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    posted a message on [SOLVED]Help with updating some parts of old code

    Specifically, what errors are you getting and from what version are you updating from and what version are you updating to?

    Posted in: Modification Development
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    posted a message on Anyone want to help me create a realistic finite water mod?

    Keep in mind many people will not bother to contact you if you do not tell them the idea from the start. In addition, what experience do you yourself have? What would you contribute?

    Posted in: Modification Development
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    posted a message on Colored Lights

    I currently have a full-time internship position, which comes first. Any time I then have is usually put toward an app I'm developing. While this is not abandoned, it's not very high on my priority list.


    Also bumping isn't inherently a bad thing; if a lot of people are interested, I feel like my time is better spent on it. I partially am sliding from the project because my app has much more attention than this.

    Posted in: WIP Mods
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    posted a message on Colored Lights

    Let me guess: Abandoned as well? It has been over a year and the Alpha hasn't been released yet?




    WAI!?


    Does anyone know Mojang's email? I'm sending them this thread so that they know what the people want, dangit.




    Nevermind then. But, still, does anyone know Mojang's email address?

    I only have so much time because of working and a few other private projects. It'll be done when it gets there, there's not an overarching timeline.
    Posted in: WIP Mods
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    posted a message on Colored Lights
    Quote from InuYasha86000»

    understandable, thought i'd at least try give somewhat of an insight to what microblocks is. still glad colored lights is being developed.


    Yeah. If Minecraft and the mod uses VBOs, it'll be exceptionally easy to get it ported. Just have to get some time to do it.
    Posted in: WIP Mods
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    posted a message on Colored Lights
    Quote from InuYasha86000»

    What forge microblocks is, it's actually created by the creator of "Code Chicken Core" most famous for Not Enough Items, essentially it allows the cutting of most blocks into smaller pieces such as panels, rods, and blocks with holes in them for use with piping systems and other things. here's a link to it: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1279956-chickenbones-mods

    you just gotta look through the spoilers, you might even find a youtube video on it.


    Still not sure what / who he is, but that's not really important. The content doesn't matter at all, as long as it uses VBOs and VBAs for it's pipeline. (IE it uses the programmable pipeline for graphics opposed to the fixed pipeline). Also, I'm definitely not looking to make it compatible with anything other than Forge right now. There's no point in making something compatible when it itself doesn't work.
    Posted in: WIP Mods
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    posted a message on Colored Lights

    Here's the lighting in action! (Animated)


    http://i.imgur.com/7PGeWAO.gifv (Cobalt doesn't let me post gifv).


    Next step is to port to a MC mod.

    Posted in: WIP Mods
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    posted a message on Colored Lights
    Quote from Schlingman»

    Are you planing this Mod for 1.7.10 ?

    Also Forge Multipart compatibility?



    I have no idea what Forge Multipart is. I don't play the game anymore.

    Quote from InuYasha86000»

    1.7.10 I think he is planning, but the forge multipart I don't think is viable as this is a color engine, not actual blocks, unless of course you mean if a light block has been cut into a microblock size then that could be possible also, but this mod (as far as I know) has no blocks of it's own.


    If the "microblocks" use VBOs and VBAs, I can write shaders for them.



    Example of current light attenuation in my engine which I'll port over:


    Posted in: WIP Mods
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    posted a message on Colored Lights

    For example for where I am at in lighting, here's an example of global lighting from various angles on the terrain:



    All of it is fully configurable, and I can have as many lights as I desire. (NO OpenGL cap of 10 / 9!). I will be adding attenuation to light sources to allow the lights to fade away, like a normal lamp. This should be my main porting goal.

    Posted in: WIP Mods
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    posted a message on Colored Lights

    Neat! so does the way frame rates work in minecraft make it more complex to code?


    No it does not. That does not mean, however, that the code translates perfectly from my engine to Mojang's.
    Posted in: WIP Mods
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    posted a message on Colored Lights

    For example, here's the Stanford Dragon model rendered with a spotlight. The dragon is rendered in a similar fashion to how Minecraft renders it's blocks. It also spins and updates the light, and runs at an insanely high framerate.


    Posted in: WIP Mods
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    posted a message on Colored Lights

    I would like everyone to know that this is NOT DEAD. I am currently working on my own game engine to familiarize myself with GL and shaders.

    Posted in: WIP Mods
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    posted a message on Colored Lights
    Quote from Kye_Duo»



    check blue power, they have a block that does just that using the bundled cables RGB channels to set the color.

    The actual color picking is easy, it's rendering the circular spotlight.
    Posted in: WIP Mods
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    posted a message on Colored Lights
    Quote from XolFilms»

    Glad to see this back! I loved the original mod and based on the things you're implementing this will be even better. Also, instead of implementing multiple blocks that have different colors for each, why not make a single block that, when right clicked, opens up a menu with three sliders that allow you to change the red, green, and blue channels to come up with any color you can think of? (seems too complicated though :huh: )


    That's actually incredibly feasible though. I just have to figure out MC renderspace and where it's rendering coordinates.
    Posted in: WIP Mods
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    posted a message on Colored Lights
    Quote from TNTer1234»

    Congratulations on taking this up! I'd been following SpaceToad's version for awhile, but then it got cancelled. I, along with most of us here, would be more than happy to bugtest when you think you've got it ready for an alpha release. If you get to the point of putting the source on Github, I may fork it and submit a pull request or two if I can (I've got quite a bit of dev experience but not a whole lot with java specifically). I look forward to watching your progress, and contributing if possible!


    The GitHub has very little on it, but I'll link it in the OP. If you would like to figure out the conversion from OpenGL float[] coordinates to ingame Minecraft ones, that'd be useful.
    Posted in: WIP Mods
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