Great tutorial! I made my own little lightmap fast and easy, but now I have a problem - I can't make it work in Twilight Forest. I found out that it's ID is 7 but neither "world7.png" or "world-7.png" works, please help!
Great tutorial! I made my own little lightmap fast and easy, but now I have a problem - I can't make it work in Twilight Forest. I found out that it's ID is 7 but neither "world7.png" or "world-7.png" works, please help!
To my knowledge Lightmaps only work in the three vanilla dimensions. Forge was not designed to work with MCPatcher at all, so inconsistencies like this happen.
To my knowledge Lightmaps only work in the three vanilla dimensions. Forge was not designed to work with MCPatcher at all, so inconsistencies like this happen.
Aww... that's a shame. And I just can't see why it can not be done.
The fact is that lightmaps work with only Optifine, and work better. I had crashes every time I tryed to change resourcepack with MCPatcher installed, but without it it changes just fine.
To my knowledge Lightmaps only work in the three vanilla dimensions. Forge was not designed to work with MCPatcher at all, so inconsistencies like this happen.
Odd, back in 1.5 I made a lightmap for TF and it worked. But in 1.6 using Optifine and Biomes o'Plenty, it didn't. Oh well, guess I won't be adding many mcpatcher features for mods.
Odd, back in 1.5 I made a lightmap for TF and it worked. But in 1.6 using Optifine and Biomes o'Plenty, it didn't. Oh well, guess I won't be adding many mcpatcher features for mods.
Forge went through a pretty major change circa 1.6 and the designers made a conscious decision not to be compatible with MCPatcher. As such, there's things that are still broken between the two since Kahr is kinda fixing things on MCPatcher's end while trying to maintain compatibility with forge.
Optifine might work with these things simply because it's slowly moving towards becoming a Forge mod, where as MCPatcher is trying to maintain independence.
That's my understanding of the situation anyway. Forgive me if I'm wrong, I try to avoid all the drama in the modding community.
If you want this feature back, I recommend posting in the MCPatcher thread and bringing it it Kahr's attention. He'll eventually get to it if people request it, though it might be a while with all the 1.8 update insanity.
Forge went through a pretty major change circa 1.6 and the designers made a conscious decision not to be compatible with MCPatcher. As such, there's things that are still broken between the two since Kahr is kinda fixing things on MCPatcher's end while trying to maintain compatibility with forge.
Optifine might work with these things simply because it's slowly moving towards becoming a Forge mod, where as MCPatcher is trying to maintain independence.
That's my understanding of the situation anyway. Forgive me if I'm wrong, I try to avoid all the drama in the modding community.
If you want this feature back, I recommend posting in the MCPatcher thread and bringing it it Kahr's attention. He'll eventually get to it if people request it, though it might be a while with all the 1.8 update insanity.
Well, my lightmaps aren't much different from the default, other than the rusty sunset and green night vision. Although I probably won't make lightmaps for mod dimensions until they get their own unique IDs instead of "dim-1" or "dim7". And no, Optifine doesn't work. It doesn't even recognize 1.7 block string IDs, so...yeah.
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But on the main topic, this:
Once Minecraft has chosen these two values, it compares them and chooses the brighter of the two to represent the lighting in that block. It doesn't blend the colors between the two, it simply chooses the brighter one and goes with it.
Although I have found this to be true, the game does blend the two colors somewhat, especially the 15s/0b and 0s/0b scenarios. More specifically, the game will brighten two low-black colors into a brighter color. If you look carefully at the default lightmap (on moody!) you can see patches of brighter light around light sources (in daylight), especially with a quartz background.
I have also done some other lightmap experiments in the past (as in, 1.6) and I have found these:
In the nether and end, the color taken for sky light is always on the "zero" row. I don't know whether it's taken from day or night, but if I were to guess, I would say that it mirrors the same cycle as the overworld. If anyone has the Tropics mod for 1.5, they might be able to test it.
Lightning columns work in the nether and end as well, unknown whether overworld conditions affect this (presumably not)
The lightmap can actually be less than 16pix wide and still work; I have made one.
Torch flicker is not random per-say; it's more like swishing a slider back and forth along the lightmap.
This tutorial will be added to "The All-Inclusive UPDATED Guide to Texturing" Page.
The section it will appear in is here.
This is a really helpful and detailed tutorial, and it explains everything in detail, but yet is also extremely simple and easy to understand.
A little question: I have changed the lightmap but I always have the yellowish/redish sky at the horizon on sunset/sunrise... What can I do?
I think Better Skies might be used to fix this, but I don't know for certain as I've never used it. Sufficed to say, nothing in the lightmap can be used for that. Sorry.
I think Better Skies might be used to fix this, but I don't know for certain as I've never used it. Sufficed to say, nothing in the lightmap can be used for that. Sorry.
Better Skies can be used to fix this. HOW exactly, I don't know, because I haven't used Better Skies for a long time. I can't currently test it, because my old Better Skies textures were on a texture pack that I lost when I broke my harddrive. I can't make one right now, because I'm busy doing A LOT of stuff today, because I'm working this whole weekend. (I can't even make a simple test (with no details on it), because I'm working my Pack's page & textures, on the 'All-Inclusive UPDATED Guide to Texturing' page, school work(Senior in High School), a Film Portfolio for college, & also on personal stuff.
Thanks for your input. You tease me here, by saying (sure of yourself), that it's possible... Above all because I can't find anything on internets about this...
If you can quickly take a look above, maybe early in the next week and if you have a little bit of time, I'll be extremely grateful. But if you can't, since apparently you have a ton of things to do(although, I wish you good luck for all of that), I would understand perfectly.
Anyway, thanks to you 2 for your help.
If I do have time I will test it. (I might as well make the Better Skies for my pack when I try to test it out too). I try to help the community as much as I can. That's why I updated Steelfeather's "All-Inclusive Guide to Texturing". So I can help the Resource Pack community. But I will try my best to get a test version up for you.
Thanks for the good luck too.
Ouch... If even Alvoria doesn't know how to do this, I'm not about to find it...
I'm not the be-all, end-all of Resource Pack knowledge. Just because I don't know it doesn't mean you can't. I haven't tried to know about that feature because it's not one I've desired to use for any of my packs so far.
Forgive me if this is off topic a bit, but it's really starting to bother me that people are beginning to think like this. I'm not the Resource Pack Help Desk here. Yes, I try to answer questions. I try to give critique and advice. I try my best to enrich the community through spreading all of the knowledge that I can so that people will be able to make the best use of the tools available in hopes that they will make great Resource Packs.
... but I am not God. I'm not perfect, and I don't have all the answers. Tons of this stuff stumps me. HECK! I've still got a post sitting about ten above this full of stuff that I got WRONG in this very tutorial that I need to one day go through, verify, and integrate into the main text. I make mistakes and because of that it REALLY bothers me that in the last month or so people have started treating me as a monolith of Resource Pack making.
Please... just stop. I'm just a dude, OK?
And if you put your mind to it, you'll figure out the stuff you want to know... with or without me.
(Apologies for that. Just a bit of a breakdown caused by stuff like the above quote and people PMing me to ask questions instead of posting them in the Help forum like they should. Sorry.)
For the end, I take back what I said. It was probably a bug with the end biome of the resource pack test map...
Lightmaps are dimension dependent, not biome dependent. Just being in a biome marked "Sky" or "Hell" shouldn't change the lightmap if you're still in the overworld. You have to physically go to those dimensions to see the lightmap changes.
Wow... I'm really sorry if I hurt your feelings with that... It was just a little inoffensive word... And I don't think you're some kind of "god" of course.
You've proved that you have some knowledge about MC textures (and that you like to help), so people, of course take you as a referent.
That say, I don't see you as a monolith like you said, I perfectly know that you're an human being with flaws that go with (you don't like puns for example ). Even if I don't know all messages you can receive, it's not worth a ulcer!
And sorry again if I've been clumsy here, I didn't intended to do so.
No no, like I said it wasn't directed at you. Just seems that a fair amount of people, mostly new people, on this forum see my activity in the help section and seem to think that I'm all-knowing and that I'm available for personal consultation. It's just starting to get to me. Nothing to do with you personally, and I'm sorry if I made you feel bad by making you think you made me feel bad.
Lightmaps are dimension dependent, not biome dependent. Just being in a biome marked "Sky" or "Hell" shouldn't change the lightmap if you're still in the overworld. You have to physically go to those dimensions to see the lightmap changes.
On the subject of the lightmaps in other dimensions, here is what I have found out.
The magenta pixel is the pixel used for the Nether's sky lighting, and the green pixels are the pixels used for the end's sky lighting. Why two pixels? The left pixel is used when the weather changes in the end. I think that this is a bug (that the left pixel is used).
Is there any guide to show us where on the bigger sheet the rough time of day an areas in? I'm trying rather hard to make my pack have a bit of a worm feel, and also try and match the setting sun with the sky color, but it's proving hard to pinpoint where on the sheet is the sun just starting to vanish to shift to a cooler night.
Is there any guide to show us where on the bigger sheet the rough time of day an areas in? I'm trying rather hard to make my pack have a bit of a worm feel, and also try and match the setting sun with the sky color, but it's proving hard to pinpoint where on the sheet is the sun just starting to vanish to shift to a cooler night.
The leftmost bar (night) is a little after 13000, about when the sun is flat on the horizon. The evening cycle fades in at around 11700.
Is there any way to have multiple overworld lightmaps that are biome-specific? Say if I wanted a different colour of lighting in deserts vs forests.
I'd love to be able to do this since I have a pack I've been tinkering with where the change in sky color is a prominent feature... but sadly it's not possible at the moment. Sorry.
Aww... that's a shame. And I just can't see why it can not be done.
The fact is that lightmaps work with only Optifine, and work better. I had crashes every time I tryed to change resourcepack with MCPatcher installed, but without it it changes just fine.
Odd, back in 1.5 I made a lightmap for TF and it worked. But in 1.6 using Optifine and Biomes o'Plenty, it didn't. Oh well, guess I won't be adding many mcpatcher features for mods.
Putting the CENDENT back in transcendent!
Optifine might work with these things simply because it's slowly moving towards becoming a Forge mod, where as MCPatcher is trying to maintain independence.
That's my understanding of the situation anyway. Forgive me if I'm wrong, I try to avoid all the drama in the modding community.
If you want this feature back, I recommend posting in the MCPatcher thread and bringing it it Kahr's attention. He'll eventually get to it if people request it, though it might be a while with all the 1.8 update insanity.
Well, my lightmaps aren't much different from the default, other than the rusty sunset and green night vision. Although I probably won't make lightmaps for mod dimensions until they get their own unique IDs instead of "dim-1" or "dim7". And no, Optifine doesn't work. It doesn't even recognize 1.7 block string IDs, so...yeah.
------------------------------------------------------------------------------
But on the main topic, this:
Although I have found this to be true, the game does blend the two colors somewhat, especially the 15s/0b and 0s/0b scenarios. More specifically, the game will brighten two low-black colors into a brighter color. If you look carefully at the default lightmap (on moody!) you can see patches of brighter light around light sources (in daylight), especially with a quartz background.
I have also done some other lightmap experiments in the past (as in, 1.6) and I have found these:
Putting the CENDENT back in transcendent!
This tutorial will be added to "The All-Inclusive UPDATED Guide to Texturing" Page.
The section it will appear in is here.
This is a really helpful and detailed tutorial, and it explains everything in detail, but yet is also extremely simple and easy to understand.
Can you post your lightmap? What color is it supposed to be?
It's not supposed to, no. Are you certain that's what's happening? Can you post your lightmaps and some screenshots?
Better Skies can be used to fix this. HOW exactly, I don't know, because I haven't used Better Skies for a long time. I can't currently test it, because my old Better Skies textures were on a texture pack that I lost when I broke my harddrive. I can't make one right now, because I'm busy doing A LOT of stuff today, because I'm working this whole weekend. (I can't even make a simple test (with no details on it), because I'm working my Pack's page & textures, on the 'All-Inclusive UPDATED Guide to Texturing' page, school work(Senior in High School), a Film Portfolio for college, & also on personal stuff.
If I do have time I will test it. (I might as well make the Better Skies for my pack when I try to test it out too). I try to help the community as much as I can. That's why I updated Steelfeather's "All-Inclusive Guide to Texturing". So I can help the Resource Pack community. But I will try my best to get a test version up for you.
Thanks for the good luck too.
Forgive me if this is off topic a bit, but it's really starting to bother me that people are beginning to think like this. I'm not the Resource Pack Help Desk here. Yes, I try to answer questions. I try to give critique and advice. I try my best to enrich the community through spreading all of the knowledge that I can so that people will be able to make the best use of the tools available in hopes that they will make great Resource Packs.
... but I am not God. I'm not perfect, and I don't have all the answers. Tons of this stuff stumps me. HECK! I've still got a post sitting about ten above this full of stuff that I got WRONG in this very tutorial that I need to one day go through, verify, and integrate into the main text. I make mistakes and because of that it REALLY bothers me that in the last month or so people have started treating me as a monolith of Resource Pack making.
Please... just stop. I'm just a dude, OK?
And if you put your mind to it, you'll figure out the stuff you want to know... with or without me.
Lightmaps are dimension dependent, not biome dependent. Just being in a biome marked "Sky" or "Hell" shouldn't change the lightmap if you're still in the overworld. You have to physically go to those dimensions to see the lightmap changes.
Cool.
I should actually probably add that to the troubleshooting section since it's the sort of thing that, in retrospect, might not be obvious to everyone.
On the subject of the lightmaps in other dimensions, here is what I have found out.
The magenta pixel is the pixel used for the Nether's sky lighting, and the green pixels are the pixels used for the end's sky lighting. Why two pixels? The left pixel is used when the weather changes in the end. I think that this is a bug (that the left pixel is used).
Putting the CENDENT back in transcendent!
No problem!!
Thanks, it means a lot knowing that I'm helping people out.
This tutorial is so good. It took me less than an hour to get exactly what I needed. Simply Fantastic.
Thank you so much Alvoria
The leftmost bar (night) is a little after 13000, about when the sun is flat on the horizon. The evening cycle fades in at around 11700.
Putting the CENDENT back in transcendent!