- Kovu
- Retired Staff
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Member for 11 years, 11 months, and 27 days
Last active Thu, Apr, 14 2022 11:33:51
- 19 Followers
- 5,384 Total Posts
- 458 Thanks
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May 20, 2014Kovu posted a message on Badgers - Look At ThemBadgers. xXL33TSW4GY0L0420Xx.Posted in: News
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Jan 11, 2014Kovu posted a message on FTB and CurseForge: Partners in ModdingI do like this change, it'll make everything a bit more consolidated.Posted in: News
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Nov 29, 2013Kovu posted a message on Community Creations - A Minecraft Song by sneakyMacNice find!Posted in: News
I like the song. -
Nov 3, 2013Kovu posted a message on Minecon 2013, Day TwoI wish I were there... Maybe next year if it's near the West coast or in a convenient location.Posted in: News
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Jul 18, 2013Kovu posted a message on Minecraft Expo UK, InsomniaI wish I could go, but I'm stuck in the US for now.Posted in: News
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Jul 5, 2013Kovu posted a message on Cube World Wiki is LiveVery nice game, I'd suggest you to buy it in the alpha.Posted in: News
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Jun 21, 2013Kovu posted a message on Upload Your Mods, Get Free Stuff!I saw this pop up a few days ago, it's a good intensive to get people to post their stuff.Posted in: News
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Oct 16, 2012Kovu posted a message on Interested in Knowing About (or Helping With) the Mod API?Hugely looking forward to this. Can't wait to see what it'll be.Posted in: News
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Jun 8, 2012Kovu posted a message on Curse BETA Client Now Includes Texturepacks, and Minecraft News!Posted in: NewsQuote from Acenth
We're actively working on this and should have it added later this Summer
Soon™
We'll definitely by adding it as soon as it is official
We're also looking into supporting higher resolution texture packs but wanted to start off with just the basics for now.
Yay! -
Jun 8, 2012Kovu posted a message on Curse BETA Client Now Includes Texturepacks, and Minecraft News!Haha, now add mods!Posted in: News
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Mar 10, 2012Kovu posted a message on Minecraft News - Sneak Peak Jeb Interview, XBOX SplitscreenUm....Posted in: News
You know someone probably has found it, but hasn't really made it public yet.
But, maybe a dupe glitch? - To post a comment, please login.
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I was thinking something of the same lines. It might prove to be too stenusous on computers, but I'll see once I get past chunk updates, conical lighting, and light processing once it goes through colored glass. (WUT!?!?!)
I have a single working build, but it's not public yet, and I may not release this version.
If you would like to help me build a site, please don't hesitate to contact me! Although I can code, I don't quite have an eye for design.
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Minecraft's lighting implementation is a bit odd, but it's not unheard of to create inhouse lighting. Progress has been made.
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Noted.
Yep, that was my plan.
Sorry I've been MIA for about a week; my CPU died and I had to order a replacement.
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No problem. I like challenges, and this seemed like a good one.
I'll let you know when they're available.
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Yep, by design. I was testing the ambient lighting system and making sure it applied to everything evenly and not just chunks. Next step is to do ambient lighting triggered by blocks and see if it updates chunks or not. (I suspect not). I'll look into emission as well, though that will be in the next few builds.
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You are, in fact, seeing what you are supposed to see. "A" stands for ambient, which I was testing. If you go back to Jenkins, you'll see 2 more tests, one for green and red. Please test all three near blocks which have their own GL effects, (such as floating balls of particles, etc), as well as non-normal square blocks.
Entities aren't affected because they're on a different OpenGL "pipeline", I believe, though terminology may be off.
Also, for smaller tests you don't have to post the results here, feel free to simply PM me your findings, but I don't object to you posting here. Use your own discretion. :3
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I set up a buildsystem. I'll PM you an account for access to development builds.
I COULD, but I could also not do it that way. That makes it really painful to do things I want to do later on with the mod.
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No, that's what I'm trying to avoid. I'm trying NOT to use ASM in the mod.
Cool, I'll post here when I get those up and ready for you.
I don't currently have a build system set up other than the default gradle and haven't used Jenkins or the sort before, but I'll look into it. It'd certainly be better than simply sending you a release VIA PM or something.
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Everyone's free and encouraged to join it and ask questions.
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All the alpha file would do would be initializing lights and tinting the world. If you still want it, HMU. I'll create an IRC on espernet called #KColoredLight if you would like to join me there.
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Gonna start work again in a few minutes; fixing textures has a temp fix that I may leave in for release, but need to add spotlights now. Would development streams be something that would be of interest?
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Yep! Quite convenient timing.
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UPDATE:
I've encountered a bug where enabling GL_LIGHTING kills grass and leaves color. To investigate, I tried to disable GL_TEXTURES_2D and see if there's an extra render step in grass and leaves. Turns out there was, here's side to side of what with and without lighting does to the blocks:
Without GL_LIGHTING enabled:
With GL_LIGHTING enabled:
I believe this is caused by an extra rendering step done by the engine on grass and leaf blocks, but I'm not quite sure of the similarities between the two in terms of code.
After digging a bit more, I found out that the problem was that it was rendering it with no color overlay, and would just point to the bland greyscale textures. I've replaced one of them, which seems to have fixed it:
This is going to be a temporary fix until I can figure out how to force the textures to choose a correct lightmap value.
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Here's the link: https://docs.google.com/spreadsheets/d/1bH6otaeyLcKU_0OaVik_SPIlyTF1AjYBv6IQ2RBso28/edit?usp=sharing
PM me an email you want me to add as an editor. The mod should work with Optifine and FastCraft, as it modifies NO core files. It's quite possible it will work with shaders, but I won't be entirely sure until I have a stable version.
Cool, stay tuned for updates, I'll post things from time to time on progress.
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The actual OpenGL code used to render the light is only 24 lines of code long; it's not too bad. The main reason why it's not already in the game is because in the game's early state, the lighting system was written BY HAND, and has predominantly stayed that way, with the devs choosing not to use a lot of OpenGL's lighting. (In fact, GL_LIGHTING is DISABLED in Minecraft's code).