Assuming you mean the placed wire, It's on the terrain.ping just below the bed.
It looks like a white version of the old redstone because Notch decided that he wanted the signal to visually fade with distance so we now no longer have any control over the color. In-game redstone now ranges from pure black when it's unlit (UGH) to pure red when it is lit fading to a bit darker as it gets further from the source. No other colors will show up in the game.
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I want to change the block you can place, not the inventory image.
Quote from magnus743 »
Redstone is two things. The block you can place, and the item in your inventory. If it's the item you want to modify, go under gui, then items.png. Happy whatever you wanted to do!
Damn... so we can't change the color? That's exactly what I wanted to do.
Quote from The_Fool76 »
Assuming you mean the placed wire, It's on the terrain.ping just below the bed.
It looks like a white version of the old redstone because Notch decided that he wanted the signal to visually fade with distance so we now no longer have any control over the color. In-game redstone now ranges from pure black when it's unlit (UGH) to pure red when it is lit fading to a bit darker as it gets further from the source. No other colors will show up in the game.
Damn... so we can't change the color? That's exactly what I wanted to do.
Quote from The_Fool76 »
Assuming you mean the placed wire, It's on the terrain.ping just below the bed.
It looks like a white version of the old redstone because Notch decided that he wanted the signal to visually fade with distance so we now no longer have any control over the color. In-game redstone now ranges from pure black when it's unlit (UGH) to pure red when it is lit fading to a bit darker as it gets further from the source. No other colors will show up in the game.
Unfortunately.
Texture pack designers are losing control of their themes because more color dependency is not located within the graphics themselves. The benefit of these new features does not outweigh the drawbacks of restricting textures to monochromatic color shifts.
Notch COULD add color support similar to how grass and foliage are colored. A color ramp for redstone can be achieved this way. This isn't a perfect alternative, but a fair compromise. Idealistically, a set number of texture spots would be dedicated to the gradiation of redstone's power capacity. Because, currently, if an artist wanted to create a texture simulating changes according to the energy level of redstone, they're SOL. Personally I prefer the compromise approach here for redstone, but it is because mine is only one opinion that I don't think there is an easy answer here.
However, I find it problematic that when you dye a sheep the color is based on the default and, again, out of the control of the texture pack's author. Support should also be included here so you can match up your wool block textures. IF at some point Notch decides to add 256 shades of dye or some other large number, he might want to have a single texture for all wool blocks and render things this way, but I would still make it an issue to give texture pack creators control of what those colors are.
I don't mind the labor involved in adding new graphics to keep up with the game's growth, but texture pack resources REALLY need to be streamlined, such as not having duplicate file names in different locations, and better texture/color control with a forward thinking design on behalf of team mojang.
Something I was thinking, we could have color control pixels. Say, since Redstone holds a charge for about 15 blocks, there could be 15 pixels on the terrain.png that are used to determine these colors. What I mean by that, down in the bottom right or something next to the water, 15 pixels all individually control the color of each redstone tint. If you want classic redstone, make all 15 the same red. want it blue? make the colors blue. That's just my idea.
The information in this thread is a little out of date since we now have the two spaces below the wires for overlay textures that will be drawn on top of the tinted portion allowing us to control what parts of the texture get the coloring.
However the point of not having control still stands. The tinted portion goes from dark red to light red and we cannot make it any other color without modding the game.
Personally, I'd rather just see all the hard coded colors moved out into a config file where we could just give the hex code for the color we wanted for each thing. Even better would be a config file that lets us even specify what texture to use. (I'd love to be able to specify a different texture for the torch smoke then for the redstone 'glow' for example.)
Here is hoping that once the whole mod support thing gets sorted, someone will do a mod that does just that.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
The information in this thread is a little out of date since we now have the two spaces below the wires for overlay textures that will be drawn on top of the tinted portion allowing us to control what parts of the texture get the coloring.
However the point of not having control still stands. The tinted portion goes from dark red to light red and we cannot make it any other color without modding the game.
Personally, I'd rather just see all the hard coded colors moved out into a config file where we could just give the hex code for the color we wanted for each thing. Even better would be a config file that lets us even specify what texture to use. (I'd love to be able to specify a different texture for the torch smoke then for the redstone 'glow' for example.)
Here is hoping that once the whole mod support thing gets sorted, someone will do a mod that does just that.
What you said...
I was wondering why this info seemed so old when I went through it
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"This may hurt a little, but it's something you'll get used to...."
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If it was on the terrain.PNG, I would know what to do, but it's not there... where the heck is it?
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Curse PremiumIt looks like a white version of the old redstone because Notch decided that he wanted the signal to visually fade with distance so we now no longer have any control over the color. In-game redstone now ranges from pure black when it's unlit (UGH) to pure red when it is lit fading to a bit darker as it gets further from the source. No other colors will show up in the game.
and then extract the terrain file to your desktop,once you are done editing it,just drag it back to your minecraft folder,and that's it :wink.gif:
Unfortunately.
Texture pack designers are losing control of their themes because more color dependency is not located within the graphics themselves. The benefit of these new features does not outweigh the drawbacks of restricting textures to monochromatic color shifts.
Notch COULD add color support similar to how grass and foliage are colored. A color ramp for redstone can be achieved this way. This isn't a perfect alternative, but a fair compromise. Idealistically, a set number of texture spots would be dedicated to the gradiation of redstone's power capacity. Because, currently, if an artist wanted to create a texture simulating changes according to the energy level of redstone, they're SOL. Personally I prefer the compromise approach here for redstone, but it is because mine is only one opinion that I don't think there is an easy answer here.
However, I find it problematic that when you dye a sheep the color is based on the default and, again, out of the control of the texture pack's author. Support should also be included here so you can match up your wool block textures. IF at some point Notch decides to add 256 shades of dye or some other large number, he might want to have a single texture for all wool blocks and render things this way, but I would still make it an issue to give texture pack creators control of what those colors are.
I don't mind the labor involved in adding new graphics to keep up with the game's growth, but texture pack resources REALLY need to be streamlined, such as not having duplicate file names in different locations, and better texture/color control with a forward thinking design on behalf of team mojang.
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Curse PremiumHowever the point of not having control still stands. The tinted portion goes from dark red to light red and we cannot make it any other color without modding the game.
Personally, I'd rather just see all the hard coded colors moved out into a config file where we could just give the hex code for the color we wanted for each thing. Even better would be a config file that lets us even specify what texture to use. (I'd love to be able to specify a different texture for the torch smoke then for the redstone 'glow' for example.)
Here is hoping that once the whole mod support thing gets sorted, someone will do a mod that does just that.
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Retired StaffWhat you said...
I was wondering why this info seemed so old when I went through it
"This may hurt a little, but it's something you'll get used to...."