You're kidding... I can't believe it!
It seems that almost every mod has its own version of colored glass and colored lamps, but everyone has always said that colored light would be near impossible.
If you could only fix the rendering engine so you can see transparent materials behind other transparent materials... I know it would be very hard to do.
This is a rendering issue, like you said, as the current render passes can make things transparent. It however, doesn't have any depth capability.
Once the render draws a block, solid or transparent, it has issues figuring out if it's supposed to render stuff BEHIND the thing it just rendered... this is seen when using regular glass V.S. the mod's colored glass.
So, a lot of people throw the term Z-Buffering around. It means that the renderer would have to start from the players point of view, and keep on rendering everything the player can see... It would have to be smart enough to continue to render through the transparent Glass...
This too is another big step.
I don't know if I'll get there soon... It's enough work keeping Colored Glass up to date, and writing the lighting mod in my own time.
Big Improvement: Colored lights now effect all blocks. The ceiling appears the correct color now:
If this becomes a reality this mod will become an absolute essential. People have wanted colored lighting since the beginning of Minecraft, but unfortunately no one has been able to deliver. Major respect to you if you can get this fully functional.
impressive,you made what millions of modders said impossible,good jobbut I was wondering,is smooth lighting fully turned on,or the colored light won't be as smooth as the vanilla one?
I may have to correct you. Millions and millions of modders have said that this project would slow down the render times of Minecraft, making it clunky/cumbersome. While not impossible, the practical challenge is to keep the mod running at a high FPS... (Yes, the one's who said it was impossible are indeed wrong, but a lot of people were arguing that it wasn't going to be practical)
Something many modders don't want to take on.
So far, I'm able to keep it going. I've found some nifty ways of implementing colored light while minimally effecting the calculations. The challenge with writing optimized code like this is that bugs and malfunctions take longer to find and fix.
To answer your question
I only modified what was refereed to as "Fast" Lighting. The code doesn't know how to handle my changes using the Smooth and Very Smooth settings.I'll get there after I fix other things. There are lots of odd black boxes and lines everywhere... I needed to work on the light itself. How it spread, and how it blends with other colors first... That's why I worked on Fast lighting, over the other lighting types.We'll make it fancier once the other headaches are out of the way!
If this becomes a reality this mod will become an absolute essential. People have wanted colored lighting since the beginning of Minecraft, but unfortunately no one has been able to deliver. Major respect to you if you can get this fully functional.
My ultimate aspirations would be to try and implement this along with Forge. If they like what I've done, then they might be willing to implement the Colored Lighting API that I'm designing.
My ultimate aspirations would be to try and implement this along with Forge. If they like what I've done, then they might be willing to implement the Colored Lighting API that I'm designing.
That... or Mojang might take a look at it.
Who knows!
That would be great, you would be the first to actually achieve this
Added signature support, incase any of you wanted to spread the word on the mod I've written:
[center]Want Some Colored Glass for[b] [1.6.4]?[/b][/center]
[center][url="http://www.minecraftforum.net/topic/1965760-164forge-colored-glass/#entry24198363"][img]http://i.imgur.com/WVSRNSs.gif[/img][/url][/center]
Read the updated Post for more information.
Also, if anyone was wondering, the colored light mod is still progressing, but I made a new thread here: http://www.minecraftforum.net/topic/1993130-wipcolored-light-progress-and-discussion/#entry24515141
Feel free to follow the progress there, and keep the conversation on colored glass here.
First, I just wanted to say thank you, CptSpaceToaster, for making this mod. I've been wanting Colored Glass for quite some time, but didn't want to have any extra weird "ore" blocks added to my world... I just wanted a simple: "Color the Sand, cook the Colored Sand, get Colored Glass and Panes!" mod... and that is exactly what you have here. Something that works beautifully in Vanilla Minecraft, without adding a whole bunch of bloat and fluff.
Second, I wanted to share something I created exclusively to enhance this mod, when used with the John Smith Legacy Resource Pack, my own 32x32 texture tiles.
While I like that your mod perfectly matches the default textures of Minecraft, and performs exactly like one would hope it would... I like to have my own custom textures while I play. So I spent the better part of three days making my own colored textures, to match my favorite Resource Pack.
Here are some screenshots, for people who are interested:
The "rainbow" of colors. Glass Blocks and Panes, and colored Sand!
A closer look at the colors:
And a neat Pixel Art I did, using my new Colored Glass textures:
For those who want to download the John Smith Legacy Pack, you'll find it here: http://www.jslegacy.com/
I really hope that people who love this mod, and love to use custom textures might get some enjoyment out of the new textures.
Also, CptSpaceToaster, I had a problem with trying to get the Colored Glass Panes to connect with one another, through custom texture mapping. While I could get the Colored Glass Blocks to connect seamlessly with like-blocks, I can't get the same behavior to occur with the Glass Panes.
I'm not positive, but I believe there might be something in the way those blocks are coded, that prevents "conventional" texture mapping from being overridden by a Resource Pack. They should behave exactly like normal Glass Panes, and follow the CTM properties of their associated Glass Blocks (a behavior that is happening with the normal Glass and Panes in my pack), but the Colored Glass Panes are acting as if they aren't being mapped according to the CTM I have in place. Instead, they're behaving as if no CTM method is in place at all, and are just making "enhanced vanilla" panes (with the right colors and frame, but nothing else).
I'm using Block ID 3881 for Colored Panes (and 3880 for Colored Glass), and have set my block3880.properties and block3881.properties files up exactly as I have in all my other texture/resource packs, but no dice. Eventually, I got frustrated, and deleted my block3881.properties file from the pack (which is why you won't find it, in the download), because I didn't want people thinking it was something on their end.
Anyway. My question is: "Is there something in the mod class modifications, that would cause this behavior, or am I just not using the correct 'name' to reference the Colored Panes?". I'm curious, because if the mod is "at fault", and not "me", then I can stop wracking my brain trying to make it work (as it was, if you hadn't mentioned in the opening post that the colored glass makes transparent items behind it invisible, I'd have been trying to "fix" that, too).
Either way, thank you again for the mod, and for giving me an excuse to make some new textures!
First, I just wanted to say thank you, CptSpaceToaster, for making this mod. I've been wanting Colored Glass for quite some time, but didn't want to have any extra weird "ore" blocks added to my world... I just wanted a simple: "Color the Sand, cook the Colored Sand, get Colored Glass and Panes!" mod... and that is exactly what you have here. Something that works beautifully in Vanilla Minecraft, without adding a whole bunch of bloat and fluff.Second, I wanted to share something I created exclusively to enhance this mod, when used with the John Smith Legacy Resource Pack, my own 32x32 texture tiles.While I like that your mod perfectly matches the default textures of Minecraft, and performs exactly like one would hope it would... I like to have my own custom textures while I play. So I spent the better part of three days making my own colored textures, to match my favorite Resource Pack.Here are some screenshots, for people who are interested:The "rainbow" of colors. Glass Blocks and Panes, and colored Sand!A closer look at the colors:And a neat Pixel Art I did, using my new Colored Glass textures:For those who want to download the John Smith Legacy Pack, you'll find it here:http://www.jslegacy.com/You'll find my Resource Pack Add-on, here:http://www.mediafire...oloredGlass.zipI really hope that people who love this mod, and love to use custom textures might get some enjoyment out of the new textures.Also, CptSpaceToaster, I had a problem with trying to get the Colored Glass Panes to connect with one another, through custom texture mapping. While I could get the Colored Glass Blocks to connect seamlessly with like-blocks, I can't get the same behavior to occur with the Glass Panes.I'm not positive, but I believe there might be something in the way those blocks are coded, that prevents "conventional" texture mapping from being overridden by a Resource Pack. They should behave exactly like normal Glass Panes, and follow the CTM properties of their associated Glass Blocks (a behavior that is happening with the normal Glass and Panes in my pack), but the Colored Glass Panes are acting as if they aren't being mapped according to the CTM I have in place. Instead, they're behaving as if no CTM method is in place at all, and are just making "enhanced vanilla" panes (with the right colors and frame, but nothing else).I'm using Block ID 3881 for Colored Panes (and 3880 for Colored Glass), and have set my block3880.properties and block3881.properties files up exactly as I have in all my other texture/resource packs, but no dice. Eventually, I got frustrated, and deleted my block3881.properties file from the pack (which is why you won't find it, in the download), because I didn't want people thinking it was something on their end.Anyway. My question is: "Is there something in the mod class modifications, that would cause this behavior, or am I just not using the correct 'name' to reference the Colored Panes?". I'm curious, because if the mod is "at fault", and not "me", then I can stop wracking my brain trying to make it work (as it was, if you hadn't mentioned in the opening post that the colored glass makes transparent items behind it invisible, I'd have been trying to "fix" that, too).Either way, thank you again for the mod, and for giving me an excuse to make some new textures!
1.6.2 - With the John Smith Texture Pack (No addon):Your addon alone:1.6.4I can't replicate your error... can you get me a screenshot?Make sure your Forge Install is up to date.
Sorry for the delay in replying (I was getting ready for bed). I've tried testing in both my fully modded 1.6.2, an "Only Forge and MCPatcher" 1.6.2 Jar, and now 1.6.4 with Forge and MCPatcher.I'm using Forge 9.11.1.916 and MCPatcher 4.2.2 (for 1.6.4 and earlier). There are no conflicts reported either in the console, or in launch.
The problem, is that while Colored Glass Blocks connect flawlessly to one another:
Colored Glass Panes do not:
You will notice in the screenshots, that the Colored Glass Panes are rendering properly, in the sense that they are appearing in the world, connecting to one another to form larger and larger panes... but they aren't allowing my CTM properties to remove the "frames" outlining the individual blocks. When you look at the clear glass panes in the center, this is the behavior that I'm trying to force the colored glass panes to also exhibit.
I've tried the standard methods... altering my block3881.properties file (in my ~/ctm/coloredGlassBlock/ folder):
They all return the same result... while Colored Glass Blocks connect happily to each other (as the first two pictures demonstrate) in 1.6.2 and 1.6.4, Colored Glass Panes are being... well, a pain.
The reason I'm coming to you asking about it, is I am wondering what method you are using, to trick the game into creating new transparent "pane" blocks (I'm curious if you're using true Glass Pane behavior, or if you're using something like Iron Bars). And if my trying to refer to the Glass Panes by Block ID isn't going to work, because you might be using a different internal name. Though... I doubt this is the case, given that I only needed to create textures for the Colored Glass Blocks, and it automatically used those tiles as reference points for texturing the Colored Glass Panes.
I've also seen that adding "renderPass=2~4" is actually showing effects (darkening the glass panes, with it set to 2), so CTM can alter the Colored Glass Panes. I know this for a fact. But... I just can't make it work.It might just be that my knowledge of CTM is failing me here (I'm using this guide for a reference, despite having a bit of experience in making texture packs and tile textures)... or maybe Minecraft just doesn't know how to handle the properties I'm trying to assign to the modded blocks, for whatever reason.
Either way, I should have been more clear, in that the blocks are appearing, and they do connect to each other... it's just that the inner-seams should not be visible with my properties files I've created.I appreciate any insight you can give me into this. Short of looking at your code (and without a Java reader, I can't do that... not that I'd know what I'm looking at), I can't figure out if it's something I'm doing wrong, or a factor of the mod. Thanks!
I love the first image, the vibrancy of the colored glass and the transparency is just right imo :3
If you're talking about my textures, thanks! I spent a lot of time trying to make the colored glass look realistic, while keeping the original intent of CptSpaceToaster's color scheme intact, and making sure it fits the mood of the John Smith artistic style.
Also Terra, i would love to know how you got the glass block textures to connect. I have been trying to figure that out for some time now. And when you figure out the panes ill be sure to ask about that too lol. Connected textures = better.
I had to overwrite the renderPane method, to get rid of an odd bit of duplicity. It might not be capable of changing it's behavior on the properties you are changing.
Note. Regular glass panes and iron bars use the exact same render function. My panes do not share this.
More importantly...
Where are you changing those properties? Is this in the texture pack? I've never seen this kind of behavior other than Optifine's connected textures option.
If you are modifying a property within the jar, please show it to me, and I'll figure out what's broken.
If you are modifying a property within your texture pack/addon, then show me where it is, and I'll mess around with it. You might need to install optifine for that behavior to occur, or I might need to add some additional functionality.
Also Terra, i would love to know how you got the glass block textures to connect. I have been trying to figure that out for some time now. And when you figure out the panes ill be sure to ask about that too lol. Connected textures = better.
Looking nice! A lot of people adore Sphax, so I hope you also post this pack on their thread and forum, so other uses can enjoy it.
As for Connected Textures. It's insanely easy to get the Glass Blocks to connect.
In your Resource Pack, you should notice an "/assets/" folder at the root (this same root directory also has your Pack.png and Pack.mcmeta files). Under "/assets/", you have a "/minecraft/" folder, and nothing else.
To modify the textures for Easy Colored Glass, you've likely created a second folder in /assets/ called "/easycoloredglass/" (which is correct, and the naming convention to add textures for any mod you want to retexture). Inside of /easycoloredglass/ you should have a "/textures/" folder. And inside of that, a "/blocks/" subfolder, and within that, all of your textures for "coloredGlassBlock0~15.png", "coloredGlassPaneBlock0~15.png" and "coloredSandBlock0~15.png".
However, if you want to use Connected Textures (which is a feature of both Optifine and MCPatcher), you need to add another important folder!
In the "/assets/easycoloredglass/" folder, create a subfolder called "mcpatcher" (so that you now have "/mcpatcher/" and "/textures/" in your "/easycoloredglass/" folder).
In the "/mcpatcher/" folder, create a folder and name it "ctm". This is basically mirroring the directory structure of the default Resource Packs (which is "/assets/minecraft/mcpatcher/ctm").
Inside of "/ctm/", you will create another new folder. Supposedly the name doesn't matter, but for simplicities sake, and because it's working with my textures, you'll name this folder "coloredGlassBlock". You can also try "block3880" (or whichever Block ID you are using for the Colored Glass Block).
Inside of "/coloredGlassBlock/" the real fun begins. This is where ~all~ of your texture tiles are going to be stored, as well as your block properties files.
Since you want to have the same "seamless connectivity" as in my textures, you're going to need a lot of tiles in this folder.
Glass Blocks/Panes, using the "CTM" method, require no less than 47 tiles (labeled "0.png" through "46.png"), per color, and each color requires an individual properties file, if you don't want all of your colored glass to suddenly be black (I had that happen, before I learned that I could specify meta-data per block... which was a life saver).
You'll end up with a total of seven hundred and fifty-two unique tiles in your folder, and sixteen "block3880.properties" files ("block3880.properties, and "block3880a~o.properties"), but it's worth it, to see the textures connect seamlessly, and look so pretty.
All of my .properties files contain this basic code structure:
method=ctm
metadata=0
tiles=0-46
connect=block
To break it down, "method=ctm" is saying to use the MCPatcher/Optifine "8-way block connect texture mapping" feature. "metadata=0" is specifying that you only want Colored Glass Blocks with meta-data of "0" to connect with "tiles 0 through 46". This means that only your black Colored Glass will be affected by tiles 0 through 46, which you have to make yourself (obviously). "tiles=0-46" is obvious, and for red Colored Glass you would have "tiles=47-93", and so on. "connect=block" just specifies that you only want other black Colored Glass Blocks to "merge" textures with each other, according to the tiles you defined.
It's really simple, but here are a few pieces of resource information...
And the most useful, for your needs, an image showing you how your Glass Blocks tiles are going to interact:
Of course, you have to have all forty-six tiles as individual .png images (there is no longer a need for a glass.png file, as the new Resource Pack methods call individual images, instead of referencing a single image, and scanning it for the desired tiles).
I hope that helps! As for connected textures for the Colored Glass Panes... we're working on it. Though, to help you in advance, the behavior of "Clear Glass Panes" mimics whatever properties you assigned for "Clear Glass Blocks" (you don't even need a "block102.properties" file, for Glass Panes to follow the CTM methods you assigned in the "block20.properties" file). Panes automatically assume the behavior of Glass Blocks (notice that when you assigned your sixteen colored Glass Block textures, your Colored Glass Panes automatically changed colors to reflect your textures?). That's why I'm stumped. If Glass Blocks are connecting seamlessly, Panes are supposed to, as well. There's no reason it shouldn't. >_>
I had to overwrite the renderPane method, to get rid of an odd bit of duplicity. It might not be capable of changing it's behavior on the properties you are changing.
Note. Regular glass panes and iron bars use the exact same render function. My panes do not share this.
Oh!!!! That, that right there, might be what is causing expected CTM properties to fail, where Glass Panes are concerned.
Where are you changing those properties? Is this in the texture pack? I've never seen this kind of behavior other than Optifine's connected textures option.
As I explained (at length) in the above section of this post, I'm modifying my textures in the "/assets/easycoloredglass/mcpatcher/ctm/coloredGlassBlock/" folder of my Resource Pack. The behavior that you're attributing to Optifine is also shared by MCPatcher (and originated in the CTM mod, which has long since been retired). Both Optifine and MCPatcher share the same exact CTM functionality, more or less.
If you are modifying a property within the jar, please show it to me, and I'll figure out what's broken.
If you are modifying a property within your texture pack/addon, then show me where it is, and I'll mess around with it. You might need to install optifine for that behavior to occur, or I might need to add some additional functionality.
I'm afraid that I'm not modifying any properties within the jar, beyond the changes that MCPatcher applies to the Jar when I use it... I am only externally applying CTM via the textures in my Resource Pack, as I have for every other texture I've made.
Since you already downloaded the pack (or you'd not have been able to post pictures using the textures!), you just need to extract the .zip file to find what I've changed.
You'll find the properties files and tiles in:
"/assets/easycoloredglass/mcpatcher/ctm/"
There are seven hundred and fifty-two image tiles (all referenced for the different possible orientations of the glass, in various degrees of connectivity with other like-blocks), and sixteen block3880.properties files, which all use identical formats (only the metadata reference, and tiles change... everything else remains the same, as it should).
I did have a "block3881.properties" file included, as well, when the expected behavior didn't occur (Glass Block properties are supposed to be automatically applied to Glass Panes, regardless of whether a properties file has been allocated to them, so I knew something was wrong, the moment that I booted up the game, and only saw my Colored Glass Blocks seamlessly merging into one another).
The contents of that properties file should be:
method=ctm
metadata=0
tiles=0-46
connect=block
This file would be saved as "block3881.properties" (you can just copy one of my existing properties files, and rename it, and it will have the same effect).
The above code should have applied Connected Textures to black Glass Panes (and, if you don't apply the "metadata=0" line, it should turn all Colored Glass Panes black... which is a behavior that doesn't happen, because the configuration is being overwritten by something else).
If you're able to find out what's going on, that would be simply marvelous. I have wracked my brain trying to think of anything that I can do, to make it work. I've even used CTM properties that would never have any effect at all on Glass Panes, thinking "Maybe the rendering isn't really Glass Panes, but another block type?" (which is why I used "connect=tiles" and "connect=material", and even "matchBlocks=3880").
Thank you for looking into this. I know it's more work (and that you're currently trying to get the Colored Lighting mod ready for alpha release), but I really appreciate it. Thank you.
Trying to resolve render issues (Flashing/Vertical lines on the panes) I'm not sure if I can publish a release that functions without overriding a base class... We'll figure it out.
This is a rendering issue, like you said, as the current render passes can make things transparent. It however, doesn't have any depth capability.
Once the render draws a block, solid or transparent, it has issues figuring out if it's supposed to render stuff BEHIND the thing it just rendered... this is seen when using regular glass V.S. the mod's colored glass.
So, a lot of people throw the term Z-Buffering around. It means that the renderer would have to start from the players point of view, and keep on rendering everything the player can see... It would have to be smart enough to continue to render through the transparent Glass...
This too is another big step.
I don't know if I'll get there soon... It's enough work keeping Colored Glass up to date, and writing the lighting mod in my own time.
Thank you very much!
If this becomes a reality this mod will become an absolute essential. People have wanted colored lighting since the beginning of Minecraft, but unfortunately no one has been able to deliver. Major respect to you if you can get this fully functional.
I may have to correct you. Millions and millions of modders have said that this project would slow down the render times of Minecraft, making it clunky/cumbersome. While not impossible, the practical challenge is to keep the mod running at a high FPS... (Yes, the one's who said it was impossible are indeed wrong, but a lot of people were arguing that it wasn't going to be practical)
Something many modders don't want to take on.
So far, I'm able to keep it going. I've found some nifty ways of implementing colored light while minimally effecting the calculations. The challenge with writing optimized code like this is that bugs and malfunctions take longer to find and fix.
To answer your question
I only modified what was refereed to as "Fast" Lighting. The code doesn't know how to handle my changes using the Smooth and Very Smooth settings.I'll get there after I fix other things. There are lots of odd black boxes and lines everywhere... I needed to work on the light itself. How it spread, and how it blends with other colors first... That's why I worked on Fast lighting, over the other lighting types.We'll make it fancier once the other headaches are out of the way!
My ultimate aspirations would be to try and implement this along with Forge. If they like what I've done, then they might be willing to implement the Colored Lighting API that I'm designing.
That... or Mojang might take a look at it.
Who knows!
EasyColoredGlass[1.4.6.100]
Expect to see a new thread for the Colored Lighting Discussion!
That would be great, you would be the first to actually achieve this
Read the updated Post for more information.
Also, if anyone was wondering, the colored light mod is still progressing, but I made a new thread here: http://www.minecraftforum.net/topic/1993130-wipcolored-light-progress-and-discussion/#entry24515141
Feel free to follow the progress there, and keep the conversation on colored glass here.
Second, I wanted to share something I created exclusively to enhance this mod, when used with the John Smith Legacy Resource Pack, my own 32x32 texture tiles.
While I like that your mod perfectly matches the default textures of Minecraft, and performs exactly like one would hope it would... I like to have my own custom textures while I play. So I spent the better part of three days making my own colored textures, to match my favorite Resource Pack.
Here are some screenshots, for people who are interested:
The "rainbow" of colors. Glass Blocks and Panes, and colored Sand!
A closer look at the colors:
And a neat Pixel Art I did, using my new Colored Glass textures:
For those who want to download the John Smith Legacy Pack, you'll find it here:
http://www.jslegacy.com/
You'll find my Resource Pack Add-on, here:
http://www.mediafire...oloredGlass.zip
I really hope that people who love this mod, and love to use custom textures might get some enjoyment out of the new textures.
Also, CptSpaceToaster, I had a problem with trying to get the Colored Glass Panes to connect with one another, through custom texture mapping. While I could get the Colored Glass Blocks to connect seamlessly with like-blocks, I can't get the same behavior to occur with the Glass Panes.
I'm not positive, but I believe there might be something in the way those blocks are coded, that prevents "conventional" texture mapping from being overridden by a Resource Pack. They should behave exactly like normal Glass Panes, and follow the CTM properties of their associated Glass Blocks (a behavior that is happening with the normal Glass and Panes in my pack), but the Colored Glass Panes are acting as if they aren't being mapped according to the CTM I have in place. Instead, they're behaving as if no CTM method is in place at all, and are just making "enhanced vanilla" panes (with the right colors and frame, but nothing else).
I'm using Block ID 3881 for Colored Panes (and 3880 for Colored Glass), and have set my block3880.properties and block3881.properties files up exactly as I have in all my other texture/resource packs, but no dice. Eventually, I got frustrated, and deleted my block3881.properties file from the pack (which is why you won't find it, in the download), because I didn't want people thinking it was something on their end.
Anyway. My question is: "Is there something in the mod class modifications, that would cause this behavior, or am I just not using the correct 'name' to reference the Colored Panes?". I'm curious, because if the mod is "at fault", and not "me", then I can stop wracking my brain trying to make it work (as it was, if you hadn't mentioned in the opening post that the colored glass makes transparent items behind it invisible, I'd have been trying to "fix" that, too).
Either way, thank you again for the mod, and for giving me an excuse to make some new textures!
1.6.2 - With the John Smith Texture Pack (No addon):Your addon alone:1.6.4I can't replicate your error... can you get me a screenshot?Make sure your Forge Install is up to date.
Any other mods?
~Epic Space Milk Muffin
The problem, is that while Colored Glass Blocks connect flawlessly to one another:
Colored Glass Panes do not:
You will notice in the screenshots, that the Colored Glass Panes are rendering properly, in the sense that they are appearing in the world, connecting to one another to form larger and larger panes... but they aren't allowing my CTM properties to remove the "frames" outlining the individual blocks. When you look at the clear glass panes in the center, this is the behavior that I'm trying to force the colored glass panes to also exhibit.
I've tried the standard methods... altering my block3881.properties file (in my ~/ctm/coloredGlassBlock/ folder):
For my Black Colored Glass Panes.
I've also tried:
Despite the fact that "tile" only applies to blocks like Jukeboxes and Signs...
And various other CTM properties modifiers. My current is:
They all return the same result... while Colored Glass Blocks connect happily to each other (as the first two pictures demonstrate) in 1.6.2 and 1.6.4, Colored Glass Panes are being... well, a pain.
The reason I'm coming to you asking about it, is I am wondering what method you are using, to trick the game into creating new transparent "pane" blocks (I'm curious if you're using true Glass Pane behavior, or if you're using something like Iron Bars). And if my trying to refer to the Glass Panes by Block ID isn't going to work, because you might be using a different internal name. Though... I doubt this is the case, given that I only needed to create textures for the Colored Glass Blocks, and it automatically used those tiles as reference points for texturing the Colored Glass Panes.
I've also seen that adding "renderPass=2~4" is actually showing effects (darkening the glass panes, with it set to 2), so CTM can alter the Colored Glass Panes. I know this for a fact. But... I just can't make it work.It might just be that my knowledge of CTM is failing me here (I'm using this guide for a reference, despite having a bit of experience in making texture packs and tile textures)... or maybe Minecraft just doesn't know how to handle the properties I'm trying to assign to the modded blocks, for whatever reason.
Either way, I should have been more clear, in that the blocks are appearing, and they do connect to each other... it's just that the inner-seams should not be visible with my properties files I've created.I appreciate any insight you can give me into this. Short of looking at your code (and without a Java reader, I can't do that... not that I'd know what I'm looking at), I can't figure out if it's something I'm doing wrong, or a factor of the mod. Thanks!
If you're talking about my textures, thanks! I spent a lot of time trying to make the colored glass look realistic, while keeping the original intent of CptSpaceToaster's color scheme intact, and making sure it fits the mood of the John Smith artistic style.
I have also Sphax'ified this mods textures for anyone whos interested:
The pack add on can be found here:
http://www.mediafire.com/?xp6m7lbg186xf1d
Also Terra, i would love to know how you got the glass block textures to connect. I have been trying to figure that out for some time now. And when you figure out the panes ill be sure to ask about that too lol. Connected textures = better.
I had to overwrite the renderPane method, to get rid of an odd bit of duplicity. It might not be capable of changing it's behavior on the properties you are changing.
Note. Regular glass panes and iron bars use the exact same render function. My panes do not share this.
More importantly...
Where are you changing those properties? Is this in the texture pack? I've never seen this kind of behavior other than Optifine's connected textures option.
If you are modifying a property within the jar, please show it to me, and I'll figure out what's broken.
If you are modifying a property within your texture pack/addon, then show me where it is, and I'll mess around with it. You might need to install optifine for that behavior to occur, or I might need to add some additional functionality.
Totally agree!
Holy crap, 517fps - I get 30
That must be an issue/bug with the FPS counter... I can assure you... I don't have THAT nice of a computer :3
Ah okay then, mine has 2gb ram laptop with 1gb of that used by windows 7
Looking nice! A lot of people adore Sphax, so I hope you also post this pack on their thread and forum, so other uses can enjoy it.
As for Connected Textures. It's insanely easy to get the Glass Blocks to connect.
In your Resource Pack, you should notice an "/assets/" folder at the root (this same root directory also has your Pack.png and Pack.mcmeta files). Under "/assets/", you have a "/minecraft/" folder, and nothing else.
To modify the textures for Easy Colored Glass, you've likely created a second folder in /assets/ called "/easycoloredglass/" (which is correct, and the naming convention to add textures for any mod you want to retexture). Inside of /easycoloredglass/ you should have a "/textures/" folder. And inside of that, a "/blocks/" subfolder, and within that, all of your textures for "coloredGlassBlock0~15.png", "coloredGlassPaneBlock0~15.png" and "coloredSandBlock0~15.png".
However, if you want to use Connected Textures (which is a feature of both Optifine and MCPatcher), you need to add another important folder!
In the "/assets/easycoloredglass/" folder, create a subfolder called "mcpatcher" (so that you now have "/mcpatcher/" and "/textures/" in your "/easycoloredglass/" folder).
In the "/mcpatcher/" folder, create a folder and name it "ctm". This is basically mirroring the directory structure of the default Resource Packs (which is "/assets/minecraft/mcpatcher/ctm").
Inside of "/ctm/", you will create another new folder. Supposedly the name doesn't matter, but for simplicities sake, and because it's working with my textures, you'll name this folder "coloredGlassBlock". You can also try "block3880" (or whichever Block ID you are using for the Colored Glass Block).
Inside of "/coloredGlassBlock/" the real fun begins. This is where ~all~ of your texture tiles are going to be stored, as well as your block properties files.
Since you want to have the same "seamless connectivity" as in my textures, you're going to need a lot of tiles in this folder.
Glass Blocks/Panes, using the "CTM" method, require no less than 47 tiles (labeled "0.png" through "46.png"), per color, and each color requires an individual properties file, if you don't want all of your colored glass to suddenly be black (I had that happen, before I learned that I could specify meta-data per block... which was a life saver).
You'll end up with a total of seven hundred and fifty-two unique tiles in your folder, and sixteen "block3880.properties" files ("block3880.properties, and "block3880a~o.properties"), but it's worth it, to see the textures connect seamlessly, and look so pretty.
All of my .properties files contain this basic code structure:
To break it down, "method=ctm" is saying to use the MCPatcher/Optifine "8-way block connect texture mapping" feature. "metadata=0" is specifying that you only want Colored Glass Blocks with meta-data of "0" to connect with "tiles 0 through 46". This means that only your black Colored Glass will be affected by tiles 0 through 46, which you have to make yourself (obviously). "tiles=0-46" is obvious, and for red Colored Glass you would have "tiles=47-93", and so on. "connect=block" just specifies that you only want other black Colored Glass Blocks to "merge" textures with each other, according to the tiles you defined.
It's really simple, but here are a few pieces of resource information...
MCPatcher Thread (specifically the first post, under the heading: "Information for Texture Pack Authors"
Examples and explanations of CTM behaviors
And the most useful, for your needs, an image showing you how your Glass Blocks tiles are going to interact:
Of course, you have to have all forty-six tiles as individual .png images (there is no longer a need for a glass.png file, as the new Resource Pack methods call individual images, instead of referencing a single image, and scanning it for the desired tiles).
I hope that helps! As for connected textures for the Colored Glass Panes... we're working on it. Though, to help you in advance, the behavior of "Clear Glass Panes" mimics whatever properties you assigned for "Clear Glass Blocks" (you don't even need a "block102.properties" file, for Glass Panes to follow the CTM methods you assigned in the "block20.properties" file). Panes automatically assume the behavior of Glass Blocks (notice that when you assigned your sixteen colored Glass Block textures, your Colored Glass Panes automatically changed colors to reflect your textures?). That's why I'm stumped. If Glass Blocks are connecting seamlessly, Panes are supposed to, as well. There's no reason it shouldn't. >_>
Oh!!!! That, that right there, might be what is causing expected CTM properties to fail, where Glass Panes are concerned.
As I explained (at length) in the above section of this post, I'm modifying my textures in the "/assets/easycoloredglass/mcpatcher/ctm/coloredGlassBlock/" folder of my Resource Pack. The behavior that you're attributing to Optifine is also shared by MCPatcher (and originated in the CTM mod, which has long since been retired). Both Optifine and MCPatcher share the same exact CTM functionality, more or less.
I'm afraid that I'm not modifying any properties within the jar, beyond the changes that MCPatcher applies to the Jar when I use it... I am only externally applying CTM via the textures in my Resource Pack, as I have for every other texture I've made.
Since you already downloaded the pack (or you'd not have been able to post pictures using the textures!), you just need to extract the .zip file to find what I've changed.
You'll find the properties files and tiles in:
"/assets/easycoloredglass/mcpatcher/ctm/"
There are seven hundred and fifty-two image tiles (all referenced for the different possible orientations of the glass, in various degrees of connectivity with other like-blocks), and sixteen block3880.properties files, which all use identical formats (only the metadata reference, and tiles change... everything else remains the same, as it should).
I did have a "block3881.properties" file included, as well, when the expected behavior didn't occur (Glass Block properties are supposed to be automatically applied to Glass Panes, regardless of whether a properties file has been allocated to them, so I knew something was wrong, the moment that I booted up the game, and only saw my Colored Glass Blocks seamlessly merging into one another).
The contents of that properties file should be:
This file would be saved as "block3881.properties" (you can just copy one of my existing properties files, and rename it, and it will have the same effect).
The above code should have applied Connected Textures to black Glass Panes (and, if you don't apply the "metadata=0" line, it should turn all Colored Glass Panes black... which is a behavior that doesn't happen, because the configuration is being overwritten by something else).
If you're able to find out what's going on, that would be simply marvelous. I have wracked my brain trying to think of anything that I can do, to make it work. I've even used CTM properties that would never have any effect at all on Glass Panes, thinking "Maybe the rendering isn't really Glass Panes, but another block type?" (which is why I used "connect=tiles" and "connect=material", and even "matchBlocks=3880").
Thank you for looking into this. I know it's more work (and that you're currently trying to get the Colored Lighting mod ready for alpha release), but I really appreciate it. Thank you.
Trying to resolve render issues (Flashing/Vertical lines on the panes) I'm not sure if I can publish a release that functions without overriding a base class... We'll figure it out.
I'll let you know if I get to a proper fix.