it's working Did you use the code I posted in the OP?
Thanks for your support!
there are innovative solutions Mojang could do to solve some of those problems. For example, all multi-colored blocks of the same category (IE wools and sand/ sandstone) could be contained in collapsible menus. This would clean up the space used in creative and it would be much more intuitive.
Also, if I were mojang I would color the colored blocks including Wool in code. That way, it would save space on the terrain.png; you would only need one texture for each object with a neutral color.
These are only some solutions, there are so many more ways of going about this.
Talking to Dinnerbone, this won't happen soon if at all.
Too many people and texture packs rely on there being different wool textures. Red wool might look normal, but a texture pack might specifically change blue wool to look different altogether.
But I see where you're going. It would be nice if minecraft/forge had the ability to simply render a block as "coloreable"
And I'm working on it. I rolled out a really cheap/quick mod for [1.4.7][Forge] and plan on updating it's functionality soon. (I like the colored sand Idea a lot)
In order for this to get going, It would be nice if Minecraft simply "built" textures for colored blocks. Want colored glass? then take the glass.png and recolor it! Want colored sand? Then take sand and recolor it!
To make sure that we keep the old crowd involved with "custom wool" textures, a simple check should be made before we create the different colors. If there already is a "RedSand" texture, then be sure to use that rather than having Minecraft make it's own. That way, colors are still supported, but you can change them if you want!
I can hit up colored sand shortly, and having it smelt into the glass I've already made won't take to long either.
Also,
Colored light is near impossible. Calm down there. That will double or triple rendering time...
Also, Also,
Minecraft doesn't currently support mutually exclusive inventory.png blocks and placed blocks... So this texture is impossible:
I can get it to look like this:
and it looks like this in game
But I can't get that transparency to show up within Minecraft's inventory system without heavily editing how that's done...
Also, Also, Also,
Will get on colored glass panes soon
HOLY CRAP BIG TIME SUPPORT
I could finally have proper windows in my cathedral!
Yes, the current lighting engine needs reworking in the first place. Ever use slabs for a roof? It sucks. It renders the entire slab lighting scheme from the light level ABOVE, so when it gets dark your ceiling turns black.
Really, colored light isn't impossible, it should be a rendering option for big @$$ i7's. Like smooth lighting, with the option to turn it on or off, same for colored light.
@CptSpaceToaster, r u working on an ongoing mod? I didn't read all 122 pages >.< But i'd like the mod when u r done
Also,
Colored light is near impossible. Calm down there. That will double or triple rendering time...
That's not necessarily true. Shaders look to put a much heavier strain on the rendering system than colored light (I don't see how it would be the other way around), and current lighting already adds a red tint to torch and lava light, and a blue one to moonlight. It may drop performance slightly, but it's far from impossible. Assuming it's just a tint, though, rather than a deep, solid color.
The colored light you are noticing is based on the file light_normal.png in Minecraft's environment resources folder.
(Enlarged)
Every block in Minecraft looks to this file to determine what color it is supposed to be. The time of day will determine your X coordinate, while the distance Inside of a cave will determine your Y Coordinate.
And Inside:
Edit: My screen capture doesn't seem to handle those dark pictures as well.. Images are slightly "blue-er" than intended
In addition to "Environment" color, we have torches that factor into light levels. In these pictures, torches appear to add a bit of white light, however I'm not sure if these are handled by a texture file, or simply an addition in the code.
The Point Begin: Current light calculations are based on environmental constants. but you are calling for "Ray Traced" Lighting algorithms... I've seen two shaders that get close to this, as they ray trace light from the sun and moon, but all internal light-sources such as Torches and Glowstone still rely on light based on "environmental constants"
You are correct in outlining the behavior you want to see. It's definitely within computational logic that I've seen stated here. Define all light producing blocks as "light sources", then change light levels by tracing paths toward each light block, and additionally changing the color dynamically as each transparent block may change the color.
This requires much more computational power than what may be seen in those words.
Remember that this calculation should be compared to the original One and Done light calculation that we see in the two screen shots. Instead of the simple calculation, this new process drastically increases render time. Currently it's pretty simple to calculate each tile's light level as it's dependent on whatever "light sources" are nearby, but that's because it's based off how far the blocks are placed. Direction takes no place in this calculation. For example, a torch creates a light level of 8 at block X,Y,Z, and the environment light is thrown on top of it! If we place a block of colored glass in front of the torch, then light is expected to change respectively. But now we've just thrown in direction to the mix. Light isn't simply an addition problem anymore. I can't look at Block X,Y,Z and look at the nearby torch, because now I have to check to see if a piece of colored glass is nearby and additionally need to check to see if the torch passes through the block or not. This calculation needs to be updated every time any block is placed, moved,or destroyed.
As much as I want to see this happen so badly (believe me, I really want to see this!), I don't think Minecraft will get to the point where light will be calculated in this manner.
It's too intensive. This is a step ahead of what Shaders do (believe it or not) Minecraft won't step this way, as they will lose a lot of their users from being able to boot up the game. Maybe a shader/mod will get this out there, but I don't think we'll see that happen soon...
That i so cool I haven't seen any mod that actually changes the light but they all change the color of glass it would be nice if it changed the light color.
Colored glass is hard enough to do right. The transparency issues are why transparency is limited to water and ice right now, anything more would be like twisting the knife already in the wound. (glass really isn't transparent, every pixel in the current glass texture has an alpha of 255 or 0, nothing in between) But colored lighting is at least an order of magnitude more difficult, requiring not just a total rendering engine rewrite and forcing the GPUs to work harder but also increasing map file size and slowing down chunk updates. But the concept of using colored glass to alter the color of light is computationally insane for a game meant to run on as large a playerbase as possible. If we all had renderfarms we could do it, but many of minecraft's players have baby laptops with integrated graphics. Not even AAA games like skyrim have the kind of dynamic colored lighting you're demanding, 99% of lighting is baked into the environment with those titles, and any dynamic lighting is kept as little as possible, and you never see anything like the idea of passing light through a transparent material to change it's color. Of course it would be a cool effect, but it's just too expensive for most people's computers.
dorrax you cannot compare it to skyrim because what I am demanding is not the same dynamic lighting you are thinking about. Minecraft works on a grid system, so so can the light. If light were able to move around like a lantern for example, then yes dynamic lighting would be necessary. to solve these technical issues, you have to avoid thinking litterally and try to think outside of the box. For example, based on the grid, colored lighting could be rendered only once: every time you place a torch or when a block is changed and baked into the twxture. I'm not saying this is the solution, im just using it as an example of thinking outside of the box; not from life. Infact, lighting doesn't have to be dynamic at all, instead try to think of ways to trick the viewer I to thinking it is. An illusion for instance.
There isn't just one way to solve this issue. Be open to all solutions; Otherwise, pessimistic thinking hinders innovation and progress.
Colored glass is very much possible. The Z-fighting can be resolved, a couple mods do this. Then there is all the ignorance about the colored light which is an entirely different subject.
Let me get this straight: Apart from Day/Night cycles and light levels, the current engine does not support any form of colored lighting, at all.
What this means, is that the Day/Night cycle is not actually simulated color placement. The current engine and mainly the lighting engine just does not support any form of colors. The game decides what color something should be (which isn't flawless) but it doesn't know anything about lighting. It's like telling a PC that 2+2=4. It doesn't calculate anything, it just says that 2+2=4. If you would've said that 2+2=5, the PC would've accepted it, because it doesn't calculate it for itself. You would have to change the entire game engine to support colored lighting, which will take a very long time and almost all progress on the Mod API will be thrown in the bin, because it doesn't support the newer engine.
First topic i have seen that acually says what they want, not, "Mojang needs to add colored glass". I even have put it in my signature for support. And I don't know why everyone is arguing weather it will work or not. Mojang is the one making it, its their decision, not posters on this topic.
Yes, I don't understand some of these people, they say, "I love this idea, but just to turn everyone against it, I don't think its possible at all." Do those people think that when planning the first mission to outer space, the rocket scientists, said, "I love this moon idea but its not possible, lets give up now." absolutely not.
Pessimism hinders creativity, problem solving, innovation and progress. So just because it may not be possible currently, whether it be Java framework, or just simply the way the lighting engine is coded, don't give up on a dream just because we don't want to wait or jump the obsticles; keep supporting your dreams and problem solve so that one day it can be possible.
Yes, I don't understand some of these people, they say, "I love this idea, but just to turn everyone against it, I don't think its possible at all." Do those people think that when planning the first mission to outer space, the rocket scientists, said, "I love this moon idea but its not possible, lets give up now." absolutely not.
Pessimism hinders creativity, problem solving, innovation and progress. So just because it may not be possible currently, whether it be Java framework, or just simply the way the lighting engine is coded, don't give up on a dream just because we don't want to wait or jump the obsticles; keep supporting your dreams and problem solve so that one day it can be possible.
Actually, it is possible right now. But to get to the moon you need the right equipment. And unfortunately, a majority of Minecraft users don't have Rockets, they have tricycles or automobiles.
Rollback Post to RevisionRollBack
Warning: reading the above post has been known to cause the following side effects: Uncontrollable rage, urge to smash your computer, screaming like an angry gorilla, desire to hire a gang of monkeys to hurl banana peels at Jdman1699.
Actually, it is possible right now. But to get to the moon you need the right equipment. And unfortunately, a majority of Minecraft users don't have Rockets, they have tricycles or automobiles.
I'm not sure what the point of that analogy was, but what Galactic_Muffin was trying to say was that you can dub anything "impossible" and walk away, but that doesn't mean the concept is actually physically impossible. In code especially; anything's possible, it's just a question of whether or not it's feasible for the developer to code it. Colored glass is a somewhat ambiguous zone; it's not entirely unfeasible to add colored light, but it isn't exactly all too feasible to rewrite the lighting system in support of it. What people are trying to determine is whether or not the attempt would be worth it.
Rollback Post to RevisionRollBack
[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
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Curse PremiumTalking to Dinnerbone, this won't happen soon if at all.
Too many people and texture packs rely on there being different wool textures. Red wool might look normal, but a texture pack might specifically change blue wool to look different altogether.
But I see where you're going. It would be nice if minecraft/forge had the ability to simply render a block as "coloreable"
And I'm working on it. I rolled out a really cheap/quick mod for [1.4.7][Forge] and plan on updating it's functionality soon. (I like the colored sand Idea a lot)
In order for this to get going, It would be nice if Minecraft simply "built" textures for colored blocks. Want colored glass? then take the glass.png and recolor it! Want colored sand? Then take sand and recolor it!
To make sure that we keep the old crowd involved with "custom wool" textures, a simple check should be made before we create the different colors. If there already is a "RedSand" texture, then be sure to use that rather than having Minecraft make it's own. That way, colors are still supported, but you can change them if you want!
I can hit up colored sand shortly, and having it smelt into the glass I've already made won't take to long either.
Also,
Colored light is near impossible. Calm down there. That will double or triple rendering time...
Also, Also,
Minecraft doesn't currently support mutually exclusive inventory.png blocks and placed blocks... So this texture is impossible:
I can get it to look like this:
and it looks like this in game
But I can't get that transparency to show up within Minecraft's inventory system without heavily editing how that's done...
Also, Also, Also,
Will get on colored glass panes soon
I could finally have proper windows in my cathedral!
Yes, the current lighting engine needs reworking in the first place. Ever use slabs for a roof? It sucks. It renders the entire slab lighting scheme from the light level ABOVE, so when it gets dark your ceiling turns black.
Really, colored light isn't impossible, it should be a rendering option for big @$$ i7's. Like smooth lighting, with the option to turn it on or off, same for colored light.
@CptSpaceToaster, r u working on an ongoing mod? I didn't read all 122 pages >.< But i'd like the mod when u r done
That's not necessarily true. Shaders look to put a much heavier strain on the rendering system than colored light (I don't see how it would be the other way around), and current lighting already adds a red tint to torch and lava light, and a blue one to moonlight. It may drop performance slightly, but it's far from impossible. Assuming it's just a tint, though, rather than a deep, solid color.
Edit: 5000th post!
[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
Please read these two threads:
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2572194-please-read-this-before-making-a-suggestion-v2-0
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/44180-for-the-critics-ftc
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Every block in Minecraft looks to this file to determine what color it is supposed to be. The time of day will determine your X coordinate, while the distance Inside of a cave will determine your Y Coordinate.
Edit: My screen capture doesn't seem to handle those dark pictures as well.. Images are slightly "blue-er" than intended
In addition to "Environment" color, we have torches that factor into light levels. In these pictures, torches appear to add a bit of white light, however I'm not sure if these are handled by a texture file, or simply an addition in the code.
The Point Begin: Current light calculations are based on environmental constants. but you are calling for "Ray Traced" Lighting algorithms... I've seen two shaders that get close to this, as they ray trace light from the sun and moon, but all internal light-sources such as Torches and Glowstone still rely on light based on "environmental constants"
You are correct in outlining the behavior you want to see. It's definitely within computational logic that I've seen stated here. Define all light producing blocks as "light sources", then change light levels by tracing paths toward each light block, and additionally changing the color dynamically as each transparent block may change the color.
This requires much more computational power than what may be seen in those words.
Remember that this calculation should be compared to the original One and Done light calculation that we see in the two screen shots. Instead of the simple calculation, this new process drastically increases render time. Currently it's pretty simple to calculate each tile's light level as it's dependent on whatever "light sources" are nearby, but that's because it's based off how far the blocks are placed. Direction takes no place in this calculation. For example, a torch creates a light level of 8 at block X,Y,Z, and the environment light is thrown on top of it! If we place a block of colored glass in front of the torch, then light is expected to change respectively. But now we've just thrown in direction to the mix. Light isn't simply an addition problem anymore. I can't look at Block X,Y,Z and look at the nearby torch, because now I have to check to see if a piece of colored glass is nearby and additionally need to check to see if the torch passes through the block or not. This calculation needs to be updated every time any block is placed, moved, or destroyed.
As much as I want to see this happen so badly (believe me, I really want to see this!), I don't think Minecraft will get to the point where light will be calculated in this manner.
It's too intensive. This is a step ahead of what Shaders do (believe it or not) Minecraft won't step this way, as they will lose a lot of their users from being able to boot up the game. Maybe a shader/mod will get this out there, but I don't think we'll see that happen soon...
Just my Opinion,
CptSpaceToaster
Edit:
Click the Picture in my Sig for the Current Version, I haven't had time to get it to [1.5.1] or [1.5.2] as of yet... but It will happen in the future.
Let me finish sand mechanics, and You'll be able to dye sand, and smelt it to get colored glass.
I think I'll even throw in colored glass panes...
Then I should be able to race through the updates to 1.5.1 and 1.5.2.
It will be very beautiful with those blocks. Also, those pictures are awesome.
I kill people with swag

dorrax you cannot compare it to skyrim because what I am demanding is not the same dynamic lighting you are thinking about. Minecraft works on a grid system, so so can the light. If light were able to move around like a lantern for example, then yes dynamic lighting would be necessary. to solve these technical issues, you have to avoid thinking litterally and try to think outside of the box. For example, based on the grid, colored lighting could be rendered only once: every time you place a torch or when a block is changed and baked into the twxture. I'm not saying this is the solution, im just using it as an example of thinking outside of the box; not from life. Infact, lighting doesn't have to be dynamic at all, instead try to think of ways to trick the viewer I to thinking it is. An illusion for instance.
There isn't just one way to solve this issue. Be open to all solutions; Otherwise, pessimistic thinking hinders innovation and progress.
~Epic Space Milk Muffin
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Curse Premiummhm People don't read anything at all -.-
Yes, I don't understand some of these people, they say, "I love this idea, but just to turn everyone against it, I don't think its possible at all." Do those people think that when planning the first mission to outer space, the rocket scientists, said, "I love this moon idea but its not possible, lets give up now." absolutely not.
Pessimism hinders creativity, problem solving, innovation and progress. So just because it may not be possible currently, whether it be Java framework, or just simply the way the lighting engine is coded, don't give up on a dream just because we don't want to wait or jump the obsticles; keep supporting your dreams and problem solve so that one day it can be possible.
~Epic Space Milk Muffin
~Epic Space Milk Muffin
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Curse PremiumMaybe I play wrong :3
Mostly moved on. May check back a few times a year.
Actually, it is possible right now. But to get to the moon you need the right equipment. And unfortunately, a majority of Minecraft users don't have Rockets, they have tricycles or automobiles.
I'm not sure what the point of that analogy was, but what Galactic_Muffin was trying to say was that you can dub anything "impossible" and walk away, but that doesn't mean the concept is actually physically impossible. In code especially; anything's possible, it's just a question of whether or not it's feasible for the developer to code it. Colored glass is a somewhat ambiguous zone; it's not entirely unfeasible to add colored light, but it isn't exactly all too feasible to rewrite the lighting system in support of it. What people are trying to determine is whether or not the attempt would be worth it.
[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<