Just in case you are too lazy to read everything, here is the td;dr version
With a filter from MCEdit, you can do the following: You are using a texture pack then after stepping on a certain block...the texture pack changed.
Texture Fields
What is it?
It will be a coding which supports an idea I have which uses MCEdit for the sake of adventure maps.
How will this work?
Let us say you are using a certain texture pack (Initial)
Then you step in a this area which was edited in MCEdit to 'force' the rendering engine to render that texture pack. (Forced)
Demonstration
In this demonstration, I will use the Dokucraft series
High: Which looks like it would be used for towns and cities Light: Which looks like it would be used for the wilderness Dark: Which looks like it would be used for dungeons and deep and hostile parts of the forest
Demonstration 1
High to Light
In this example, we will go from a town to a forest.
Demonstration 2
Light to Dark
In this example, we will go from a jungle to an undead sanctuary
How will it be used?
1. Download the texture packs you want to use in a map
2. Open MCEdit
3. Select a certain area which you want to use the feature
4. Use the filter option "Texture Field" then a window pops up
5. Select the WinRAR file of the texture you will use for that Texture Field
6. Save it and open Minecraft
7. Go to the area and *poof* the texture is forced to that pack
How will others use it?
They have to download the map and the texture pack(s) supported. (Note: They only need to download the texture pack the rendering engine will be forced to render. The initial texture pack is optional)
Reasons
1. Adventure Maps which have many different themed areas such as one using a hellish theme, one using a jungle theme and one using an ocean theme. And all of these require a certain bock but cannot be possible due to the fact that one block uses only one texture.
2. Just in case you want a different patterned grass/lava/etc. in the Nether or The End or any part of the world. This does not harm game play in any way so feel free to open up MCEdit and edit your Survival world with Texture Fields!
So, you'd want the map file format changed to add chunk-specific texture assignment? Or triggers to change the texture pack setting on the fly?
And "just a change to the rendering engine" is actually a relatively big deal for a game, as tightly as the renderer is bound to everything else.
Not sure much about how textures work but... It does not change the rendering much. Just switches the texture pack. It does not change the rendering engine. Just the visual textures.
This is a very cool idea! The texture pack could be changed with a fade to black, like when we go to sleep! So it could prevent too much lag.
I already see EXACTLY what I would do with that. Like changing the texture pack as we get across a mountain by a cave, but to a texture pack that have the same textures for the caves. But when we get to the other side, TOTAL CHANGE. This could add a very important element to be able to create adventures and RPGs in Minecraft.
Scenery is everything. It's the first rule when we build a game, such as an adventure or a RPG.
This is a very cool idea! The texture pack could be changed with a fade to black, like when we go to sleep! So it could prevent too much lag.
I already see EXACTLY what I would do with that. Like changing the texture pack as we get across a mountain by a cave, but to a texture pack that have the same textures for the caves. But when we get to the other side, TOTAL CHANGE. This could add a very important element to be able to create adventures and RPGs in Minecraft.
Scenery is everything. It's the first rule when we build a game, such as an adventure or a RPG.
Source?
Honestly, the idea looks rather interesting, but I think the only big problem is coding issues. So if it actually has been implemented, source?
Sorry. I meant FORCED switching. Should have been clearer on that. But please, next time, actually read the original post or at least the tl;dr version which is literally the first thing in the post
I support it, but one of the problems I see would be old computers not being able to run HD texture packs that most adventure maps would probably use. If there were an option to disable this feature, I would probably be more excited for this to be implemented. Another problem I see is that this will most likely be pretty hard to code.
Rollback Post to RevisionRollBack
<-- Help my dragon? If I say anything stupid, assume I'm tired.
I support it, but one of the problems I see would be old computers not being able to run HD texture packs that most adventure maps would probably use. If there were an option to disable this feature, I would probably be more excited for this to be implemented. Another problem I see is that this will most likely be pretty hard to code.
I am thinking of a way to disable it but that would be too much of a hassle. It is up to the mapmakers to actually upload a version where there is no texture switching and also a version where game experience is enhanced by texture switching.
The only problems I see with this is it could make quests too easy. Like when there are invisible ghasts firing at you and you have to go to this 'tower of true sight' and the texture will change and the ghasts will become visible and you could only bow them.
With a filter from MCEdit, you can do the following: You are using a texture pack then after stepping on a certain block...the texture pack changed.
It will be a coding which supports an idea I have which uses MCEdit for the sake of adventure maps.
How will this work?
Let us say you are using a certain texture pack (Initial)
Then you step in a this area which was edited in MCEdit to 'force' the rendering engine to render that texture pack. (Forced)
Demonstration
In this demonstration, I will use the Dokucraft series
High: Which looks like it would be used for towns and cities
Light: Which looks like it would be used for the wilderness
Dark: Which looks like it would be used for dungeons and deep and hostile parts of the forest
Demonstration 1
High to Light
In this example, we will go from a town to a forest.
Demonstration 2
Light to Dark
In this example, we will go from a jungle to an undead sanctuary
How will it be used?
1. Download the texture packs you want to use in a map
2. Open MCEdit
3. Select a certain area which you want to use the feature
4. Use the filter option "Texture Field" then a window pops up
5. Select the WinRAR file of the texture you will use for that Texture Field
6. Save it and open Minecraft
7. Go to the area and *poof* the texture is forced to that pack
How will others use it?
They have to download the map and the texture pack(s) supported. (Note: They only need to download the texture pack the rendering engine will be forced to render. The initial texture pack is optional)
Reasons
1. Adventure Maps which have many different themed areas such as one using a hellish theme, one using a jungle theme and one using an ocean theme. And all of these require a certain bock but cannot be possible due to the fact that one block uses only one texture.
2. Just in case you want a different patterned grass/lava/etc. in the Nether or The End or any part of the world. This does not harm game play in any way so feel free to open up MCEdit and edit your Survival world with Texture Fields!
We dont know... Was anyone even expecting Dinnerbone to successfully add new spawner mechanics? Such as the spawning radius, spawning area and such?
And plus, this one only affects rendering engine
And "just a change to the rendering engine" is actually a relatively big deal for a game, as tightly as the renderer is bound to everything else.
Not sure much about how textures work but... It does not change the rendering much. Just switches the texture pack. It does not change the rendering engine. Just the visual textures.
Should have been clearer on that
Oh no, you have to specify in MCEdit which are the texture fields and what texture will the world force to switch your rendering to.
It wont work when just starting a map. You still need to MCEdit it.
Forgot about creative worlds. Even more reason why not add this
I already see EXACTLY what I would do with that. Like changing the texture pack as we get across a mountain by a cave, but to a texture pack that have the same textures for the caves. But when we get to the other side, TOTAL CHANGE. This could add a very important element to be able to create adventures and RPGs in Minecraft.
Scenery is everything. It's the first rule when we build a game, such as an adventure or a RPG.
I totally support!!
Even more reason why not implement this!
Source?
Honestly, the idea looks rather interesting, but I think the only big problem is coding issues. So if it actually has been implemented, source?
Edit:
Ok, it does, I'm sorry.
http://www.minecraftwiki.net/wiki/Version_history/Development_versions
[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. >_<
http://www.minecraftwiki.net/wiki/Version_history/Development_versions#Weekly_Snapshots Check 13w03a.
Sorry. I meant FORCED switching. Should have been clearer on that. But please, next time, actually read the original post or at least the tl;dr version which is literally the first thing in the post
Wow that new addition makes texture pack switching very convenient. But my suggestion makes it so that you are 'forced' to use a certain texture pack
I understand now, but it seems like it would be a little hard to implement.
If I say anything stupid, assume I'm tired.
I am thinking of a way to disable it but that would be too much of a hassle. It is up to the mapmakers to actually upload a version where there is no texture switching and also a version where game experience is enhanced by texture switching.
The only problems I see with this is it could make quests too easy. Like when there are invisible ghasts firing at you and you have to go to this 'tower of true sight' and the texture will change and the ghasts will become visible and you could only bow them.
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Retired StaffEven if it was a rendering change, they are completely redoing it; if we are going to change it we will now.