Scribbles for new texture concepts. The netherrack has some tiling flaws that need resolving, and the depth effect is a bit wonky. The glowstone crystals also need more detail, but I think I'm liking these much more than the previous ones
someone in risucraft sent me some stuff a while back, I'll filter through it sometime soon (probably before the end of the weekend) and see if I can figure out what I need to do.Quote from vangrunz
Could you achieve any kind of success yet?
Unfortunately, there does not seem to be any alternative to get rid of the pesky flickering from artificial light sources (if so, please let me know). Attempts to get v1.5.x work with v1.6.2 did fail. OptiFine did not integrate this function yet.
Thanks for all the previous versions I could use. They helped me a lot.
Curious, and yet this doesn't happen for the 1.8 lightmap texture?Quote from Exalm
On desktop I also get Z-fighting glitches with them.
Yes. That doesn't change anything at all though. The textured clouds still used multitexture, mac osx before 10.5 back then still didn't support OpenGL 1.3.Quote from xSatuim
But it was added in late infdev and removed in early alpha
I've got a feeling it was the same issue they had with the lightmap with 1.8: Compatibility with older macs. They used OpenGL 1.3 multitexturing, which was a problem because apparently opengl 1.3 wasn't supported on Mac OS X until post 10.4 I think. Nowadays to support these older macs they can optionally use the ARB_multitexture extension, which is supported by the older versions of OSX. I'm guessing Notch didn't consider them an important enough feature to consider looking into alternative ways of doing it.Quote from xSatuim
Textured Clouds look awesome. I wonder why they removed them?
Issue isn't generation, from what I can tell. I don't think there's any problems with the way that the code's written that makes it impossible to port to mobile devices (correct me if I'm wrong), and it doesn't need to run in real time (as I recall the entire level gets generated when you make the level -- sorta like Indev). the bit about imported pc levels running slowly with caves implies that the problem's in rendering.Quote from sebas101
Why dont they generate the World on server and push them to the device ? It would make cave and stronghold generation very easy...
Since the Adventure mode will be replacing Survival
Hmm, thanks. Seems reasonable.
And this just verifies my point that they can't be used as is.Quote from jdiger101
There is a thing called "reprogramming" that can makes things different. It can make them talk and move and work and be NICE. Maybe you should look in to that word.