I hate the way the grass is now. =\ i think it wouldent bother me if there are different colors of grass around, but my huge castle was so pretty with the nice green grass, and now all that work is blown because its ugly yard. =\ i guess notch did warn me not to get to attached to my saved files though.
First off the Terrain format will need to be different along with a pieces of the coding.
As you can see from here first off the Luminocity of the grass tile must be greatly increased, a.k.a boost the contrast and the lightness.
Next the side grass tile must have the grass portion transparent.
IN ORDER FOR GRASS COLORS TO BE FIXED ON ALL SIDES:
The sides of the grass tiles must be underlayed with the grass texture.
This means that the grass will show through the transparent portion of the sides of a grass tile.
Basicly grass tiles are covered on all sides but the bottom in the basic Grass texture, modified by the Grass Gradient and then masked by the partially transparent "side grass tile."
Voila, more colorful, vibrant, and consistent biomes, at the minor cost of a slightly longer load time and/or a a less smooth dirt digging time when limit frame-rate is off.
as for the particles of the trees, that shouldn't be too hard to fix since its low on Notch's priority list.
Hell, I bet a simple modder from the forums could do it and Notch could later add it in, Hell, this community is practically a whole mosh of back-up programmers for Notch.
The grass and tree textures actually have a gradient depending on the climate now. I've done some hardcore exploring and found that there are areas that have an olive-green tint close to deserts, and others that are more bluish green can be found near snow biomes. The original, more familiar grass texture is sort of an interstitial texture - somewhere between generic grassland and rainforest (which has an even more vibrant green). So if you don't like the new colours, go exploring for new biomes.
I noticed it too, when I jumped into my game after the update; the trees and grass looked.... different. It wasnt the violently green color of.... well, green.... that it was before. This is just due to biomes though; and I notice that the game seems to treat all old areas like this, dying the colors down to that more autumn-ish look.
if you've got a NEW world that's pure biomes though, you wont see that as much, and will see alot of differences. I found a proper heavy-forest biome in a new one that I made, and... well, this looks ALOT better than anything pre-patch. Seriously, it looks amazing. I was just stunned.
I dont think any of the color changes are bad though. I think they fit the new landscape perfectly.
I don't think any of it looks like crap. I think it looks a lot less like contrast-land without ridiculously bright grass. The new grass is great and the sides are a simple oversight that can easily be adapted to work the same way that the grass does.
You seem to have gotten used to the old shade of green, so when we got some less violent shades in the game it upset you. They don't look like crap, they look like grass. The old grass looked like the shade of astro-turf at Home Depot that nobody buys.
If you like craaaaazy bright colors, then I can tell from your screenshots that you've more than succeeded in getting them back. I'm wondering if you have one of those monitors that make everything appear darker than it really is. It's a misunderstanding that commonly plagues this forum. Not everyone sees the game as brightly as it's intended to be seen.
For the sides of the grass, could it conceivably use a green screen method? By that, I mean tinting only a certain color range, such as a grey range, and leaving the brown alone? If it's at all possible that could make the tinting system work swimmingly.
Of course, I know nothing of coding, so I'm only speaking from film experience, which I know is nothing alike. :happy.gif:;
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Nature should really stop catering to all these furries! I mean, do we REALLY need two kinds of elephant? Puh-leaze.
Perhaps a better way to go about this issue is figuring out how the biome for a chunk is stored; this can then be editted to something more suitable for a location. I'm not a fan of the dark blue grass and trees that have suddenly invaded my underwater home so I copied the old grass texture back in (and made the gradients all #FFFFFF) but if there's a better solution such as being able select a more interesting biome then I'm all for that.