I finally added support for one of my favorite mods ever: Underground Biomes (and Underground Biomes Constructs). It adds 24 new type of rocks in world generation layered in realistic geological strata, not to mention rare drops such as fossils.
NOTE: you don't need to download this update if you don't use the aforementioned mod(s), nothing else changed since last release.
If you're on 1.7.10 you can use Underground Biomes Construcs for 1.7.2, I tested it and it works on 1.7.10 too; of course it could give problems and whatnot, but that should be common knowledge when dealing with mods in general, expecially in these troubled post-1.6.4 days.
Great looking, love it!
Can someone tell me; how do I make the ore overlay thing work?
Doesn't work for me (1.7.10). Ores aren't integrated into their surroundings so to speak..
Thanks a bunch!
Great looking, love it!
Can someone tell me; how do I make the ore overlay thing work?
Doesn't work for me (1.7.10). Ores aren't integrated into their surroundings so to speak..
Thanks a bunch!
I'm not sure that's what you're asking for but if you mean the ores in Underground Biomes Constructs don't blend with the surrounding stone, meaning that they look too sharp, there's nothing I can do about it because to make them blend they should allow partial transparency, but they don't. Ores look better on regular stone because they're not overlays there, so I can use all kind of transparency tricks, while on actual overlays I can't.
You might try asking the UBC maker to allow transparencies on overlay ore testures but I bet it's something quite difficult to do.
I might try to ask him "Can you plz allow transparencies on overlay ore textures" hehe
It's just that on your banner/1st pic the coal ore is clearly integrated.. That's not actually how it is?
Thanks
It looks like that just because the ores are far away, if you could get close you'd notice the borders are sharp.
I don't quite get that answer.. I think we must be misunderstanding each other
What I mean is: It looks like, on your pic, that coal can be on a white stone block, a grey stone block, or some other stone block
In my game, coal (and other ores) don't use different base block textures, they are always default, and really stand out with for example white stone all around (Which looks bad).
I am sorry if I have missed something, but how can I make it look like your screenshot?
Thanks again
Quote from hrolphy»
What I mean is: It looks like, on your pic, that coal can be on a white stone block, a grey stone block, or some other stone block
In my game, coal (and other ores) don't use different base block textures, they are always default, and really stand out with for example white stone all around (Which looks bad).
OK, now I get it: the overlay ores feature is only included in Underground Biomes Construct version 0.6, not in previous UBC versions or in the original Underground Biomes mod. In the config files you should see a "UBifyOres" option set as "true" otherwise ores will generate on regular stone. UBfied ores will only generate on new chunks, installing the mod and my pack on an already generated chunk won't change it.
If you're using UBC 6.0 on a new map and said option is set as true but UBfied ores still don't show up, I suggest you to contact UBC's maker because there's nothing else I can do about it.
Where do I put the Lightmap folder? ( I have Optifine,don't wanna use McPatcher)
You're not supposed to mess with folders, the lightmaps are included in the resource pack and should work as is in Optifine. If you're talking about the stand-alone Luminance pack, it's a resource pack too: just put it in your resourcepack folder and select it from the resource pack menu, moving it on top of the other packs you're using.
I just want to put the Lightmap from your RP to my RP,but I don't know where.
Don't do that. As stated in the OP: "Please don't redistribute my pack or use any part of it in other websites or in packs intended to be released to the public."
I can't read French (well, just enough to get a general idea) but thank you for sharing my work on your forum, I really appreciate that. Just out of curiosity, since you seem new to these forums, how/where did you find my RP?
Marvellous pack, Wedhro! It would be even more marvellous if there was an 1.8 version!
I'm working on it. I finished the rabbits, the banners, most of the new blocks and items and I also have a little bonus thingy; I could release it as is, but I'd rather take all the time needed to put the final touches until I'm completely satisfied.
One thing that I can't decide is how the new Sea Lanterns should look. I don't like the vanilla approach and I'd get advantage of this new lighting block for decorative purposes, something that could be used for building (in an old-fashioned style, such as the rest of PR) but would still look great in ocean temples and, especially, something very different from the already existing lighting blocks. A bright circle just doesn't seem right to me, also because it looks too much like the Beacon block.
Maybe you could make it like an old-style lantern with 3d models?
I'm not sure I'll ever use the new 3D model feature: not only I find their system hard to handle, but I think the "old" Minecraft with its simple attitude (either cubes or 2d sprites) is better.
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Curse PremiumI finally added support for one of my favorite mods ever: Underground Biomes (and Underground Biomes Constructs). It adds 24 new type of rocks in world generation layered in realistic geological strata, not to mention rare drops such as fossils.
NOTE: you don't need to download this update if you don't use the aforementioned mod(s), nothing else changed since last release.
If you're on 1.7.10 you can use Underground Biomes Construcs for 1.7.2, I tested it and it works on 1.7.10 too; of course it could give problems and whatnot, but that should be common knowledge when dealing with mods in general, expecially in these troubled post-1.6.4 days.
1.) ...it was for 1.8.
2.) ...the glowstone didn't look so medieval.
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Curse PremiumI'm working on it.
I'm more than happy to accept requests from donors.
Can someone tell me; how do I make the ore overlay thing work?
Doesn't work for me (1.7.10). Ores aren't integrated into their surroundings so to speak..
Thanks a bunch!
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Curse PremiumI'm not sure that's what you're asking for but if you mean the ores in Underground Biomes Constructs don't blend with the surrounding stone, meaning that they look too sharp, there's nothing I can do about it because to make them blend they should allow partial transparency, but they don't. Ores look better on regular stone because they're not overlays there, so I can use all kind of transparency tricks, while on actual overlays I can't.
You might try asking the UBC maker to allow transparencies on overlay ore testures but I bet it's something quite difficult to do.
It's just that on your banner/1st pic the coal ore is clearly integrated.. That's not actually how it is?
Thanks
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Curse PremiumIt looks like that just because the ores are far away, if you could get close you'd notice the borders are sharp.
I don't quite get that answer.. I think we must be misunderstanding each other
What I mean is: It looks like, on your pic, that coal can be on a white stone block, a grey stone block, or some other stone block
In my game, coal (and other ores) don't use different base block textures, they are always default, and really stand out with for example white stone all around (Which looks bad).
I am sorry if I have missed something, but how can I make it look like your screenshot?
Thanks again
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Curse PremiumOK, now I get it: the overlay ores feature is only included in Underground Biomes Construct version 0.6, not in previous UBC versions or in the original Underground Biomes mod. In the config files you should see a "UBifyOres" option set as "true" otherwise ores will generate on regular stone. UBfied ores will only generate on new chunks, installing the mod and my pack on an already generated chunk won't change it.
If you're using UBC 6.0 on a new map and said option is set as true but UBfied ores still don't show up, I suggest you to contact UBC's maker because there's nothing else I can do about it.
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Curse PremiumYou're not supposed to mess with folders, the lightmaps are included in the resource pack and should work as is in Optifine. If you're talking about the stand-alone Luminance pack, it's a resource pack too: just put it in your resourcepack folder and select it from the resource pack menu, moving it on top of the other packs you're using.
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Curse PremiumDon't do that. As stated in the OP: "Please don't redistribute my pack or use any part of it in other websites or in packs intended to be released to the public."
Also, including it in your RP is not needed because I released the lightmaps as a standalone RP, you find it here: http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/2111854-pixel-reality-luminance-realistic-ish-light - just tell people to download it and install it on top of your own RP, that's it.
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Curse PremiumI can't read French (well, just enough to get a general idea) but thank you for sharing my work on your forum, I really appreciate that. Just out of curiosity, since you seem new to these forums, how/where did you find my RP?
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Curse PremiumI'm working on it. I finished the rabbits, the banners, most of the new blocks and items and I also have a little bonus thingy; I could release it as is, but I'd rather take all the time needed to put the final touches until I'm completely satisfied.
One thing that I can't decide is how the new Sea Lanterns should look. I don't like the vanilla approach and I'd get advantage of this new lighting block for decorative purposes, something that could be used for building (in an old-fashioned style, such as the rest of PR) but would still look great in ocean temples and, especially, something very different from the already existing lighting blocks. A bright circle just doesn't seem right to me, also because it looks too much like the Beacon block.
I need ideas.
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Curse PremiumI'm not sure I'll ever use the new 3D model feature: not only I find their system hard to handle, but I think the "old" Minecraft with its simple attitude (either cubes or 2d sprites) is better.
Thanks again, pal, advertising is important, especially in languages I don't know. Vive la France!