To be fair I think Embrace / Extend / Extinguish refers to eliminating competitors' products... I doubt they're going to "extinguish" Minecraft as long as it's popular and they can keep milking the franchise for money. Unless you mean that they're going to try and marginalise Java to encourage people to switch over to Bedrock, but even then I think Java will be around for quite a while seeing as it's basically the definitive version of the game for PC.
Wouldn't be surprised if they start rebranding content updates as paid "expansions" in the near future, though.
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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.
1
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.
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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?
7
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What resource pack(s) are you using where CTM is working? I'll see if they work in my game.
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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?
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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?
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.
2
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.
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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.
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.
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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.
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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).
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?
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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.
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The first one looks more round, but I like the shading on the outline of the second one.
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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.
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Does anyone know how to change the "held block" biome colour for things like grass and leaves? I've set all my colourmaps to white and used the McPatcher grid format, but they still show up with green shading when in my inventory.
I also can't seem to get rid of the Roofed Forest colour overlay; I've created a custom grid-format colourmap in the /mcpatcher/colormap folder and specified it to apply to grass blocks, but I still get the brown-green biome shading in-game.