Hi once more.
I tested it a bit. WOW! Works really great! You have also added a bunch of other blocks, thats good!
Also all the redstone looks now like I expected, with the power gradient, when powered.
Improvement proposals:
The transparency is good, but I think it could be better.
As I wrote in my very first comment in the Biome Painter thread, I think about it being repeatly processed for EVERY block in the column, that can be seen from above.
Now that I've seen it your way, it may be good to distinguish between "surface transparency" i.e. glass, and "volumetric transparency" (water, air)
Pinciple would be the following:
a column of blocks has volumetric transparency:
EVERY block mixes the colour from below with own alpha*colour
a column of blocks has surface transparency:
only ONE block of a column of the same blocks mixes the colour from below with own alpha*colour
I don't think, that it is really important, to have both implemented, but the water looks not natural, if it isn't darker, when it's deeper.
This is only my own opinion.
Then it has a problem with finding the folder for "the end".
Topographer looks for a folder named "DIM-2" what makes sense, but that doesn't work, since someone was so "bright" to name it "DIM1" instead...
\region\ -> Overworld
DIM-1\region\ -> Nether
DIM1\region\ ->The End
http://www.minecraft...rmat#Dimensions
I also want to let you know about a future change of the world folder structure:
https://gist.github.com/2362538
also:
-ouput of the biome map for each dimension
-slice of the world, (y1-y2, default: 0-255)
Edit:
Biome grass and leaf colour research
not very important, but maybe a bit helpful:
http://www.minecraft...s-graph-for-18/
Solution:
http://www.minecraft...ated-20feb2012/
Palette inside the minecraft.jar:
\misc\grasscolor.png
The leaf colour of only oak trees is the same as the grass colour. The leafs of other trees don't seem change.
http://www.minecraft...ki/Tree#Gallery
Edit 2:
I'd like to propose, that you provide the code to support different grass colours dependent on the biomes, and I try to make a colour list for each grass and leafs in each biome.
A tricky part is the blending between biomes.
I tested it just in MC, the blending is calculated through averaging the biome specific grass colours of a 3x3 field around the given position.
So the best option in my opinion would be the introduction of a biome_id value to the blocks.txt, maybe with such a syntax:
2,31;62a238 #grass, tall grass,default
2,31;bm0;62a238 #grass, tall grass,ocean
2,31;bm1;rrggbb #grass, tall grass,plains
2,31;bm2;rrggbb #grass, tall grass,desert
...
given: x,z,blockid
functions:
biomeid(x,z)
colour(blockid,dv,biomeid,colour_channel(0/1/2/3))
if an unsupported biome id is given to that function, it falls back to the normal grass colour without a biome value
basic code:
r_tmp=0
g_tmp=0
b_tmp=0
for tx=-1+x to 1+x
for tz=-1+z to 1+z
r_tmp=r_tmp+colour(blockid,dv,biomeid(tx,tz),1)
g_tmp=g_tmp+colour(blockid,dv,biomeid(tx,tz),2)
b_tmp=b_tmp+colour(blockid,dv,biomeid(tx,tz),3)
next
next
final_r=r_tmp/9
final_g=g_tmp/9
final_b=b_tmp/9
sorry for that long novel that I'm writing here