Im not one of those noobs who wants to make a disco ball but just to be realistic, can you add a feature that if a colored glass block is placed next to a light source it gives off that color or light? For example if you put a block of glowstone in the ground and place red stained glass on top, it gives off a red light? I thought this would be cool for buildings, adventure maps, and also it would just look nice overall.
However, this could be a good idea for aesthetic reasons, like the beacon's light being affected by stained glass. How would different colored stained glass look like, though? And I'm not sure whether Minecraft's code is capable of adding slightly tinged shades to all blocks and entities according to light levels.
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Colored light is fairly frequently suggested but would likely require a rewrite of Minecraft's lighting engine; as far as I know the current system doesn't mix colors at all so having a red light source next to a blue one would make them look extremely odd.
Colored light is fairly frequently suggested but would likely require a rewrite of Minecraft's lighting engine; as far as I know the current system doesn't mix colors at all so having a red light source next to a blue one would make them look extremely odd.
Block light and skylight blend together and they have slightly different colors (sky light is blue to white depending on the time of day and block light is yellow and flickers). It is actually pretty easy to blend together multiple colors; for example, yellow light is actually a mixture of red and green and two separate channels for red and green can be handled entirely separately and only combined when determining the color used at render time, which is already handled as separate RGB components when shading a block (e.g. grass with a biome-specific color).
Also, the lighting engine can handle all three color channels at the same time so it wouldn't take much longer to compute light levels, plus I recently optimized it to run 4 times faster in my mod with little actual change to the code, which should easily overcome any degradation in performance (instead of fetching a chunk every time a block or light level needs to be read/written I cache the chunks around a block being relit and directly read/write to their storage arrays. Likewise, world generation in my mod is on average slightly faster than vanilla 1.6.4 despite being far more complex due to optimizations. Note that I have not actually added colored lighting, I'm just speaking from experience with working with the game). Likewise, colored glass can be made to only block one or two light channels by specifying separate opacities for R, G, and B.
Well in the meantime, the Albedo mod adds perfectly colored lighting for other mods like Botania. Not sure about stained-glass-filtered vanilla sources.
Im not one of those noobs who wants to make a disco ball but just to be realistic, can you add a feature that if a colored glass block is placed next to a light source it gives off that color or light? For example if you put a block of glowstone in the ground and place red stained glass on top, it gives off a red light? I thought this would be cool for buildings, adventure maps, and also it would just look nice overall.
Literally garfeldi
Never a good idea to add something.
However, this could be a good idea for aesthetic reasons, like the beacon's light being affected by stained glass. How would different colored stained glass look like, though? And I'm not sure whether Minecraft's code is capable of adding slightly tinged shades to all blocks and entities according to light levels.
Quote me if you're replying to my comment please.
Check out my maps!
Vampire and Hunter PVP - multiplayer PvP map:
Custom vanilla mobs showcase map:
Collection of two WIP maps (Quad SB and Advanced Village) [MinecraftForum thread]
Colored light is fairly frequently suggested but would likely require a rewrite of Minecraft's lighting engine; as far as I know the current system doesn't mix colors at all so having a red light source next to a blue one would make them look extremely odd.
Block light and skylight blend together and they have slightly different colors (sky light is blue to white depending on the time of day and block light is yellow and flickers). It is actually pretty easy to blend together multiple colors; for example, yellow light is actually a mixture of red and green and two separate channels for red and green can be handled entirely separately and only combined when determining the color used at render time, which is already handled as separate RGB components when shading a block (e.g. grass with a biome-specific color).
Also, the lighting engine can handle all three color channels at the same time so it wouldn't take much longer to compute light levels, plus I recently optimized it to run 4 times faster in my mod with little actual change to the code, which should easily overcome any degradation in performance (instead of fetching a chunk every time a block or light level needs to be read/written I cache the chunks around a block being relit and directly read/write to their storage arrays. Likewise, world generation in my mod is on average slightly faster than vanilla 1.6.4 despite being far more complex due to optimizations. Note that I have not actually added colored lighting, I'm just speaking from experience with working with the game). Likewise, colored glass can be made to only block one or two light channels by specifying separate opacities for R, G, and B.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Im not sure, it wouldnt be that hard would it? I mean they have plenty of colored light during sunsets and sunrises...
Literally garfeldi
Well in the meantime, the Albedo mod adds perfectly colored lighting for other mods like Botania. Not sure about stained-glass-filtered vanilla sources.