Just out of curiosity, how do you handle the color? Are you using an HSV system with the vanilla brightness level as the V component? Or are you using separate RGB for the color?
Just out of curiosity, how do you handle the color? Are you using an HSV system with the vanilla brightness level as the V component? Or are you using separate RGB for the color?
Why choose RGB over xyY?
RGB tinting is already implemented in the Minecraft renderers. While it makes light degradation a little harder, it's also easier to combine to different RGB sources rather than chromacity.
Just out of curiosity, how do you handle the color? Are you using an HSV system with the vanilla brightness level as the V component? Or are you using separate RGB for the color?
Its more efficient to do this on the storage aspect of things, as I'd only be storing three values instead of my four.
But it would increase render times as all HSV (commonly referred to as xyY) values would have to be converted BACK into RGB every single render call.
I chose RGB for the simplicity in render calls, and I think it inadvertently made light spreading/blending easier. Or, I could just convert into RGB, run the light calculations, and then convert BACK into xyY...
Either way, it sounded more efficient to continue using RGB to save calculation time, with the cost being slightly more storage space.
WE ARE SO CLOSE TO BEING ABLE TO USE COLORED LIGHT AND GLASS!
Keep up the amazing work, CaptSpaceToaster! You have the full support of the colored glass topic; I will continue to relay your progress there for everyone to see. :3
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so does the black just lower the light level? and white makes colors brighter when mixed or raise the light level when its alone?
i assume your api will do something like that. this seems really cool, something that should be added to the game really: / Fantastic work man really^_^
so does the black just lower the light level? and white makes colors brighter when mixed or raise the light level when its alone?
i assume your api will do something like that. this seems really cool, something that should be added to the game really: / Fantastic work man really^_^
I think in my current scenario, a black light will simply look just like a normal piece of light. Think glowstone.
It's light value will be overridden by any nearby light source, and a colored light will be able to spread into the light.
White light on the other hand, will over power other light sources. If I place a white light next to a blue light, the white light will tint the blue to a lighter blue color.
I should test this. Check back soon, and I'll try to upload some pics of what I'm saying.
I think in my current scenario, a black light will simply look just like a normal piece of light. Think glowstone.It's light value will be overridden by any nearby light source, and a colored light will be able to spread into the light.White light on the other hand, will over power other light sources. If I place a white light next to a blue light, the white light will tint the blue to a lighter blue color.I should test this. Check back soon, and I'll try to upload some pics of what I'm saying.
oh ok so white works as i thought, but black on the other hand: / black is the absence of color. so light with no color? no it would lower light levels, think sunglass's if you had a black lens on a flash light it would lower the flashlights light level. btw i totally want to use this in my mod:) i want to apply purple blue lights illuminating out of enchanted objects^_^
oh ok so white works as i thought, but black on the other hand: / black is the absence of color. so light with no color? no it would lower light levels, think sunglass's if you had a black lens on a flash light it would lower the flashlights light level. btw i totally want to use this in my mod:) i want to apply purple blue lights illuminating out of enchanted objects^_^
You have a neat idea, but It's not going to be functional/efficient when the render and light methods are called.
Either, you can get White Light that over powers and takes the place of colors, or you can get this weird Black Light "dimming" behavior.
Currently, the mod is set up for the first option, making the second Option near impossible...
In some cases, I can do this:
But I personally don't like it as much, and will probably have to discontinue the buggy black behavior.
You have a neat idea, but It's not going to be functional/efficient when the render and light methods are called.
Either, you can get White Light that over powers and takes the place of colors, or you can get this weird Black Light "dimming" behavior.
Currently, the mod is set up for the first option, making the second Option near impossible...
In some cases, I can do this:
But I personally don't like it as much, and will probably have to discontinue the buggy black behavior.
there was a old minecraft version long time ago which has already colored lights. I remember a old screenshoot from jeb from a ravine or a dungeon. this colored light was removed later.
do you remember?
plus ... the autor of project red (lights) should take a look over this ^^
i waiting a looooong time for this..
You win the great honor of being my hero the the month braha...lol
One of my top three things that I been wanting in Minecraft is more lighting options and colors for the light and you Sir are taking it a step further by not making a mod for light but instead and API that other can use.
See people! A few months ago this fool was trying to tell me that this exact same thing could not be done without Mojang redoing most of the Minecraft code. I keeps trying to tell him that the thing about programming is nothing is impossible and just be cause he could not think outside the box and figure it out does not mean that nobody can.
I'm eagerly waiting for this to come out. I've already got plans for reskinning the textures of the "Colored Light Blocks" (I'm thinking different colored Glowstone blocks or Redstone Lamps, depending on if the blocks require Redstone to power the light source) to match the John Smith Legacy Pack...
...and diabolical ideas, for how to use these new blocks, with the "/setblock ~ ~ ~ <id>" commands in 1.7.x, to make a few interesting things (first idea was a "panic light" alert, that changes all the lights from standard lighting, to blood red lighting, when mobs invade an area, by pairing it with the "check for" commands on a looped Command Block circuit, and then restores the lighting to normal, when the "threat" is removed).
So I'm really, really excited about this, and waiting with intent, to see it release, and succeed.
Its more efficient to do this on the storage aspect of things, as I'd only be storing three values instead of my four.
But it would increase render times as all HSV (commonly referred to as xyY) values would have to be converted BACK into RGB every single render call.
I chose RGB for the simplicity in render calls, and I think it inadvertently made light spreading/blending easier. Or, I could just convert into RGB, run the light calculations, and then convert BACK into xyY...
Either way, it sounded more efficient to continue using RGB to save calculation time, with the cost being slightly more storage space.
Keep up the amazing work, CaptSpaceToaster! You have the full support of the colored glass topic; I will continue to relay your progress there for everyone to see. :3
~Epic Space Milk Muffin
i assume your api will do something like that. this seems really cool, something that should be added to the game really: / Fantastic work man really^_^
I think in my current scenario, a black light will simply look just like a normal piece of light. Think glowstone.
It's light value will be overridden by any nearby light source, and a colored light will be able to spread into the light.
White light on the other hand, will over power other light sources. If I place a white light next to a blue light, the white light will tint the blue to a lighter blue color.
I should test this. Check back soon, and I'll try to upload some pics of what I'm saying.
You have a neat idea, but It's not going to be functional/efficient when the render and light methods are called.
Either, you can get White Light that over powers and takes the place of colors, or you can get this weird Black Light "dimming" behavior.
Currently, the mod is set up for the first option, making the second Option near impossible...
In some cases, I can do this:
But I personally don't like it as much, and will probably have to discontinue the buggy black behavior.
I will definitely keep it in mind however.
If this will work, We would be aviable to make Rainbows
edit- ok:) just some thoughts, good luck^_^
Oh... I remember alright.
Haha well done
If you get this working completely you should be hired by Mojang
One of my top three things that I been wanting in Minecraft is more lighting options and colors for the light and you Sir are taking it a step further by not making a mod for light but instead and API that other can use.
See people! A few months ago this fool was trying to tell me that this exact same thing could not be done without Mojang redoing most of the Minecraft code. I keeps trying to tell him that the thing about programming is nothing is impossible and just be cause he could not think outside the box and figure it out does not mean that nobody can.
You're friend was right... It was a ton of edits.
But, it's also possible... as seen here.
Thank you for the kind words. It's taken a lot to get this far, and I hope to release something soon. Well see.
...and diabolical ideas, for how to use these new blocks, with the "/setblock ~ ~ ~ <id>" commands in 1.7.x, to make a few interesting things (first idea was a "panic light" alert, that changes all the lights from standard lighting, to blood red lighting, when mobs invade an area, by pairing it with the "check for" commands on a looped Command Block circuit, and then restores the lighting to normal, when the "threat" is removed).
So I'm really, really excited about this, and waiting with intent, to see it release, and succeed.