Oh and is anyone having rendering problems with glass with thin borders?
In the texture pack I'm developing when I walk away from glass (about 15 blocks) the edges of the glass disappear.
It happens to all textures, especially notable on grass and plants. Extremely annoying to have your textures slaughtered, after spending lots of time designing. What it does is that they fill in the transparent holes of the sprites, so everything gets really ugly at a distance.
I suppose it's a matter performance, even so, if you have the fanciest of graphics activated, such annoying thing should not occur.
I've read through this thread. Here is something I want to share that should help. Its as good as I can do for right now, until Misa and Kahr get their big plan implemented.
Everyone did very well approximating the biome locations
This template works with everything colormap related using MCPatcher. The pixels are exactly precise. A single pixel color change will result in a new color shade for the corresponding biome at that height – but all of you already knew that, so that’s good.
This colormap has been dumbed down for people of all ages – so that the whole family can enjoy. Simply flood fill or smear with whatever colors you have lying around. If you want colors to be at higher elevations just color down the dotted lines (not up!).
I’ve noticed that the exact start points for each biome do not fall on an individual pixel but rather the vertex between four pixels – except for swamplands which has an extra pixel on the left. (this explains the linear jitter) Because of this every biome in the same group has the same start point. The Origin (cold biomes) is exactly four pixels in size.
In addition to this is a map ive been using for a long time. Its contains every single biome that exists in the overworld. I don’t have a proper name for it so, . . . umm,. . it’s a biome sampler, , , that’s its name from now on.
Within each unique or main biome are related sub-biomes. With this map I know exactly what everything will look like from top to bottom when I use colormaps, etc. Its only a single region file in size & not even 3MB
This template works with everything colormap related using MCPatcher. The pixels are exactly precise. A single pixel color change will result in a new color shade for the corresponding biome at that height – but all of you already knew that, so that’s good.
This colormap has been dumbed down for people of all ages – so that the whole family can enjoy. Simply flood fill or smear with whatever colors you have lying around. If you want colors to be at higher elevations just color down the dotted lines (not up!).
Thanks for continuing the research. It looks like the hard-coded biome colors are gone, though i'm not certain about the hard-coded tints.
Spot-checking your colormaps, i noticed a problems-- your bars are too short. I looks like you cut them off at about elevation 128, but even with standard generation a couple biomes can reach to around 150 (in my experience: extreme hills and savanna M), and with the AMPLIFIED generation, elevation can reach nearly 255. And of course with any generation, players can plant trees, and grow grass up to the hight limit.
I'm just going to voice my support for this idea. The current system is very frustrating, counter-intuitive, and restricts what you can do. The fact that all biomes overlap or converge on the same point under the current system makes it impossible to produce distinct colors across all altitude levels.
I'm just trying to say that you AREN'T just trying to recreate an art style, but trying to recreate an art-style that is based on a technology nonexistent in the destination game. It's like making a borderlands texture pack because you like they art style of it, so making everything with a black outline in 16x.
Some people like an art style and want to bring it into a game. Just because it doesn't necessarily fit the theme doesn't mean that some people won't. And, inevitably, there will be people out the who wanted to do the same thing. If you like the style of something, why not? Why not make a borderlands texture pack? What's stopping you? Some people might like it.
No, this does not necessarily make "Bucket fill" packs acceptable, but they are possible. And people have done them. And liked them.
Some people like an art style and want to bring it into a game. Just because it doesn't necessarily fit the theme doesn't mean that some people won't. And, inevitably, there will be people out the who wanted to do the same thing. If you like the style of something, why not? Why not make a borderlands texture pack? What's stopping you? Some people might like it.
No, this does not necessarily make "Bucket fill" packs acceptable, but they are possible. And people have done them. And liked them.
This is a collection of just SOME of the texture packs out there that are done in the style of a game. And look at that... people like them.
but trying to recreate an art-style that is based on a technology nonexistent in the destination game
Terraria and Don't starve don't rely on any technology not in Minecraft.
The cube world pack you linked to was clearly not "liked".
Bordercraft.... is more tastefully done than trying to just use outlined blocks to "simulate" cel-shading. It would still probably be better to make an actual shader for the game to pull off that look than giving things like torches and jack-o-lanterns black outlines.
My point was (I'm assuming) that Cubeworld and Minecraft use technologies much differently from each other. Cube world extensively uses Voxels, so mobs, items, and terrain are decently-detailed clumps of voxels, compared to minecraft which would use a few boxes (mobs), textures (items), and cubes or image planes (terrain, and plants). Cube world also makes things less "boring" by having a more detailed landscape (smaller blocks, but bigger stuff) and generating things with more variety. The rendering engine is also built around this concept.
So, unless you find/make a mod that adds in the technologies that make the game you're trying to imitate, your imitation is going to be a very bad imitation at that.
Also, why quote me from THE FIRST PAGE? That's fairly old.....
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
I've read through this thread. Here is something I want to share that should help. Its as good as I can do for right now, until Misa and Kahr get their big plan implemented.
Everyone did very well approximating the biome locations
This template works with everything colormap related using MCPatcher. The pixels are exactly precise. A single pixel color change will result in a new color shade for the corresponding biome at that height – but all of you already knew that, so that’s good.
This colormap has been dumbed down for people of all ages – so that the whole family can enjoy. Simply flood fill or smear with whatever colors you have lying around. If you want colors to be at higher elevations just color down the dotted lines (not up!).
I tried using this, and in the Savanna Plateau biome, the tree leaves were black at elevation 140 and up.
Rollback Post to RevisionRollBack
I like making mod textures, skins, resource packs, etc. Shoot me a skype message if you're in need of any of those things!
Thats because as it was stated before it's not accurate. It's best right now to not follow an exact pixel layout but to color in the whole sheet, so you can include biome support for other mods with out worry, and not have to worry that the ref sheet you use is off by a few.
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Also, I notice something "great", I'm making a resource pack and i found that the mushroom island and his shore have gradient too, its in the border of the triangle, the incial pixel is the default for that biome and the gradient goes down, it finish at the same "point" that the jungle gradient.
It happens to all textures, especially notable on grass and plants. Extremely annoying to have your textures slaughtered, after spending lots of time designing. What it does is that they fill in the transparent holes of the sprites, so everything gets really ugly at a distance.
I suppose it's a matter performance, even so, if you have the fanciest of graphics activated, such annoying thing should not occur.
Everyone did very well approximating the biome locations
This template works with everything colormap related using MCPatcher. The pixels are exactly precise. A single pixel color change will result in a new color shade for the corresponding biome at that height – but all of you already knew that, so that’s good.
This colormap has been dumbed down for people of all ages – so that the whole family can enjoy. Simply flood fill or smear with whatever colors you have lying around. If you want colors to be at higher elevations just color down the dotted lines (not up!).
I’ve noticed that the exact start points for each biome do not fall on an individual pixel but rather the vertex between four pixels – except for swamplands which has an extra pixel on the left. (this explains the linear jitter) Because of this every biome in the same group has the same start point. The Origin (cold biomes) is exactly four pixels in size.
In addition to this is a map ive been using for a long time. Its contains every single biome that exists in the overworld. I don’t have a proper name for it so, . . . umm,. . it’s a biome sampler, , , that’s its name from now on.
no pics no clicks, heh so heres a pic
download
Within each unique or main biome are related sub-biomes. With this map I know exactly what everything will look like from top to bottom when I use colormaps, etc. Its only a single region file in size & not even 3MB
All our free to use and share these tools.
Thanks for continuing the research. It looks like the hard-coded biome colors are gone, though i'm not certain about the hard-coded tints.
Spot-checking your colormaps, i noticed a problems-- your bars are too short. I looks like you cut them off at about elevation 128, but even with standard generation a couple biomes can reach to around 150 (in my experience: extreme hills and savanna M), and with the AMPLIFIED generation, elevation can reach nearly 255. And of course with any generation, players can plant trees, and grow grass up to the hight limit.
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I'm just going to voice my support for this idea. The current system is very frustrating, counter-intuitive, and restricts what you can do. The fact that all biomes overlap or converge on the same point under the current system makes it impossible to produce distinct colors across all altitude levels.
Some people like an art style and want to bring it into a game. Just because it doesn't necessarily fit the theme doesn't mean that some people won't. And, inevitably, there will be people out the who wanted to do the same thing. If you like the style of something, why not? Why not make a borderlands texture pack? What's stopping you? Some people might like it.
No, this does not necessarily make "Bucket fill" packs acceptable, but they are possible. And people have done them. And liked them.
Terraria texturepack
Borderlands texturepack (not up to date)
Cube world
Dont starve
This is a collection of just SOME of the texture packs out there that are done in the style of a game. And look at that... people like them.
Terraria and Don't starve don't rely on any technology not in Minecraft.
The cube world pack you linked to was clearly not "liked".
Bordercraft.... is more tastefully done than trying to just use outlined blocks to "simulate" cel-shading. It would still probably be better to make an actual shader for the game to pull off that look than giving things like torches and jack-o-lanterns black outlines.
My point was (I'm assuming) that Cubeworld and Minecraft use technologies much differently from each other. Cube world extensively uses Voxels, so mobs, items, and terrain are decently-detailed clumps of voxels, compared to minecraft which would use a few boxes (mobs), textures (items), and cubes or image planes (terrain, and plants). Cube world also makes things less "boring" by having a more detailed landscape (smaller blocks, but bigger stuff) and generating things with more variety. The rendering engine is also built around this concept.
So, unless you find/make a mod that adds in the technologies that make the game you're trying to imitate, your imitation is going to be a very bad imitation at that.
Also, why quote me from THE FIRST PAGE? That's fairly old.....
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
I tried using this, and in the Savanna Plateau biome, the tree leaves were black at elevation 140 and up.
I like making mod textures, skins, resource packs, etc. Shoot me a skype message if you're in need of any of those things!
My skype: eveewazhere2
Also, I notice something "great", I'm making a resource pack and i found that the mushroom island and his shore have gradient too, its in the border of the triangle, the incial pixel is the default for that biome and the gradient goes down, it finish at the same "point" that the jungle gradient.