I think you need a more gradual biome color transition.
Stuff like this looks a bit... naff. Not sure I'm digging that particular shade of blue-green, either. *Snip gigantic image*
That's 1.8's work at fault. :|
I'm sort of miffed at what they've done there.
I fully agree with you.
The blue-green color looks best when surrounded by snow.
Of course there is no snow anymore.
This, along with the fact that the world generator favors tundras makes everything work out badly.
Why not just have the foliagecolor.png and grasscolor.png gradient more gradually? The biome separations that Notch outlined in that one sketch a while back don't really seem to be used all that specifically. I mean, I'm using something like this for the texture pack I'm working on and it seems to function pretty well:
Okay. I've embarked on a quest to discover the EXACT FIXED POSITIONS of each biome.
I call this Operation Iris.
Using an image of the visible spectrum of light, I then posterized the image to a reasonable degree, creating a nice pattern. Something of a warped tesselation.
I flipped and overlayed the opposite corner of the spectrum on the upper left side.
Then, I chose bright, easily distinguishable colors to fill in similar colors in the pattern.
This is the result:
After examining the biomes on my server, here is the result.
The two lines were drawn to show the color transition in the following screencaps:
ONE:
TWO:
Swamps and Forests are NOT in the same fixed point.
I mistakenly thought this due to the fact that there were two bands of yellow on my autumn foilage.
They coincidently fell right into each band.
The two snow biomes, Pine Forests and Mountains, are respectively in the darkest and second darkest blue areas.
This is surprising, you would expect 255,255 to be the coordinates.
The first biome which I have pinpointed is the desert biome.
Its coordinates are 0, 255.
I plan to create another pattern within each of the confirmed places for each of the 6 biomes, to further narrow down the positions.
I will not let Xenocontendi's autumn turn to winter.
EDIT: I've collected the data for every biome, save the ocean.
Interestingly, grass in the inventory obtained by Creative Mode or mods has its own biome coloration. It was in the teal section.
Immediately I realized it would be the exact middle. 127, 127.
Texture artists would be prudent to make 127, 127 the color which matches the uncolorized grass sides.
List of biome coordinates: (X,Y: moving outward from the top left corner)
Okay. I've embarked on a quest to discover the EXACT FIXED POSITIONS of each biome.
I call this Operation Iris.
Using an image of the visible spectrum of light, I then posterized the image to a reasonable degree, creating a nice pattern. Something of a warped tesselation.
I flipped and overlayed the opposite corner of the spectrum on the upper left side.
Then, I chose bright, easily distinguishable colors to fill in similar colors in the pattern.
This is the result:
After examining the biomes on my server, here is the result.
The two lines were drawn to show the color transition in the following screencaps:
ONE:
TWO:
Swamps and Forests are NOT in the same fixed point.
I mistakenly thought this due to the fact that there were two bands of yellow on my autumn foilage.
They coincidently fell right into each band.
The two snow biomes, Pine Forests and Mountains, are respectively in the darkest and second darkest blue areas.
This is surprising, you would expect 255,255 to be the coordinates.
The first biome which I have pinpointed is the desert biome.
Its coordinates are 0, 255.
I plan to create another pattern within each of the confirmed places for each of the 6 biomes, to further narrow down the positions.
I will not let Xenocontendi's autumn turn to winter.
EDIT: I've collected the data for every biome, save the ocean.
Interestingly, grass in the inventory obtained by Creative Mode or mods has its own biome coloration. It was in the teal section.
Immediately I realized it would be the exact middle. 127, 127.
Texture artists would be prudent to make 127, 127 the color which matches the uncolorized grass sides.
List of biome coordinates: (X,Y: moving outward from the top left corner)
I can verify that Operation Iris is an absolute success.
I changed the points on a grasscolor.png to random colours, while all the other pixels were white, and the biomes coloured correctly.
September 22nd
'Gradients and Font'
Biome gradients fully optimized, via Operation Iris.
Custom Font
Mushrooms changed to match large versions.
Pine trees less blue.
Clay redder; more visible.
Cave spiders now white.
Mojang logo prettier.
Use MCPatcher to make use of different lava, water, and biome coloration.
One issue with the autumn leaf patches; swamps may have a bit of orange at the cusp of the biome.
This will make orange vines.
I can't find a way to work around it, as the forest biome is directly in front of the swamp biome in relation to the other biomes.
More optimization may come soon.
For the font, I figured I'd just make a serifed version of the default font. It turned out pretty well.
It takes some getting used to, but I quickly adapted after about 30 minutes.
For those who prefer sans-serif, I will make sure to include the original font in the customizer.
What about critical hit particles? Do you know what png is used for them? Because they don't appear when I use the pack. Aslo, would it be possible to include an stone brick alt texture for the furnace? :smile.gif:
What about critical hit particles? Do you know what png is used for them? Because they don't appear when I use the pack. Aslo, would it be possible to include an stone brick alt texture for the furnace? :smile.gif:
Done!
The alternate furnace will be on the customizer!
It's been officially released now ^^
I believe Disethas was talking about his texture pack, not the game (which I just lost =P).
Stuff like this looks a bit... naff. Not sure I'm digging that particular shade of blue-green, either.
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Retired StaffArmor is now fully complete! All primary goals are finished!
I will be editing the OP all day today, so don't be surprised if some things seem off.
That's 1.8's work at fault. :|
I'm sort of miffed at what they've done there.
I fully agree with you.
The blue-green color looks best when surrounded by snow.
Of course there is no snow anymore.
This, along with the fact that the world generator favors tundras makes everything work out badly.
i have encountered this to,not sure why its happening.
PS: The armor looks stellar!
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Retired StaffI call this Operation Iris.
I flipped and overlayed the opposite corner of the spectrum on the upper left side.
Then, I chose bright, easily distinguishable colors to fill in similar colors in the pattern.
This is the result:
After examining the biomes on my server, here is the result.
The two lines were drawn to show the color transition in the following screencaps:
ONE:
TWO:
Swamps and Forests are NOT in the same fixed point.
I mistakenly thought this due to the fact that there were two bands of yellow on my autumn foilage.
They coincidently fell right into each band.
The two snow biomes, Pine Forests and Mountains, are respectively in the darkest and second darkest blue areas.
This is surprising, you would expect 255,255 to be the coordinates.
The first biome which I have pinpointed is the desert biome.
Its coordinates are 0, 255.
I plan to create another pattern within each of the confirmed places for each of the 6 biomes, to further narrow down the positions.
I will not let Xenocontendi's autumn turn to winter.
EDIT: I've collected the data for every biome, save the ocean.
Interestingly, grass in the inventory obtained by Creative Mode or mods has its own biome coloration. It was in the teal section.
Immediately I realized it would be the exact middle. 127, 127.
Texture artists would be prudent to make 127, 127 the color which matches the uncolorized grass sides.
List of biome coordinates:
(X,Y: moving outward from the top left corner)
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Retired Staff...
I think Disethas just won Minecraft.
It'd be an extremely handy resource.
Agree. This seems like it could be VERY useful to the community.
I changed the points on a grasscolor.png to random colours, while all the other pixels were white, and the biomes coloured correctly.
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Retired StaffOne issue with the autumn leaf patches; swamps may have a bit of orange at the cusp of the biome.
This will make orange vines.
I can't find a way to work around it, as the forest biome is directly in front of the swamp biome in relation to the other biomes.
More optimization may come soon.
For the font, I figured I'd just make a serifed version of the default font. It turned out pretty well.
It takes some getting used to, but I quickly adapted after about 30 minutes.
For those who prefer sans-serif, I will make sure to include the original font in the customizer.
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Retired StaffDone!
The alternate furnace will be on the customizer!
That was quick.