BINGO! Finally found what I'm looking for. I'm currently using Misa's pack, but I wanted to know more about the biome palette. Never knew Misa herself made a tutorial/guide. Thanks Misa.
With regards to MC Patcher's various colormaps, what is the file name and key (if there is one) for smoke? This has always been an issue for me, as there have been many occasion where I have had to make smoke invisible so I could change redstone's color, or portal colors, etc. I think Glimmar has managed to change smoke color if I recall correctly, but I can't find any file for it.
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Do you need a professional resource pack? Do you need it right now?
Thank you so much for this. But one question; does this apply to the foliagecolor.png or watercolor.png?
It applies to foliagecolor.png and grasscolor.png, as well as any biome pallets that you make to work with MCPatcher's/Optifine's Custom Colors feature. It would work with watercolor.png... except that particular image is unused.
It applies to foliagecolor.png and grasscolor.png, as well as any biome pallets that you make to work with MCPatcher's/Optifine's Custom Colors feature. It would work with watercolor.png... except that particular image is unused.
Thank you. I'm working on a texture pack that requires particularly unique biome color.
Bump, and may I ask, what do I replace with your template, my pack is so outdated with all these updates it gets frustrating. I have grass.png and foliage.png in my colormap folder.Bump, and may I ask, what do I replace with your template, my pack is so outdated with all these updates it gets frustrating. I have grass.png and foliage.png in my colormap folder.
Bump, and may I ask, what do I replace with your template, my pack is so outdated with all these updates it gets frustrating. I have grass.png and foliage.png in my colormap folder.
The template is still mostly valid, but the snapshot uses the colormap in some different, and more powerful ways.
I'm aware of how the new method works, but as you know, the height blending method is somewhat convoluted with all height-based data converging to a single point. This makes the biome template palette-writing a bit more complicated to the point where I may have to revert the tutorial to something similar to the way the biome palettes used to be. However, for those who use MCPatcher, I may have an ultimately better solution.
I mentioned this briefly on my texture pack's thread but I should probably mention it here. I've come up with a design for a new, efficient and highly customizable biome palette which I've proposed to Kahr for implementation into MCPatcher. This will be a custom format for MCPatcher which will override Mojang's method, but allow you to still use both methods safely in your pack. If all goes well, I'll be posting an updated template for Mojang's version along with the MCPatcher specific version. As a head's up to anyone interested in the mechanics of it, what I proposed works as such:
-The new format should use the same 256x256 png file format with a customizable exception to vertical height.
-The X row of pixels should be for biome ID values (See here.)
-The Y column of pixels should be for relative height. (hence customizable pixel Y resolution.)
Since height can vary from map to map this will not be an absolute pixel-perfect value outside of the default 256-block tall maps. Should the map's height limit change, the palette should be completely adaptable to it, and should you want no height variance, your palette file may need to be a mere 1 pixel tall and 256 pixels wide.
-MCPatcher may have an option to include randomly-generated variance which slides up and down the Y by a specified factor.
A factor of 1 will look at 1 pixel above and below the current pixel designated for that height (3 pixel range), a factor of 2 will have a 5 pixel range, a factor of 3 will have a 7 pixel range and so on. This will be completely adjustable by the end-user only.
-The file should not use the exact same naming format but will be read with priority over Mojang's format, allowing you to mix and match if you need to, as well as provide backwards compatibility.
-The new palettes should be compatible with both official Mojang biome palettes (grasscolor, foliagecolor) and custom MCPatcher-only palettes both created by texture pack artists and things like the sky biome coloring component of Custom Colors.
This is just in the experimental stage and may be scheduled for test implementation once the main, existing features of MCPatcher are once again fully operational. Note that all of this information is subject to change and realize that I'm posting this mainly for educational and feedback purposes.
This system is a bit more complex than Mojang's on paper, but allows for much finer control of every single aspect of biome-based block coloring and will logically make more sense on the artist's end to set up than on Mojang's current format. Basically all of the work will go into choosing your color gradients for each biome without having to worry about merging the height value all to a single point.
does anyone know the usage of the mirrored half of the foliagecolor.png, (the half that is missing in grasscolor.png)
It doesn't do anything in the game, so feel free to put whatever you want up there or just leave it blank.
Thanx.
So basically, we have 256 x 256 = 65536 pixels, out of which 10 pixels are used.
Edit: Actually, 11 pixels are used. Count 'em!
Thank you. I'm working on a texture pack that requires particularly unique biome color.
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The template is still mostly valid, but the snapshot uses the colormap in some different, and more powerful ways.
I explain it in this post
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
and "Jungle Edge" is now x12, y61
At least that's different from the templates i've seen.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
I mentioned this briefly on my texture pack's thread but I should probably mention it here. I've come up with a design for a new, efficient and highly customizable biome palette which I've proposed to Kahr for implementation into MCPatcher. This will be a custom format for MCPatcher which will override Mojang's method, but allow you to still use both methods safely in your pack. If all goes well, I'll be posting an updated template for Mojang's version along with the MCPatcher specific version. As a head's up to anyone interested in the mechanics of it, what I proposed works as such:
-The new format should use the same 256x256 png file format with a customizable exception to vertical height.
-The X row of pixels should be for biome ID values (See here.)
-The Y column of pixels should be for relative height. (hence customizable pixel Y resolution.)
-The new palettes should be compatible with both official Mojang biome palettes (grasscolor, foliagecolor) and custom MCPatcher-only palettes both created by texture pack artists and things like the sky biome coloring component of Custom Colors.
This is just in the experimental stage and may be scheduled for test implementation once the main, existing features of MCPatcher are once again fully operational. Note that all of this information is subject to change and realize that I'm posting this mainly for educational and feedback purposes.
This system is a bit more complex than Mojang's on paper, but allows for much finer control of every single aspect of biome-based block coloring and will logically make more sense on the artist's end to set up than on Mojang's current format. Basically all of the work will go into choosing your color gradients for each biome without having to worry about merging the height value all to a single point.