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    posted a message on Colored Lights
    Quote from Pharade»

    I'm not sure this is possible (just looking at coding makes my eyes cross), but do you think it's probable to add an api-less way for light blocks to have color?

    Such as when you place a light block, the mod samples the majority color of the block (i.e., glowstone is mostly a gold color) and implements it into the lighting somehow?

    That way the hundreds of lighting mods out there would have colored light without every single one needing to plug in an api!


    Again, though, I have no idea if someone could even code something like that... I'm just tossing around the idea as something to consider, just in case.


    Either way, I'm so glad you've decided to pick up the torch for this. Colored lights in Minecraft are so nice, but the current build people rely on can be too buggy to bother with at times.


    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!?!?!)

    Quote from straightdigger»

    Yeah, similar idea was brought up in the previous thread, it could be nice for sure, or though it'd need to be a bit more clever then that, like sampling only the brightest part of pixels.


    Other ideas was to have a config file in which you could allocate colors to blocks by their id's, and now I can think of ui solution - if you place a block that have no color data but a light level, colored lights could bring up a window with rgb sliders for you to set it ingame. Another idea is to save that config file inside resource packs somewhere in case you have green lava or something like that. But it will require colored lights to be working on client side only as people will have different resource packs all the time. Which I see no problems with - dynamic light works just like that - that data is simply not sent to the server.


    Thought for now it's just something to consider to leave a possibility for future implementation, there isn't even a single working build out in the public yet.


    I have a single working build, but it's not public yet, and I may not release this version.
    Quote from Pharade»

    Well, one could say Cpt. SpaceToaster's build is working in the sense that in most cases, it's playable. o: But all of those sound like great options... if I knew how to code, that's something I'd want to work on and donate to Kovu's progress, but alas, my eyes unfocus with just simple css, lol.

    At the very least, this is definitely something to watch, and I'm excited for the future of this mod. :>


    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.
    Posted in: WIP Mods
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    posted a message on Colored Lights

    Minecraft's lighting implementation is a bit odd, but it's not unheard of to create inhouse lighting. Progress has been made.

    Posted in: WIP Mods
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    posted a message on Colored Lights
    Quote from AlexZockerify»

    Hi Kovu!


    I'm happy to see that you took over this project. What I like on this project is that you try to make colored light able without using ASM. So if you need help with textures, recipe ideas or even testing something than contact me, I'll help you. And yes I could help in coding but my knowlege in GL Code is not enough to help here.


    - Alex


    Noted.
    Quote from straightdigger»

    I'm pretty sure everyone in this thread at this moment would be interested in testing, granted it's not very popular yet. Testing is always an adventure of itself, and a hunt for bugs, preferably hilarious ones.


    So as soon as there is something to test you can just announce it here, you'll get a feedback from different hardware and software if nothing else.


    Yep, that was my plan.


    Sorry I've been MIA for about a week; my CPU died and I had to order a replacement.
    Posted in: WIP Mods
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    posted a message on Colored Lights
    Quote from The_Architect2»

    posting a comment so I get notifications here :) (thank you for taking this up!)


    No problem. I like challenges, and this seemed like a good one.
    Quote from The_Basher»

    You could also hit Subscribe in the Tools menu for notifications ;)

    Otherwise, I'm really looking forward to this myself. Looking forward to testing this out when public builds are available.


    I'll let you know when they're available.
    Posted in: WIP Mods
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    posted a message on Colored Lights
    Quote from xeronut»



    Well, ABLUETEST does in fact make everything blue:

    Fastcraft 1.22test17 and BetterFPS 1.01, no Optifine or Shaders, with my tech/magic pack. Framerate isn't atrocious as long as I stay out of that forest (I spawned there & was 20-30 FPS most of the time but I'm chalking that up more to worldgen than anything). Anything that makes use of biome coloring is white/light blue (grass, leaves) and entities are unaffected (they do not ignore light levels, just uncolored). Am I seeing what I'm supposed to see?


    -edit- Nether is bluey too.. kind of a cool effect:






    You blued the heck out of it. :D


    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.
    Posted in: WIP Mods
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    posted a message on Colored Lights

    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

    Posted in: WIP Mods
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    posted a message on Colored Lights
    Quote from xeronut»

    Understood - whatever works best for you. I'll remind myself to check my PMs if a build system doesn't pan out for you. :D

    I set up a buildsystem. I'll PM you an account for access to development builds.
    Quote from thebest108»

    It wouldn't really, just replace any lookups to the lightmap array with an Opcode.invokestatic to call a method that colors it automatically.


    Seems like it would save you a lot of trouble


    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.
    Posted in: WIP Mods
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    posted a message on Colored Lights
    Quote from thebest108»

    Well isn't this just doing GL11.color() whenever a lightmap texture is received? Thats a lot to ASM


    Also do servers store the colored light or is it just client side


    No, that's what I'm trying to avoid. I'm trying NOT to use ASM in the mod.
    Quote from _kcx»

    I would be very interested in development streams and on github repository.


    Cool, I'll post here when I get those up and ready for you.
    Quote from xeronut»

    I'm not a streams guy, but having access to dev releases would help me test in a more timely manner (I almost always used latest releases from Cpt's dev server while he was actively working on his version).


    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.
    Posted in: WIP Mods
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    posted a message on Colored Lights
    Quote from MainFlava»

    yeah i could join that :D

    Everyone's free and encouraged to join it and ask questions.
    Posted in: WIP Mods
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    posted a message on Colored Lights
    Quote from MainFlava»

    I would be more interested in a alpha file ;)

    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.
    Posted in: WIP Mods
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    posted a message on Colored Lights

    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?

    Posted in: WIP Mods
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    posted a message on Colored Lights
    Quote from straightdigger»

    I must be a psychic, didn't check forums for a very long time, and first time I did I caught this on the first day ^^


    Glad to see the work continue.


    P.S. I've been experimenting with 1x1 texture pack like this myself, looks kind of nice and smooth :) (I know there are no textures btw)


    Yep! Quite convenient timing.
    Posted in: WIP Mods
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    posted a message on Colored Lights

    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.

    Posted in: WIP Mods
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    posted a message on Colored Lights
    Quote from xeronut»

    I'll help test mod interactions with this new iteration as soon as it's released. May I suggest setting up a Google spreadsheet in the same way Cpt did? That made it really easy to publish issues/crashes without filling the forum thread.


    A question to head off others that may ask: will this work with Optifine/FastCraft/Shaders mod?


    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.
    Quote from Marvdizzle»

    And so it begins. Following this closely as I see it being very valuable for my upcoming super-sized adventure map. Thank you for continuing this, it's so very needed.


    PS: I'm as giddy as a little girl knowing this is being continued. No joke. :creeperdance: by Alvoria


    Cool, stay tuned for updates, I'll post things from time to time on progress.
    Posted in: WIP Mods
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    posted a message on Colored Lights

    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).

    Posted in: WIP Mods
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