• 2

    posted a message on Why Minecraft should drop biomes.

    I recognise that this is an older thread, but I want to say that it really does feel like they were developing a good concept with the worldgen overhaul and then stopped halfway. The game's selection of biomes and the hard biome borders worked way better with the old world generation, where biomes were selected mostly at random with only loosely-defined temperature regions. Probably my favourite places in pre-1.18 worldgen were the plains, since you could get nice open areas that were surrounded by a whole bunch of different biomes like forests, birch forests, dark forests, taigas, mountains etc. The fact that biomes had different terrain height offsets with sharp jumps between them was fine, since the biome borders had enough organic "roughness" to make it look nice.


    The current system of biomes being selected based on temperature, humidity, and terrain noises is at odds with the identities of the biomes themselves, where a lot of them are defined by "biological" or aesthetic qualities like the types of trees and plants that grow there, instead of a particular type of climate. It makes sense to some extent to separate different trees based on temperature and humidity but there are a lot of distinctions that feel shoehorned in - like oak and birch forests, how do you separate those? Shouldn't they have some overlap in temperature and humidity regions? The way they ended up doing it is that birch forests occupy the "medium" temperature range at a higher humidity than normal forests, which I guess makes sense but means that a birch forest can never generate next to a plains (since plains generate at lower humidity than normal forests). And then dark forests generate at a higher humidity than birch forests - so dark forests can't generate next to plains OR generate next to normal forests (even though dark oak trees are presumably "mature" versions of normal oaks), and it creates a fairly obvious pattern of forests and dark forests always having a band of birch forest in between them. There are a bunch of other questionable choices like taigas only generating at higher humidity than forests so that they're also "forest-locked" and can't generate next to plains, no jungles next to savannas (but you can have jungles next to birch forests for some reason?), or the fact that they use the "weirdness" (i.e. peaks and valleys) parameter to separate biomes so that certain biomes can only generate on one side of a river.


    The new terrain generation is great and has a lot of potential with data pack customisation, but it feels like they made the biome placement too formulaic and failed to look at biomes holistically and think about how interesting landscapes can be formed from biome pairings rather than just individual biomes. The game is also lacking some pretty basic biome types for "climate-based" biome generation like cold deserts, dry grasslands, and dry forests or woodlands, and the new Cherry Grove and Mangrove Swamp biomes especially feel like they would've fit better in the old system. I think it would've been better if they expanded the multi-noise system with one or two more parameters for "biome randomness" so that more biomes could have overlapping temperature and humidity ranges, or a more radical idea would be to replace the existing biomes with more generalised ones and make things like tree variety controlled by biome-independent noise (e.g. instead of forest, birch forest, dark forest etc, you could just have a "Temperate Forest" biome that can contain regions of oak, dark oak, birch, and spruce trees). I am actually (slowly) working on a data pack that does the latter, as well as redoing the terrain gen to hopefully add more variety on that front too.

    Posted in: Discussion
  • 0

    posted a message on Small Ocean Islands removed?

    I think it's a consequence of the new noise the game uses for biomes and terrain gen. If they configured it to generate lots of small islands in the middle of oceans then it would also generate the opposite, i.e. small ocean pools surrounded by land.

    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on The caves in the beta right now are great in theory, horrible in execution

    I think the caves are currently generated differently in the Bedrock beta vs Java. When they first added the new caves (accessible with data packs) in the Java snapshots they were similar; pretty much all filled with water up to sea level. They've sorted this out in the new Java 1.18 preview snapshots however; aquifers are pretty common but the majority of caves are exposed to air.


    I don't play Bedrock myself but my guess would be that they just haven't finalised cave/water gen in that beta yet and it's meant mostly for previewing the above-ground terrain.

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Texture Artists' Union
    Quote from SpeedyCube»

    hah. I made a very similar font a while back


    Those capital letters look like they're six pixels wide, instead of the normal five. Did you find a way to change the default letter spacing?
    Posted in: Resource Pack Discussion
  • 7

    posted a message on Texture Artists' Union
    I made a custom font with some more cartoonish, less default-style letters. It's a bit weird to read at first, but I personally got used to it pretty quickly.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from sixfootblue»

    The only other thing that I can think of is that some of your files might have capitalization in their names. Other than that I'm not sure. CTM works for me.

    What resource pack(s) are you using where CTM is working? I'll see if they work in my game.
    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from sixfootblue»

    I've found updating the pack version in pack.mcmeta fixed it completely.

    Do you mean the pack format? As far as I know, 3 is the only one that works in 1.11; is there something else that I'm missing?
    Posted in: Minecraft Mods
  • 2

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    I've found that CTM doesn't work at all in 1.11 (I've tried multiple resource packs, and yes, I've checked that it was enabled in my settings). Does anyone know a reason or explanation for this?

    Quote from ZephaniahNoah»

    I have a suggestion. Custom grass color based on dimension! Right now the nether uses the desert grass. I would like to make the nether grass bright orange or red. And I would like to make the end grass purple. Or is there already a way to do this?


    You can use the grid colourmap format to specify biome colours for the Nether and End. Here's the file that explains how it works, and here's the template so you can get an idea of what it looks like. The Nether has a biome ID of 8 and the End has a biome ID of 9, so putting solid coloured lines along x=8 and x=9 will give the respective dimensions those biome colours.
    Posted in: Minecraft Mods
  • 2

    posted a message on Crimso's Nameless Pixel Art Pack

    Small-ish update to the pack. I finished off the stitched blocks.png:



    I also tweaked the overworld lightmap, changed some of the sky and fog colours, and added CTM for reeds, vines, and spruce leaves (although CTM isn't working in 1.11, so it doesn't really affect anything.)


    I also created a lightmap and custom fog colour for the nether:


    For names, I was thinking of calling the pack Chromestone Adventures, or maybe just Chromestone. I haven't had any other ideas yet, so I don't know if I can come up with something better.

    Posted in: WIP Resource Pack
  • 12

    posted a message on Crimso's Nameless Pixel Art Pack

    Since early this year, I've been working on a 16x pixel art resource pack. It features a bright colour palette, and a mild fantasy theme (which I will probably expand upon as I add more stuff). So far, I've mostly done block textures- I've completed around 85% of them, and also done a bit of work on items. I'm posting it here in the hope that I can get some feedback and pointers. I also need some ideas for what to name it, so let me know if you have any good ones.


    Pictures:


    Here's a texture sheet with all the blocks I've done so far:



    The pack has a lightmap and custom sky/fog colours, so I recommend using Optifine.


    Stuff I'm going to do before properly releasing the pack:


    - More blocks

    - Water/lava textures

    - Use custom models to disable biome shading on leaves and grass

    - Disable random rotations for blocks like grass and stone

    - Biome CTM textures for blocks

    - Particles

    - Lightmaps and sky/fog for the Nether and End

    - CTM for pressure plates, buttons etc.

    Posted in: WIP Resource Pack
  • 0

    posted a message on Texture Artists' Union
    Quote from Teknician»

    OKAY I'm editing this post because I need to ask for feedback. I have tried successive iterations of stone slabs, and I am about done with stone slabs. It is so difficult. No matter what I make it looks wrong in game. The first two were obviously bad, but every one after that has just been... not enough. I don't know what to do. Halp




    I like the designs of the first, second, and fourth ones, although the green stone seems kind of weird (unless your natural stone is green, in which case it's fine). With the first one, I would suggest making the cracks a bit longer and thinner; as they are, they look more like gouges in the stone, especially with the strong highlights underneath them. Or you could get rid of the cracks and use blemishes/darker splotches instead, to keep it more smooth-looking.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union

    A while back, there was a brief discussion about how Optifine's mipmapping blurs texture resolutions that aren't powers of 2 (in this case, it was 24x).

    Quote from Drazile12»

    I don't know how long it's been like this for, but I just discovered that Minecraft no longer supports textures with resolutions that aren't powers of two :steve_rage:


    The textures below have a resolution of x24, and have been automatically scaled up to a blurry x32.


    EDIT: It's Optifine, which I only started using recently, not Minecraft itself.



    The problem is still there in Optifine's current version. Is there any hope of getting this fixed, or will I have to tell everyone to turn off mipmapping for 24x items when I release my pack?

    Posted in: Resource Pack Discussion
  • 1

    posted a message on Texture Artists' Union
    Quote from Drazile12»

    I don't know how long it's been like this for, but I just discovered that Minecraft no longer supports textures with resolutions that aren't powers of two :steve_rage:


    The textures below have a resolution of x24, and have been automatically scaled up to a blurry x32.




    Hang on, what? Is there a workaround for this? I've made a bunch of item textures in 24x, and I'm going to be very annoyed if I have to redo them in a different resolution. (are you sure it's powers of two and not multiples of 16? 48x could work, if that's the case.)

    This is some real ******** you're pulling on us, Mojang.


    EDIT: It's actually Optifine that's blurring the textures, not Minecraft itself. Haven't bothered testing to see if the problem is only with a specific version, but turning off mipmaps seems to fix it. The mipmapping in vanilla Minecraft doesn't seem to do anything; it's only Optifine.

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Quote from XxDarkMiragexX»

    Like this?

    or something like this?


    The first one looks more round, but I like the shading on the outline of the second one.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Quote from XxDarkMiragexX»

    It's been a long time since I did textures but I finally sat down and grinded through 2 set of tools and dyes (and then some)

    Items (in order): Ink Sac, Lapis Lazuli, Cocoa Beans, Cactus Green, Light Gray Dye, *skip, duplicate*, Purple Dye, Light Blue Dye, Dandelion Yellow, Pink Dye, Magenta Dye (had to break outside of the palette colors for this one), Lime Green Dye, Orange Dye, Cyan Dye, Gray Dye, Rose Red, Bone Meal, Wooden Sword, Wooden Pickaxe, Wooden Ace, Wooden Shovel, Wooden Hoe, Painting, Item Frame, Sign, Stone Sword, Stone Pickaxe, Stone Axe, Stone SHovel, Stone Hoe, and Structure Void


    I really wanted to do unique textures for each dye but the limited colors I'm using in SteelFeather's palette really made it difficult. I suspect to break outside the palette many more times, but doing it for a dye really disheartened me.


    EDIT


    I usually blast through textures and sometimes make things look rougher than intended

    Smoothed out the lapis


    EDIT 2: THE SEQUEL


    The lapis still continued to bug me so I started playing around with it. I looked up a lot of gemstones to see how light plays on it and this is what I got


    old-new


    I like it but what do you guys think? Gems remain to be the most complicated thing to do.

    I used this picture as a reference


    Well, actual lapis is more like a smooth rock than a translucent gemstone. I'd suggest drawing it like a normal shaded material, and maybe giving it a backlight to show that it's shiny.
    Posted in: Resource Pack Discussion
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