably fix that if you can.
I'm not sure if I can make it compatible with Optifine... all the methods I use for loading shaders are methods in the vanilla game. If Optifine messes with those, there's nothing I can do ;-; Sorry. I'll put a note on the Cursefore page, though.
Will this help colorblind people?
My youtube channel!
-Soul
Well, I mean, no because it doesn't work anymore. Mojang took the mechanism that made it function out of the game so right now it's not helping anyone.
But I suppose that depends on what you mean by "help". If you mean "can a color blind person slap this on and see full colors" then no. That's not possible, nor is it what it's designed to do.
If you're talking in a much broader sense then yes it will... or could. The idea of this pack is so that resource pack artists or mod makers can see things as color blind people see them (more or less) and make adjustments to their work that make their packs easier for people with color blindness to use. For example, by adjusting colors or patterns so that blocks or items are more distinct. It's here in hopes that designers would better think through their graphics decisions and make choices that accommodate accessibility.
In short, this pack is meant to promote awareness and it's that awareness that will ultimately help color blind people.
Or it would... if Mojang would allow the pack to work with modern versions of Minecraft again.
I hope that answers your question.
ah ok. Ive just been looking for something to use in pvp ( 1.7.10 - 1.8.9 ) to help with my color blindness
My youtube channel!
-Soul
I suggest making a pack for yourself. Whatever colors you can perceive well you should use for important things like armor and weapons, or whatever else is important in the type of games you're playing. Then turn down the saturation on everything else (like decoration blocks) until they're basically grayscale. This will cause the important stuff to jump out at you more while the less important stuff becomes gray background noise.
I hope that helps you.
hello there, can you please tell me how to download the pack? the link doesn't work.
Yeah, all of the websites and companies that host my pack have changed ownership so many times it's gotten to be a hassle to update the links, particularly since this pack doesn't work with current versions so its unlikely that anyone will care.
You can find the current download link Here. Hopefully that'll say up for a while.
I hope that helps you.
When I download it, how to I make it so it works on minecraft? (Where do I put the folder)
There are installation instructions right in the opening post of the thread. Read them, follow them, and love them.
And if you somehow still can't figure it out, please post a thread in the Resource Pack Help forum detailing what, exactly, you've tried to make the pack work.