If you're using SEUS, or theoretically any SEUS-derived shader, you should be able to find the shaders' lightmap for light-emitting blocks specified as a vec3 structure in the <Shader-File.zip>/shaders/composite.vsh file.
In particular, look for the assignment of the colorTorchlight global (if it can be called so).
The default value ( R,G,B ) is:
colorTorchlight = vec3(1.00f, 0.18f, 0.00f);
which produces something like this:
Changing it, for instance, to:
colorTorchlight = vec3(1.00f, 1.00f, 1.00f);
seems to balance colors quite well:
Plus, as you can see in the cave (on the right, behind lava), normal lamps seem to emit completely white light this way?
Hi, first of all i just want to say that this mod is epic..
I use this mod to light up Minas Morgul by EpicQuestz.
You can see the results in this video.
My only problem is, that in some of my builds the torches wash out the colour of the blocks with a yellowy colour, which of course is realistic, but is there any way I can change that to the way torches normally light blocks?
Thanks.
At the moment, torches give off a whitish-yellow...
There really isn't a good way around that other than using another lighting block.
Did you not like the color itself? We can always make it "less yellow" Try using a "white" light source for now, (lamps, or regular glowstone) and see if that does what you want.
Or did you not like how the color blended with others? If you place a white light source, other lights can't come in and "tint" that color back. Infact, colored lights in the middle of the day are supposed to be washed out by the sun. That's just how light works.
Shine a bright white light at a wall, and shine a red light on top of it. You should really only see the wall appear white. (maybe slightly pinkish)
Shine a red light and a green light at the wall, and it will look yellow.
Shine a yellow light and a red light, and the wall will look a bit more orangish.
Shine a yellow light and a blue light, and you get a white light again!
If you're confused by light, this demo explains a bit of what I'm trying to say:
Light intensity seems a bit off, at least as in regards to blue and a bit of the red. Did you factor in the intensity variable for colors? In bright daylight, for instance, the light sources should have no noticeable effect (especially not darkening -- maximum brightness already set in each component.)
However, in caves, blue light seems too dark for a real light. I'd think that starting with white light and just reducing the red and green components by about 50% might give a better blue light. At least it look more like a light source than a sink.On the other hand, I suppose we can map our lights to whatever makes sense for us in our mod.
Oh, the other thing is... is there a way to adjust the perceived lumins output by, for example, the torch to something less that 100%. It would seem like some other light sources should be more bright than a torch, whatever the color.
Light intensity seems a bit off, at least as in regards to blue and a bit of the red. Did you factor in the intensity variable for colors?
In bright daylight, for instance, the light sources should have no noticeable effect (especially not darkening -- maximum brightness already set in each component.) However, in caves, blue light seems too dark for a real light. I'd think that starting with white light and just reducing the red and green components by about 50% might give a better blue light. At least it look more like a light source than a sink.
On the other hand, I suppose we can map our lights to whatever makes sense for us in our mod.
We're working on that whole side of things still... Sunlight is one of our top priorities at the moment, as it should stop lights from doing anything really in the middle of the day.
At night, we'd want the blueness to be treated just like any other blue, so we have a bit of work to do on our side. We're looking into getting color into the renderer via another process, other than just rewriting a renderer or two.
Well see where this goes.
For now, the backend is probably going to stay as it is, so we can safely release an api as we've done, and it will work for any of the version of the coremod for a while.
Hello, the link to download beta in minecraft 1.6.4 is errored, how do i download the mod to 1.6.4 or can you add a new link please ? I need it for my big project.
Mmmm, tsk, okay ehm. This is a really cool mod. And, well, it works. However, is it possible that there can be addons, for things like chisel to edit the shape? Also, can there be more colors? And can these blocks also be a glowstone kind of property, and not redstone lamp? That, I mean not to use a lever and it just working. Maybe make it possible to cut up these blocks into tinier shapes?
Ah, thank you. That was really easy. Also one last thing, I've tried to add this to my private server, and when it happened, the server crashed. I checked the other mods, and as it seems, the server runs fine without this mod. Am I missing something important? Or is it just not multiplayer accesible.
So a thought on blue light: Maybe part of the problem is that the "pure" numbers [(255,0,0), etc] are not equal in brightness.
http://www.99main.co...sRGBsystems.pdf has a list of munsell to sRGB values. If you take the same Lightness (V in the Munsell system; "5" should be the right level), at the best Chroma (color intensity) available, for each color, you should get a bunch of lights that are balanced, instead of the blue being darker than the rest.
(I used to use triplecode for this, but they seem to be a completely new company now, and it has taken this long to find a list of munsell to RGB colors. Munsell to Lab was easy to find, but only half the story.)
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Alright, I've checked it over one last time. The mod works, the server loads. Thank you, and this is a great mod. Now for more pressing issues (why won't any entity spawn?!)
Alright, I've checked it over one last time. The mod works, the server loads. Thank you, and this is a great mod. Now for more pressing issues (why won't any entity spawn?!)
In light? Or at all?
Check your server configs to make sure that your difficulty is over 1 and mobs can spawn... if everything else is in place, I think I'll have to set up my own server and see what's up!
How to install the colored light API:
http://www.minecraftforum.net/topic/2502193-172beta-colored-light-api-mod-writers-can-color-lights-now/#entry29910532
That's it! Thank you for that bit of information!
At the moment, torches give off a whitish-yellow...
There really isn't a good way around that other than using another lighting block.
Did you not like the color itself? We can always make it "less yellow" Try using a "white" light source for now, (lamps, or regular glowstone) and see if that does what you want.
Or did you not like how the color blended with others? If you place a white light source, other lights can't come in and "tint" that color back. Infact, colored lights in the middle of the day are supposed to be washed out by the sun. That's just how light works.
Shine a bright white light at a wall, and shine a red light on top of it. You should really only see the wall appear white. (maybe slightly pinkish)
Shine a red light and a green light at the wall, and it will look yellow.
Shine a yellow light and a red light, and the wall will look a bit more orangish.
Shine a yellow light and a blue light, and you get a white light again!
If you're confused by light, this demo explains a bit of what I'm trying to say:
However, in caves, blue light seems too dark for a real light. I'd think that starting with white light and just reducing the red and green components by about 50% might give a better blue light. At least it look more like a light source than a sink.On the other hand, I suppose we can map our lights to whatever makes sense for us in our mod.
Oh, the other thing is... is there a way to adjust the perceived lumins output by, for example, the torch to something less that 100%. It would seem like some other light sources should be more bright than a torch, whatever the color.
We're working on that whole side of things still... Sunlight is one of our top priorities at the moment, as it should stop lights from doing anything really in the middle of the day.
At night, we'd want the blueness to be treated just like any other blue, so we have a bit of work to do on our side. We're looking into getting color into the renderer via another process, other than just rewriting a renderer or two.
Well see where this goes.
For now, the backend is probably going to stay as it is, so we can safely release an api as we've done, and it will work for any of the version of the coremod for a while.
ooop... wrong one
ColoredLightsCore[1.6.4]
Remember, it's not as robust as the 1.7.2 version! Be careful with all of those bugs!
Everytime I'm in one of your colored lights, my skin goes transparent.
Can you fix that?
The answer is yes... but it's not going to be our top priority for a bit...
Carpenter's Blocks.
Probably upcoming.
Project RedForge Multipart microblocks.http://www.99main.co...sRGBsystems.pdf has a list of munsell to sRGB values. If you take the same Lightness (V in the Munsell system; "5" should be the right level), at the best Chroma (color intensity) available, for each color, you should get a bunch of lights that are balanced, instead of the blue being darker than the rest.
(I used to use triplecode for this, but they seem to be a completely new company now, and it has taken this long to find a list of munsell to RGB colors. Munsell to Lab was easy to find, but only half the story.)
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
In light? Or at all?
Check your server configs to make sure that your difficulty is over 1 and mobs can spawn... if everything else is in place, I think I'll have to set up my own server and see what's up!
https://imgur.com/a/jSnQy