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    posted a message on [V1.4_01] BiomeTerrainMod update (Re-read readme!)
    Quote from Top Quark »
    Waiting with bated breath for the update.

    Also, I was under the impression custom biome trees weren't in the latest version? As I just get normal notch trees all the time. What's with all the talk above about adding them?


    Not sure, but according to the current title of the topic:
    BiomeTerrainMod update (Custom Trees now in!)

    they were added.

    Any chance we could get an update R-T-B? is it providing more trouble than expected to fix it for 1.3?
    Posted in: Minecraft Mods
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    posted a message on Pumpkin Blur; What did you do with it?
    I was asked by some guys on my server to make a halo version of the overlay.

    Most of the overlays I've seen on here I find to be way too intrusive, so I wanted mine to be more minimal.

    Here's what I came up with: (click for larger)



    You can download the overlay here: http://i.imgur.com/APDGA.png
    note: it will show up as almost white when you click the link, since it's nearly transparent and white anyways. just right click and choose 'save link as...' or whatever your browser may have.
    Posted in: Mods Discussion
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    posted a message on [V1.4_01] BiomeTerrainMod update (Re-read readme!)
    right, the terrain generation algorithm never looks at what has been generated already.
    It's entirely based on the seed of the map and the variables provided. It will always generate a chunk at a time, which is a 16x16 area. If you were to enable the terrain mod with water variables you will basically see hard edged cliffs and where the new terrain has been generated just water at a set level.

    What you want would be a map editor, which you would use to create the water and round off the chunks that you have already generated. I don't know if any exist that would be advanced enough to really do this well, on the scale you described.
    Posted in: Minecraft Mods
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    posted a message on [V1.4_01] BiomeTerrainMod update (Re-read readme!)
    Quote from Sliad »
    I don't really get it, what does this mod do anyway?

    When you explore a world in minecraft every part of the map is created using a terrain algorithm that has a variety of variables, such as water height, cave density, what resources appear how high and how often, and how common and large the biomes are. These variables generally cannot be modified, so terrains will generally look very similar.

    This mod takes control of those variables and allows you to manually edit them.
    It allows you to create extremely varied terrain. You can find some excellent examples here: viewtopic.php?f=25&t=93573#p1426247
    Posted in: Minecraft Mods
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    posted a message on [V1.4_01] BiomeTerrainMod update (Re-read readme!)
    Sure, but then the moment someone wanders outside of the chunks I generated it would be using the default terrain generation algorithm, and you'd get those telltale cliffs along the chunk boundaries.

    I'd rather wait =)
    Posted in: Minecraft Mods
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    posted a message on [V1.4_01] BiomeTerrainMod update (Re-read readme!)
    Best of luck with 1.3 R-T-B =D keep up the great work.

    Waiting on this before I get started on my new Bukkit server.
    Posted in: Minecraft Mods
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    posted a message on MrMMods (BetterLight|Grass, SimpleMap) 1.8.1
    looks like my pestering notch on twitter about adding it as an alternate graphics option was worth it after all =D

    Any chance you'll update it for the water?
    Posted in: Mods Discussion
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    posted a message on [V1.4_01] BiomeTerrainMod update (Re-read readme!)
    Also just to clarify, when this mod is running, lapis lazuli will still appear at the default values/depths/etc., just not customizable yet, until R-T-B has time to add it =)
    Posted in: Minecraft Mods
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    posted a message on [V1.4_01] BiomeTerrainMod update (Re-read readme!)
    Took a bit of fiddeling but was finally able to, with the current version, to re-generate a map I had created before with the old version before the beta patch, using the same level.dat seed and same BiomeTerrainModSettings.ini file =) very excellent work!

    (you can find this world here: http://www.multiupload.com/QL9Y4PD520 just delete the generated world directories but not level.dat, use the included .ini file and rename Jo_Shadow.dat in the player folder to your player name)

    I'm wondering, are the new lapis lazuli ores included in the code as well? I don't see it mentioned in the newest version's BiomeTerrainModSettings.ini file.

    Also can't wait to see custom biome trees working again =D
    Posted in: Minecraft Mods
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    posted a message on [V1.4_01] BiomeTerrainMod update (Re-read readme!)
    Quote from Magnusmk2 »
    Ive read everything here and in op's post many times and im still stumped and its still not working :/
    Can someone post an in depth complete tutorial please telling me what files i need where and what to do from steps a to b please :smile.gif:


    You need to give us more info:
    1. what OS are you running?
    2. are you trying to run SMP (Survival Multiplayer) or SSP (Survival Single Player)?

    since this is based off the original BiomeTerrain mod you might want to check it for more documentation: viewtopic.php?f=25&t=76184
    Posted in: Minecraft Mods
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    posted a message on [V1.4_01] BiomeTerrainMod update (Re-read readme!)
    Really appreciate this port. Tried it on my SMP and it seems to work.

    At the very least it creates a terrain that looks different from what I normally see.

    However i've tried messing with some of the values and found that some things don't seem to work:
    (for each of these I completely deleted the world folder after changing the .ini file)

    waterLevel-> doesn't seem to change when I input values: I tried 20, and 120 and it always looked like there was no water at all, perhaps it's defaulting to 0.
    biomeTrees-> don't seem to be working anymore since notch probably changed the tree code a good bit.

    From testing some of the preset values people have come up: viewtopic.php?f=25&t=93573&start=90#p1507157 It seems that your mod currently does -something- but sadly doesn't result in the same landscapes as these settings do =(
    Posted in: Minecraft Mods
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    posted a message on MrMMods (BetterLight|Grass, SimpleMap) 1.8.1
    well this is depressing, but not really surprising. I asked notch on twitter if mods like betterlight would be supported via the official mod API.

    His reply:
    No. :/
    Posted in: Mods Discussion
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    posted a message on MrMMods (BetterLight|Grass, SimpleMap) 1.8.1
    Quote from CobraA1 »


    Humm, I think I've seen stuff like this before (pulls out physics book). Here's some fun facts that may help:

      [*:1kg6oeey]When you are directly above water, the intensity of reflected rays is 0.0201*(original intensity). Or, to put it another way, transparency is 1-0.0201=0.980 (you have 98% visibility).
      [*:1kg6oeey]The critical angle for total internal reflection (light reflected underneath the water) is 48.8 degrees. Beyond this point, somebody above the water can't see what's under the water (the light under the water can never make it above the surface), therefore after that point, the water should be completely opaque (since you can't model reflections) if the player is above the water.
      [*:1kg6oeey]I've found a website that should help with determining reflectivity (or on this case, opacity since you can't model reflections). Just use 1.33 (IOR for water) instead of 1.5 (IOR of glass).


    First ray casting, now reflections in Minecraft? You sir are quite the wishful thinker.
    Posted in: Mods Discussion
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    posted a message on MrMMods (BetterLight|Grass, SimpleMap) 1.8.1
    Quote from MrMessiah »
    Quote from Jo_shadow »

    (other stuff was said)

    Hmm, does this mean if you found that function that you could also modify things like the water's transparency depending on if it's near the edge or in a larger body of water?


    Probably! Should I try?


    Yes please =D

    Currently the water always seems too dark. not very inviting for awesome underwater buildings, since you can barely see them. might be cool if we could mess with this =)
    Posted in: Mods Discussion
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    posted a message on MrMMods (BetterLight|Grass, SimpleMap) 1.8.1
    Quote from MrMessiah »
    Quote from Jo_shadow »
    I just noticed that the light smoothing is not complete:
    (image)
    The shading on water is currently not smoothed. Are you planning on adding this in the future, or is there a limitation preventing you from doing this? I couldn't find anything by searching this topic since the term 'water' is considered to be 'too common', so forgive me if this has been addressed before.


    I want to fix it. I think it happens because water blocks have their own renderer so it's just a case of patching another function. I *think*.


    Hmm, does this mean if you found that function that you could also modify things like the water's transparency depending on if it's near the edge or in a larger body of water?
    Posted in: Mods Discussion
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