Ah! I see what you mean! Perhaps they could be viewed as weeds growing in the cracks.:smile.gif: Does the grass still grow through with two half blocks in a one block trench?
As mentioned in my previous post, torches placed on a grass free dirt block are completely destroyed (disappear for good) when grass suddenly starts growing on that block! A lot of these things I'd be happy working around (makes for a bit of extra thought and management), but I would be ecstatic if ejhopkins could get it to work with Ambient Occlusion and BetterGrass. It really is a beautiful mod, even without my favourite mods. I ended up just wandering around gazing even more at some of the random arrangements of grass and landscape! With my ferns and occasional red flowered bushes it was just very natural looking. I love the idea of having to cut paths through the wilds. Roads, etc. will look so much more believable with this. Any chance of a 'straw' block spin off mod?
Sorry you are going to get snowed under with requests here, but that just proves what an awesome mod this is. :biggrin.gif:
Just tried v3.0 of 2D Wild growing Grass and the game now crashes when trying to load a world, with the following report:
--- BEGIN ERROR REPORT a1dce528 --------
Generated 10/12/10 11:06
Minecraft: Minecraft Alpha v1.2.6
OS: Windows Vista (amd64) version 6.0
Java: 1.6.0_17, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce GTX 460/PCI/SSE2 version 4.0.0, NVIDIA Corporation
java.lang.NullPointerException
at cs.f(SourceFile:103)
at BetterGrass.b(BetterGrass.java:30)
at bk.k(RenderBlocks.java:1208)
at bk.renderGrassBlock(RenderBlocks.java:1230)
at bk.a(RenderBlocks.java:102)
at bw.a(SourceFile:161)
at f.a(SourceFile:978)
at kb.c(SourceFile:372)
at kb.b(SourceFile:312)
at net.minecraft.client.Minecraft.run(SourceFile:622)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT c6dc4e91 ----------
I installed your three files into the mincraft.jar. I have the following mods installed:
Ambient Occlusion v1.4
Better Grass v1.4
Minimap v1.4
BreathingApparatus v1.2.3
DecayingLeaves v5
I don't think I have changed anything from your v2.0 mod and I installed on a clean bin version of my Minecraft (but with the above favourite mods included). v2.0 of your mod worked fine apart from breaking AO and BG mods.
Keep up the good work, really want this to work! Best of luck.
[edit 1]
Have tried v3.0 with a clean xau only patched 1.2.6 version of Minecraft and it still locks up as above.:sad.gif:
[edit 2]
Tried with a new world and it worked! Will now try it with AO and BG, etc. on another new world. Getting hopeful! :smile.gif:
[edit 3]
Worked with all my favourite mods on a new world, but ambient occlusion and better grass still broken. BetterGrass sides are now all grey:
[edit 4]
Weird flashing effect when grass grows on same dirt block as reeds:
That looks great Glimmar. Any chance you'll release a version of your pack that's compatible? I'd love to give it a whirl. I agree though, choosing between this mod or AO and BG is a tough one. I made a failed attempt at making the TallGrass mod compatible with your pack earlier (I suck with GIMP, couldn't get the colouring to work lol). BetterGrass still worked for me but it used the default grey biome grass colour.
As soon as it works with AO and BG I will include it in my texture pack for sure, along with a hearty recommendation for folks to download and install this amazing mod. As soon as I can though, I'll post a modded terrain.png with my 2d grass textures included, for folks to continue testing! Hows that? Just remember to save your bin folder then you can keep returning to a fully working version, if anything doesn't work as you like. :smile.gif:
I'm modifying my 128 pixel terrain.png to test this with HD textures. I expect a beautiful catastrophe! Is it compatible with non-16 texture packs?
If not, would you consider adding code to determine the offsets for the grass textures based on the terrain.png dimensions?
Edit: Update. Works out-of-the-box with HD texture packs! Very nice!
Issue: I found that placing a block ie. cobblestone stair on top of the wild grass does not remove the wild grass. this is fine with fences, and perhaps other non-full block blocks, but full blocks and stairs etc should remove the wild grass when placed on top of it.
Also, I notice you used the flower-style crossed textures in the center of the block. Did you try the crops-style checkerboard placement? I find it a little odd seeing the crossed pattern when moving through the wild grass. I wonder if the crops-style wouldn't look better?
Thanks for this very interesting and stunning mod!
I got a problem. I copy pasted the grass textures over onto my painter pack terrain.png file, but it won't work in the game. Painterly continues working fine but the grass looked like a solid block of light green.
I got a problem. I copy pasted the grass textures over onto my painter pack terrain.png file, but it won't work in the game. Painterly continues working fine but the grass looked like a solid block of light green.
Just another note to say that I have already incorporated wild grass textures into my pack's terrain.png and will recommend this mod on my pack's post as soon as it does not interfere with Ambient occlusion!
I would love to see you move to the crops-style grass placement though. I think it would really make it more seamless. Not crucial, but worth trying at least!
The only other request that I'd make is to have this mod use a separate file for it's texture source other than terrain.png. I don't know how difficult that would be, but I'd really like to see mod authors that need textures move to a /.minecraft/texturePacks/modtextures/growingWildGrass/grassTextures.png styled method of adding custom texture files. The existing files are relied on too heavily and there are inevitable conflicts of tile usage coming...
As mentioned in my previous post, torches placed on a grass free dirt block are completely destroyed (disappear for good) when grass suddenly starts growing on that block!
Are you sure your using the latest version? Version 03 doesn't create any new blocks, it simply changes the graphics of existing dirt/grass blocks to draw grass on top. There shouldn't be any blocks being destroyed. I haven't been able to duplicate this.
As far as the half blocks go, I just fixed this in my debug version. It will come in the next upload. I just made a code that sets the grass height to zero if any block is on top of it other than snow. Snow just makes it shorter.
I got a problem. I copy pasted the grass textures over onto my painter pack terrain.png file, but it won't work in the game. Painterly continues working fine but the grass looked like a solid block of light green.
Did you desaturate it? Make it grayscale.
It's already grayscale, isn't it? And isn't grescale only applicable to the whole image, not pieces of it?
The only other request that I'd make is to have this mod use a separate file for it's texture source other than terrain.png. I don't know how difficult that would be, but I'd really like to see mod authors that need textures move to a /.minecraft/texturePacks/modtextures/growingWildGrass/grassTextures.png styled method of adding custom texture files. The existing files are relied on too heavily and there are inevitable conflicts of tile usage coming...
I have been trying to figure out how to do this. If someone could help me out here, that would be greatly appreciated.
I got a problem. I copy pasted the grass textures over onto my painter pack terrain.png file, but it won't work in the game. Painterly continues working fine but the grass looked like a solid block of light green.
Did you desaturate it? Make it grayscale.
It's already grayscale, isn't it? And isn't grescale only applicable to the whole image, not pieces of it?
The problem is that it is not showing the grass texture, but the "blank pink" texture in the terrain.png file. Either you didn't copy the grass into the right spot, or it got deleted somewhere along the line.
Also, I notice you used the flower-style crossed textures in the center of the block. Did you try the crops-style checkerboard placement? I find it a little odd seeing the crossed pattern when moving through the wild grass. I wonder if the crops-style wouldn't look better?
I will try it.. next update.
EDIT: whoa, nevermind, makes a way too tiled look when there is a lot of grass together.
Is that texture file in the actual "minecraft.jar" or is it in your texture pack's zip folder that is located in the "texturepacks" folder? If you are using minecrafts in-game texture pack picker, it needs to be in your actually texture pack. Otherwise that one will override the one inside "minecraft.jar"
I deleted my bin folder and reinstalled Minecraft, then installed the mod directly. Still appears as a green block. The mod is broken. :s
The mod is not broken. I haven't had any problem doing it this way. I did it to the Steampunk texture pack, worked fine. Also others have worked it out. I hope to have any installation issues resolved by having a unique "wildgrass.png" texture, but I don't know how to code that yet.
Alright, after a fresh install it's working now. Sorta.The terrain.png that comes with the download works fine when installed to the Minecraft.jar. But when I still cut and copy the grass texture over to another terrain.png (such as my painterly pack) it refuses to work. So I must be doing something wrong here, I just don't know what.
Alright, after a fresh install it's working now. Sorta.The terrain.png that comes with the download works fine when installed to the Minecraft.jar. But when I still cut and copy the grass texture over to another terrain.png (such as my painterly pack) it refuses to work. So I must be doing something wrong here, I just don't know what.
What image editor are you using? Looks like a transparency issue. Try Paint.net.
Also, I notice you used the flower-style crossed textures in the center of the block. Did you try the crops-style checkerboard placement? I find it a little odd seeing the crossed pattern when moving through the wild grass. I wonder if the crops-style wouldn't look better?
I will try it.. next update.
EDIT: whoa, nevermind, makes a way too tiled look when there is a lot of grass together.
Thanks for testing that ( bad ) idea!
I assume that you're planning AO compatibility. Yes?
Sorry if I missed that in the rapidly growing posts.
Uploaded with ImageSGck.us
Ah! I see what you mean! Perhaps they could be viewed as weeds growing in the cracks.:smile.gif: Does the grass still grow through with two half blocks in a one block trench?
As mentioned in my previous post, torches placed on a grass free dirt block are completely destroyed (disappear for good) when grass suddenly starts growing on that block! A lot of these things I'd be happy working around (makes for a bit of extra thought and management), but I would be ecstatic if ejhopkins could get it to work with Ambient Occlusion and BetterGrass. It really is a beautiful mod, even without my favourite mods. I ended up just wandering around gazing even more at some of the random arrangements of grass and landscape! With my ferns and occasional red flowered bushes it was just very natural looking. I love the idea of having to cut paths through the wilds. Roads, etc. will look so much more believable with this. Any chance of a 'straw' block spin off mod?
Sorry you are going to get snowed under with requests here, but that just proves what an awesome mod this is. :biggrin.gif:
--- BEGIN ERROR REPORT a1dce528 --------
Generated 10/12/10 11:06
Minecraft: Minecraft Alpha v1.2.6
OS: Windows Vista (amd64) version 6.0
Java: 1.6.0_17, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce GTX 460/PCI/SSE2 version 4.0.0, NVIDIA Corporation
java.lang.NullPointerException
at cs.f(SourceFile:103)
at BetterGrass.b(BetterGrass.java:30)
at bk.k(RenderBlocks.java:1208)
at bk.renderGrassBlock(RenderBlocks.java:1230)
at bk.a(RenderBlocks.java:102)
at bw.a(SourceFile:161)
at f.a(SourceFile:978)
at kb.c(SourceFile:372)
at kb.b(SourceFile:312)
at net.minecraft.client.Minecraft.run(SourceFile:622)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT c6dc4e91 ----------
I installed your three files into the mincraft.jar. I have the following mods installed:
Ambient Occlusion v1.4
Better Grass v1.4
Minimap v1.4
BreathingApparatus v1.2.3
DecayingLeaves v5
I don't think I have changed anything from your v2.0 mod and I installed on a clean bin version of my Minecraft (but with the above favourite mods included). v2.0 of your mod worked fine apart from breaking AO and BG mods.
Keep up the good work, really want this to work! Best of luck.
[edit 1]
Have tried v3.0 with a clean xau only patched 1.2.6 version of Minecraft and it still locks up as above.:sad.gif:
[edit 2]
Tried with a new world and it worked! Will now try it with AO and BG, etc. on another new world. Getting hopeful! :smile.gif:
[edit 3]
Worked with all my favourite mods on a new world, but ambient occlusion and better grass still broken. BetterGrass sides are now all grey:
[edit 4]
Weird flashing effect when grass grows on same dirt block as reeds:
As soon as it works with AO and BG I will include it in my texture pack for sure, along with a hearty recommendation for folks to download and install this amazing mod. As soon as I can though, I'll post a modded terrain.png with my 2d grass textures included, for folks to continue testing! Hows that? Just remember to save your bin folder then you can keep returning to a fully working version, if anything doesn't work as you like. :smile.gif:
If not, would you consider adding code to determine the offsets for the grass textures based on the terrain.png dimensions?
Edit: Update. Works out-of-the-box with HD texture packs! Very nice!
Issue: I found that placing a block ie. cobblestone stair on top of the wild grass does not remove the wild grass. this is fine with fences, and perhaps other non-full block blocks, but full blocks and stairs etc should remove the wild grass when placed on top of it.
Also, I notice you used the flower-style crossed textures in the center of the block. Did you try the crops-style checkerboard placement? I find it a little odd seeing the crossed pattern when moving through the wild grass. I wonder if the crops-style wouldn't look better?
Thanks for this very interesting and stunning mod!
Did you desaturate it? Make it grayscale.
I would love to see you move to the crops-style grass placement though. I think it would really make it more seamless. Not crucial, but worth trying at least!
The only other request that I'd make is to have this mod use a separate file for it's texture source other than terrain.png. I don't know how difficult that would be, but I'd really like to see mod authors that need textures move to a /.minecraft/texturePacks/modtextures/growingWildGrass/grassTextures.png styled method of adding custom texture files. The existing files are relied on too heavily and there are inevitable conflicts of tile usage coming...
Are you sure your using the latest version? Version 03 doesn't create any new blocks, it simply changes the graphics of existing dirt/grass blocks to draw grass on top. There shouldn't be any blocks being destroyed. I haven't been able to duplicate this.
As far as the half blocks go, I just fixed this in my debug version. It will come in the next upload. I just made a code that sets the grass height to zero if any block is on top of it other than snow. Snow just makes it shorter.
It's already grayscale, isn't it? And isn't grescale only applicable to the whole image, not pieces of it?
I have been trying to figure out how to do this. If someone could help me out here, that would be greatly appreciated.
The problem is that it is not showing the grass texture, but the "blank pink" texture in the terrain.png file. Either you didn't copy the grass into the right spot, or it got deleted somewhere along the line.
I will try it.. next update.
EDIT: whoa, nevermind, makes a way too tiled look when there is a lot of grass together.
Is that texture file in the actual "minecraft.jar" or is it in your texture pack's zip folder that is located in the "texturepacks" folder? If you are using minecrafts in-game texture pack picker, it needs to be in your actually texture pack. Otherwise that one will override the one inside "minecraft.jar"
The mod is not broken. I haven't had any problem doing it this way. I did it to the Steampunk texture pack, worked fine. Also others have worked it out. I hope to have any installation issues resolved by having a unique "wildgrass.png" texture, but I don't know how to code that yet.
I'll try reinstalling it again. Do I install all three .class files?
What image editor are you using? Looks like a transparency issue. Try Paint.net.
Thanks for testing that ( bad ) idea!
I assume that you're planning AO compatibility. Yes?
Sorry if I missed that in the rapidly growing posts.