• 0

    posted a message on TheMasterCaver's World
    Quote from TheMasterCaver»

    I used Gimp to modify the vanilla water texture (changing the saturation, lightness, etc)

    I had a guess about this and was hoping to find out the exact values for the changes. I tried to find these values (saturation etc.), but it’s so difficult…

    I don’t mean biome colors, I mean how to get your water_still.png from vanilla water_still.png. Precisely because it is not just grayscale.

    Quote from TheMasterCaver»

    I also made a slight adjustment to the the flowing water texture to more closely match the still water texture (what I mean is, in vanilla there is a noticeable visual difference between the color/opacity/etc of still and flowing water).

    This also applies to dynamic textures in pre-1.5, it’s due to the fact that during the generation process they use one Math.random() value per cell (16×16=256 cells per frame) each, and these values are different. By the way, different random values is the reason for the existence of two fire textures: two dynamic texture slots in pre-1.5 use exactly the same code, but are initialized and tick in turn, and have different random values, and as a result have different shapes. The problem with the textures of water (and lava, since it also has temperature differences that differ between still and flowing textures) in pre-1.5 can be solved by using the same random values for ticking all 2 textures of the same liquid. That is, before ticking still water, an array of 256 Math.random() values is generated, which are then used both in ticking still water and in the subsequent ticking flowing water.
    Posted in: Minecraft Mods
  • 0

    posted a message on TheMasterCaver's World

    Hi TMC, how did you get your water textures? I’m trying to accurately create a transformation of the result of dynamic vanilla texture generation (from pre-1.5/pre-13w02a Minecraft versions) into a texture that will match your texture.

    In vanilla pre-1.5/pre-13w02a, the pixel colors are calculated after processing the cellular automaton (that does not require any changes) as:

    float clampedSoupHeat = soupHeat;
    if(clampedSoupHeat > 1.0F) {
        clampedSoupHeat = 1.0F;
    if(clampedSoupHeat < 0.0F) {
        clampedSoupHeat = 0.0F;
    float colorHeat = clampedSoupHeat * clampedSoupHeat;
    int red = (int)(32.0F + colorHeat * 32.0F);
    int green = (int)(50.0F + colorHeat * 64.0F);
    int blue = 255;
    int alpha = (int)(146.0F + colorHeat * 50.0F);

    So here are the minimum and maximum RGBA values for water pixels in Minecraft 1.4.7/13w01b and older: red is 32–64, green is 50–114, blue is 255, alpha is 146–196. You may notice that this is different from 1.5+/13w02a+. While the new water is not as different as the new lava, it does have differences such as blue values different from 255 and a slightly higher average alpha value (the new water is slightly more opaque). However, I’m not going to take that into consideration just yet. Previously, I implemented your water textures by changing the minimum and maximum red and green values, without changing the transparency, since your textures have the same alpha values as vanilla Minecraft 1.6.4:

    int red = (int)(111.0F + colorHeat * 76.0F)
    int green = (int)(139.0F + colorHeat * 116.0F)

    Obviously, this dynamic texture looks identical to yours, but now I want to redo it in a different way so that the texture is generated with vanilla colors and then post-processed, similar to the optional processing for 3D anaglyph in vanilla pre-1.5/pre-13w02:

    int rr = (red * 30 + green * 59 + blue * 11) / 100; // double rr = 0.3 * red + 0.59 * green + 0.11 * blue
    int gg = (red * 30 + green * 70) / 100;             // double gg = 0.3 * red + 0.7 * green
    int bb = (red * 30 + blue * 70) / 100;              // double bb = 0.3 * red + 0.7 * blue
    red = rr;
    green = gg;
    blue = bb;

    My idea is that I will place the new post-process after getting the vanilla RGB values, but before the optional 3D anaglyph post-process, something like:

    float[] hsb = Color.RGBtoHSB(red, green, blue, null);
    hsb[1] = hsb[1] - 0.4F;
    if(hsb[1] < 0.0F) {
        hsb[1] = 0.0F;
    } else if(hsb[1] > 1.0F) {
        hsb[1] = 1.0F;
    int color = Color.HSBtoRGB(hsb[0], hsb[1], hsb[2]) & 0xFFFFFF;
    red = color >> 16 & 255;
    green = color >> 8 & 255;
    blue = color & 255;

    I just have to find out how to get your water pixel colors from vanilla water.

    Posted in: Minecraft Mods
  • 0

    posted a message on Old MCP vs RetroMCP

    These are completely different tools. RetroMCP-Java is a single jar file, the key features of which are listed in the README. It automatically downloads the client and server of the selected version, libraries to them, mappings (in Tiny v2 format, not SRG; excellent mappings for a1.1.2_01 and older) and an IDE workspace/project. It provides improved decompilation, recompilation, applying and creating patches, the ability to easily use custom mappings, obfuscation… It’s still in development, but for the versions it supports (1.2.5 and older now, 1.5.2 and older soon, everything up to 1.12.2 in the pipeline) it’s definitely a better choice.

    As for the bin and resources folders for the old MCP… The first one is easy to create manually — just 3 libraries (JInput, LWJGL, LWJGL Util), natives and minecraft.jar. Libraries are downloaded by any modern launcher (or you can get their URLs from Minecraft version JSONs), you just need to copy and rename them. Natives are downloaded in the same way and simply unpacked. Minecraft.jar is the client jar that is downloaded, again, in the same ways. And the resources folder has never been necessary for the MCP to work — I honestly don’t know why it is mentioned in the docs for the MCP.

    The features of RetroMCP-Java are much wider than just making it easy to prepare the bin folder. What’s more, it doesn’t use the .minecraft folder or any other bin folder at all.

    Posted in: Modification Development
  • 0

    posted a message on Does anyone have the Dig To Bedrock map archive or folder from September 2011?

    This world was one of the most famous Minecraft maps then. It is the result of the work of the players JiFish and Geef on the Fishcraft server version of Minecraft Beta 1.7 (.3?) in the summer-autumn of 2011.

    The website is still working, and in the Wayback Machine you can find a working interactive map (an Overviewer render), but the download was stored on a third-party file host, and now the file has been deleted by the host. I remember downloading this map a few years ago, but I deleted it. I have already looked for re-uploads on various sites on the Web, but did not find, and therefore the only hope remains that this map was saved on someone’s disk.

    Posted in: Maps Discussion
  • 0

    posted a message on TheMasterCaver's World

    Oof, I was making a resource pack for v4.5 and just found an update. Well, I’ll share a piece anyway.
    I edited the water biome colors so that each biome matches the water color that is at the corresponding coordinates of the unused watercolor.png texture from Minecraft b1.6–1.5.2, matching the coordinates of the grass and foliage colors.

    This is what came out (UPDATED for v5) and I think it looks really nice with TMCW water textures and biomes.


    (remade after the v5 release, edited the changed colors and added new ones)

    P. S. Vanilla (unused) watercolor.png from pre-1.6:


    P.P.S. V5 is super awesome!

    Posted in: Minecraft Mods
  • 1

    posted a message on The Right Branch of Development. A complete new minecraft experience! 150+ FEATURES, Now with ambient sound loops!

    Both adf.ly links work great for me. Maybe you just need to be able to hit the Skip button.

    Posted in: Minecraft Mods
  • 1

    posted a message on The Right Branch of Development. A complete new minecraft experience! 150+ FEATURES, Now with ambient sound loops!

    Возможна игра в мире, открытом по локальной сети.

    You can play in a world open on LAN.

    Posted in: Minecraft Mods
  • To post a comment, please .