Great tutorial! Thank you! I just have one question about lightmaps: is there any way at all to change the lightmaps of individual light source blocks (a.k.a. glowstone light is a different color from redstone lamp light color)? I want to make glowstone red and creepy, but the lighting kind of ruins the effect :/
I wish.
No, the game only differentiates between natural light (the sun) and artificial light (Any light-emitting block) instead of individual sources of light. This is both good and bad as having all artificial light sources be essentially the same is boring and limiting, but having them all with their own maps would make complex lighting calculations take up too much CPU and lag the game out.
Personally I think it should be an option... but Mojang disagrees with me.
No, the game only differentiates between natural light (the sun) and artificial light (Any light-emitting block) instead of individual sources of light. This is both good and bad as having all artificial light sources be essentially the same is boring and limiting, but having them all with their own maps would make complex lighting calculations take up too much CPU and lag the game out.
Personally I think it should be an option... but Mojang disagrees with me.
Sorry to be the bearer or bad news.
It's ok. It's just annoying. Thanks anyway for the tutorial!
I'm hoping this isn't too late, but I have put together a lightmap of my own, placed it in mcpatcher>lightmap>world0.png, and it doesn't render when I load the resource pack. I've tried restarting the game and using F3 + T, and even taking off the pack altogether and reapplying it manually, but it still isn't working. I've checked and it IS in fact 16 wide by 32 tall.
Edits:
First image shows directory, and that I've tried all three names. Second image is the actual lightmap. Added a screenshot. Also grammar.
I'm hoping this isn't too late, but I have put together a lightmap of my own, placed it in mcpatcher>lightmap>world0.png, and it doesn't render when I load the resource pack. I've tried restarting the game and using F3 + T, and even taking off the pack altogether and reapplying it manually, but it still isn't working. I've checked and it IS in fact 16 wide by 32 tall.
Edits:
First image shows directory, and that I've tried all three names. Second image is the actual lightmap. Added a screenshot. Also grammar.
Hmmm. Seems like it should be functioning. I'll start with the obvious questions then since that's the only information you didn't include in your post.
Do you have MCPatcher or Optifine installed?
If you have Optifine, do you have lightmaps enabled? (Double-check to be sure)
If neither of those is the problem, then let me know what version of Minecraft and MCPatcher/Optifine you're running and I'll see if I can duplicate the problem. If possible, post a download of you pack here. If it's not released, go ahead and delete all of the non--MCPatcher folders from the download.
And don't worry about being late. Tutorial threads really only fall out of relevancy if the game's evolution changes the subject significantly. Thus far there have been no changes to Lightmaps so this topic is still relevant.
Hmmm. Seems like it should be functioning. I'll start with the obvious questions then since that's the only information you didn't include in your post.
Do you have MCPatcher or Optifine installed?
If you have Optifine, do you have lightmaps enabled? (Double-check to be sure)
If neither of those is the problem, then let me know what version of Minecraft and MCPatcher/Optifine you're running and I'll see if I can duplicate the problem. If possible, post a download of you pack here. If it's not released, go ahead and delete all of the non--MCPatcher folders from the download.
And don't worry about being late. Tutorial threads really only fall out of relevancy if the game's evolution changes the subject significantly. Thus far there have been no changes to Lightmaps so this topic is still relevant.
So I found the issue, my light setting were set to the minimum, which meant that the lightmaps were disabled. I lifted the settings a little bit and now my lightmap works
IDK why I didn't think to check that lol
Rollback Post to RevisionRollBack
I make (mosltly) Minecraft videos (but occasionally other stuff) on my YouTube channel by the same name.
Also trying to port mc 1.2.5 Light map, when just throwing in the colored part didn't work I grey scaled it and it still is way too bright at night. The bottom is 1.2.5 map and the top is the file I used.
In the code somewhere. I have no idea how to get to or extract it. It's all just values in some .class file somewhere. You'll have to ask a mod maker about this... assuming even they know how to get it in the tangled mess that is Minecraft's codebase.
Also trying to port mc 1.2.5 Light map, when just throwing in the colored part didn't work I grey scaled it and it still is way too bright at night. The bottom is 1.2.5 map and the top is the file I used.
Not sure why you thought this would work. If you read the tutorial, you should be able to tell instantly what's going on and why it's not functioning as you imagined. And if you didn't read the tutorial then go read the tutorial! It will help you!
ot sure why you thought this would work. If you read the tutorial, you should be able to tell instantly what's going on and why it's not functioning as you imagined. And if you didn't read the tutorial then go read the tutorial! It will help you!
I don't know what is going on. This was a vanilla light map. Apparently this is in a different format then vanilla's. I wouldn't know how to convert it then
Each palette can be any width, but must be 32 or 64 pixels tall. If it's 64, the bottom half is used for nightvision, discussed later. Of the 32 rows of pixels, the top 16 represent sunlight and the bottom 16 represent torchlight. Two columns, 16 pixels from the top half and 16 pixels from the bottom half, are chosen to form the axes of the final 16x16 lightmap used for rendering.
Mcp patcher wiki is pretty clear this is an entirely new format where do I read up on vanilla lightmaps? Specifically 1.2.5 since that was different lightmap then beta / alpha. According to the wiki they changed it alot.
You could try it, but I sincerely doubt it. The way the sky looks and how blocks are lit have never interacted in any way as far as I'm aware.
Well is there a way on how to change a sky color with the method of replacing the rgb only during the day so stars come out at night. I tried sky0.png but, it took the color out of my resource pack and it didn't look like the color I put in it same with my indev resource packs that I needed preciseness that color.
I did I don't know what is going on. This was a vanilla light map. Apparently this is in a different format then vanilla's. I wouldn't know how to convert it then
Mcp patcher wiki is pretty clear this is an entirely new format where do I read up on vanilla lightmaps? Specifically 1.2.5 since that was different lightmap then beta / alpha. According to the wiki they changed it alot.
Well is there a way on how to change a sky color with the method of replacing the rgb only during the day so stars come out at night. I tried sky0.png but, it took the color out of my resource pack and it didn't look like the color I put in it same with my indev resource packs that I needed preciseness that color.
There is no vanilla lightmap. They have never existed. The lightmap file in old minecraft jars has always been unused.
There is no vanilla lightmap. They have never existed. The lightmap file in old minecraft jars has always been unused.
I got the light_normal file from versions > 1.2.5.jar > environment > light_normal.
Then if it's unused why is there a texture there and if your sure then could you either show me or create a lightmap from that specific version of minecraft? They changed the light map a version or two later and a couple versions earlier. This is the minecraft I remember playing.
Also please explain to me why this kind of worked when I grey scaled it made the last two left columns black because I don't understand? It also made the sunset look like it did in 1.2.5 it was just the night/day darkening that was messed up.
I got the light_normal file from versions > 1.2.5.jar > environment > light_normal.
Then if it's unused why is there a texture there and if your sure then could you either show me or create a lightmap from that specific version of minecraft? They changed the light map a version or two later and a couple versions earlier. This is the minecraft I remember playing.
Also please explain to me why this kind of worked when I grey scaled it made the last two left columns black because I don't understand? It also made the sunset look like it did in 1.2.5 it was just the night/day darkening that was messed up.
The lightmap has been the same ever since Beta 1.8. The reason why the sunset isn't working is because you have solid white pixels where you want a gradient.
The lightmap has been the same ever since Beta 1.8. The reason why the sunset isn't working is because you have solid white pixels where you want a gradient
The lightmap has not been the same since beta 1.8 read the wiki. or look at the code yourself
Beta 1.8
Implemented a new lighting engine. The lighting on a block is given a tint based on the most prominent source of light.
1.4.7
Dinnerbone fixed black patches in world generation,[2] and began overhauling the lighting systems such as
1.7.2: Black patches in world generation and structure generation were made a lot less common.
According to cptspacetoaster and I agree with him completely they completely changed the light mapping which is why it took him 6+ months to get an alpha version of colored lights.
Also I just loaded up mc 1.2.5 it looks like a different lightmap from 1.5.2 the render engine changed and the light map might have changed as well?
This is Very wrong about it not working in vanilla Cause i had a Texturepack that Did Work in vanilla MC that effected the light map levels using that
I've heard that WAAaaaaaaay back in Alpha and early Beta this was a possibility, but wasn't at the time this tutorial was written. So the information is valid for the era this tutorial covers. I'm unsure as to when exactly this change occurred, or even for that matter if this was indeed a vanilla feature at all, otherwise I'd consider adding that information to the tutorial.
If you have better information, please provide it. With a sample pack that can be tested of course. I don't actually work on these tutorials anymore (hence the reason there's still a glaring inaccuracy in this one) but it would be nice to have that information in the thread none the less.
I have a question that I'm not sure can be answered (sorry!). I have a grayscale texture pack and I used the default 16x lightmap from this post. I desaturated it w/ Photoshop and then used it in-game. This removed all the lighting color, which is what I wanted. However, I noticed the lightmap also makes water more translucent, i.e. you can clearly see the seafloor. W/o lightmap, water is naturally more opaque w/ depth. So would I be able to fix the lightmap to accommodate water lighting?
I have a question that I'm not sure can be answered (sorry!). I have a grayscale texture pack and I used the default 16x lightmap from this post. I desaturated it w/ Photoshop and then used it in-game. This removed all the lighting color, which is what I wanted. However, I noticed the lightmap also makes water more translucent, i.e. you can clearly see the seafloor. W/o lightmap, water is naturally more opaque w/ depth. So would I be able to fix the lightmap to accommodate water lighting?
The lightmap should have no effect on water transparency at all. More than likely what's happening is that the lightmap you created is brighter than vanilla is so you can see more at the bottom. This is also why water looks more translucent when you have a Night Vision effect going.
I suggest posting more information including screenshots (both with and without) and the lightmap you've created. It might help me to better see what the problem is. Doing things like a light level test (like the ones shown in the tutorial) might also help you to discover what's going on with your lightmap.
Oh, and also, what version of Minecraft are you on? That's very important. If it's 1.13.x then I'm going to go with "beta Optifine is glitchy" and ask if you can reproduce the problem in an earlier version. If not, then I suggest just waiting for Optifine to get a full release for 1.13.x.
Hey man! I have a problem with version 1.13.2 and maybe you can help me. I was able to use a custom lightmap with opitifine, but it does not support the new mechanics of underwater lighting. The lighting effect of the conduit does not work when using the lightmap. Can you tell me if there is a new layer for this? Or something like that?
Hey man! I have a problem with version 1.13.2 and maybe you can help me. I was able to use a custom lightmap with opitifine, but it does not support the new mechanics of underwater lighting. The lighting effect of the conduit does not work when using the lightmap. Can you tell me if there is a new layer for this? Or something like that?
I'm no longer working on resource packs, but my guess would be that this is a bug with Optifine itself. I suggest checking Optifine's documentation to see if it specifically mentions underwater light maps. If it doesn't, try posting in the Optifine thread about it.
I'm no longer working on resource packs, but my guess would be that this is a bug with Optifine itself. I suggest checking Optifine's documentation to see if it specifically mentions underwater light maps. If it doesn't, try posting in the Optifine thread about it.
Sorry I can't be more helpful.
No problem, man! Thanks for suggestion. I'll try this!
Why do I need MC Patcher for this? This tutorial is in the "resrouce packs" subforum, which means that light maps are stored in a normal resource pack, and those can be made manually. There's an actual official way to create resource packs using a specific folder structure. No jar-file modding is needed, so no special tools should be needed.
I wish.
No, the game only differentiates between natural light (the sun) and artificial light (Any light-emitting block) instead of individual sources of light. This is both good and bad as having all artificial light sources be essentially the same is boring and limiting, but having them all with their own maps would make complex lighting calculations take up too much CPU and lag the game out.
Personally I think it should be an option... but Mojang disagrees with me.
Sorry to be the bearer or bad news.
It's ok. It's just annoying. Thanks anyway for the tutorial!
I'm hoping this isn't too late, but I have put together a lightmap of my own, placed it in mcpatcher>lightmap>world0.png, and it doesn't render when I load the resource pack. I've tried restarting the game and using F3 + T, and even taking off the pack altogether and reapplying it manually, but it still isn't working. I've checked and it IS in fact 16 wide by 32 tall.
Edits:
First image shows directory, and that I've tried all three names. Second image is the actual lightmap. Added a screenshot. Also grammar.
I make (mosltly) Minecraft videos (but occasionally other stuff) on my YouTube channel by the same name.
Hmmm. Seems like it should be functioning. I'll start with the obvious questions then since that's the only information you didn't include in your post.
Do you have MCPatcher or Optifine installed?
If you have Optifine, do you have lightmaps enabled? (Double-check to be sure)
If neither of those is the problem, then let me know what version of Minecraft and MCPatcher/Optifine you're running and I'll see if I can duplicate the problem. If possible, post a download of you pack here. If it's not released, go ahead and delete all of the non--MCPatcher folders from the download.
And don't worry about being late. Tutorial threads really only fall out of relevancy if the game's evolution changes the subject significantly. Thus far there have been no changes to Lightmaps so this topic is still relevant.
So I found the issue, my light setting were set to the minimum, which meant that the lightmaps were disabled. I lifted the settings a little bit and now my lightmap works
IDK why I didn't think to check that lol
I make (mosltly) Minecraft videos (but occasionally other stuff) on my YouTube channel by the same name.
So would light mapping instead of replacing the sky solve this issue here?
http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/resource-pack-help/2837767-mcpatcher-custom-day-sky-no-stars
Also where is the default light map stored at?
Also trying to port mc 1.2.5 Light map, when just throwing in the colored part didn't work I grey scaled it and it still is way too bright at night. The bottom is 1.2.5 map and the top is the file I used.
You could try it, but I sincerely doubt it. The way the sky looks and how blocks are lit have never interacted in any way as far as I'm aware.
In the code somewhere. I have no idea how to get to or extract it. It's all just values in some .class file somewhere. You'll have to ask a mod maker about this... assuming even they know how to get it in the tangled mess that is Minecraft's codebase.
Not sure why you thought this would work. If you read the tutorial, you should be able to tell instantly what's going on and why it's not functioning as you imagined. And if you didn't read the tutorial then go read the tutorial! It will help you!
It's not the world0 isn't it's two squares
I don't know what is going on. This was a vanilla light map. Apparently this is in a different format then vanilla's. I wouldn't know how to convert it then
Mcp patcher wiki is pretty clear this is an entirely new format where do I read up on vanilla lightmaps? Specifically 1.2.5 since that was different lightmap then beta / alpha. According to the wiki they changed it alot.
Well is there a way on how to change a sky color with the method of replacing the rgb only during the day so stars come out at night. I tried sky0.png but, it took the color out of my resource pack and it didn't look like the color I put in it same with my indev resource packs that I needed preciseness that color.
There is no vanilla lightmap. They have never existed. The lightmap file in old minecraft jars has always been unused.
Putting the CENDENT back in transcendent!
I got the light_normal file from versions > 1.2.5.jar > environment > light_normal.
Then if it's unused why is there a texture there and if your sure then could you either show me or create a lightmap from that specific version of minecraft? They changed the light map a version or two later and a couple versions earlier. This is the minecraft I remember playing.
Also please explain to me why this kind of worked when I grey scaled it made the last two left columns black because I don't understand? It also made the sunset look like it did in 1.2.5 it was just the night/day darkening that was messed up.
The lightmap has been the same ever since Beta 1.8. The reason why the sunset isn't working is because you have solid white pixels where you want a gradient.
Putting the CENDENT back in transcendent!
The lightmap has not been the same since beta 1.8 read the wiki. or look at the code yourself
According to cptspacetoaster and I agree with him completely they completely changed the light mapping which is why it took him 6+ months to get an alpha version of colored lights.
Also I just loaded up mc 1.2.5 it looks like a different lightmap from 1.5.2 the render engine changed and the light map might have changed as well?
This is Very wrong about it not working in vanilla Cause i had a Texturepack that Did Work in vanilla MC that effected the light map levels using that
I've heard that WAAaaaaaaay back in Alpha and early Beta this was a possibility, but wasn't at the time this tutorial was written. So the information is valid for the era this tutorial covers. I'm unsure as to when exactly this change occurred, or even for that matter if this was indeed a vanilla feature at all, otherwise I'd consider adding that information to the tutorial.
If you have better information, please provide it. With a sample pack that can be tested of course. I don't actually work on these tutorials anymore (hence the reason there's still a glaring inaccuracy in this one) but it would be nice to have that information in the thread none the less.
I have a question that I'm not sure can be answered (sorry!). I have a grayscale texture pack and I used the default 16x lightmap from this post. I desaturated it w/ Photoshop and then used it in-game. This removed all the lighting color, which is what I wanted. However, I noticed the lightmap also makes water more translucent, i.e. you can clearly see the seafloor. W/o lightmap, water is naturally more opaque w/ depth. So would I be able to fix the lightmap to accommodate water lighting?
The lightmap should have no effect on water transparency at all. More than likely what's happening is that the lightmap you created is brighter than vanilla is so you can see more at the bottom. This is also why water looks more translucent when you have a Night Vision effect going.
I suggest posting more information including screenshots (both with and without) and the lightmap you've created. It might help me to better see what the problem is. Doing things like a light level test (like the ones shown in the tutorial) might also help you to discover what's going on with your lightmap.
Oh, and also, what version of Minecraft are you on? That's very important. If it's 1.13.x then I'm going to go with "beta Optifine is glitchy" and ask if you can reproduce the problem in an earlier version. If not, then I suggest just waiting for Optifine to get a full release for 1.13.x.
Hey man! I have a problem with version 1.13.2 and maybe you can help me. I was able to use a custom lightmap with opitifine, but it does not support the new mechanics of underwater lighting. The lighting effect of the conduit does not work when using the lightmap. Can you tell me if there is a new layer for this? Or something like that?
I'm no longer working on resource packs, but my guess would be that this is a bug with Optifine itself. I suggest checking Optifine's documentation to see if it specifically mentions underwater light maps. If it doesn't, try posting in the Optifine thread about it.
Sorry I can't be more helpful.
No problem, man! Thanks for suggestion. I'll try this!
Why do I need MC Patcher for this? This tutorial is in the "resrouce packs" subforum, which means that light maps are stored in a normal resource pack, and those can be made manually. There's an actual official way to create resource packs using a specific folder structure. No jar-file modding is needed, so no special tools should be needed.