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.
Yeah, I just realized that it must be a transparency issue right before I read your post... I'm using MS Paint. lol
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.
Yes I am definately using version 3.0 of your mod (it has only three files, aside from the standard terrain file). This also occured with version 2. It's not something that particularly bothers me. Losing 'Ambient Occlusion' and what is happening to 'Better Grass' is more serious a loss though!
I think you misunderstood my observation. No 'blocks' are being destroyed...just the torches which are placed on the dirt blocks where grass suddenly grows. The moment your 2D grass starts to grow on the grass block, the 'torch' ceases to exist.
I found out the problem. The transparency that Painterly was using was different than what the grass mod was using. I wasn't even aware there were multiple types. Anyways, I got it working by editing the Painterly Terrain.png to be properly transparent and then cutting/pasting the Grass textures over. It looks pretty sweet, and I'm thinking of contacting the guy who makes the Painterly pack to add native support via an option.
I tried it on a fresh bin install, and well.. I do think it adds ALOT of charm to see pigs running around (jumping) in the grass.
But frankly the color, or rather brightness offset makes it look odd.. I'd much prefer if the grass was the exact same color / brightness as the grass texture underneith. I tried making the grass textures darker in the terrain file, but that seemed to have no effect so i guess its how you chose to render them.
Anyway, i veeeery much look forward to a collaboration AO+BG+GG (Growing Grass abbreviation? :tongue.gif:) mod, which would just be incredibly awesome! :smile.gif:
The part of the texture which needs to adapt to Biome colors must be desaturated; otherwise you will get a different chroma (if you want that, that's fine.) If it's in a terrain.png, it's only that texture (n x n size) that needs to be desaturated much as the grass and foliage are...
As for the transparency, you must make sure that the graphic is saved as a png with transparency, and that the area around the grass in the texture is transparent. Some editors cannot do this (pretty much, you need layers...) In photoshop it's a simple as making a new layer, putting the terrain.png in that layer, and then setting the background's visibility off (the 'eye') now whenever you delete pixels from the layer above the void (gray and white checkers) shows through letting you know, yes, it is see-through.
Usually when you paste into photoshop it makes a new layer, so that's probably what will happen. A flat png is notoriously difficult to edit reasonably since a lot of editors will use a matte color to represent 'transparent' areas, and often this is white by default. With photoshop and layers you get that checkerboard pattern that lets you know the area really is transparent.
I've saved png-24's of terrain.pngs but I don't know how well it handles the alpha layer except where alpha is zero (see-through.)
Fireworks I find to be annoying for png's and transparency (I don't know why the heck Adobe bought fireworks and replaced the sleek, wonderful imageReady - they should have bought it and destroyed its source code) and whenever you save it seems you must do advanced -> transparency on, even if you're 're-saving' and existing png with transparency.
And then, there's the problem of it saving things as '.pngs' even though they manifestly are NOT portable net graphics.
OK, I'm going to answer a few questions, just to keep everybody on the same page, and so you all know what is going on.
I am currently working on a way to make this mod compatible with AO and Better Grass.
I am hoping to find a way to use a complete separate png file other than terrain.png, to make compatible with custom texure packs.
I have already got lilly pads working in my version of the mod, not released. I will probably release this after AO and BG compatibility.
I am trying to figure out what is causing torches to become invisible on the ground when grass grows. (priority)
I am posting this on first topic as well.
I will try to remember to post answers and things like that on page one from now on as well.
Wow, it really has such a lovely effect. I might try it out when it works with BetterGrass - it'd be very interesting to see how the two mods work in conjunction with each other!
(One question though - why is the download from a website for wedding videos? Heh)
Is there any way for i to be compatible with the "Marble" mod? Right now it just makes marble a pink block with tall grass implemented, and tall grass a giannt "X" with marble terrain.png implemented.
Help?
This is great!
thank you so much. I don't really use other texture packs, so I'm not having any problems.
Also, why do you guys say it doesn't work with AO? Or does it only fail if better grass is used as well?
EDIT:never mind, I wasn't paying attention and AO isn'T installed right. Sorry!
OK, I'm going to answer a few questions, just to keep everybody on the same page, and so you all know what is going on.
I am currently working on a way to make this mod compatible with AO and Better Grass.
I am hoping to find a way to use a complete separate png file other than terrain.png, to make compatible with custom texure packs.
I have already got lilly pads working in my version of the mod, not released. I will probably release this after AO and BG compatibility.
I am trying to figure out what is causing torches to become invisible on the ground when grass grows. (priority)
I am posting this on first topic as well.
I will try to remember to post answers and things like that on page one from now on as well.
Nice one!
The torches prob doesn't really bother me, but could be a problem form a realism aspect!
Have just discovered AO has been upgraded to BetterLight by MrMessiah so i don't know whether it will have a bearing on compatibility. Decaying Foliage mod doesn't seem to be compatible with MrMessiah's mod. :sad.gif:
Beautiful mod! Works flawlessly with my Painterly texture pack and my own (unreleased) terrain mod.
Like you said, it really softens up the terrain. I love how the grass changes color depending on the biome. :smile.gif:
An interesting side-effect of my own terrain mod is that, on the coasts, I sometimes have some grass-covered dirt just below the water-line. With the growing grass mod installed, it ends up looking like seaweed :smile.gif:
I apologize if this has been mentioned before or if the mod already does it (and I just haven't noticed it yet), but have you thought about adjusting the frequency/size of the grass depending on the biome? For example, heavily forested biomes probably shouldnt' have much grass (certainly not very tall grass) since the trees would block the sunlight, but more open biomes would have vast (depending on biome size, of course) seas of tall grass.
I apologize if this has been mentioned before or if the mod already does it (and I just haven't noticed it yet), but have you thought about adjusting the frequency/size of the grass depending on the biome? For example, heavily forested biomes probably shouldnt' have much grass (certainly not very tall grass) since the trees would block the sunlight, but more open biomes would have vast (depending on biome size, of course) seas of tall grass.
I have tried to figure out how to do this, even making grass shorter in these areas. So far, I have not figured out the proper variables and variable sizes and how to access the biome temperature and humidity in a compatible way.
Quote from Seiseki »
I think the color offset might be a bit too much.
If possible, could you show us the difference?
In my opinion, It doesn't look right when it is excact. I can hardly tell that the grass is even there except on the edges where it crosses a different block. Although, I can try making the offset not quite as much in the next patch.
This update actually made the grass work as desired. In previous version, grass was actually not growing correctly, it just spawned. Now it grows and spreads slowly over time, from existing grass locations. I also slightly darkened the grass coloration to make it closer to regular grass color.
Quote from Seiseki »
Actually, I think it looks nice that way..
Perhaps for the actual tile graphic you could do darker/lighter parts to get some contrast instead.
I definitely think the color should be the same, but the brightness doesn't have to be the same.
I actually did take to heart what you said about the color. I toned down the difference by quite a bit. It is very close to same, but slightly brighter. I think you will like it. It does look better than what I had to start, I think.
Ambient Occlusion and Better Grass Compatibility!!!
Download v04a to use this with these great mods! (note: because the AO darkens the sides of blocks, at the current brightness, grass looks kind of funny growing next to other blocks. I think for the BL+BG compatible version, I may darken the grass more than the regular version to compensate for this. I'm not sure. Let me know what you guys think)
waited for this to be compatable with better grass yay!
edit: still isnt working properly... grass block sides are gray still with better grass... =(
I don't think you followed the installation instructions properly. Because It wouldn't make sense for it to work with me, on the 3 different computers I've tried it on, and then not work on yours.
I'll try to explain it a little better here, to remove any confusion.... hopefully.
If you are trying to use it with Better Grass, you need to download v04a NOT v04. If you are using a fresh "minecraft.jar" file with no mods on it, then run the current MrMPatcher.jar file that is used to install the better grass mod, and the better lighting mod, do not install any other mods. Then AFTER you have installed these two mods, copy the contents of the "ejhopkins_v04a-BL-BG.rar" into your now modified "minecraft.jar"
waited for this to be compatable with better grass yay!
edit: still isnt working properly... grass block sides are gray still with better grass... =(
I don't think you followed the installation instructions properly. Because It wouldn't make sense for it to work with me, on the 3 different computers I've tried it on, and then not work on yours.
I'll try to explain it a little better here, to remove any confusion.... hopefully.
If you are trying to use it with Better Grass, you need to download v04a NOT v04. If you are using a fresh "minecraft.jar" file with no mods on it, then run the current MrMPatcher.jar file that is used to install the better grass mod, and the better lighting mod, do not install any other mods. Then AFTER you have installed these two mods, copy the contents of the "ejhopkins_v04a-BL-BG.rar" into your now modified "minecraft.jar"
I hope that helps.
I used to have the grey sides, ej, but working near to perfection now with BetterLight and BetterGrass. Looks gorgeous in places and i think you've got the colouring spot on now! Great work!! :smile.gif: I just need to play around with how i represent the grass at different stages on the terrain.png
Just one or two observations for tinkering: the grass can't be cut back when growing through my laid out redstone dust and any grass that grows up on the same square as another plant, eg reeds or the two plants, kind of flashes when your viewpoint pans from side to side. These are little things set against a beautiful mod, but incase you've not noticed! Thanks again for all your efforts. Now if I could just get my Breathing Apparatus and Decaying Leaves mods to work with the new BetterLight mod I'd be dancing!
Yeah, I just realized that it must be a transparency issue right before I read your post... I'm using MS Paint. lol
I'll use something better and see if that works.
Yes I am definately using version 3.0 of your mod (it has only three files, aside from the standard terrain file). This also occured with version 2. It's not something that particularly bothers me. Losing 'Ambient Occlusion' and what is happening to 'Better Grass' is more serious a loss though!
I think you misunderstood my observation. No 'blocks' are being destroyed...just the torches which are placed on the dirt blocks where grass suddenly grows. The moment your 2D grass starts to grow on the grass block, the 'torch' ceases to exist.
But frankly the color, or rather brightness offset makes it look odd.. I'd much prefer if the grass was the exact same color / brightness as the grass texture underneith. I tried making the grass textures darker in the terrain file, but that seemed to have no effect so i guess its how you chose to render them.
Anyway, i veeeery much look forward to a collaboration AO+BG+GG (Growing Grass abbreviation? :tongue.gif:) mod, which would just be incredibly awesome! :smile.gif:
As for the transparency, you must make sure that the graphic is saved as a png with transparency, and that the area around the grass in the texture is transparent. Some editors cannot do this (pretty much, you need layers...) In photoshop it's a simple as making a new layer, putting the terrain.png in that layer, and then setting the background's visibility off (the 'eye') now whenever you delete pixels from the layer above the void (gray and white checkers) shows through letting you know, yes, it is see-through.
Usually when you paste into photoshop it makes a new layer, so that's probably what will happen. A flat png is notoriously difficult to edit reasonably since a lot of editors will use a matte color to represent 'transparent' areas, and often this is white by default. With photoshop and layers you get that checkerboard pattern that lets you know the area really is transparent.
I've saved png-24's of terrain.pngs but I don't know how well it handles the alpha layer except where alpha is zero (see-through.)
Fireworks I find to be annoying for png's and transparency (I don't know why the heck Adobe bought fireworks and replaced the sleek, wonderful imageReady - they should have bought it and destroyed its source code) and whenever you save it seems you must do advanced -> transparency on, even if you're 're-saving' and existing png with transparency.
And then, there's the problem of it saving things as '.pngs' even though they manifestly are NOT portable net graphics.
I am currently working on a way to make this mod compatible with AO and Better Grass.
I am hoping to find a way to use a complete separate png file other than terrain.png, to make compatible with custom texure packs.
I have already got lilly pads working in my version of the mod, not released. I will probably release this after AO and BG compatibility.
I am trying to figure out what is causing torches to become invisible on the ground when grass grows. (priority)
I am posting this on first topic as well.
I will try to remember to post answers and things like that on page one from now on as well.
(One question though - why is the download from a website for wedding videos? Heh)
Help?
thank you so much. I don't really use other texture packs, so I'm not having any problems.
Also, why do you guys say it doesn't work with AO? Or does it only fail if better grass is used as well?
EDIT:never mind, I wasn't paying attention and AO isn'T installed right. Sorry!
Nice one!
The torches prob doesn't really bother me, but could be a problem form a realism aspect!
Have just discovered AO has been upgraded to BetterLight by MrMessiah so i don't know whether it will have a bearing on compatibility. Decaying Foliage mod doesn't seem to be compatible with MrMessiah's mod. :sad.gif:
The water lillies sound wonderful.
Keep up the good work!
Like you said, it really softens up the terrain. I love how the grass changes color depending on the biome. :smile.gif:
An interesting side-effect of my own terrain mod is that, on the coasts, I sometimes have some grass-covered dirt just below the water-line. With the growing grass mod installed, it ends up looking like seaweed :smile.gif:
I apologize if this has been mentioned before or if the mod already does it (and I just haven't noticed it yet), but have you thought about adjusting the frequency/size of the grass depending on the biome? For example, heavily forested biomes probably shouldnt' have much grass (certainly not very tall grass) since the trees would block the sunlight, but more open biomes would have vast (depending on biome size, of course) seas of tall grass.
I have tried to figure out how to do this, even making grass shorter in these areas. So far, I have not figured out the proper variables and variable sizes and how to access the biome temperature and humidity in a compatible way.
In my opinion, It doesn't look right when it is excact. I can hardly tell that the grass is even there except on the edges where it crosses a different block. Although, I can try making the offset not quite as much in the next patch.
This update actually made the grass work as desired. In previous version, grass was actually not growing correctly, it just spawned. Now it grows and spreads slowly over time, from existing grass locations. I also slightly darkened the grass coloration to make it closer to regular grass color.
I actually did take to heart what you said about the color. I toned down the difference by quite a bit. It is very close to same, but slightly brighter. I think you will like it. It does look better than what I had to start, I think.
Ambient Occlusion and Better Grass Compatibility!!!
Download v04a to use this with these great mods!
(note: because the AO darkens the sides of blocks, at the current brightness, grass looks kind of funny growing next to other blocks. I think for the BL+BG compatible version, I may darken the grass more than the regular version to compensate for this. I'm not sure. Let me know what you guys think)
edit: still isnt working properly... grass block sides are gray still with better grass... =(
Dedicated Creative Server: mc.xemcorp.com Website & info at: xemcorp.com (click)
I don't think you followed the installation instructions properly. Because It wouldn't make sense for it to work with me, on the 3 different computers I've tried it on, and then not work on yours.
I'll try to explain it a little better here, to remove any confusion.... hopefully.
If you are trying to use it with Better Grass, you need to download v04a NOT v04. If you are using a fresh "minecraft.jar" file with no mods on it, then run the current MrMPatcher.jar file that is used to install the better grass mod, and the better lighting mod, do not install any other mods. Then AFTER you have installed these two mods, copy the contents of the "ejhopkins_v04a-BL-BG.rar" into your now modified "minecraft.jar"
I hope that helps.
I used to have the grey sides, ej, but working near to perfection now with BetterLight and BetterGrass. Looks gorgeous in places and i think you've got the colouring spot on now! Great work!! :smile.gif: I just need to play around with how i represent the grass at different stages on the terrain.png
Just one or two observations for tinkering: the grass can't be cut back when growing through my laid out redstone dust and any grass that grows up on the same square as another plant, eg reeds or the two plants, kind of flashes when your viewpoint pans from side to side. These are little things set against a beautiful mod, but incase you've not noticed! Thanks again for all your efforts. Now if I could just get my Breathing Apparatus and Decaying Leaves mods to work with the new BetterLight mod I'd be dancing!