i have a question. a problem ive encounted with the MCPatcher and minecraft
swamp biomes are one of the things you have to choose custom colors for in the patcher. but when you choose custom colors for whatever reason water droplets go super bright blue instead of the color from inside the texture pack.. i dont under stand this and its a trade off of good looking swamps and bright blue water droplets that dont suit the rain or water, or proper water droplets and black/dark grey jungle biomes that look horrendous and cause an immeasurable grievance any time theyre looked upon.
any solutions for this ? is there some key thing that causes the droplets to go bright blue thats easily fixable? i thought it could be custom water, so i added a custom water file but that wasnt it.. thanks
Edit your color.properties file to include the line:
drop.water=XXXXXX
Where XXXXXX is put in a hex color value. On mine I went with a light grey since it combines the biome water color with this color. If you want it to call up the color directly from the water biomes without any intermediate set it to FFFFFF.
Quote from TheMadWolf »
Edit: Does this work for every palette? Grass/water/trees/blocks etc, including the ones provided by the custom color mod?
Also, then how does the swampgrasscolor work? Do I just need 1 pixel in the middle?
Yes it works for every biome palette used by the vanilla game and Custom Colors.
For swampgrasscolor.png you can probably just fill in the whole thing with the color you want. All I did was duplicate my normal grasscolor.png. The reason there's a separate palette was due to the way Swamp grass's special color parameters were added into the game on the old biome color blending system. It's kind of redundant now, but it was the best workaround at the time.
I'll ask Kahr if it's possible to make swampgrasscolor and swampfoliagecolor obsolete now and just have it draw the values from the default biome palettes so long as Custom Colors is installed.
So let me try to understand something. Only the colors in that one pixel are used? Nothing else in any other part of the image thats supose to be for 'blending' are used?
I'm thinking the same: I changed the colour of grass in both the ocean and swamp biome, but only the ocean grass changed colour...
But thanks anyway for the template!
The swamp color is hard-coded unless you use the Custom Colors mod, and create a copy of the foliagecolor.png and grasscolor.png with the names "swampfoliagecolor.png" and "swampgrasscolor.png" respectively. Vanilla Minecraft will not respect the normal files in this regard.
I see a few template versions floating around, whats the up to date one?
The one on the front page of this thread will always be the most up to date. I update this thread any time there's a change to the format that I notice in a pre-release.
I'm thinking the same: I changed the colour of grass in both the ocean and swamp biome, but only the ocean grass changed colour...
The game puts a kind of purple layer over the swamp color in the graph to create the final color, so if you have to pick a color that summed with purple gives the color you want; for example, to get a rotten green I used a bright green.
It's quite tricky and works only with a certain range of colors but at least it doesn't need mods to work.
The game puts a kind of purple layer over the swamp color in the graph to create the final color, so if you have to pick a color that summed with purple gives the color you want; for example, to get a rotten green I used a bright green.
It's quite tricky and works only with a certain range of colors but at least it doesn't need mods to work.
Wedhro, you're doing it wrong.
You must create a file called "swampfoliagecolor.png" and "swampgrasscolor.png" with the desired colors in the correct locations of Misa's template. Kahr's patcher then tells the game to use those for the swamp colors and ignore the hard-coded purple color completely.
The easiest way to do this is to simply duplicate your foliage and grasscolor.pngs and rename them to the afore mentioned file names. There's more detail available on the Mcpatcher page under "Information for Texture Pack Authors."
I was talking about vanilla, of course mods can make your life simpler but not everyone wants to use them and a good texture pack should work even for those people. My suggestion was intended for packs like that.
Hey, I have a pair of questions that I can't tell if there has been answers to what with updates.
How does minecraft calculate the color for Birch leaves? They seem to always use the same color, is that regardless of biome? Which pixel do I change for those?
Second, is there a location for the Nether and End/Sky biomes? Or do they simply adopt one of the overworld biome's properties?
Hey, I have a pair of questions that I can't tell if there has been answers to what with updates.
How does minecraft calculate the color for Birch leaves? They seem to always use the same color, is that regardless of biome? Which pixel do I change for those?
Second, is there a location for the Nether and End/Sky biomes? Or do they simply adopt one of the overworld biome's properties?
Birch trees are hard coded, they will always be the same color reguardless of texture packs.
The nether uses the desert biome colors for when grass is placed, but they are their own biomes. You could add a nether/end biome to the over world and it would spawn those mobs.
Edit your color.properties file to include the line:
drop.water=XXXXXX
Where XXXXXX is put in a hex color value. On mine I went with a light grey since it combines the biome water color with this color. If you want it to call up the color directly from the water biomes without any intermediate set it to FFFFFF.
Yes it works for every biome palette used by the vanilla game and Custom Colors.
For swampgrasscolor.png you can probably just fill in the whole thing with the color you want. All I did was duplicate my normal grasscolor.png. The reason there's a separate palette was due to the way Swamp grass's special color parameters were added into the game on the old biome color blending system. It's kind of redundant now, but it was the best workaround at the time.
I'll ask Kahr if it's possible to make swampgrasscolor and swampfoliagecolor obsolete now and just have it draw the values from the default biome palettes so long as Custom Colors is installed.
You create it from scratch. Make a new text file and name it color.properties. Ensure your OS is set up to allow you to change file extensions. (It cannot be 'color.properties.txt') Then you just place it in the root directory of your texture pack. See the MCPatcher main thread under the section for Texture Pack artists for more info of the values you can put in this properties file.
and what about mod biomes? like ExtraBiomes XL? can i change color for they like this?
Rollback Post to RevisionRollBack
Do not be surprised - my English is Google translate. I never play Minecraft without these mods:
ExtraBiomesXl, Industrial Craft, Build Craft, LCTrees++, Metallurgy, Railcraft, Smart Moving, Forestry, Jammy Furniture Mod, Kaevator Super Slopes, Xtra Blocks, ReiMinimap, CraftGuide.
Thanks for this, have been using this template a while. It seems to have almost everything. Do you happen to know where the river biomes are by any chance?
its ocean
Rollback Post to RevisionRollBack
Do not be surprised - my English is Google translate. I never play Minecraft without these mods:
ExtraBiomesXl, Industrial Craft, Build Craft, LCTrees++, Metallurgy, Railcraft, Smart Moving, Forestry, Jammy Furniture Mod, Kaevator Super Slopes, Xtra Blocks, ReiMinimap, CraftGuide.
Edit your color.properties file to include the line:
drop.water=XXXXXX
Where XXXXXX is put in a hex color value. On mine I went with a light grey since it combines the biome water color with this color. If you want it to call up the color directly from the water biomes without any intermediate set it to FFFFFF.
Yes it works for every biome palette used by the vanilla game and Custom Colors.
For swampgrasscolor.png you can probably just fill in the whole thing with the color you want. All I did was duplicate my normal grasscolor.png. The reason there's a separate palette was due to the way Swamp grass's special color parameters were added into the game on the old biome color blending system. It's kind of redundant now, but it was the best workaround at the time.
I'll ask Kahr if it's possible to make swampgrasscolor and swampfoliagecolor obsolete now and just have it draw the values from the default biome palettes so long as Custom Colors is installed.
when i do the color.properties thing it only works for the bubbles, the water droplets are still bright default blue.
when i do the color.properties thing it only works for the bubbles, the water droplets are still bright default blue.
Water drops are not biome-dependent, you can change their color incolor.properties with:
drop.water=ffffff
Where ffffff is, put in any color you want using hex. ffffff will completely remove all the color and allow you to directly edit the color on particles.png
Edit your color.properties file to include the line:
Where XXXXXX is put in a hex color value. On mine I went with a light grey since it combines the biome water color with this color. If you want it to call up the color directly from the water biomes without any intermediate set it to FFFFFF.
Yes it works for every biome palette used by the vanilla game and Custom Colors.
For swampgrasscolor.png you can probably just fill in the whole thing with the color you want. All I did was duplicate my normal grasscolor.png. The reason there's a separate palette was due to the way Swamp grass's special color parameters were added into the game on the old biome color blending system. It's kind of redundant now, but it was the best workaround at the time.
I'll ask Kahr if it's possible to make swampgrasscolor and swampfoliagecolor obsolete now and just have it draw the values from the default biome palettes so long as Custom Colors is installed.
Thanks alot for this. I couldn't figure this crap out. Thanks Kahr, also.
One immediate question: What the hell is the Held Item color for?
It's quite tricky and works only with a certain range of colors but at least it doesn't need mods to work.
Wedhro, you're doing it wrong.
You must create a file called "swampfoliagecolor.png" and "swampgrasscolor.png" with the desired colors in the correct locations of Misa's template. Kahr's patcher then tells the game to use those for the swamp colors and ignore the hard-coded purple color completely.
The easiest way to do this is to simply duplicate your foliage and grasscolor.pngs and rename them to the afore mentioned file names. There's more detail available on the Mcpatcher page under "Information for Texture Pack Authors."
How does minecraft calculate the color for Birch leaves? They seem to always use the same color, is that regardless of biome? Which pixel do I change for those?
Second, is there a location for the Nether and End/Sky biomes? Or do they simply adopt one of the overworld biome's properties?
Birch trees are hard coded, they will always be the same color reguardless of texture packs.
The nether uses the desert biome colors for when grass is placed, but they are their own biomes. You could add a nether/end biome to the over world and it would spawn those mobs.
where can i find this color properties file???
Edit: I'm decompiling your pack to get my answer.
Edit(again) you can ignore my post I figured it out. I was making it more complex than it was. Thanks for this tut.
ExtraBiomesXl, Industrial Craft, Build Craft, LCTrees++, Metallurgy, Railcraft, Smart Moving, Forestry, Jammy Furniture Mod, Kaevator Super Slopes, Xtra Blocks, ReiMinimap, CraftGuide.
its ocean
ExtraBiomesXl, Industrial Craft, Build Craft, LCTrees++, Metallurgy, Railcraft, Smart Moving, Forestry, Jammy Furniture Mod, Kaevator Super Slopes, Xtra Blocks, ReiMinimap, CraftGuide.
when i do the color.properties thing it only works for the bubbles, the water droplets are still bright default blue.
Water drops are not biome-dependent, you can change their color incolor.properties with:
Where ffffff is, put in any color you want using hex. ffffff will completely remove all the color and allow you to directly edit the color on particles.png