This has been mostly implemented in commit ba5c21d9e8 (to the GitHub repository), however it does not work at all in the main world yet. I did it by simply making portals (now recolored to look more void-like) generate in layers at the top and almost the bottom (the actual bottom layer caused crashes) of the layers. However, I have not added it to the Overworld yet.
well, there's something that can help you! Instead of creating a portal block like the nether ones: 1rst, identify the code that caused holes generate on bedrock RARELY (That bug, yes.). what you need to do, is to extend the ammount of those holes created to become as common as caves; (maybe a bit less?) on the layer one, the bedrock one, then generate a different block on the "Holes": An air block with a new state, that causes players or entities to get INSTANTLY teleported when you enter it (like the end portals). As soon as you enter, a cave that, if possible, maths the hole is generated and continues further down... As for the Y>255 check: Make sure that the check is done right after the 1rst one. (yes, just on the line that follows the Y<0 check.) And if we're on the overworld at a coordinate that is higher than... let's say Y = 126, just nullify the piece of code that makes you get teleported (branch to a "rts" ("Return to subroutine", or wathever is called the return command in JAVA) ). Alternatively, you can check for if the player is on the overworld, or not. If on the overworld, and if so, nullify the portals above Y= 126
as for it looking weird side by side, i wouldn't think so because a lot of other mods are starting to provide high res textures for their mod w/o providing a texture pack and i bet you a lot of people play with default textures on.
As well, once i make more high res textures, it will seem less out of place. The textures im working on now are the compressed ores.
Thanks, but in game they appear way too bright, and because of this look really weird next to the other darker textures (including the previous textures for Sapphire and Aquamarine).
I love the textures, but I feel they will not fit with the normal Minecraft textures.
It will be extremely awkward. I never liked high resolution textures, unless I'm using a high-res resource pack. Which would kill my computer if I used this with one... Oh well. Still looking forward to this finishing. I can't believe it's already got quite a few downloads.
Somewhat me too. If done extremely well (more like making the high-res textures exactly fit the graphic style of Minecraft) (e.g. Thaumcraft, Ars Magica 2), it's fine, but otherwise, It looks (somewhat) odd.
It includes some minor changes and bug fixes from Deeper Caves 0.1.0.
It also has even fewer bugs.
The download is in the OP.
Portals now generate at the top and bottom of layers in layers, not like ores.
Sapphire ore missing texture bug fixed.
Blocks and items now have Ore Dictionary names.
Each layer is now its own biome.
Portals are now unbreakable.
This update was out for a short time without the portals are now unbreakable fix, so if it isn't fixed for you, try downloading it again (if you downloaded it prior to this announcement being posted, otherwise I simply failed to fix the bug properly).
you can get the git rep from the git link.
btw idk if it is me or if it is git but i cant push and it randomly asks me to commit even when i havnt made any changes.
any one know the reason why?
Regarding you not being able to push, are you getting anything about a "non-fast-forward" error? If so, it's because I made a change in the repository. You need to pull first to merge the changes on your end, then you can push. Needing to commit may be related to the same thing (I've never worked on a repository I didn't create before, so I've never seen some of these issues).