Players have reported that the redstone textures are goofed up in 1.5. I set out to get to the bottom of the matter.
I noticed that the blank tile shown looked like a "background" tile from the terrain.png. So I numbered each one by row and column and discovered that, somehow, the redstone textures in 1.5 are affected by the two tiles directly below them on the terrain.png file.
The new overlay for redstone wiring are now located in Row 12, Columns 5 and 6. In other words, directly below the main redstone wiring texture.
Texture pack makers, please take note of this and modify your packs to take into account these new locations. It appears that this is Mojang's way of fixing the 1.3 redstone wiring issues, and the good news is that the custom textures will now work as they did in 1.2... as long as the new location is either fully transparent or has whatever effect you wish lit redstone to show.
Many thanks to The_Fool76 for helping me figure this out!
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"Don't know why you should feel that there's something to learn... it's just a game that you play."
Looking forward to hearing if you discover anything else. Is there anything "in" those blank tiles? In other words, something pertaining to the transparency?
I suspect that this is Mojang's attempt to fix the 1.3 redstone issues, but it wasn't entirely successful. When using the default, the wire looks and works like it did in 1.2. So you may be on the right track - it's got to have something to do with both rows.
I'm wondering... what if, instead of moving the tiles down to the new row, we just make those two tiles transparent?
Off to do some more research myself.
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"Don't know why you should feel that there's something to learn... it's just a game that you play."
BINGO! That is the answer. We don't need to move the wire textures, we just need to make 12,5 and 12,6 fully transparent! (Or, as you discovered, make that the "lit" overlay... even better!)
Wiring is now working as it did in 1.2, Amending the original post.
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"Don't know why you should feel that there's something to learn... it's just a game that you play."
BINGO! That is the answer. We don't need to move the wire textures, we just need to make 12,5 and 12,6 fully transparent! (Or, as you discovered, make that the "lit" overlay... even better!)
Wiring is now working as it did in 1.2, Amending the original post.
Not quite, it shows when the wire is both lit and unlit. What it does is allow us to make the top row the 'indicators' and the bottom the rest of the texture. Think of a row of lights, the top is the bulbs while the bottom is the sockets and wiring. We are still restricted to black->red for the indicator lights but now have a lot more freedom with the rest of the texture.
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Tis far better to be a witty fool than a foolish wit.
So it sounds like I've got it backwards, perhaps? That 12,5 and 12,6 are "unlit" and 11,5 and 11,6 are what becomes "lit" when the wire is in use?
Thanks for helping me to refine the issue - the goal is to make sure texture pack creators can enable this properly. It sounds like, if we figure it all out the right way, wiring will work basically as it did in version 1.2 - am I correct?
[EDIT]
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"Don't know why you should feel that there's something to learn... it's just a game that you play."
Back in 1.2 the entire texture changed when the wire changed state.
Then in 1.3+ the entire texture was tinted based on the state.
Now, we get to control what part of the texture gets tinted.
The top, is the tinted part and then the bottom gets drawn over it with no tint applied.
It's similar to how the new side-grass works except in this case the tinted part is the bottom layer not the top.
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Tis far better to be a witty fool than a foolish wit.
Put the "unlit" texture in 11,5 and 11,6. You may not find that texture in most 1.4 packs, but if you have one from 1.2, the tiles were previously located in 6,5 and 6,6. They were dimmer.
If you put the unlit texture in 11,5 and 11,6 then you can leave 12,5 and 12,6 transparent and it will work as it used to in version 1.2. I hope this helps.
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"Don't know why you should feel that there's something to learn... it's just a game that you play."
YES, does this mean I can FINALLY get my green redstone back?
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Great find, thanks for the info.
The game now just places a layer over the unlit texture making it glow red. No matter the texture underneath.
Although dark colored unlit reddust reduces the glow effect.
So the best effect is when you convert the unlit texture to grayscale and highlight the parts you want to really glow with a whiter color. That's how I did it now. And it works ok.
Too bad we can't have real custom reddust anymore, but this works fine as well. Afterall I usually disguise the reddust trails anyway. :wink.gif: And now we have an additional 2 blocks back for new stuff in the terrain.png!
thanks for getting this info out so fast..you rock guys!
I very literally couldn't have done it without you - you and Scuttles really helped an old texture maker from BF1942 understand how it's done in MC. I'm still no artist but I can at least help with the mechanics of things.
By the way, I liked your old hat a lot better... it was very classy. :smile.gif:
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"Don't know why you should feel that there's something to learn... it's just a game that you play."
The game now just places a layer over the unlit texture making it glow red. No matter the texture underneath.
Although dark colored unlit reddust reduces the glow effect.
So the best effect is when you convert the unlit texture to grayscale and highlight the parts you want to really glow with a whiter color. That's how I did it now. And it works ok.
That's a good find too! Thanks for contributing the advice.
I've been using Soartex's unlit wire in the lower row and it seems to just light around the edges, which is kind of unobtrusive and cool. If you have an example of the texture you're using, would you be willing to share it here? I want to keep this topic in high visiblity for the benefit of texture pack makers, since we cannot seem to get a sticky yet. :sad.gif:
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"Don't know why you should feel that there's something to learn... it's just a game that you play."
I can't really remember where I got this reddust texture from, but it's somebody else's work.
I rather not put it up here unless I have permission from the original author to do so, eventhough I have altered the texture myself.
You see, I have been creating my own mix 'n match texture pack (combined with my own work and alterations) since somewhere during alpha. :wink.gif:
Eventhough I have kept noted in a text file who's work is included, some packs have ceased to being updated anymore. I suspect my reddust texture is from one of those packs.
But the concept it easy;
Take whatever texture you like and convert it to grayscale. The lighter the grey, the brighter the red will be in the game.
To make highlights on the grayscale texture use an off white or very light gray to make it glow bright red when it's lit in-game.
Thanks. I understand your reasons for not sharing - I'm much the same way. My pack for personal use is a collection of various 64x packs (and some images resized from other sources) and so I haven't presumed to distribute any of it.
I'll give it a go and see what I can do with modifying my wire textures.
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"Don't know why you should feel that there's something to learn... it's just a game that you play."
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I noticed that the blank tile shown looked like a "background" tile from the terrain.png. So I numbered each one by row and column and discovered that, somehow, the redstone textures in 1.5 are affected by the two tiles directly below them on the terrain.png file.
The new overlay for redstone wiring are now located in Row 12, Columns 5 and 6. In other words, directly below the main redstone wiring texture.
Texture pack makers, please take note of this and modify your packs to take into account these new locations. It appears that this is Mojang's way of fixing the 1.3 redstone wiring issues, and the good news is that the custom textures will now work as they did in 1.2... as long as the new location is either fully transparent or has whatever effect you wish lit redstone to show.
Many thanks to The_Fool76 for helping me figure this out!
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Curse PremiumThe default has them in the old spot but now has two blank tiles below where they were.
I suspect something more may be going on here.
I wonder ...
(*runs off to do some testing*)
I suspect that this is Mojang's attempt to fix the 1.3 redstone issues, but it wasn't entirely successful. When using the default, the wire looks and works like it did in 1.2. So you may be on the right track - it's got to have something to do with both rows.
I'm wondering... what if, instead of moving the tiles down to the new row, we just make those two tiles transparent?
Off to do some more research myself.
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Curse PremiumThat is using this terrain.png
As you can see, the green lines got drawn over top of the tinted redstone.
This works in both fancy and fast settings for the video options.
Wiring is now working as it did in 1.2, Amending the original post.
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Curse PremiumNot quite, it shows when the wire is both lit and unlit. What it does is allow us to make the top row the 'indicators' and the bottom the rest of the texture. Think of a row of lights, the top is the bulbs while the bottom is the sockets and wiring. We are still restricted to black->red for the indicator lights but now have a lot more freedom with the rest of the texture.
Thanks for helping me to refine the issue - the goal is to make sure texture pack creators can enable this properly. It sounds like, if we figure it all out the right way, wiring will work basically as it did in version 1.2 - am I correct?
[EDIT]
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Curse PremiumBack in 1.2 the entire texture changed when the wire changed state.
Then in 1.3+ the entire texture was tinted based on the state.
Now, we get to control what part of the texture gets tinted.
The top, is the tinted part and then the bottom gets drawn over it with no tint applied.
It's similar to how the new side-grass works except in this case the tinted part is the bottom layer not the top.
If you put the unlit texture in 11,5 and 11,6 then you can leave 12,5 and 12,6 transparent and it will work as it used to in version 1.2. I hope this helps.
Mods, could we please get a sticky on this? Texture pack makers really need to be aware of this.
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Curse PremiumThe game now just places a layer over the unlit texture making it glow red. No matter the texture underneath.
Although dark colored unlit reddust reduces the glow effect.
So the best effect is when you convert the unlit texture to grayscale and highlight the parts you want to really glow with a whiter color. That's how I did it now. And it works ok.
Too bad we can't have real custom reddust anymore, but this works fine as well. Afterall I usually disguise the reddust trails anyway. :wink.gif: And now we have an additional 2 blocks back for new stuff in the terrain.png!
Thanks again!
I very literally couldn't have done it without you - you and Scuttles really helped an old texture maker from BF1942 understand how it's done in MC. I'm still no artist but I can at least help with the mechanics of things.
By the way, I liked your old hat a lot better... it was very classy. :smile.gif:
That's a good find too! Thanks for contributing the advice.
I've been using Soartex's unlit wire in the lower row and it seems to just light around the edges, which is kind of unobtrusive and cool. If you have an example of the texture you're using, would you be willing to share it here? I want to keep this topic in high visiblity for the benefit of texture pack makers, since we cannot seem to get a sticky yet. :sad.gif:
I rather not put it up here unless I have permission from the original author to do so, eventhough I have altered the texture myself.
You see, I have been creating my own mix 'n match texture pack (combined with my own work and alterations) since somewhere during alpha. :wink.gif:
Eventhough I have kept noted in a text file who's work is included, some packs have ceased to being updated anymore. I suspect my reddust texture is from one of those packs.
But the concept it easy;
Take whatever texture you like and convert it to grayscale. The lighter the grey, the brighter the red will be in the game.
To make highlights on the grayscale texture use an off white or very light gray to make it glow bright red when it's lit in-game.
Hope this helps.
I'll give it a go and see what I can do with modifying my wire textures.