Pardon me, but I don't mean to be rude. This seems a bit....stupid. Not criticizing you or the mod or whatever this is, just the idea itself. It makes blocks look ugly in my opinion. I see no problems with the current textures and patterns. I'm going to look over this whatever every time I see it. I hope you don't get too offended or feel bad, not that I expect you would. I'm just simply stating my opinion, that's all.
Not sure if anyone else has tried this before, but I put 4 stone textures in both ctm and textures/blocks folders(at seperate times) without any .properties files, In the same way that mobs get random textures...and it didn't do anything ;P
Any progress on figuring out if this is possible? Would do me wonders...
Seeing how tiles are now individual files, and that tiles below in a file will play an animation, there should be a way to place additional tiles to the right of the tile in a file to be used as a random texture. This could cause problems such as a tile with 2 versions with 2 animations, making it appear as one HD texture, so all random textures should be positioned with a pixel space between tiles to prevent this.
Not sure if I explained it well..
Random texture weight can be determined in the config files used for animating tiles in vanilla.
This is an awesome idea but I have a few small changes:
1. Only in texture packs, because not everyone would like it
2. Not for every block as it would be quite annoying if all the blocks in a building were forming a random pattern. Probably better off for things like ore blocks and bookshelves
3. It should be toggleable
Unlikely. With the past lighting changes, they added chunk data and actually IMPROVED efficiency.
In this case, whether you add a bit or two will not dramatically change lag; though you'll notice a small increase in world file size. (between 8 and 16KB per chunk). That is to say, it'll require 128 to 256 chunks to increase world data size by 1MB, so it's fairly trivial. Though to be honest, they'd probably try to cram this into existing nibbles or bytes as a bit isn't really a normally used datatype.
I think the simplest way for this to work is exactly the same as random mobs. Need two cobblestone textures? Duplicate stonebrick.png(that is cobblestone...) and rename it stonebrick2.png. Tada, this solves many problems such as how many per block. Depending on the amount of pics you have, that many will come randomly.
Perhaps the txt file that goes along with the textures now can have another line:
OccurenceLevel=(1-100)
This would set how likely the game will choose this block as opposed to the others.
Also, this leaves room for animators(such as myself) to not only have animated textures, or random textures...but random animated textures! Oh man...I look forward to the day...
The files should simply have a number appended.
For example for a current texture fle named let's say "oakwood.png" and doesn't find it, it means multiples-textures and the game would then simply check all files starting with the same name (oakwood), but followed by a digit. oakwod0.png oakwood1.png oakwood2.png ... oakwood9.png etc. For a maximum total of 10 "varying" different textures for a given block. Easy peachy!
I woud not go wth different trecipes to get the different "textures". Instead, which texture is used woud depend strictly on the actual coordinate (scrambled hash value, modulo number of possible textures for that block). This way the block doesn't have to store which texture number to use.
Any block that is very common (Leaves, Wood, Stone, Grass, Cobblestone, Water, etc.) should have a bare minimum of 4 different textures. Blocks that are supposed to look unique (flowers, ores, etc.) should also have a bare minimum of 4 different textures.
People, I've seen at least 10 posts saying people won't like it, if you don't like it, get a different texture pack! This probably won't even be implemented due to big impact on size.
Either way, full support. This will add a lot more depth to the world.
There should be where if you want one design, toggle it off. This doesn't change the random texture, you simply mine the block, place it again and it's not random. So you still see the random textures with it off, but with them off, it places the default texture of the block. Support.
Quote my post so I can reply to it.
^Check out the Betweenlands WIP Mod!^
Any progress on figuring out if this is possible? Would do me wonders...
Not sure if I explained it well..
Random texture weight can be determined in the config files used for animating tiles in vanilla.
Argha Blargha
1. Only in texture packs, because not everyone would like it
2. Not for every block as it would be quite annoying if all the blocks in a building were forming a random pattern. Probably better off for things like ore blocks and bookshelves
3. It should be toggleable
But still, I support.
In this case, whether you add a bit or two will not dramatically change lag; though you'll notice a small increase in world file size. (between 8 and 16KB per chunk). That is to say, it'll require 128 to 256 chunks to increase world data size by 1MB, so it's fairly trivial. Though to be honest, they'd probably try to cram this into existing nibbles or bytes as a bit isn't really a normally used datatype.
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)
It would be fine if it will be only for natural blocks- ores, stone, cobble, etc.
Perhaps the txt file that goes along with the textures now can have another line:
OccurenceLevel=(1-100)
This would set how likely the game will choose this block as opposed to the others.
Also, this leaves room for animators(such as myself) to not only have animated textures, or random textures...but random animated textures! Oh man...I look forward to the day...
The files should simply have a number appended.
For example for a current texture fle named let's say "oakwood.png" and doesn't find it, it means multiples-textures and the game would then simply check all files starting with the same name (oakwood), but followed by a digit. oakwod0.png oakwood1.png oakwood2.png ... oakwood9.png etc. For a maximum total of 10 "varying" different textures for a given block. Easy peachy!
I woud not go wth different trecipes to get the different "textures". Instead, which texture is used woud depend strictly on the actual coordinate (scrambled hash value, modulo number of possible textures for that block). This way the block doesn't have to store which texture number to use.
Any block that is very common (Leaves, Wood, Stone, Grass, Cobblestone, Water, etc.) should have a bare minimum of 4 different textures. Blocks that are supposed to look unique (flowers, ores, etc.) should also have a bare minimum of 4 different textures.
Either way, full support. This will add a lot more depth to the world.
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