Anyone know what's going on with my skybox? In 1.7 it seems noticably brighter, and there's a line just above the horizon where everything is noticeably brighter than the rest.
As you can see, it's almost white during the day.
I am trying to achieve a dark gray stormy type sky for my daytime skybox, but it's way bright, even though the actual texture is nearly black.
Is this something i can fix? Or is it a minecraft bug?
Yup! I brought this up a couple o' weeks back. Same for me...way too bright night skies (like the center of a brightly lit city!) and daytime a a bit brighter, but not as noticeable for me as your darker daytime sky.
kahr has just answered someone's query about this to say it's fixed for the next update (hopefully we're talking about the same thing).
It looks to me as if it's something to do with the new shadow effect that one gets when entering the overhang of a cave or when walking under a tree.
By the way, that's mighty fine mesa clay you got there.
You are the 18th person who has asked this question. I went back and counted.
If all your mod options are grayed out, read the red text at the top of this thread.
This is honestly getting ridiculous.
Nevermind. The OP's been updated.
Excuse me, I was a bit tired when I was trying to figure this out, but there is no reason to be rude about it.
And I cannot see any red text at the top of the first post. As you said, the OP's been updated. Where can I find that text now? Please, no more sarcasm. It is quite rude.
Excuse me, I was a bit tired when I was trying to figure this out, but there is no reason to be rude about it.
And I cannot see any red text at the top of the first post. As you said, the OP's been updated. Where can I find that text now? Please, no more sarcasm. It is quite rude.
Sorry if we came across as rude, but we had become very sick of the exact same question being asked five times on every page.
The red text at the top of the OP used to say "1.7 Release information here," with a link to the version of MCPatcher that works for 1.7. People were somehow missing that, and trying to use the 1.6 version of the patcher on 1.7, so all their mod options were grayed out. But now, the 1.7 version is the main download, so the problem should be fixed.
And none of that was sarcasm. It was us starting to get seriously frustrated with people who apparently don't read topics before downloading things.
Yup! I brought this up a couple o' weeks back. Same for me...way too bright night skies (like the center of a brightly lit city!) and daytime a a bit brighter, but not as noticeable for me as your darker daytime sky.
kahr has just answered someone's query about this to say it's fixed for the next update (hopefully we're talking about the same thing).
It looks to me as if it's something to do with the new shadow effect that one gets when entering the overhang of a cave or when walking under a tree.
This has been fixed in the latest release of MCPatcher, the night is dark again.
Now all we need is Mojang to pull their finger out and sort out this texture flipping issue, it's making CTM testing a right pain.
Fixed. Sorry about that. Misa had offered to make a nice template for me but she's been so busy with RL stuff that she hadn't finished it. I just whipped up my own instead.
Each column of pixels represents a biome. The lower altitudes are at the top of the image (lower y coordinates). The grey area represents unused biome IDs. I used grey so that the real biomes would stand out, but in reality you should put something neutral there that matches the rest of the palette for when new biomes are added to the game.
Is there a way to add a non-biome compliant overlay to biome-compliant textures? For example, purple vines/tendrils on the grass top texture (which is what I intend to include in my next pack)?
And, if so, can it be limited to a single biome the same way CTM textures can?
I haven't tried this, but you could possibly do it with render pass 3 and replace blending, assuming you aren't already using render pass 3 for glass.
Yup! I brought this up a couple o' weeks back. Same for me...way too bright night skies (like the center of a brightly lit city!) and daytime a a bit brighter, but not as noticeable for me as your darker daytime sky.
kahr has just answered someone's query about this to say it's fixed for the next update (hopefully we're talking about the same thing).
It looks to me as if it's something to do with the new shadow effect that one gets when entering the overhang of a cave or when walking under a tree.
By the way, that's mighty fine mesa clay you got there.
Ah yes, that does seem to be the case. I was also trying to figure out how to darken the sky overall anyway. It's always been a bit brighter than i intended. The texture itself is almost black, but the sky is still pretty light. It's probably something to do with the blending mode.
Edit: The new version is out actually, and the sky bug is fixed. Thanks Kahr!
I just wanted to say how absolutely THRILLED I am with the new biome palette grid. It seems to have endless possibilities when it comes to colors and blending, and while I'm still playing around with it, it's already drastically improved the look of my roofed forest. This kind of look would never be possible without you Kahr, thank you so much! ^.^
It seems that custom colors on double plants randomly breaks on the tops of the plants at certain times and places.
Here are the contents of the properties file:
format=grid
blocks=grass tallgrass:1- reeds double_plant:2-3,8-9
color=79c05a
yVariance=2
I just wanted to say how absolutely THRILLED I am with the new biome palette grid. It seems to have endless possibilities when it comes to colors and blending, and while I'm still playing around with it, it's already drastically improved the look of my roofed forest. This kind of look would never be possible without you Kahr, thank you so much! ^.^
That looks amazing! I can't wait to dig into the new biome pallet system!
Thanks for fixing the sky, kahr! (not often you get the chance to say that to someone! )
Everything else seems to be working fine, as far as I can see (except of course Mojang's 'reverse' gaff).
I could swear everything looks and feels a lot richer somehow. Anyways, thanks for all the fixes, etc. I look forward to seeing what can be done with the new biome palette and to perusing the new wiki as it fleshes out.
Bug Report: There's something still not right with CIT. For some reason, it doesn't seem to be respecting the weights at all. For example, it always chooses this file over any others:
Although it should logically use the BlastProtection file due to its higher weight, it still uses the default one above.
Note that this doesn't apply to everything. Swords, axes, fishing rods, and the like appear to be just fine. All of the armors and the flint & steel appear to be affected, though.
I found a bug in the 1.7.2 release. Lighting doesn't seem to work properly, everything is fully bright all the time. Blocks still have a sort of shadow effect in their general area, but aside from that there are no dark parts.
Here are 2 images from inside of a cave. (please ignore my horrible stone and water textures, they're getting replaced soon)
With mcpatcher we see this:
Now here's the thing, that cave isn't open on top. There should be no light coming from anywhere except the cave entrance which is over near that waterfall seen in the center.
Here's a shot with just vanilla minecraft and the same texture pack:
I found a bug in the 1.7.2 release. Lighting doesn't seem to work properly, everything is fully bright all the time. Blocks still have a sort of shadow effect in their general area, but aside from that there are no dark parts.
Mine are still working. Care to post your lightmap files so I can take a look.
Here it is
It may very well be the problem, since i have absolutely no idea how to make a good lightmap. But you'd think i would have noticed that lighting issue sooner, i've had this lightmap for a long time.
Hey Kahr, I was just wondering if it would be possible to distinguish between blocks that are generated by the world seed and blocks that have been placed by the player.
If yes, I think it would be a great CTM feature to allow, for example, different looks for pumpkins (plain and default/carved), glowstone (default and lamp-like), logs (default and log-cabin-like), sandstone (natural looking and default/man-made), and so on, or even to give the blocks of pre-generated builds like villages and temples a more unique look.
So, yeah, I´m interested in your opinion.
Unless the game checks for differences from the seed and generation, no this is impossible since there are no bits or tags that tell the game that it is natural. Hopefully in the future.
It may very well be the problem, since i have absolutely no idea how to make a good lightmap. But you'd think i would have noticed that lighting issue sooner, i've had this lightmap for a long time.
That map actually should be pretty bright. Remember that the top row is the "deep in a cave far from light" row, and the bottom of the top half is the "in direct sunlight" row. The top row should basically be the same as your top-left pixel all the way across, with every other pixel being a gradient (more or less) between that color and your current bottom row. (Bottom of the top half, that is.)
The bottom half looks correct, but a lot of it is wasted most of the time because your daylight row is so bright.
First off, Kahr thank you so much for this incredible creation...you are a god.
I had a thought regarding Minecraft's current "block texture flipping" issue. I.E., with the bed textures and all the CTM textures. I understand it has nothing to do with MCPatcher at all, but could a mod be temporarily added to resolve this issue? I think it was Alvoria who said there is no indication of Mojang releasing a 1.7.3 anytime soon so who knows how long it will be like this.
Possibly add it as an option to the Connected Textures mod and have it disabled (or removed) once it's fixed in vanilla. I haven't ever looked at Minecraft's source (mainly due to my spite towards Java) so I've no idea how practical this would be to create. Just a thought however.
--blum
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Curse PremiumYup! I brought this up a couple o' weeks back. Same for me...way too bright night skies (like the center of a brightly lit city!) and daytime a a bit brighter, but not as noticeable for me as your darker daytime sky.
kahr has just answered someone's query about this to say it's fixed for the next update (hopefully we're talking about the same thing).
It looks to me as if it's something to do with the new shadow effect that one gets when entering the overhang of a cave or when walking under a tree.
By the way, that's mighty fine mesa clay you got there.
Excuse me, I was a bit tired when I was trying to figure this out, but there is no reason to be rude about it.
And I cannot see any red text at the top of the first post. As you said, the OP's been updated. Where can I find that text now? Please, no more sarcasm. It is quite rude.
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Curse PremiumSorry if we came across as rude, but we had become very sick of the exact same question being asked five times on every page.
The red text at the top of the OP used to say "1.7 Release information here," with a link to the version of MCPatcher that works for 1.7. People were somehow missing that, and trying to use the 1.6 version of the patcher on 1.7, so all their mod options were grayed out. But now, the 1.7 version is the main download, so the problem should be fixed.
And none of that was sarcasm. It was us starting to get seriously frustrated with people who apparently don't read topics before downloading things.
This has been fixed in the latest release of MCPatcher, the night is dark again.
Now all we need is Mojang to pull their finger out and sort out this texture flipping issue, it's making CTM testing a right pain.
http://www.johnsmithlegacy.co.uk/ - John Smith Legacy for Java Minecraft
Fixed. Sorry about that. Misa had offered to make a nice template for me but she's been so busy with RL stuff that she hadn't finished it. I just whipped up my own instead.
Each column of pixels represents a biome. The lower altitudes are at the top of the image (lower y coordinates). The grey area represents unused biome IDs. I used grey so that the real biomes would stand out, but in reality you should put something neutral there that matches the rest of the palette for when new biomes are added to the game.
I haven't tried this, but you could possibly do it with render pass 3 and replace blending, assuming you aren't already using render pass 3 for glass.
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Retired StaffAh yes, that does seem to be the case. I was also trying to figure out how to darken the sky overall anyway. It's always been a bit brighter than i intended. The texture itself is almost black, but the sky is still pretty light. It's probably something to do with the blending mode.
Edit: The new version is out actually, and the sky bug is fixed. Thanks Kahr!
Here are the contents of the properties file:
Putting the CENDENT back in transcendent!
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Curse PremiumEverything else seems to be working fine, as far as I can see (except of course Mojang's 'reverse' gaff).
I could swear everything looks and feels a lot richer somehow. Anyways, thanks for all the fixes, etc. I look forward to seeing what can be done with the new biome palette and to perusing the new wiki as it fleshes out.
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Moderatorenchant0-0_defaultEnchant.properties
Even though every other file has a higher weight value. For example:
enchant0-7_BlastProtection1.properties
Although it should logically use the BlastProtection file due to its higher weight, it still uses the default one above.
Note that this doesn't apply to everything. Swords, axes, fishing rods, and the like appear to be just fine. All of the armors and the flint & steel appear to be affected, though.
Please fix this soon Kahr.
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Retired StaffHere are 2 images from inside of a cave. (please ignore my horrible stone and water textures, they're getting replaced soon)
With mcpatcher we see this:
Now here's the thing, that cave isn't open on top. There should be no light coming from anywhere except the cave entrance which is over near that waterfall seen in the center.
Here's a shot with just vanilla minecraft and the same texture pack:
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Curse PremiumCheck your lightmaps.
Mods I work on and maintain:
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Retired StaffDid the format change?
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Curse PremiumShouldn't have, but that's the only explanation I can think of. Try using default.
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Retired StaffHere it is
It may very well be the problem, since i have absolutely no idea how to make a good lightmap. But you'd think i would have noticed that lighting issue sooner, i've had this lightmap for a long time.
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Curse PremiumUnless the game checks for differences from the seed and generation, no this is impossible since there are no bits or tags that tell the game that it is natural. Hopefully in the future.
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ModeratorThe bottom half looks correct, but a lot of it is wasted most of the time because your daylight row is so bright.
Long time listener, first time caller.
First off, Kahr thank you so much for this incredible creation...you are a god.
I had a thought regarding Minecraft's current "block texture flipping" issue. I.E., with the bed textures and all the CTM textures. I understand it has nothing to do with MCPatcher at all, but could a mod be temporarily added to resolve this issue? I think it was Alvoria who said there is no indication of Mojang releasing a 1.7.3 anytime soon so who knows how long it will be like this.
Possibly add it as an option to the Connected Textures mod and have it disabled (or removed) once it's fixed in vanilla. I haven't ever looked at Minecraft's source (mainly due to my spite towards Java) so I've no idea how practical this would be to create. Just a thought however.
--blum