Note the left square bracket is there, just the forums are not showing it.
Whats unusual is that's it random, sometimes the config will stay as I've entered it, other times it will change. Makes trying to work with textures a bit difficult.
I'm getting in the habit of copying my config files before reloading the game now Don't quite understand why the config file is being written to once it already exists, it shouldn't be being touched.
Must be some derp on my part then. ForgeModLoader.log should have some lines relevant to overwriting of the config. Anyway, I'm planning to redesign the whole texture pack system for this mod, because asking people to modify config files manually is clearly not the way.
Must be some derp on my part then. ForgeModLoader.log should have some lines relevant to overwriting of the config. Anyway, I'm planning to redesign the whole texture pack system for this mod, because asking people to modify config files manually is clearly not the way.
I have no problems with config files, I'm used to using Minetweaker and other similar types of mods
I've discovered where the re-write of the config occurs. It's when you open a new atlas. Loading the game, loading an existing world with an existing atlas, or starting a new game has no affect on the config. As soon as you right click an atlas to bind it to you, then the config is re-written.
Thanks. Had a situation where I was able to assign single custom textures to a biome, when for some reason, the entire config was reset. This occured at game load, so not sure why the game/mod thought the config needed to be recreated.
Some ideas:
Can you work out if the average surface of any biome is water or lava, and override to a water/lava texture? Some biomes generate large pools/lakes which are not replicated on the map.
Would it be possible to define a list of special blocks, which if detected within that chunk, use a specific texture to represent that block. Some mods generate rare things (such as Thaumcraft Silverwood trees, the obelisk ruins, etc). Would be good to get those represented on the map.
Just to follow on, I've worked out that the config rewrite occurs if I accidentally duplicate a biome ID. So that's my fault. Getting into the habit of copy the config on each change.
If interested, I'm slowly working through doing different texture variations for Biomes O Plenty. I'm also colouring them because there's more variation compared to vanilla. The textures can be easily reshaded for the antique look (with just hints of colour)
I've spaced out the default forest textures to be less dense, saving the original one for the denser forests.They are not perfect, not easy to get non obvious repeating patterns.
Just to follow on, I've worked out that the config rewrite occurs if I accidentally duplicate a biome ID. So that's my fault. Getting into the habit of copy the config on each change.
If interested, I'm slowly working through doing different texture variations for Biomes O Plenty. I'm also colouring them because there's more variation compared to vanilla. The textures can be easily reshaded for the antique look (with just hints of colour)
I've spaced out the default forest textures to be less dense, saving the original one for the denser forests.They are not perfect, not easy to get non obvious repeating patterns.
I like the coloured look, nice job! Can't wait to feature your work in the opening post
If I could just throw in a suggestion, the borders of water bodies should be more pronounced, as seems to be the case with most real-life maps. But I don't know if that is going to work with your colourful style.
By the way, when I made the quick update to 1.7 I didn't draw any textures for the new vanilla biomes that came out in that version. You could draw them yourself to have a complete pack or wait until I do.
I've used Forest2 to represent Birch Forests, and Forest as Oak Forests, then made new textures that are less dense, since the original forest texture will be ideal for the Dark Oaks/Roofed Forest.
I will be doing all the vanilla, BoP and Highland biomes (that I'm using). I'm using a test world with biome size two, and just whizzing around working on each different area. My challenge tonight is to do a mesa texture, the foundation of which will be suitable for a number of biomes. I'm good at manipulating images in photoshop, just my actual drawing skill is near zero
Could you add a check for water level? With biome mods it's common to get dry river beds, they force the river formation to be higher, so it doesn't break water, but results in a sharp canyon between biomes (I don't think vanilla does this). In the map above all the rivers around the mesa and desert mountains are dry river beds. Likewise, sometimes the landscape generation doesn't break out of the sea, so a land biome is underwater, but the map will show it as land. There's an example on this map, South West of the player position is a 2x2 chunk of blue/green trees, with a single chunk with a tree in it. That chunk is actually all underwater.
Could you add a check for water level? With biome mods it's common to get dry river beds, they force the river formation to be higher, so it doesn't break water, but results in a sharp canyon between biomes (I don't think vanilla does this). In the map above all the rivers around the mesa and desert mountains are dry river beds. Likewise, sometimes the landscape generation doesn't break out of the sea, so a land biome is underwater, but the map will show it as land. There's an example on this map, South West of the player position is a 2x2 chunk of blue/green trees, with a single chunk with a tree in it. That chunk is actually all underwater.
Can't wait to try this. As soon as AA is updated to 1.7.10 and this is released I'll be really happy.
I love the colours. They're still rather quiet, but define the BoP Biomes quite well.
Can't wait to try this. As soon as AA is updated to 1.7.10 and this is released I'll be really happy.
I love the colours. They're still rather quiet, but define the BoP Biomes quite well.
Thanks. I'm currently at around 35 new textures, one new texture file per biome. I would like to have multiple so you get more random results, but for some reason the config keeps losing my multiple file entries.
Thanks. I'm currently at around 35 new textures, one new texture file per biome. I would like to have multiple so you get more random results, but for some reason the config keeps losing my multiple file entries.
Have another sneak peak:
When it's out, how would I go about installing this?
One part is just a resource pack, the other part is a config file. You need to confirm that the IDs in the config file match the IDs of your biome mods. Would be highly unlikely anything would need changing.
This is absolutely one of my favorite mods. I was curious if you happened to have an ETA on any update that allows editing/deleting WPs and also when the update will come with the colored maps featured above. Those look awesome!
This mod is really cool! Do you think you could add different types of waypoints that like like ink marks on the page, ones that look like somebody took out thier pen and circled an area or wrote down a little note on an area or something. Also does the atlas show villages added by the Millenaire mod?
For example, I had
"77": [
"golrithsaa:textures/outback/outback1.png"
"golrithsaa:textures/outback/outback2.png"
"golrithsaa:textures/outback/outback3.png"
"golrithsaa:textures/outback/outback4.png"
"golrithsaa:textures/outback/outback5.png"
"golrithsaa:textures/outback/outback6.png"
],
but this keeps changing to
"77": [
"golrithsaa:textures/outback/outback6.png"
],
Note the left square bracket is there, just the forums are not showing it.
Whats unusual is that's it random, sometimes the config will stay as I've entered it, other times it will change. Makes trying to work with textures a bit difficult.
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
Here's some screenshots:
https://dl.dropboxusercontent.com/u/46396473/FTB/Screen1.jpg
https://dl.dropboxusercontent.com/u/46396473/FTB/Screen2.jpg
I'm getting in the habit of copying my config files before reloading the game now Don't quite understand why the config file is being written to once it already exists, it shouldn't be being touched.
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
I have no problems with config files, I'm used to using Minetweaker and other similar types of mods
I've discovered where the re-write of the config occurs. It's when you open a new atlas. Loading the game, loading an existing world with an existing atlas, or starting a new game has no affect on the config. As soon as you right click an atlas to bind it to you, then the config is re-written.
(Minecraft Forum won't let me quote your post for some reason..)
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
Some ideas:
Can you work out if the average surface of any biome is water or lava, and override to a water/lava texture? Some biomes generate large pools/lakes which are not replicated on the map.
Would it be possible to define a list of special blocks, which if detected within that chunk, use a specific texture to represent that block. Some mods generate rare things (such as Thaumcraft Silverwood trees, the obelisk ruins, etc). Would be good to get those represented on the map.
If interested, I'm slowly working through doing different texture variations for Biomes O Plenty. I'm also colouring them because there's more variation compared to vanilla. The textures can be easily reshaded for the antique look (with just hints of colour)
I've spaced out the default forest textures to be less dense, saving the original one for the denser forests.They are not perfect, not easy to get non obvious repeating patterns.
I like the coloured look, nice job! Can't wait to feature your work in the opening post
If I could just throw in a suggestion, the borders of water bodies should be more pronounced, as seems to be the case with most real-life maps. But I don't know if that is going to work with your colourful style.
By the way, when I made the quick update to 1.7 I didn't draw any textures for the new vanilla biomes that came out in that version. You could draw them yourself to have a complete pack
or wait until I do.I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
I will be doing all the vanilla, BoP and Highland biomes (that I'm using). I'm using a test world with biome size two, and just whizzing around working on each different area. My challenge tonight is to do a mesa texture, the foundation of which will be suitable for a number of biomes. I'm good at manipulating images in photoshop, just my actual drawing skill is near zero
Could you add a check for water level? With biome mods it's common to get dry river beds, they force the river formation to be higher, so it doesn't break water, but results in a sharp canyon between biomes (I don't think vanilla does this). In the map above all the rivers around the mesa and desert mountains are dry river beds. Likewise, sometimes the landscape generation doesn't break out of the sea, so a land biome is underwater, but the map will show it as land. There's an example on this map, South West of the player position is a 2x2 chunk of blue/green trees, with a single chunk with a tree in it. That chunk is actually all underwater.
Can't wait to try this. As soon as AA is updated to 1.7.10 and this is released I'll be really happy.
I love the colours. They're still rather quiet, but define the BoP Biomes quite well.
Thanks. I'm currently at around 35 new textures, one new texture file per biome. I would like to have multiple so you get more random results, but for some reason the config keeps losing my multiple file entries.
Have another sneak peak:
When it's out, how would I go about installing this?
Keep up the great work guys
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.