Is there any limit to the size of the atlas? Could I make one that covers the entire world?
I set the limit at 1 million by 1 million blocks, i.e. 500000 blocks from the center. That way it takes less memory and loads faster. If you think this is not enough, I can make it span the entire world, it shouldn't actually make much of a difference performance-wise.I'd like to hear your opinion, guys.
You remember how in version 1 the atlas was just a GUI, not attached to any item? That way it could work on servers where the mod wasn't installed. In version 2 there are only the items. Should I somehow put it back the GUI option?
I think a gui option would be great for people that don't want to add another item to the list of things they carry around with them. I wouldn't use it but someone would.
The Meaning of Life, the Universe, and Everything.
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Great mod, the best related to mapping i have seen so far.
I'd like to make some suggestions: if you could put a default texture for plains taht would be epic, it could be just blurry lines, just to distinguish it from unexplored areas and either improve compatiblitiy with forge biome dictionary, or make it base on the surface block texture(kinda like the minimap mods). and last but no least make it easy to copy by crafting an existing one with a new one(just like good'ol maps)
I think a gui option would be great for people that don't want to add another item to the list of things they carry around with them. I wouldn't use it but someone would.
You mean that the gui should stay in the mod, so that you can use it regardless of having the item? That could work, although I would never use the item myself then.
I'd like to make some suggestions: if you could put a default texture for plains taht would be epic, it could be just blurry lines, just to distinguish it from unexplored areas and either improve compatiblitiy with forge biome dictionary, or make it base on the surface block texture(kinda like the minimap mods). and last but no least make it easy to copy by crafting an existing one with a new one(just like good'ol maps)
Plains have a texture, it's just barely noticeable. It looks like this because the "plain" parts of the map are supposed to look empty (see the map of Middle-earth). If you look closely, you should be able to see the borders of plains, and thus distinguish it from unexplored regions.
Concerning compatibility: when an unknown biome is being registered, I look up its types in Forge BiomeDictionary, and if there's type water, or forest, or hills, or mountains, I can use the texture for the corresponding vanilla biome. If the biome is not registered with any of those types, I default to plains. Finally, you can use the config file to manually assign textures per biome id, or even add your own texture set. What more compatibility is needed?
All I can think of is an api for mods to easily plug in their own biome textures or something to that effect.
If you have images for something common like a magical forest, which occurs commonly within mods like Thaumcraft, Ars Magica 2 is getting a witchwood biome, and liquid essence lakes, along with magic forest biomes within Biomes o plenty, that would be cool, or darkwood forests or taint.
A method of labeling large areas of land might be cool, like "The Elven Woods" etc, maybe inserting our own images for way point type locations. I realize this might be a lot to request, but I'm mostly just throwing ideas around.
The Meaning of Life, the Universe, and Everything.
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Please help! I have this mod for 1.6.4, and trying to add mod biome textures. I am completely lost! Nothing I have tried has worked. Could you give me an example zip an json maybe? Thanks!
Please help! I have this mod for 1.6.4, and trying to add mod biome textures. I am completely lost! Nothing I have tried has worked. Could you give me an example zip an json maybe? Thanks!
Here's a tutorial with examples: https://github.com/H...diting-Textures
I'm sorry, it looks like I misinformed you guys, you have to make a Resource Pack to make the custom textures work properly.
I could swear I checked that this worked at least once, but it was probably for an older version of Minecraft...
Post here screenshots with the custom textures you made
But... I would be gratefull if I could SEE the map working.
Hey Aaron, this is really weird. Could you verify that you have Minecraft version 1.5.2 or 1.6.x (i.e. 1.6.2 or 1.6.4), the corresponding Recommended version of Forge, and the latest version of my mod? Also please attach the log file ".minecraft/ForgeModLoader-client-0.log"
As a fancier of maps and topography, I love this mod. I have one small suggestion: Can you make it so that plains, deserts, and unexplored areas are not so similar, I keep not knowing where my plains start and my deserts end. I suggest making a small change by adding more dense dots for desert to represent sand, maybe even wavy lines, less condensed as the ocean though, and perhaps make the plains a middle ground between unexplored and desert. Thanks for taking the time to read this and if you need me to explain what I mean better, just let me know.
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awsome mod
Is there a way to have the maps as a .png files that woould be awsome (I love minecraft maps go check Minecraft land generator )
you sould put in your first post that the mods is needed in the mods folder for a forge server (if it's alredy there... well... shhh I've said nothing )
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
I'm really interested in seeing more features for this
I set the limit at 1 million by 1 million blocks, i.e. 500000 blocks from the center. That way it takes less memory and loads faster. If you think this is not enough, I can make it span the entire world, it shouldn't actually make much of a difference performance-wise.I'd like to hear your opinion, guys.
You remember how in version 1 the atlas was just a GUI, not attached to any item? That way it could work on servers where the mod wasn't installed. In version 2 there are only the items. Should I somehow put it back the GUI option?
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
I'd like to make some suggestions: if you could put a default texture for plains taht would be epic, it could be just blurry lines, just to distinguish it from unexplored areas and either improve compatiblitiy with forge biome dictionary, or make it base on the surface block texture(kinda like the minimap mods). and last but no least make it easy to copy by crafting an existing one with a new one(just like good'ol maps)
PD:sorry for bad english
You mean that the gui should stay in the mod, so that you can use it regardless of having the item? That could work, although I would never use the item myself then.
Plains have a texture, it's just barely noticeable. It looks like this because the "plain" parts of the map are supposed to look empty (see the map of Middle-earth). If you look closely, you should be able to see the borders of plains, and thus distinguish it from unexplored regions.
Concerning compatibility: when an unknown biome is being registered, I look up its types in Forge BiomeDictionary, and if there's type water, or forest, or hills, or mountains, I can use the texture for the corresponding vanilla biome. If the biome is not registered with any of those types, I default to plains. Finally, you can use the config file to manually assign textures per biome id, or even add your own texture set. What more compatibility is needed?
By all means do! I will greatly appreciate it.
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
All I can think of is an api for mods to easily plug in their own biome textures or something to that effect.
If you have images for something common like a magical forest, which occurs commonly within mods like Thaumcraft, Ars Magica 2 is getting a witchwood biome, and liquid essence lakes, along with magic forest biomes within Biomes o plenty, that would be cool, or darkwood forests or taint.
A method of labeling large areas of land might be cool, like "The Elven Woods" etc, maybe inserting our own images for way point type locations. I realize this might be a lot to request, but I'm mostly just throwing ideas around.
Here's a tutorial with examples: https://github.com/H...diting-Textures
I'm sorry, it looks like I misinformed you guys, you have to make a Resource Pack to make the custom textures work properly.
I could swear I checked that this worked at least once, but it was probably for an older version of Minecraft...
Post here screenshots with the custom textures you made
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
You need a resource pack to add your custom textures. Is it somehow unclear from the tutorial?
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
But... I would be gratefull if I could SEE the map working.
I can't understand what I do wrong. If you know tell me please.
Take a look at these screenshots:
Your map:
http://i.imgur.com/LGe0wL4.png
Vanilla map:
http://i.imgur.com/JYjebSz.png
(the images are too large to show them here - 1366x768)
Hey Aaron, this is really weird. Could you verify that you have Minecraft version 1.5.2 or 1.6.x (i.e. 1.6.2 or 1.6.4), the corresponding Recommended version of Forge, and the latest version of my mod? Also please attach the log file ".minecraft/ForgeModLoader-client-0.log"
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
Love the mod!
Is there a way to have the maps as a .png files that woould be awsome (I love minecraft maps go check Minecraft land generator )
you sould put in your first post that the mods is needed in the mods folder for a forge server (if it's alredy there... well... shhh I've said nothing )