Yes, followed every step correctly and thoroughly. EDIT: I figured out the issue, the png files needed to be renamed to "world" not "lightmap". Didn't know mojang changed the name of the lightmaps. =D
They didn't. It was Kahr's decision for MCPatcher. Regardless, I'm glad you figured it out.
On the templates, there are two columns specifically highlighted: one for rain and one for thunderstorms. These columns are used when the associated weather phenomenon happens during normal daylight hours. Unlike the columns reserved for lightning, they're also part of the normal sunrise/sunset fade, though, so you can't color them individually to be used only during weather. They're marked on my templates primarily so that you don't wonder why your world turns an odd color when it rains.
This makes me very mad. I don't want orange rain, and I don't want a blue sunset! Arg, why??! Daylight should be inbetween sunset and sunrise and thunderstorm/rain should be near thunder strike and not have *anything* to do with sun rise/set!
EDIT: Arg, just had to make a compromise and have magenta-ish rain light instead of blue. I wanted blue, though (magenta-ish for thunderstorm)
It works, but when it goes to thunderstorm it does an orange-purple-blue-purple type shift :/
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
This makes me very mad. I don't want orange rain, and I don't want a blue sunset! Arg, why??! Daylight should be inbetween sunset and sunrise and thunderstorm/rain should be near thunder strike and not have *anything* to do with sun rise/set!
EDIT: Arg, just had to make a compromise and have magenta-ish rain light instead of blue. I wanted blue, though (magenta-ish for thunderstorm)
It works, but when it goes to thunderstorm it does an orange-purple-blue-purple type shift :/
Yea, I know.
If I had my way, there would be a way to independently light sunrise, sunset, rain, and thunderstorms. Unless Kahr changes it, though, this is what we've got to work with.
However, one thing I found was that you can indeed see light level 15. Although it IS inside glowstone, lava is just as bright, and since it can be tilted, you can see inside the block.
Here's a picture of flowing lava when light level 15 is made black:
There needs to be a color map just for rain and thunderstorms, so we can have it be what color we really want.
If Kahr is ever in a position to where he's not running himself ragged trying to adapt to the latest version of Minecraft someone should approach him about this. As it is, he's got enough going just keeping MCPatcher running that I don't want to bother him with it at the moment.
However, one thing I found was that you can indeed see light level 15. Although it IS inside glowstone, lava is just as bright, and since it can be tilted, you can see inside the block.
I'll amend the text of the tutorial to include that. I hadn't thought of lava when I wrote it. I keep forgetting that stuff gives off light.
I don't know. How does it look in-game? Seems you have a very dark band near sunrise or just after sunset. Is that intentional?
i don't know how it looks, minecraft stoped working in my computer a few days ago. So maybe you could take some screenshots for me? And yes, it is intentional.
Rollback Post to RevisionRollBack
I've done nothing but teleport bread for the past three days
Your colormap makes it only normal during the peek of the daqy, sun right over heqad, as it starts heading down it turns brown, as it gets closer to setting, it goes to blue and then black.. as I posted in the union:
umm well...
it's very brown when the suns ready to go down/come up.
Near sunset it starts getting very blue
very blue...
Then very black...
Only during peek hours, meaning sun right over head, is everything 'normal'.
If I've sky colours for either of those lightmaps, should they be the colours that my artificial light blends in to?
It would probably be a good idea since I believe sky color also influences fog color, which will be seen at a distance regardless of sky exposure. On the other hand, if you really want to make the fog super-obvious (for an eerie or claustrophobic type look) you can make them contrast sharply to help achieve that more fully.
It would probably be a good idea since I believe sky color also influences fog color, which will be seen at a distance regardless of sky exposure. On the other hand, if you really want to make the fog super-obvious (for an eerie or claustrophobic type look) you can make them contrast sharply to help achieve that more fully.
No, what I'm asking is if my colours for artificial light should blend into my sky colour as they get darker rather than blending to black. For example, this is my nether lightmap:
My block lighting fades to the maroon sky colour rather than fading to black, should I be doing that?
No, what I'm asking is if my colours for artificial light should blend into my sky colour as they get darker rather than blending to black. For example, this is my nether lightmap:
My block lighting fades to the maroon sky colour rather than fading to black, should I be doing that?
Oh, OK. I get it now.
First, fading to black is generally a bad idea since it makes for pitch darkness. When lighting goes to zero in Minecraft, it really goes to zero. If you wanted to do this, go with a very dark gray instead.
But to answer your question, yes, that's a good thing to do if you want your ambient lighting be the darkest lighting available in that dimension. Again, though, it depends on the look you're going for. I think what you're doing is pretty much the standard, though.
I personally find it silly that "total" darkness is not pitch black to begin with.
Because it makes it impossible to navigate. In the default game, even total darkness is not just a black screen. You can still function if you look closely enough at your screen.
Techncially you're correct. Deep in a cave should be absolutely pitch black. There should be no way to navigate. On the other hand, that's not really what most players expect due to the way vanilla works.
Because pitch black in cave also means pitch black on the surface.
With a moon, you should be able to see SOMETHING, just as in a deep dark cave, if you place a torch, you should be able to see further then 12 blocks before going into total darkness again.
So if you get stuck outside at night, or a creeper comes and blows up in a cave near a torch you placed, you'd be thrown into pitch blackness with no way to see anything even in 'bright' setting lighting.
While it might seem like a 'cool' idea, if you don't have something set up before night fall on your first night, you're going to be hurting.
Because pitch black in cave also means pitch black on the surface.
Incorrect. Read the tutorial again.
While the entire top row is "deep in a cave", you'll notice that the entire bottom row is "under the open sky". If you make the bottom-left pixel lighter than the top-right pixel, with a gradient in between, you'll get variation in lighting intensity even at night. Moonlight can be added to the surface while still managing to keep the caves as black as Herobrine's heart.
This makes me very mad. I don't want orange rain, and I don't want a blue sunset! Arg, why??! Daylight should be inbetween sunset and sunrise and thunderstorm/rain should be near thunder strike and not have *anything* to do with sun rise/set!
EDIT: Arg, just had to make a compromise and have magenta-ish rain light instead of blue. I wanted blue, though (magenta-ish for thunderstorm)
It works, but when it goes to thunderstorm it does an orange-purple-blue-purple type shift :/
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
If I had my way, there would be a way to independently light sunrise, sunset, rain, and thunderstorms. Unless Kahr changes it, though, this is what we've got to work with.
However, one thing I found was that you can indeed see light level 15. Although it IS inside glowstone, lava is just as bright, and since it can be tilted, you can see inside the block.
Here's a picture of flowing lava when light level 15 is made black:
I don't know. How does it look in-game? Seems you have a very dark band near sunrise or just after sunset. Is that intentional?
I'll amend the text of the tutorial to include that. I hadn't thought of lava when I wrote it. I keep forgetting that stuff gives off light.
Thanks!
i don't know how it looks, minecraft stoped working in my computer a few days ago. So maybe you could take some screenshots for me? And yes, it is intentional.
it's very brown when the suns ready to go down/come up.
Near sunset it starts getting very blue
very blue...
Then very black...
Only during peek hours, meaning sun right over head, is everything 'normal'.
If I've got sky colours for either of those lightmaps, should they be the colours that my artificial light blends in to?
My block lighting fades to the maroon sky colour rather than fading to black, should I be doing that?
I worked my tail off to make it so my light map wasn't to dark in moody, but not to bright in.. bright.. and to avoid
that... you'd never guess theres a forest back there.
First, fading to black is generally a bad idea since it makes for pitch darkness. When lighting goes to zero in Minecraft, it really goes to zero. If you wanted to do this, go with a very dark gray instead.
But to answer your question, yes, that's a good thing to do if you want your ambient lighting be the darkest lighting available in that dimension. Again, though, it depends on the look you're going for. I think what you're doing is pretty much the standard, though.
I personally find it silly that "total" darkness is not pitch black to begin with.
Techncially you're correct. Deep in a cave should be absolutely pitch black. There should be no way to navigate. On the other hand, that's not really what most players expect due to the way vanilla works.
I guess it's a matter of taste.
With a moon, you should be able to see SOMETHING, just as in a deep dark cave, if you place a torch, you should be able to see further then 12 blocks before going into total darkness again.
So if you get stuck outside at night, or a creeper comes and blows up in a cave near a torch you placed, you'd be thrown into pitch blackness with no way to see anything even in 'bright' setting lighting.
While it might seem like a 'cool' idea, if you don't have something set up before night fall on your first night, you're going to be hurting.
While the entire top row is "deep in a cave", you'll notice that the entire bottom row is "under the open sky". If you make the bottom-left pixel lighter than the top-right pixel, with a gradient in between, you'll get variation in lighting intensity even at night. Moonlight can be added to the surface while still managing to keep the caves as black as Herobrine's heart.
I hope that helps you.