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  • ImonlyI
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  • Member for 9 years, 1 month, and 15 days
    Last active Mon, May, 23 2016 13:01:03
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  • View ImonlyI's Profile

    1

    Jul 7, 2013
    ImonlyI posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Hey sp614x, great work!

    I have a fe suggestions.
    -Make the CTM also apply when the block is hold in the hand. Custom log tops with CTM would look so much better then.
    -Add support for the mooshroom_overlay.png . Brown cow with red mushrooms? No, that doesn't look good ;)
    -xporbcolor.png . Rainbow flashing XP Orbs, I kust want it.
    -I saw better glass is on your to-do-list, so I'll not mention it ;)
    Posted in: Minecraft Mods
  • View ImonlyI's Profile

    1

    May 23, 2013
    ImonlyI posted a message on [16x] [1.6.2] Connected Textures - Finally Updated!
    YAY! Party :D
    Posted in: Resource Packs
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  • View Blocksmithed's Profile

    122

    Apr 19, 2013
    Blocksmithed posted a message on [Hybrid] (v18) (100+ Animations!) Blocksmith Hybrid Animated Default: Default Textures Given Life.
    Muito obrigado para MpSlx (http://steamcommunity.com/id/mpslx) pela tradução!

    Quando a snapshot 13w02a lançou com o novo sistema de texturas eu fiquei muito exitado. Eu finalmente poderia deixar o minecraft do modo que eu queria.O objetivo deste pacote é animar todas as texturas, porém com razão (Mais de 100 animações até agora!), e também adicionar alguns detalhes, que não existiam por falta de pixels, como as ferramenta na mesa de trabalho, e os riscos no vidro (As texturas com mais detalhes são 32x).Eu sei que outros pacotes se denominam "Híbridos" porém eu não vi nenhum misturando resoluções. Modificando a resolução dependendo da necessidade da animação, eu consegui deixar uma animação bonita e mantendo o pacote leve.Eu estou trabalhando nisso por mais de três meses.Gostaria de obter sugestões de todos sobre o que poderia ser acrescentado ou melhorado. Aqui estão alguns screenshots e alguns gifs para dar uma idéia do que tudo parece. Alguns dos meus favoritos são a tocha, o jukebox ou registro player, e os minérios.

    Fotos
    Você não pode ver as animações nelas.O vidro de conexão
    Aqui estão algumas animações, não todas!Blocos Animados
    Itens Animados
    Exemplo de um mob piscando!

    Videos Análises e Jogatinas




    Instalação Não sabe como utilizar?
      1. Depois de baixar, coloque na pasta texture packs. Se você não sabe onde fica, procure no Google, e você vai achar vários tutoriais. Tenha certeza que você está com o jogo na versão 1.5 ou maior.
    1. Instale o Optifine ou MCPatcher e siga as instruções em seus determinados posts. Isto irá ativar as texturas conectadas (CTM), mobs randômicos, e as animações de piscar, e o interior da Ender Chest. Se você utiliza optifine, tenha certeza de que você ligou as texturas conectadas em video>settings>quality.
    Download Eu sabia que você iria utiliza-lo!
    Download para minecraft 1.14.x

    Se você deseja deixa um comentário, mas não sabe inglês, você pode utilizar o Google Tradutor ou qualquer outro programa que traduza para o inglês. Se você não possui uma conta aqui, você pode também, comentar no meu vídeo no YouTube!

    Termos Leia isto antes de tudo!
    Você deve:
    Usar este pacote em vídeos ou em outros meios porém com um link para este site.
    Editar, remover, modificar e adicionar coisas ao pacote, porém para uso pessoal, sem destribuição pública.
    Você não deve:
    Destribuir este pacote sem seus determinados créditos/link para este site.
    Utilizar qualquer uma das texturas deste pacoro para a criação de outro.
    Com a exeção de:
    Permissão exclusiva (Blocksmithed).Texturas originais pertencem á Mojang.

    Se você usar isto em um vídeo no youtube, por favor, inclua um link para esta postagem!

    Traduit par GreenLenux

    Quand la snapshot 13w02a est sortie avec son nouveau système de pack de textures pour Minecraft 1.5, j'étais super excité. Je pouvais enfin faire ressembler Minecraft comme je le voulais. Le but de ce pack est de tout animer (plus de 100 animations), et d'ajouter des détails là où le pack de défaut n'avait pas assez de pixels comme les outils sur l'atelier et les lignes sur les vitres (les textures avec des détails sont 32 fois plus grandes). Je sais que certains packs de textures se prénomment eux même "hybrids" mais je n'ai jamais vu le concept de mixer différentes résolutions. En changeant les résolutions en concordance avec ce dont l'animation avait besoin, j'étais capable de rendre les animations plus fluides tout en gardant un semblant de même taille.


    Remerciements :


    Credits: minz1
    Shax
    MpSlx (http://steamcommunity.com/id/mpslx) Traduction portugaise


    Personnes qui m'ont donné des idées (incomplet)

    TheREPTILE2000
    minz1
    Nick Azn
    Kitteh6660
    TheMinecrafterTippyDaug
    ReddieLP


    J'aimerai avoir des suggestions de la part de tout le monde sur ce qui pourrait être ajouté ou amélioré. Les critiques constructives sont toujours les bienvenues. Voici quelques screenshots et quelques gifs pour vous donner un aperçu du pack. Mes textures préférées sont le pufferfish, le Jukebox/lecteur de musiques, et les minerais.

    Gifs :


    Notez que j'ai « gifé » seulement quelques textures car c'est horrible à faire. Ce n'est que quelques exemples. Aussi, les animations vont vous paraître plus fluides en jeu car le timing est compliqué à réaliser en gif. Certaines animations ne sont d'ailleurs plus présentes dans le pack.

    Blocs:


    Objets



    Et le villageois (un des mobs qui cligne des yeux)

    Il y a plein d'autres vidéos de présentation de mon pack sur youtube. J'aimerai tous les remercier. Vous pouvez en trouver plus ici.


    Installation :
    1. Télécharger le fichier .zip depuis le lien de téléchargement, et suivre ces instructions.
    2. (Semi-optionel, mais cette étape est obligatoire pour activer certaines options) Télécharger MCPatcher et patcher votre minecraft (les instructions d’installations sont dans le lien). Cela activera les textures connectées (CTM), les mobs randoms, et les animations sur les entités comme les mobs qui clignent des yeux et l'enderchest.Optifine peut seulement utiliser les textures connectées les mobs randoms.


    Merci d'avoir lu et, j'espère, d'avoir essayé le texture pack !


    Téléchargement (Pour Minecraft 1.14)


    J'ai aussi un topic PMC ici. Si vous n'avez pas de compte minecraftforum, vous pourrez commenter sur PMC ou sur la vidéo Youtube.


    When snapshot 13w02a came out with the new texture pack system for minecraft 1.5, I was so excited. I could finally make Minecraft look how I wanted it to. The goal of this pack is to animate everything within reason (over 100 animations so far!), and add detail where the defaults didn't have enough pixels like the tools on the crafting bench and lines in glass (the textures with added detail are 32x). I know some other packs call themselves "hybrids" but I haven't seen this concept of mixing and matching resolutions done before. By changing the resolutions in accordance with the need of the animation, I was able to make the animations smoother while keeping the overall size of the pack down.
    Here is a complete change log.

    Changes

    Tools on the workbench look like tools
    Gold ore sparkles
    Diamond ore sparkles
    Redstone ore pulsates with power
    Emerald ore sparkles
    Diamond item sparkles
    Emerald item sparkles
    TNT fuse is more detailed and sparks on the end
    Streaks in glass have finer lines
    Lit furnace has fire animation
    Bottles in the brewing stand fill up
    Sign item's text gets written
    Water bucket drips
    Lava bucket drips and also the lava in it flows
    Milk bucket drips
    Cobblestone looks nicer
    Wheat sways in the wind
    Redstone lamp pulses
    Tall grass sways
    Minecart wheels are better
    Note block really rocks out that beat
    Jukebox has a spinning record on top
    Jack-o-lantern flickers
    Water is slightly clearer
    Beacon has a pulsing effect
    Tipped book shelf books look better
    Powered rail moves
    Diamond block has a shiny effect
    Gold block has a shiny effect
    Emerald block has a shiny effect
    Torch has fire on it
    Redstone torch pulsates
    Lines in ice are more detailed
    Slime ball drips
    Eye of ender blinks
    Lit repeater has current running through it
    Redstone block pulsates
    Raw fish flaps it's tail
    Cooked fish has X's for eyes and twitches
    Rotten flesh has flies that fly around on it
    Soul sand faces open and close their mouths
    Oak, birch, jungle, and spruce leaves sway
    Egg starts to hatch
    Glowstone pulses
    Redstone item pulses
    Glowstone item pulses
    Lights on the command block change colors
    Lit comparator has pulse that runs through it
    Iron ingot has shiny effect
    Gold ingot has shiny effect
    End portal block (with eye in it) blinks
    Slightly more transparent overlay when wearing a pumpkin
    Enchanting table diamond corners have a shiny effect
    Nether star spins
    Lit activator rail pulses
    Arrow in drawn bow has feathers
    Shears open and close
    Blaze powder burns
    Blaze rod is... animated
    Mushroom stew drips
    Fireworks rocket fuses sparks
    Diamond sword shines
    Diamond pickaxe shines
    Diamond axe shines
    Diamond shovel shines
    Diamond hoe shines
    Gold nugget shines
    Iron sword shines
    Gold sword shines
    Golden carrot shines
    Glistering melon "glisters?"
    Fern sways back and forth
    Netherwart bounces/sways
    Lily pad ripples
    Potato crops sway
    Carrot crops sway
    Baked potato emits smoke/steam
    Most 1 block high flowers sway
    Animated puffer fish
    Animated raw salmon and raw clownfish
    Animated enderpearl
    Animated double high grass

    The following features only work for MCPatcher/Optifine users:
    Glass connects
    Random chickens
    Random cows
    Random pigs
    Enderchest has a swirling portal in it and it's eye blinks
    You can make the TARDIS from Dr. Who out of /give 5 1 5 (Wood planks with a damage value of 5. Removed in 1.6c)
    Sheep blink
    Cows blink
    Cats blink
    Villagers blink
    Ozelots blink
    Wolves blink
    Pigs blink
    Squids roll eyes
    Witches blink
    Players using a unedited Steve skin blink
    Blaze's spinning rods have a low tech blazy animation
    Creeper painting just got creepier
    Iron golems blink
    Creeper eyes pulse red
    Enderman eyes pulse a darker purple
    Netherack drips
    Some cobwebs have small spiders in them
    Sun spins
    Fire particles are animated
    Villager's cloud w/ lightning particle is animated
    Some random zombie skins
    The minecraft logo on the minecraft main screen is animated
    Grass has some random CTM
    Cobble has some random CTM
    Stone has some random CTM
    Added Herobrine
    Quartz blocks connect
    Endermen have a slender-ish b&w fade out animation
    Vines swing
    Animated ghast
    Added slender notes to roofed forests

    Many thanks to these people:

    Credits:
    minz1
    Shax
    MpSlx (http://steamcommunity.com/id/mpslx) Made the Portuguese translation
    GreenLenux Made the French translation. He also has created some horror maps: 1 2 3
    People who have given me ideas: (incomplete)
    TheREPTILE2000
    minz1
    Nick Azn
    Kitteh6660
    TheMinecrafterTippyDaug
    ReddieLP

    I'd love to get suggestions from everyone on what could be added or improved. Constructive criticism is always welcome. Here are some screenshots and a few gifs to give the general concept. Some of my favorites are the pufferfish, the jukebox/record player, and the ores.


    Screenshots

    I know these don't show animations but oh well.A few of the mob variationsThe connecting glassThe slight edit on cobble and random CTM. Although subtle, I think it helps make cobble more bearable.

    Gifs

    Please note I gif-ified only some of the textures because they are a pain to make. This isn't nearly all of them. Also they will look much better in game because the timings are hard to get right on a gif. Some are also outdated.Blocks:
    Items
    And the villager (one of the mobs that blinks)

    There are many other videos/showcases/reviews on youtube. I'd like to thank all of them. :) You can find most here.

    Installation
    1. Download the .zip file from the download link below, and follow these instructions.
    2. (Semi-optional, but this step is required to enable some features) If available for your minecraft version, download MCPatcher and patch your minecraft (installation instructions are in the link). This will enable connected textures (CTM), random mobs, and animations on entities like blinking mobs and the enderchest. Optifine is a partial alternative, but it only has very basic support for connected textures and random mobs.


    Thanks for reading this and hopefully trying it out! Enjoy.


    Download for 1.14.x


    • Ad free links and older versions available under "Version History/Alternate download links."

    I also have a post here on PMC. If you don't have a minecraftforum account, feel free to comment there or on the YouTube video.


    Version History/Alternate download links

    Versions for Minecraft 1.13.x - 1.14.x

    Version 18 (Same as v17e but updated to be compatible with 1.13)

    Versions for Minecraft 1.11.x

    Version 17e (Same as v17d but updated to be compatible with 1.11)

    Versions for Minecraft 1.9.x - 1.10.x:

    Version 17d (Same as v17c but updated to be compatible with 1.9)

    Versions for Minecraft 1.6 through 1.8.x:


    Version 17c (Updated for 1.8, notable new/redone animations include leaves, fish, ghast, and double tallgrass.)
    Version 1.6c (Animates all the new flowers, fixes the cauldron glitch, the dark oak plank glitch, and removes broken formatting in the description.)
    Version 1.6b (Adds more random mobs, more random CTM, more animations and improvements to existing animations.)
    Version 1.5 (Same as v1.5, but in resource pack format for 1.6)

    Versions for Minecraft 1.5.x:
    Version 1.6b for 1.5.2 (May be incomplete. Adds more random mobs, more random CTM, more animations and improvements to existing animations.)
    Version 1.5 (Adds dripping netherack, connecting glass panes, animated lilypads, carrots, and potatoes. Ores are also redone.)
    Version 1.4 (Makes more of the vegetation sway and more mob eyes animated. Also improved some things.)
    Version 1.3 (Add shiny tools and a few other animations.)
    Version 1.2 (Adds blinking mobs, and animated enderchest and blaze.)
    Version 1.1 (First version to be posted here. Has better ores, wheat, and grass than 1.0. Also adds various animations.)
    Version 1.0 (Oldest version. Less graphically intensive.)

    How to remove or replace animations/textures

    1. Open the resource pack and find the texture you want to remove or replace. It will usually be under assets/minecraft/textures somewhere, but mob animations and connected textures are under assets/minecraft/mcpatcher.
    2. Delete the .png and the .mcmeta (or .properties) file that has the same name. Minecraft will replace missing textures with the default texture.
    3. If you want to replace the texture you just deleted, simply copy and paste the texture you want into the correct folder.

    If you want to support this, leaving a comment really means a lot to me. If you really want to help this texture pack, you can set this code as your signature.

    <a href="http://www.minecraftforum.net/topic/1778085-"><img src='http://i.imgur.com/IZV9lZq.gif' /></a>

    It is the one you see as my signature below this post. If it doesn't work first try, click the "toggle editing mode" button on the top left of the signature editing screen and past the code again.
    Also feel free to click that button. That always makes me happy.

    You may:
    • Use this texture pack in youtube videos and/or other media, but please provide a link to my minecraftforum.net post: http://www.minecraft.../topic/1778085- or http://www.bit.ly/blocksmith
    • Edit any part of this pack for your personal use, just don't distribute it.
    • Use this pack as your server's resource pack, or use parts of it in your server's resource pack as long as you give me credit.
    • Post/share any of the download links on the forum post, just link to the forum post as well.

    You may not:
    • Distribute this pack or any part of it with a link other than one of mine. (Except as stated above)
    • Use any of these textures in another resource pack or remix pack.

    With the exception of:
    • Exclusive permission from me, blocksmithed (http://www.minecraft...2-blocksmithed/).

    Also:
    • Please don't post a direct download link. Instead use a bit.ly one from under "Version History/Alternate download links." They work just as well, and anyone can track download stats by adding a "+" after the bitly url.


    Original Minecraft textures belong to Mojang.

    If you use this for YouTube please provide a link to this thread. Thanks!

    Posted in: Resource Packs
  • View sp614x's Profile

    4521

    Apr 8, 2011
    sp614x posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    Hello everybody,


    This mod adds support for HD textures and a lot of options for better looks and performance.

    Doubling the FPS is common.


    You can follow the OptiFine development here: reddit.com/r/OptiFine, [email protected] or http://optifog.blogspot.com.

    Resources: translations, documentation, issue tracker.


    Get the Magic Launcher for easy mod installation, compatibility checking and more.


    Donate to OptiFine and receive the OptiFine cape as a sign of your awesomeness.

    The cape is visible to everyone using OptiFine. Thank you for being awsome.


    Download OptiFine

    Get all OptiFine versions here: optifine.net

    Features


    • FPS boost (examples) - doubling the FPS is common - decreases lag spikes and smooths gameplay
    • Support for HD Textures (info) - HD textures and HD fonts (MCPatcher not needed) - custom terrain and item textures - animated terrain and item textures - custom HD Font character widths - custom colors - custom block color palettes - custom lighting - unlimited texture size
    • Support for Shaders (info) - based on the Shaders Mod by Karyonix
    • Dynamic Lights - allows handheld and dropped light emitting items to illuminate the objects around them. It is similar, but not related to the Dynamic Lights mod
    • Variable Render Distance (example) - from Tiny to Extreme (2 x Far) in 16m steps - sun, moon and stars are visible in Tiny and Short distance
    • Configurable Smooth Lighting (examples) - from 1% - smooth lighting without shadows - to 100% - smooth lighting with full shadows
    • Performance: VSync Synchronizes framerate with monitor refresh rate to remove split frames and smooth gameplay
    • Smart Advanced OpenGL - more efficient, less artifacts - Fast - faster, some artifacts still visible - Fancy - slower, avoids visual artifacts
    • Fog control - Fog: Fancy, Fast, OFF - Fog start: Near, Far
    • Mipmaps (examples) - Visual effect which makes distant objects look better by smoothing the texture details - Mipmap level - OFF, 1, 2, 3, Max - Mipmap type - Nearest, Linear
    • Anisotropic Filtering (examples) - Restores details in mipmapped textures - AF level - OFF, 2, 4, 8, 16 (depends on hardware support)
    • Antialiasing (examples) - Smooths jagged lines and sharp color transitions - AA level - OFF, 2, 4, 6, 8, 12, 16 (depends on hardware support)
    • Better Grass Fixes grass blocks side texture to match surrounding grass terrain
    • Better Snow (examples, credit) Fixes transparent blocks textures to match surrounding snow terrain
    • Clear Water (examples) Clear, transparent water with good visibility underwater
    • Custom Sky (info) Use custom textures for the day and night skies. Multiple layers, blending options, time configuration.
    • Random Mobs Use random mob textures if available in the texture pack
    • Connected Textures (examples) Connects textures for glass, glass panes, sandstone and bookshelf blocks which are next to each other.
    • Natural Textures (examples, idea) Removes the gridlike pattern created by repeating blocks of the same type. Uses rotated and flipped variants of the base block texture.
    • Faster Math Uses smaller lookup table which fits better in the L1 CPU cache
    • FPS control - Smooth FPS - stabilizes FPS by flushing the graphics driver buffers (examples) - Smooth Input - fixes stuck keys, slow input and sound lag by setting correct thread priorities
    • Chunk Loading Control - Load Far - loads the world chunks at distance Far, allows fast render distance switching - Preloaded Chunks - defines an area in which no new chunks will be loaded - Chunk Updates per Frame - allows for faster world loading - Dynamic Updates - loads more chunks per frame when the player is standing still
    • Configurable Details - Clouds - Default, Fast, Fancy - Cloud Height - from 0% to 100% - Trees - Default, Fast, Fancy - Grass - Default, Fast, Fancy - Water - Default, Fast, Fancy - Rain and Snow - Default, Fast, Fancy - Sky - ON, OFF - Stars - ON, OFF - Sun & Moon - ON, OFF - Depth Fog - ON, OFF - Weather - ON, OFF - Swamp Colors - ON, OFF - Smooth Biomes - ON, OFF - Custom Fonts - ON, OFF - Custom Colors - ON, OFF - Show Capes - ON, OFF (supports HD capes)
    • Configurable animations - Water Animated - OFF, Dynamic, ON - Lava Animated - OFF, Dynamic, ON - Fire Animated - OFF, ON - Portal Animated - OFF, ON - Redstone Animated - OFF, ON - Explosion Animated - OFF, ON - Flame Animated - OFF, ON - Smoke Animated - OFF, ON - Void Particles - OFF, ON - Water Particles - OFF, ON - Rain Splash - OFF, ON - Portal Particles - OFF, ON - Dripping Water/Lava - OFF, ON - Terrain Animated - OFF, ON - Items Animated - OFF, ON
    • Fast Texturepack Switching Switch the current Texturepack without leaving the world
    • Fullscreen Resolution Configurable fullscreen resolution
    • Debug - Fast Debug Info - removes lagometer from debug screen - Debug Profiler - removes profiler from debug screen
    • Time Control Default, Day Only or Night Only - works in only in Creative mode
    • Autosave - Configurable Autosave interval - A fix for the famous Lag Spike of Death

    Editions


    Even Older Versions

    Even older versions of OptiFine are available in the OptiFine history.

    If you have previously used MCPatcher for HD Textures, HD Fonts or Better Grass (important)

    Follow these steps to prevent a possible "Black Screen" problem when installing OptiFine:

    1. Temporarily revert back to the Default Texture Pack.

    2. Uninstall the HD Textures, HD Fonts, and Better Grass mods from the MCPatcher. These functions are included in OptiFine.

    3. Set Graphics to Fancy

    4. Install OptiFine and test with the Default Texture Pack to make sure everything is working.

    5. Select your previous texture pack and graphics settings

    6. Run Minecraft and enjoy

    Compatibility with other mods

    When installing OptiFine together with other mods always make sure to install OptiFine last. The only exception are mods which are designed to be installed after OptiFine and say so in their install instructions.

    If you need ModLoader: Install OptiFine AFTER ModLoader.

    If you need Forge: Install OptiFine AFTER Forge.

    MCPatcher is NOT needed for HD textures, HD fonts and BetterGrass, they are included in OptiFine. Install OptiFine without MCPatcher's HD features for best performance.

    If you need DynamicLights (ModLoader edition): Install OptiFine AFTER DynamicLights.

    Compatible with: ModLoader, Forge, SinglePlayerCommands, TooManyItems, PlasticCraft, CJB's Modpack, Zan's Minimap, Rei's Minimap, DynamicLights, GLSL Shaders 2, LittleBlocks and many other.

    Not compatible with: CCTV, The Aether.

    Installation


    For Minecraft 1.6.2 and newer

    A. Simple (for OptiFine 1.6.2_C4 and newer)

    - Double-click the downloaded JAR file and the OptiFine installer should start

    - Click "Install" and OptiFine will be installed in the official Minecraft launcher with its own profile "OptiFine"

    - Start the official launcher and play

    B. Easy

    - Use the official launcher to download and start once Minecraft 1.6.2.

    - Double-click the downloaded JAR file and the OptiFine installer should start

    - Click "Extract" and save the OptiFine MOD file

    - Start Magic Launcher

    - Click "Setup"

    - Select Environment "1.6.2"

    - Click "Add" -> select the OptiFine MOD file

    - Click "OK"

    - Login and play

    C. Complex

    - Use the official launcher to download and start once Minecraft 1.6.2.

    - Go to the minecraft base folder (the official launchers shows it when you click "Edit Profile" as "Game Directory")

    - Go in subfolder "Versions"

    - Rename the folder "1.6.2" to "1.6.2_OptiFine"

    - Go in the subfolder "1.6.2_OptiFine"

    - Rename "1.6.2.jar" to "1.6.2_OptiFine.jar"

    - Rename "1.6.2.json" to "1.6.2_OptiFine.json"

    - Open the file "1.6.2_OptiFine.json" with a text editor and replace "id":"1.6.2" with "id":"1.6.2_OptiFine" and save the file

    - Copy the files from the OptiFine ZIP file in "1.6.2_OptiFine.jar" as usual (you can use the 1.5.2 instructions for this) and remove the META-INF folder from "1.6.2_OptiFine.jar".

    - Start the official launcher

    - Click "Edit Profile" - Select "Use version:" -> "release 1.6.2_OptiFine"

    - Click "Save Profile"

    - Click "Play" or "Login" to start the game. If only "Play Offline" is available, then log out and log in again to fix it.

    Installation for Minecraft 1.6.2 with Forge

    A. Easy

    - Use the official launcher to download and start once Minecraft 1.6.2.

    - Use the Forge installer to install Forge

    - Use the official launcher to start once Minecraft with the Forge profile.

    - Start Magic Launcher

    - Click "Setup"

    - Select Environment "Forge9.10.X.Y"

    - Click "Add" -> select the OptiFine ZIP file

    - Click "Advanced"

    - In the field "Parameters" add "-Dfml.ignorePatchDiscrepancies=true"

    - Click "OK"

    - Login and play

    B. Simple (for OptiFine 1.6.2_C4 and newer)

    - Put the OptiFine JAR file in the Forge "mods" folder

    - Start Minecraft and Forge should automatically load OptiFine

    B. Complex (not working for Forge #780 and #781)

    - Use the official launcher to download and start once Minecraft 1.6.2.

    - Use the Forge installer to install Forge

    - Go to the minecraft base folder (the official launchers shows it when you click "Edit Profile" as "Game Directory")

    - Go in subfolder "Versions"

    - Go in subfolder "Forge9.10.X.Y"

    - Copy the files from the OptiFine ZIP file to "Forge9.10.X.Y.jar" as usual (you can use the 1.5.2 instructions for this) and remove the META-INF folder from "Forge9.10.X.Y.jar".

    - Start the official launcher

    - Select profile "Forge"

    - Click "Edit Profile"

    - Select the checkbox "JVM Arguments" and in the field next to it add "-Dfml.ignoreInvalidMinecraftCertificates=true -Dfml.ignorePatchDiscrepancies=true"

    - Click "Save Profile"

    - Click "Play" or "Login" to start the game. If only "Play Offline" is available, then log out and log in again to fix it.

    For Minecraft up to 1.5.2

    If possible start with a clean minecraft.jar and check the mod compatibility section above.

    A. Easy Installation

    1. Download and start the Magic Launcher

    2. Click Setup, click Add, select the downloaded zip file

    3. Click OK, login and play Minecraft

    B. Manual Installation

    Windows/Linux Instructions:

    1. Locate your minecraft.jar file. On Windows, it's in %APPDATA%/.minecraft/bin

    2. Create a backup of minecraft.jar

    3. Open minecraft.jar in an archive editor (WinRar/7-Zip/etc)

    4. Delete the META-INF folder.

    5. Copy (drag and drop) the .class files from the downloaded zip file into the jar file, replacing previous files.

    6. Run Minecraft and test!

    Mac Instructions:

    1. Locate your minecraft.jar file. On Mac, it's in /Library/Application Support/minecraft/bin

    2. Create a backup of minecraft.jar

    3. Rename minecraft.jar to minecraft.zip and double-click it to extract the contents

    4. Rename the resulting folder to minecraft.jar and open it

    5. Copy the .class files from the downloaded zip into the minecraft.jar folder, replacing previous files

    6. Run Minecraft and test!

    Please test and report back, include CPU, GPU and FPS before/after. Feedback is always welcome.


    Copyright

    The mod OptiFine is Copyright © 2013 by sp614x and the intellectual property of the author. It may be not be reproduced under any circumstances except for personal, private use as long as it remains in its unaltered, unedited form. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this mod on any other website or as a part of any public display is strictly prohibited and a violation of copyright.
    Posted in: Minecraft Mods
  • View Alvtron's Profile

    581

    Apr 23, 2012
    Alvtron posted a message on R3D CRAFT - Play Minecraft in High Definition (04.04.17)


    Check out r3dcraft.net and follow me on Facebook, Twitter and YouTube!

    This project is currently set on hold. I am for the time being a full time student, studying for my masters degree in applied computer science, which completes in 2020. When I am not studying, I am most likely working. Thanks to everyone for the support and understanding!




    About
    Screenshots
    Download
    Community
    Changelog
    Pictures
    Behind the scenes
    FAQ
    Support
    Terms of use

    R3D CRAFT, pronounced Red Craft, is a high-res texture pack that can be applied to the game Minecraft. Based on the default texture that comes along with this game, R3D CRAFT enhances the missing realism; with use of high quality textures, smoother colortransitions, realistic shapes, shadows, lighting, missing details + so much more.

    This texture is made for those who seek more quality in-game, but also want to keep the default design and feeling. Therefore, this texture tries to stay close to the default appearance by matching the correct colors and indication of shape.


    Default Miencraft → R3D CRAFT → R3D CRAFT Shader Support + Sonic Ether's Unbelievable Shaders



    R3D CRAFT + R3D CRAFT Shader Support + Sonic Ether's Unbelievable Shaders


    R3D CRAFT + R3D CRAFT Shader Support + Sonic Ether's Unbelievable Shaders






    View more images at r3dcraft.net



    R3D CRAFT 0.3.1


    Alternative download links (adfoc.us):


    R3D CRAFT:

    • R3D CRAFT 512x
    • R3D CRAFT 256x
    • R3D CRAFT 128x
    • R3D CRAFT 64x
    • R3D CRAFT 32x

    R3D CRAFT Shader Support:

    • R3D CRAFT Shader Support 512x
    • R3D CRAFT Shader Support 256x
    • R3D CRAFT Shader Support 128x
    • R3D CRAFT Shader Support 64x
    • R3D CRAFT Shader Support 32x

    R3D CRAFT: Default Realism

    • Default Realism 512x
    • Default Realism 256x
    • Default Realism 128x
    • Default Realism 64x
    • Default Realism 32x

    Alternative download links (Curse):


    R3D CRAFT on Curse:


    • R3D CRAFT 32x32 on Curse!
    • R3D CRAFT 64x64 on Curse!
    • R3D CRAFT 128x128 on Curse!
    • R3D CRAFT 256x256 on Curse!
    • R3D CRAFT 512x512 on Curse!

    R3D CRAFT Shader Support on Curse:


    • R3D CRAFT Shader Support 32x32 on Curse!
    • R3D CRAFT Shader Support 64x64 on Curse!
    • R3D CRAFT Shader Support 128x128 on Curse!
    • R3D CRAFT Shader Support 256x256 on Curse!
    • R3D CRAFT Shader Support 512x512 on Curse!

    R3D CRAFT: Default Realism on Curse:


    • Default Realism 32x32 on Curse!
    • Default Realism 64x64 on Curse!
    • Default Realism 128x128 on Curse!
    • Default Realism 256x256 on Curse!
    • Default Realism 512x512 on Curse!

    Tired of annoying ads? Try Curse Client.

    Curse Client is an add-on manager that allows you to browse, install, and update your Minecraft texture packs, mods or world-saves. Stay in sync with R3D CRAFTs newest updates with Curse Client.



    Addons created by the community:


    → R3D CRAFT: DEFAULT REALISM ADDON by VansiusProductions

    → R3D CRAFT Shader Support (Parallax, Bump Mapping and more) by TheAddictioN974


    Want to create addons?


    There's nothing stopping people from expanding upon this texture pack. Feel free to do
    so. You are not breaking any rules, any copyright guidelines or upsetting anyone.

    Since the Minecraft client now allows you to add more than one texture pack to the resource pack panel, you can simply create an addon. Make people download both your addon and this resource pack. After your users have downloaded your resource pack addon, direct them here so they can download this base resource pack which your resource pack adds upon.

    If you feel like that above is silly and you want to include R3D CRAFT textures with yours in one single package and publish that, we would have a problem. The moderators on this site and other sites do not look happily on duplicates and your thread will most likely be put down. Also, keep in mind that it's not right (and if you ask me, disrespectful) to upload someone else work without their consent.



    R3D CRAFT - Version 0.3.1 (04/04/17):


    • Fixed some issues with Daylight Detector
    • Added item: Flower Dandelion
    • Added item: Flower Houstonia
    • Added item: Flower Poppy
    • Added item: Oxeye Daisy
    • Changed item: Dirt
    • Changed item: Grass

    Complete changelog

    Default Realism changelog




    Click here for more Wallpapers and Screenshots.



    R3D CRAFT's YouTube Playlist




    Go to r3dcraft.net for more.




    Go to r3dcraft.net for more FAQ.



    To all of you who have followed this project for a while; Gamers, Content-creators, YouTubers, Modders and so on. I would like to thank you guys especially. Your patience is both questionable and admirable. Maybe you guys don't know, but you are essentially the pillar that holds this project up. Without you, R3D CRAFT would not have been where it is today. Thank you. Thank you for your support.


    Here is ways you can support this project:


    • Download R3D CRAFT and play Minecraft
    • Write comments, feedback and/or suggestions to me on this forum.
    • Share your experiences with R3D CRAFT on social media
    • Share R3D CRAFT to your friends and followers
    • Follow me on Facebook, YouTube and Twitter
    • Be creative! Make whatever you want with the use of R3D CRAFT. Videos, artwork, games and so on (read guidelines below)

    R3D CRAFT banners:







    © 2012-2019 Thomas Angeland


    Terms of use

    Posted in: Resource Packs
  • View Naiten's Profile

    135

    Apr 21, 2013
    Naiten posted a message on [1.7.10]Rails of War — Siemens-Schuckertwerke akkulok update

    This mod is about wide gauge, big turns, steam locomotives, trains, armoured trains, and other awesome stuff. I don't need modelling and/or artistic and/or idea help at the moment. Currently only programming help with developing the core is acceptable. When the core is done, I will announce that and start adding rolling stock you make/propose. Please, don't spam me or this thread with modelling/art help or RS suggestions until that moment.

    Follow the official Twitter to keep abreast or join our Discord to converse with other fans and creators themselves! There's also and official railsofwar.net website!

    If you encounter a bug or an issue, take a look at our Bitbucket issue tracker.

    Also take a look at RoWAM if you want some more automation features for RoW trains.

    We also have an IRC channel #railowar at EsperNet.

    Pictures:




    USAGE GUIDE

    Currently, no recipes are present. They would be added after machinery and proper interactions are implemented. All items are available in «Rails of War» creative inventory tab.
     To place different types of track you need a solid base underneath. Thus straight track takes 3w*1d blocks, dead end takes 3w*2d blocks, crossings takes 3w*3d blocks, and other have specific form that can be seen above.
     Switches allows your trains to be guided from one track to another. To control them, the pointer lever is used; place it aside the switch. If you have placed it in a right position, you'll see that it rotates the arrow/light when you click it.
     After building the railway use a specific item to place rolling stock. To fuel a locomotive, right-click it with coal, then you can climb up and control the loco by pressing R/F/V to increase/decrease/zero the reverse. B toggles the brakes, L toggles the headlight if you have enabled it in the config (.minecraft/config/row.cfg). You can only delete stock when in creative, sneak and left-click it.
     To couple carts, a tool named ‘Prybar’ is used. Left-click on a cart to start/stop creating/eliminating a link, and right-click anywhere to reset. When making trains, note that every cart has two couplers (front and rear) and it matters where you click (which coupler do you select). The distance between selected couplers matters too, they should be closer than 2m to each other.
     Lamp posts are activated by redstone signal. Wall lamps are always turned on.

     Now, have fun and wait for further updates!


    Downloads


    Used Minecraft Forge:
       1.7.10-10.13.4.1558


    Older downloads can be found in this dropbox.

    By downloading the mod you accept the license given below.
    License:

    This modification (plugin, a patch to Minecraft source, henceforth "Modification") is the intellectual property of person known as Nathaniel Iten (also known as Naiten or Nait) (hereafter referred to as "the Owner"). By using this modification or any of its parts in any way, you accept next terms:
    • This Modification is sole property of the Owner.
    • By default it the Modification only be distributed by the Owner. It only be mirrored or reposted with crediting the source and authors.
    • Any attempts to make profits out of the Modification are strictly forbidden.
    • You may NOT decompile/recompile or make any changes to the Modification with any intent.


    Installation:

    Install proper Minecraft Forge version, put the mod *.jar file into /mods folder in your Minecraft directory.


    Things not to bother me with:

    • Updates
    • Backports
    • Rolling stock
    • Traincraft
    • Railcraft
    • Real trains mod (especially)

    I express my gratitude to all people who are or were helping me to develop the mod. This also relates to appreciative audience, which gave me moral forces to go on.

    Русскоязычные пользователи могут посетить тему на официальном русском сообществе Minecraft.
    There's also a page on PMC.


    If you want to support me, you can pledge me via Patreon:

    Posted in: WIP Mods
  • View Calacbolg's Profile

    3882

    Feb 26, 2013
    Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
    This system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.


    Table of Contents:

    Overview
    The benefits
    The features
    The disadvantages
    The problems
    Changes in how things work
    Data storage
    Changes to world features
    Coping with sunlight
    Changes to servers
    Render/Load distance alterations
    Frequently Asked Questions
    [WIP] The Cubic Chunks Mod!
    Gallery
    Supporting this suggestion
    Special thanks

    [spoiler=Tl:dr]Q: Won't this increase lag?
    A: Absolutely not. The title of this suggestion and big red letters at the top of this post aren't lying. If you want to know how, then I suggest you actually read this post.

    Q: Will this change terrain? Will this break existing worlds?
    A: No. Terrain change is not necessary. Existing worlds can be converted fairly easily with a process described later in this post.

    Q: How can sunlight or rain work with infinite vertical space?
    A: I suggest you read Coping with sunlight, because it's too complex for a tl;dr.

    Q: I have a different question but still don't feel like reading this post. What do I do?
    A: Too bad, read the FAQ. I put way too much work into this for the entirety of it to be ignored.[/spoiler]



    Overview:

    In Minecraft, the sky is the limit - literally. It doesn't matter how many thousands of blocks a player has traveled, or what dimension they're in, or even if they're playing in creative or survival, the highest they can ever build is up to a height of 256. Why is that? If Minecraft can have a world that's infinite in the north, in the south, in the east, and in the west, why can't that world be infinite up and down too?

    In Minecraft's earliest days, in Classic and Indev, the world was not infinite in any direction. This was because the entire world needed to be generated at the same time, and the entire world needed to be simulated at the same time as well. This led to a conundrum - the bigger the world, the more it lagged.
    Notch didn't like this. He knew his players liked to explore and build large creations, so he found a way to make the world truly infinite. When the Minecraft '' class='bbc'>Infdev came out, it brought with it truly infinite worlds. Suddenly, players could travel hundreds of thousands of blocks in any direction, and never encounter a barrier, or become too laggy.
    The Infdev update brought about a very large change to Minecraft worlds to accomplish this feat. For the first time, instead every world being just a single huge piece, they were broken up into a two-dimensional grid of pieces, called chunks. Through breaking the world up into pieces, this 'chunk system' enabled infinite worlds by letting Minecraft create new pieces and simulate them only when it needs to.

    Why does that not apply to the vertical axis? Because the type of 'chunk system' Minecraft uses right now is a linear one, which, by using only a two-dimensional grid to map out chunks, means that it is impossible for chunks to stack on top of one another, and by extension, meaning that a single chunk must cover the entire vertical space. This brings back the problem that the Infdev update was supposed to eradicate, now only with chunks, instead of an entire world; the bigger a chunk is, the more laggy it is. You can't just increase the height limit and make chunks taller, because it will become laggier, and laggier, and laggier to do it.
    That's why, to fix this, Minecraft must change over to a cubic chunk system. Under this system, 163 block chunks are aligned on a three-dimensional grid, completely eliminating maximum height as an aspect of lag.

    The immediate benefits:
    •Minecraft worlds become as virtually infinite vertically as they are horizontally: The absolute limit being Y = ±30,000,000.
    •A large FPS increase: Alpha testers report an FPS increase of 100~200%.
    •Increase in running capability: Computers running Minecraft on Tiny render distance will handle only 30% the blocks they do now.

    The possible features:
    •Spherical render/load distance: Reduce handled blocks by up to 30% by cutting corners made of unneeded chunks.
    •Server chunk occlusion/exclusion: Reduce bandwidth usage and defeat hackers by only sending data for visible chunks.
    •Three-dimensional biomes: Save biome data per chunk rather than per block column, create volcanoes with magma chambers, underground rivers, tropical skylands floating over icy taigas, and more.

    The disadvantages:
    •Unloaded gravity-pause: Falling non-player entities and fluids will be forced to pause their fall if they reach unloaded chunks, but will resume falling when those chunks are loaded.
    •Slow falling-pause: Players with slower computers and smaller render distances will have falling occasionally paused as they fall into unloaded chunks, until new chunks can be loaded.

    The problems:
    •Current sunlight and rain calculation methods cannot work with infinite vertical space: The solution to this is described here.
    •Current BiomeDecorator cannot work with multiple vertical chunks simultaneously: The BiomeDecorator code must be altered to function correctly with this, or removed.
    •Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
    •Current grass/dirt generation algorithm forces additional chunk requests when chunks are loaded, causing chunks to load slower than they should: This algorithm must be replaced with something else.



    Changes in how things work:

    Obviously, the implementation of this new chunk system will change quite a few things. These changes are mostly either necessary or in the interest of increased efficiency. Such changes are categorized and explained below.

    How worlds will be stored:
    [spoiler]How the current storage works, and what changes:
    Interestingly enough, the current method of storage, the Anvil format, is derived from the storage method that the original Cubic Chunks mod used. The Anvil format stores individual chunk as a series of 163 quasi-cubic chunks. These 'fake' cubic chunks allow for easier reference of specific data, but they still can't be separated from each other, meaning that it fails to reap the full benefits of this system. Even so, the change allowed Mojang to double the maximum height with no performance hit. Chunks are stored in groups of 322, inside 'MCRegion' files, for a total of 1024 chunks.
    By nature, cubic chunks does away with the 'quasi-cubic' nonsense. In terms of chunk grouping, instead of using groups of 323 chunks, new "3DRegion" files would contain groups of 163. This means each 3DRegion file contains 4096 chunks, four times as many as MCRegion files. However, each 3DRegion contains only one fourth the amount of blocks. For per-chunk positional metadata, 3DRegion files would use the same number of bits as MCRegion files, after compression. Calculations show that the same area encompassed by a single MCRegion file would consume 64 kilobytes of extra space with 4 3DRegion files, which is nothing.

    Converting existing worlds:
    Most people are probably wondering something like "But won't this totally destroy all existing worlds?". Absolutely not; conversion could not be simpler. When a non-cubic world is loaded after the implementation of this system, a conversion process will begin and convert the entire world at once(To avoid making chunk loading take longer during play). First, all existing MCRegion files will be divided into quarters to create 3DRegion files. Then, all existing chunks are divided into sixteenths using the quasi-cubic properties to identify boundaries. After that, conversion is done.

    The "isEmpty" flag optimization:
    A 1-bit flag is added to each chunk, named "isEmpty". If the chunk consists of 100% air blocks, this bit is 1, any other case makes it 0. When the bit is 1, all data for the chunk besides the isEmpty flag is deleted and ignored, which reduces filesize. Empty chunks are never loaded, and locations where they occur are merely simulated as entities reside in them. The chunk will only load when something requires saving inside it.[/spoiler]

    Changes to terrain, ores, etcetera:
    [spoiler]Terrain:
    By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.

    Biomes:
    By default, nothing will change.

    Ore generation:
    By default, nothing will change.

    Structures:
    By default, nothing will change.

    The Void:
    After conversion to Cubic Chunks, the void and bedrock layer will still exist and generate as they always have. However, the void(Not the bedrock layer!) will not exist as a hard limit and is able to be moved, but not removed, by editing an associated NBT data tag inside a world's level.dat. This feature, that allows for increasing the maximum depth, is intentionally disabled without external programs, to prevent terrain change of any sort. It is intended to be used by experienced mapmakers and world generation mods only.

    Superflat settings:
    Existing superflat worlds will not change. However, new superflat worlds will gain a new decoration parameter, 'void'. Inclusion of this parameter will cause the void to form below the lowest defined layer. Exclusion of it will cause all layers below the lowest defined layer to copy the settings of that layer.[/spoiler]

    Coping with sunlight:
    [spoiler]There used to be a solution here, but it wasn't deemed good enough by Jeb. Suggest solutions in this thread.[/spoiler]

    Changes to servers:
    [spoiler]Settings:
    There's a setting inside the Server.properties file called 'max-build-height'. The setting makes it impossible for any player to place or remove blocks above that height.
    With the implementation of Cubic Chunks, a new setting named "maximum-generation-depth" would be added. The void, bedrock layers, and magma layers will generate normally at and above the Y level designated by the value of this setting.

    Chunk occlusion/exclusion:
    Using the raytracing methods already available in the code and used for explosion calculations, servers can identify which chunks are visible to a player, within safe assumptions, and only send the data for those chunks. This both reduces bandwidth usage, and cripples the usefulness of X-Ray cheats.[/spoiler]

    Render/Load distance alterations:
    [spoiler]After the implementation of Cubic Chunks, view distances' radii will apply to the vertical axis too. This reduces handled blocks in the cases of tiny and short render distances, and increases them in the cases of normal and far render distances. This can be optimized by utilizing a spherical render distance instead of a cubic one, which would reduce handled blocks in all distances except Far.[/spoiler]



    Frequently Asked Questions:

    [spoiler=FAQ]Q: This is impossible.
    A: No it's not. See below.

    Q: Is this available as a mod?
    A: Not yet! But it will be!

    Q: I like X-ray! What if I don't want it to be broken?
    A: First of all, breaking X-ray hacks will only be possible to do in multiplayer. That said, the system that would break X-ray would be possible to disable by the server owner. If the owner doesn't disable the system, then they don't want you using X-ray, and you should not be doing what the server owner doesn't want in the first place.

    Q: I play on a PvP/Anarchy/Raid/Faction server. Won't this system let people pillar up into the sky and create a base thousands of blocks in the air and never be found?
    A: No.

    Q: I like Minecraft's current height limits. What if I don't want to have an infinite sky or infinite underground?
    A: If this system is added, all worlds will not automatically gain an infinite underground. As stated below, the Void will remain in all worlds, even after the conversion to Cubic Chunks. The ability to remove the Void will simply be there. As for infinite space in the sky, the current build limit is over one hundred blocks above any terrain that vanilla Minecraft can possibly generate. It is ENTIRELY your decision on whether or not you take advantage of this height. If you play on a server, like stated above, the server owner can set a maximum build height. If s/he doesn't, then don't play on their server - you don't play on servers where the server owners allow things you don't like. Why would you play on an anarchy server if you hate being stolen from and killed?

    Q: Will this affect Redstone at all?
    A: No. This system will simply make it possible to make larger redstone circuitry than before.

    Q: Won't this break existing worlds?
    A: No. Existing worlds can be easily converted by dividing each MCRegion file into 4 pieces, then slicing the existing 256 block-high chunks inside them into 16 individual chunks.

    Q: Won't this affect mods? Won't mod authors have a hard time updating their mods?
    A: The answer to this question depends solely on the answer to the following two questions: Do parts of the modification code rely on chunk data/metadata? Does the mod author want to take advantage of the features of the new chunk system? If the answers to the first and second question are both "No", then updating a mod to this system should be very easy and quick. If the answer to the first question is "Yes", then those parts of the code will need to be rewritten somewhat, but in most cases, the changes should be fairly quick and easy. The only time that it should be hard to update a mod to this system, is if the answer to the second question is "Yes".

    Q: Won't this require a total rewrite of the mod API if that's released first?
    A: No. Whether or not even a small part of the mod API needs to be rewritten depends on the way that it is implemented and whether or not there are API inclusions for chunk handling and other chunk-related behavior.

    Q: Could a player fall into unloaded chunks if chunks aren't loaded fast enough?
    A: No, they could not, and for several reasons. Minecraft has a terminal velocity, though it might not seem like it. This velocity is slower than it should take to load new chunks below the player. In cases with exceptionally slow computers, even if the player did manage to reach an unloaded chunk, their fall would be paused until that chunk can be loaded.

    Q: What would happen when water, sand, or a mob falls into an unloaded chunk?
    A: Nothing. The water/sand/mob would freeze in place until the chunk is loaded and it can continue moving. You can already see this same thing happening on the horizontal axis.

    Q: What will happen to the Void?
    A: It will still exist, along with all its effects. The only difference is that the Void is no longer a hard limit and it can be moved. After the conversion to Cubic Chunks, the Void's location will be stored in a world's ' class='bbc'>level.dat, and this location can be changed with NBT editing tools. When and where the Void exists, chunks will cease to generate.

    Q: Will this affect terrain?
    A: No. However, terrain generators will gain the ability to use infinite height.

    Q: Will this affect ore generation?
    A: No. Ore is a part of terrain generation. As stated above, terrain will not be changed.

    Q: Won't all current terrain generators be incompatible with this system and need to be rewritten?
    A: No. Terrain generators work independently of chunks. When a chunk is generated for the first time, it calls the terrain generator and receives a specific section of the resultant terrain to save inside itself. Because of this, some custom terrain generators can generate steep terrain all the way to Y256, where you can experience a large, flat cut-off. Since there are no chunks above Y256 to call the terrain generator for terrain, no terrain exists there.

    Q: What would happen if there's a huge solid ceiling so far above you that it is unloaded? Wouldn't you just see the sky, just with everything being completely dark?
    A: Yes. This already happens on the horizontal axis, and it is an issue with sky rendering, not this chunk system. As such, this has nothing to do with this suggestion. Please do not post about this.

    Q: If you go deep underground, will your plants grow/ores smelt/animals grow?
    A: No, because those chunks would be unloaded, just as if you had walked far away. This is a flaw with any chunk system, regardless of shape. It is a necessary evil that allows Minecraft to have infinite worlds. The only way to fix this would be to introduce a separate new system that works with chunks as they are loaded and unloaded. This suggestion deals with the chunk system itself, and not sister processes. Because of that, that is outside of the scope of this suggestion. Please do not post about this.[/spoiler]



    [WIP] The Cubic Chunks Mod! (Tall Worlds Mod):

    Cuchaz has taken it upon himself to bring us the glorious Cubic Chunks, since Mojang refuses to do so.

    Cuchaz is using a API of his own creation to help assist in the making of this mod, and he's quite far along, as seen in these two tech demo videos:
    [spoiler=T-Demo 1: Vertical chunk loading][/spoiler]
    [spoiler=T-Demo 2: Broken height cap and no lag!][/spoiler]
    With the basic functionality in place - a complete overhaul of the basic chunk system, and height limit removed - this whole concept can already be considered proven. What remains is making sure everything else functions correctly under the new chunk system. In any case, stay tuned for future updates if it interests you(If it doesn't, then you are the weakest link - goodbye!).

    You can follow the mod's development in much more depth in its very own topic!


    Gallery:

    [spoiler=A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS.][/spoiler]
    [spoiler=A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.][/spoiler]
    [spoiler="A video demonstrating Nocte's engine."]

    Support & Submission to Mojang:

    If you support this, hit the rep button in the bottom-left corner of this post. It is the only good way of accurately measuring support here.

    If you wish, you can put the following banner, courtesy of laz2727, into your signature. It helps to attract support from all parts of the forum!
     [url=http://www.minecraftforum.net/topic/1707097-cubic-chunks-infinite-height-elimination-of-x-ray-and-more-60-supporters/page__st__0][img]http://img833.imageshack.us/img833/443/hov.png[/img][/url]


    Please help us get word out of this suggestion! Share this with your friends, with Minecraft celebrities if you're familiar with them, or even with Mojangsters like Jeb or Dinnerbone! (Do not share this with Notch. Notch doesn't work with Minecraft anymore.)

    The purpose of this suggestion is to have Cubic Chunks implemented in Vanilla. Being available as a modification does not fulfill that purpose. The modification featured in this suggestion is to act as a proof-of-concept only(Note: Its being featured here is to act as a proof-of-concept. The modification itself is on its way to becoming a fully fledged modification).



    Special thanks:
    Cuchaz, for taking Barteks' proof and running with it, to give us a truly functional Cubic Chunks mod.
    Barteks2x, for updating the Cubic Chunks mod to 1.6.2, proving that it is possible.
    Azraile, for posting the original suggestion and allowing me to take ownership of it.
    Nocte, for helping resolve flaws and designing Hexahedra.
    MineCrak, for a large amount of valuable insight and enthusiasm into the topic of Cubic Chunks.
    aaronfranke, for helping resolve flaws.
    PanJouda, for creating the original banner.
    Flexico, for creating the predecessor to the current banner.
    laz2727, for creating the current banner.
    Robinton, for creating the original Cubic Chunks mod.
    The_Watchman13, for answering all those stupid questions so I don't have to.



    Note: Many calculations and information can be found among the many posts of this topic. There are too many for me to cite here, but if you wish, you can search for them yourself.
    Posted in: Suggestions
  • View thehippomaster21's Profile

    722

    Apr 12, 2013
    thehippomaster21 posted a message on [Aesthetic] Animated Player - Compatibility and Flying! [v1.5.1]

    Animated Player

    By thehippomaster21

    Updated!



    Do you love Minecraft's default animations? Are you obsessed with the way the Minecraft player looks and acts? Do you wish Minecraft's player would forever look the same way? Well if you do, then this isn't the mod for you!


    After countless hours of working (it wasn't that long), Professor HippoMaster now introduces to you the Animated Player Mod! This mod completely replaces and reanimates the player model by adding more joints and better animations. Also, it's completely client-based, which means it works for servers too (just don't install it into the server)!

    Now with rounded curves!



    Animations

    Currently this mod replaces animations for walking, running, swimming, jumping, sneaking, flying, riding, bow-aiming, blocking, climbing, hitting, eating, and drinking!



    Face Expression



    The player now has his own face! It has the following features that can be configured. Check out the custom textures section for more information on configuring. This features:
    :Pig: Moving eyes depending on where the player is looking.
    :Pig: Opening mouth when the player is panting.
    :Pig: Eyebrows that become sad when hungry and confident/angry when aggressive!



    Hats



    Hats now render each pixel individually to make it look better! This can be toggled in the config file.



    Videos

    XerainGaming

    The Templars

    SparklingKoala

    SuperMinepod

    ArrestingCarrot

    mcproductionslh

    modderpandaguy


    Other Screenshots







    Check out this website for a few more!

    Custom Textures

    Check out DalekSlayer's Skin Library for animated-player-supported skins!
    Feel free to contribute by writing on his page as well, and remember to thank him!

    Your own textures work with the mod too! Just color in the right areas specified below, then upload your texture to minecraft.net! Also, make sure not to use pitch black or pure white as your colors, or else they may be ignored. However, if you want to change your offline player look, check out the features inside the configuration file in .minecraft/config/AnimatedPlayer.cfg.

    Face
    Color in the Eye Overlay 1 to replace the skin at Eye Replacement 1 with animated eyes.
    Color in the Eye Overlay 2 to replace the skin at Eye Replacement 2with animated eyes.
    Color in the Eye Overlay 3 to replace the skin at Eye Replacement 3with animated eyes.
    (AKA you can make 2x2 eyes or 2x3 eyes)

    Color in the Eyebrows to give the player animated eyebrows above the eyes.

    Color in the Mouth to give the player an animated mouth and teeth.


    Arm


    Leg


    Compatibility and Bugs

    Compatibility is in the midst of being fixed with some things already working. For example, here's me using a Farlanders mod hat and Battlegear mod armor!


    Bugs:
    :Sheep: Still testing the compatibility issues



    Changelist

    v1.5.1:
    * updated to mc1.7.10
    v1.5.0:
    * added simple flying animation
    * added compatibility with modded hats/helmets
    * attempted to fix armor compatibility issues
    * fixed better hats sometimes messing up
    * custom textures section for eyes, mouth, etc must not be completely pure white
    * simplified some internal code

    v1.4.1:
    * fixed armor boots being too small
    * fixed up texture to make curved joint lighting look more normal
    * added curved bottom joint (still testing too)
    * slightly changed block breaking/placing animation
    v1.4.0:
    * updated to mc1.7.2
    * changed config and added new animateFace option so people having trouble can turn it off
    * added round joints! for arms and legs (still in test mode)
    * mod now depends on AnimationAPI
    v1.3.0:
    ~updated to mc1.6.4
    ~added longer eyes support
    ~fixed cape bug
    ~slightly change custom textures implementation
    ~added a possible compatibility function
    ~fixed helmets being overly large
    ~removed some repetitive forge hooks
    ~made sneaking transition slightly quicker
    ~added standing pose
    ~changed jumping animation
    ~greatly improved block hitting and mob hitting animation
    ~added separate block hitting animation for tools (pickaxes, axes, hoes, etc)
    ~improved breathing animation to look more natural
    v1.2.1:
    ~updated to mc1.6.2
    ~readded some forge hooks to the new RenderPlayer class
    ~fixed sneaking backwards not looking proper
    ~minor fixes
    v1.2.0:
    ~fixed bug where wearing blocks (pumpkins, etc) on player's head positions funnily
    ~fixed bug where helmet doesn't render
    ~made hats in player model render each pixel separately
    ~made swimming animation a bit more realistic by rotating entire body when swimming up and down (thanks to LOLCaatz)
    ~remade sneaking animations to look more like actual sneaking
    v1.1.1:
    ~updated to mc1.5.2
    ~improved joints in the player model
    v1.1.0:
    ~added climbing animation
    ~added sleeping animation
    ~added eating animation
    ~added drinking animation
    ~made eyebrows only look angry when attacking, sneaking, aiming, etc
    ~made player only open mouth for a period of time when exhausted
    ~attempted to fix issue where model doesn't load again
    ~fixed bottom of top arm loading the wrong texture
    ~improved performance overall by separating animations more distinctly (only in code, the result looks the exact same)
    ~made blocking animation smoother when just stopped blocking
    v1.0.2:
    ~fixed bug where eyebrow still appeared even when set blank in texture
    ~attempted to fix capes rendering backwards
    v1.0.1:
    ~fixed player animations not working for server players
    ~attempted to fix model not working at all for some people
    ~slightly change the texture format for the face animations
    ~made face animations not render if the texture isn't filled in (also don't use all pure black)
    ~fixed shooting the player with arrows screwing up animations
    ~fixed left leg texture not flipping properly
    ~fixed head screwing up when riding a pig
    ~fixed capes not working
    ~UPDATE: face animation configurations in the config file now only apply to default textures
    v1.0.0:
    ~initial release



    FAQ

    Q: The game crashes with with java.lang.ClassNotFoundException: mods.AnimatedPlayer.AnimatedPlayer. What do I do?
    A: Don't extract the zip file! Put the whole zip into the mods folder.

    Q: Can you update the mod to the latest minecraft version?
    A: If the mod isn't already updated, that means I'm working on it. Please don't bother me telling me to update.

    Q: Can I make a texture pack that supports your mod?
    A: Of course! Go ahead :D

    Q: Can I create a video of your mod?
    A: Of course! Go ahead :)

    Q: Can I make a modpack with your mod inside?
    A: If it's a private modpack, go ahead. Please don't use this in public modpacks and don't PM me asking for permission.



    Installation


    Video:

    Thanks to SniperPwner:

    :Pig: Locate .minecraft
    >> :Iron: Click Start and type %appdata% into the Search area
    >> :Iron: Click the folder that is called Roaming
    >> :Iron: Find the folder inside called .minecraft
    :Pig: Move the mod zip file to .minecraft/mods
    :Pig: Play!


    Download

    Animated Player v1.5.1 mc1.7.10

    Animated Player v1.5.0 mc1.7.2
    Animated Player v1.4.1 mc1.7.2
    Animated Player v1.3.0 mc1.6.4
    Animated Player v1.2.1 mc1.6.2
    Animated Player v1.2.0 mc1.5.2
    Animated Player v1.1.0 mc1.5.1


    Requires the AnimationAPI and Minecraft Forge. Built with Forge v10.13.4.1448. Update your Forge if needed!

    Works well with Sabar's Shoulder Surfing Mod!



    Other Mods


    Check out my other mods here!



    Banners


    Wanna show your support for the animated player mod? Try a banner!

    Thanks to:

    JKPwnage
    <a href="http://goo.gl/0SbtiQ"><img src='http://i.imgur.com/tdcLegH.png' /></a>




    Special Thanks

    Death_Dealer: For providing the wavefront objects for the rounded curves.
    LOLCaatz: For giving me bugfixes.
    SelectedLime and DalekSlayer: For working on the deceased skin library.
    Master_Hill_, Alvoria, and many others: For constant monitoring of people's posts.
    I may have missed you, send me a message if you want :)

    Thanks guys!



    Copyright

    TERMS AND CONDITIONS
    0. USED TERMS
    MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
    MOJANG - Mojang AB
    OWNER - TheHippoMaster21, Original author of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
    USER - End user of the mod, person installing the mod.

    1. LIABILITY
    THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.

    2. USE
    Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.

    3. REDISTRIBUTION
    This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.

    4. DERIVATIVE WORKS/MODIFICATION
    This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.



    Enjoy! :) If you like it, feel free to add a .

    Posted in: Minecraft Mods
  • View Rayvolution's Profile

    197

    Mar 14, 2013
    Rayvolution posted a message on ♦ SixtyGig Resource Pack ♦ (Cartoon Style, Clean, Semi Faithful) (Build 1-14-2014) -> Quartz added! <-
    Miss me? I've released my new game on Steam! Come check it out.


    ORIGINAL POST:

    PSA: THIS PACK REQUIRES MCPATCHER! OPTIFINE IS NOT A SUITABLE SUBSTITUTE!!! IF YOU CAN NOT INSTALL MCPATCHER, DOWNLOAD SIXTYGIG LIGHT!

    Visit the Official Website

    Want to see my Live Stream while I work and play?



    If you love my pack (or hate it?) Please leave a comment! I love hearing your feedback! Also don't forget to give some and love! ;)



    - My goal is to bring the feel of the vanilla texture pack to life in a more cartoony high resolution artwork. Why do I call it semi-faithful? It's not a true faithful texture pack. It won't be *exactly* like vanilla pixel:pixel like most faithful packs would be, it's still going to be completely my original work hand drawn from scratch. But it will be based on the vanilla texture pack. If you pay close attention to my textures, you'll notice I almost always use the same base colors and shapes of the original vanilla textures, only deviating where allowed without breaking the ultimate feel of Minecraft. A good example would be textures with very distinctive shapes like planks, chests, doors and bricks will retain their original shape/form, just redrawn into my art style.

    The purpose of being faithful to the original vanilla blocks is simple, a lot of texture packs go wrong (in my opinion) by totally changing the basic design of the blocks, shaping them into another block style entirely. For example, the planks in Sphax's famous BDCraft, while beautiful, look more like box crates than MC style planks. While that is perfectly fine in a single player environment, I feel it's not good in a multiplayer environment. You want to know your builds look good with vanilla so everyone can enjoy your masterwork, not just you with your texture pack! With my pack, you won't have to switch back and forth!


    EVEN IN 1.7: MCPatcher is required to take advantage of this packs full capabilities!

    Here's a link to MCPatcher, install it

    LATEST BUILD 1-14-2014
    Download MC1.7.x (PMC)

    Download MC1.7.x (Curse)

    Download MC1.7.x (Mirror)
    Download SixtyGig Light (Non-MCPatcher users ONLY - Not recommended!!)


    SixtyGig light is a special version of SixtyGig with all the bells and whistles stripped from it, it is the only version that will properly work without MCPatcher! It is NOT recommended. Any computer can install MCPatcher unless you have some sort of odd mods that conflict with it, you should make every effort to install MCPatcher and AVOID using this version.

    But, if you have no other options, this version will allow you to use SixtyGig.


    Patch Packs!
    Patch Packs are small resource packs you can load on top of SixtyGig, offering a more customized experience that may suit your personal tastes!

    Patch Pack: Connected Ore Blocks (Primary)
    (Mirror)

    Full CTM For Coal, Lapis, Iron, Gold, Redstone, Emerald and Diamond blocks!


    Patch Pack: Seamless Glass (Primary)
    (Mirror)

    This pack removes the alpha layer's grid pattern in the blocks, taking it away from faithful but making it more seamless in appearance.



    SIXTYGIG:
    (Required for SixtyGig, not needed for most other packs unless specified)
    1. Download MCPatcher here: http://www.minecraft.../topic/1496369-
    2. Close minecraft, if it's open.
    3. Doubleclick on the MCPatcher file you downloaded in step 1.
    4. Hit Patch.
    5. Done! Go do next set of steps below.
    (Standard for all packs)
    1. Download the pack (Kinda no brainer there!)
    2. Open up minecraft
    3. Go to Options -> Resource Packs -> Open Resource Pack Folder. A folder should open.
    4. Put the file you downloaded in step 1, inside the folder that opened in step 3.
    5. Go back into MC, select the pack.
    6. Enjoy

    PATCH PACKS 1.7:
    1. Download the patch pack you want, place it in /resourcepacks/ with SixtyGig.
    2. In 1.7, simply load the patch pack on top of SixtyGig within Minecraft.

    PATCH PACKS 1.6:
    1. Unzip the patch pack and drag+drop all the contents into the SixtyGig pack.


    Direct Downloads: 58,230!
    March7,116
    June: 2,704
    July: 26,668
    August: 6,298
    September: 1,344
    October: 1,974
    November: 11,894
    December: 740
    (64,052)


    14 Jan 2014 - Quartz added!
    10 Jan 2014 - Flower Pots (Item and Block) added!
    5 Dec 2013 - Removed placeholder textures (To make pack easier to load with other packs)
    6 Oct 2013 - Wheat Crops added!
    19 Sep 2013 - CIT-Supported Spawn Eggs added!
    18 Sep 2013 - Charcoal, maps and paper added! Empty Bottle fixed.
    14 Sep 2013 - Rain Splash, enchantment table glyphs and Splash potion (star) and damage particles added.
    12 Sep 2013 - Splash Potions added!
    9 Sep 2013 - 250,000 downloads!!!!!
    9 Sep 2013 - All regular potions added!
    31 Aug 2013 - Bows added!
    28 Aug 2013 - All Music Discs added!
    27 Aug 2013 - Potatoes, Poisoned Potatoes and Baked Potatoes added.
    26 Aug 2013 - All Hardened Clay Added, Stone, All Ores and Bedrock Improved.
    22 Aug 2013 - Full BetterSkies support.
    20 Aug 2013 - Double and Single Chests added! (Trapped and regular)
    18 Aug 2013 - Sticks, Blaze Rods, Coal, Gold Nuggets, Ghast Tears added, pack and mojang.png changed!
    17 Aug 2013 - All Paintings added!
    17 Aug 2013 - 200,000 Downloads!!
    13 Aug 2013 - Birch Leaves fixed.
    10 Aug 2013 - Command Block added!
    10 Aug 2013 - Lapis Block Improved!
    8 Aug 2013 - Coal Block Improved!
    2 Aug 2013 - Wood, Stone, Iron, Gold and Diamond Pickaxes added!
    31 Jul 2013 - 150,000 downloads!!
    30 Jul 2013 - Anvil GUI added!
    20 Jul 2013 - Furnace and Container GUIs added!
    18 Jul 2013 - Dispenser and Crafting Menu GUI added.
    17 Jul 2013 - Inventory GUI added.
    13 Jul 2013 - Armor icons, Air Bubble icons, and action bar added.
    10 Jul 2013 - 100,000 DOWNLOADS!!!!
    9 Jul 2013 - Options Background changed, XP Orbs, Boss healthbar and horse stamina bar added.
    7 Jul 2013 - Color coded GUI/Interface/Menu text added!
    6 Jul 2013 - Raw and Cooked Porkchops and Beef added! Also custom splash page messages!
    5 Jul 2013 - 90,000 Downloads!
    2 Jul 2013 - Wood, Stone, Iron, Gold and Diamond Shovels added, plus 1.6 fixes for horse bar GUI and logs.
    30 Jun 2013 - 1.6.x Resource Pack Released!
    29 Jun 2013 - 80,000 Downloads!
    29 Jun 2013 - Apple, Golden Apple and Wood, Stone, Iron, Gold and Diamond Axes added!
    27 Jun 2013 - Wood, Stone, Iron, Gold and Diamond Swords added!
    23 Jun 2013 - Flint and Eggs added!
    22 Jun 2013 - Gunpowder, Glowstone Dust, Redstone Dust and Sugar added!
    21 Jun 2013 - Cake added!
    18 Jun 2013 - Writing Book, Written Book, Book, Enchanted Book and Feather added.
    17 Jun 2013 - Melon, Glistering Melon, Firework Charge, Magma Cream, Slimeball and Snowball added!
    16 Jun 2013 - Cauldron and Hopper Added!
    14 Jun 2013 - Anvil Added!
    11 Jun 2013 - Waterlily Added!
    08 Jun 2013 - Mossy Cobble Added, New redrawn Cobble and improved Mossy Stone Bricks!
    08 Jun 2013 - 60,000 downloads!
    06 Jun 2013 - Enchantment Table and Book Added!
    03 Jun 2013 - Beds Added!
    01 Jun 2013 - Soulsand added, Brewing stands fixed!
    31 May 2013 - Lava and Flowing Lava added!
    30 May 2013 - Water and Flowing Water added!
    29 May 2013 - 50,000 Downloads!
    28 May 2013 - Enderpearl and Carved Stone added.



    If you're interest in making unofficial mod texture support for SixtyGig, please contact me. I have a lot of resources at my disposal to help you out, including free web hosting and FTP access for your files. ;)

    Official Mod Support (Packs by me!):
    None Yet!

    Unofficial Mod Support (Packs by other people!):
    None Yet!


    - You may only use your own textures, or remixes/edits of SixtyGig's.
    - They must be 64x64, and of course, cartoony!
    - The textures must be faithful to the mod's textures. Just like SixtyGig's is faithful to default.
    - If it's a CTM-supportable texture (most blocks/in-game objects), it must have a minimum of 9 textures.
    - You can't put the download link behind Adfly (or anything like it) anywhere on the internet.
    - You must host the files on the SixtyGig webserver. (You'll be given an FTP account)
    - You must layout the .zip file with the textures in such a way players only need to drag+drop the mod textures out of your pack and directly into the SixtyGig pack.
    - "dead" mod packs will be removed. (Either incomplete and no progress has been made in several months, or extremely out of date)


    - You are free and modify my texture pack for your own personal use however you deem fit. But you MAY NOT DISTRIBUTE THOSE CHANGES WITHOUT MY PERMISSION.
    - You are free to use this pack in any screenshots or videos you like, including monetized youtube videos.
    - You are free to make this pack your official server texture pack, but your users must go to an authorized download location to obtain the pack.
    - You may never put a link to my pack behind adf.ly or any other for-profit service. If you want someone to download my pack, please direct them to one of my official download locations only.

    AUTHORIZED DOWNLOAD LOCATIONS:
    http://resourcepack.sixtygig.com
    http://www.minecraft.../topic/1727611-
    http://www.curse.com...-pack-alpha-bui

    Also; If you want me to link to your any of your work via your screen name in the list below, leave a link as well!



    THE LATEST:



















    (Some have been sped up for viewing purposes!)










    Posted in: Resource Packs
  • View Galactic_Muffin's Profile

    1990

    Apr 1, 2012
    Galactic_Muffin posted a message on Colored Glass and Colored Light! (originally Just the 'Colored Glass!' topic but Mojang added our idea! :D Congrats everyone!)
    NEWS:------------------------------------------------------------------------------

    HUGE NEWS!
    it's been a year and a half of supporting and discussing this suggestion, it no longer is a suggestion that i can claim as mine for it is an idea that was molded and cared for by so many people, this suggestion is an idea that belongs to the community and because of your help for the past year and a half, we have finally made a breakthrough...
    Guys, WE DID IT!



    Mojang officially released a screenshot (https://mojang.com/2...napshot-13w41a/) showing colored glass implemented and fixes on the transparency issues they were having before. I can say with confidence that if it weren't for all your support for this topic, there's a good chance that colred glass wouldnt have even been included in this snapshot. For that you guys can be proud to be apart of something big, something that could change the way Minecraft feels forever. Thank you for all your support! And thank you Mojang for putting up with us and taking the time to implement our suggestion! :3

    However, its not over yet, with the addition of colored glass, there is so much more we can do with it. Adding colored glass could be the beginning of big additions such as colored light in the future; So i will be changing the title of this topic to Colored Light!

    Due to this topics' popularity I want this topic to act as an outlet for the communities' ideas and opinions on the topic of colored glass and its implementations in the future. So everyone, let us move on to the next step of our suggestion topic and help make a difference!
    Topic:---------------------------------------------------------------------------

    "So, I was mining today and stumbled upon beautiful natural glowing crystals in an underground ravine!"


    "...Then I investigated a red glow I could see creeping through a tunnel shaft and found myself in the middle of a zombie hive! o__O"



    Well, those are some of the things we could be saying if colored glass and colored light were added to MC!
    (images above are not real screenshots. They were Photoshopped by me to show what MC could be like if this topic's proposals were implemented)

    ===============================================================

    [NOTE]Colored light and glass is something I believe all minecrafters should be able to enjoy with each other without the midleman or knowledge of mod installing. So for that reason, this suggestion is directed towards vanilla. We do however welcome mods here since it's said that "Colored light isn't possible." -_^

    ===============================================================

    Here is how it could work:

    Color Glass Blocks & Changing The Color of Light


    Colored Glass and Colored Light are features I have wanted to see in Minecraft for some time. I wanted to see these features implemented so bad that I have come up with some ways it could be used in the game; it would greatly increase building potential and the ability for a player to customize an atmosphere by modifying the color of light. Based on my knowledge working in the game industry as an indiegame digital artist, I know that the impact something like colored glass and light would have on minecraft would be more important than most people know. In fact, it may even be safe to say that even Mojang underestimates the aesthetic importance of colored light and being able to manipulate it.
    Here is a little diagram that briefly explains my proposition:





    Here is a colored light mod that CptSpaceToster in a video spotlight! check it out! (ehem you too mojang -_^) colored light IS possible and it IS necessary this video shows that:



    Here is a different crafting recipe that was originally suggested by ChadGarion25. It is fantastic and gives cauldrons an actual use. :D



    Tell me what you guys think :)

    Support colored glass by wearing this banner:
    (Signature will NOT work if you do not paste this code into your signature via code editing mode. Turn on editing mode with the little switch at the top left corner of the editor)

    [url="http://www.minecraftforum.net/topic/1133916-colored-glass/page__p__13917156#entry13917156"][IMG]http://i.imgur.com/01oHHUZ.gif[/IMG][/url]




    Also, if you like this suggestion and want to help it become a reality, give the first post in this thread rep points, and get your avatar featured in the 'We Love This Post!' banner down below the OP!!! :D


    Cool Ideas by you guys -_^:


    Quote from ChadGarion25

    Redo how dyes are handled all together by giving cauldrons a purpose; making dye into a liquid form
    • Cauldrons containing water can be right clicked with powdered dye to color the water (a tint of water won't require new block types)
    • 3 objects can be dyed by right clicking the cauldron of dye whilst holding them. In this case, wool blocks, glass blocks, and glass panes (you can still take stained glass blocks of the same color and craft panes)
    This solves the realistic problem with dying glass with a powder. It also gives Cauldrons a useful role. You can take the process further by being able to bottle dye from the cauldron but that would require potions to be stack-able and even though it's more efficient it's cumbersome to mass produce.

    Here are some images that better explain the proccess:



    Quote from neraphim

    If i were to make any suggestions, i would recommend a simple refraction system. Like redstone only carries current 13 blocks or so, the glass panels could, if encased in non-opaque blocks, carry the light further than it would normally travel (like optic fibers). Additionally i would suggest colored redstone lamps, so that the color could be turned on and of at the switch of a button.


    Common Questions:
    I have received a lot of comments about glass blocks and changing light color causing too much lag or requiring an entire overhaul of the light engine MC currently has implemented. What people don’t fully understand is how MC lights work and where in-game lag actually comes from in videogames. I can't say I completely understand how exactly the MC lighting engine works as I have not seen the code, however it is briefly explained here: http://www.minecraft....net/wiki/Light
    if you have any better knowledge or sources that explains these points better, feel free to critique my points and share your insight on the topic. :)

    "Why did you label the topic as 'original'? This isn't the first colored glass topic, you know..."
    You are correct, this is not the first topic on colored glass, nor am I saying it is. The 'Original' tag in the title is referring to this topic and it's contents specifically. On several occasions, I came across my topic copied directly into Redit and other online blogs; without any sort of credit to the images and content. As the images in this topic were created from scratch by me, copying this topic would be considered art theft.
    So to answer your question, the Colored Glass! topic is labeled as original because it is, the original.


    Is it possible to change the color of the light?
    Yes. Difficult, but possible. It used to be quite easy to light blocks with individual colors in early versions of Minecraft, but with the current light system this is no longer the case. It would require additions to the light system, the renderer, the map file format, and the network protocol. (A technical proposal can be found here, behind the cut.)
    (question aswered by Nocte)


    Will it cause lag?
    Yes, unfortunately the addition of colored light will lower your frame rate. How much? This is hard to predict until someone actually tries it on a variety of hardware, but there's no reason to believe it will be anything drastic. It will also have an impact on memory use -- 64 KB per unpacked chunk to be precise. And of course the color information will have to go over the network somehow. If necessary, it would be possible to add an option to simply ignore the color information, and keep the current system where all block lights have the same yellowish color.
    (question aswered by Nocte)

    "Are there any Mods with Colored glass or colored light?":
    Yes, there are some mods for colored glass and there are older mods that have colored light implemented into MC. Here are just a few of these projects:

    • Kovu, a follower of this topic has been working on a colored light prototype. wheather he is doing it with the current minecraft engine or not is unclear but if it is, this proves that colored light is indeed possible with the current lighting engine. it may just need some performance updates. -_^

    Discussion found here:
    http://www.minecraft.../page__st__1900


    • Nocte, one of the followers of this topic is very knowledgeable of what is going on behind all the gears and pendulums of Minecraft and has been working on this project. He may even tackle colored light. -_^

    • CptSpaceToaster, one of the followers of this topic is currently working on a colored glass mod inspired by this topic and he is making big progress on colored light; proving that it is Indeed possible to do. You can watch his progress on his colored glass and light mod topics here:
    http://www.minecraft...-colored-glass/
    http://www.minecraft.../#entry24515141



    • Here is a cool mod by Georqq that uses the same system suggested here; smelting colored sands to create colored glass, check it out!:
    Colored sands into colored glass

    • Here is an outstanding colored light mod that was in the works by theoneandonlyflexo check out his videos and his channel!
    Video 1
    Video 2


    "I don't like colored sand because it would add too many new blocks to MC":
    I added colored sand as an option for crafting colored glass because it would kills 2 birds with one stone. It would solve problems for people wanting colored glass and people wanting more color variations in standard blocks such as non-burnable, gravity, and stairs/slabs. The colored sand idea actually wouldn't require any new blocks or textures at all. The reason why, is because of how it could be programed. Much like how the biomes change the color of grass and leaves, both can wool and sand. Thus all blocks or future blocks that are craft able from sand or wool could be done in the same way; being colored entirely in code and decreasing the textures needed for the blocks. This solution would obviously require a change to how entities work but it would make way for limitless amount of colored items much like how leather armor works.


    Now you may still be thinking, "well, that still doesn't fix the items being displayed in the inventory" actually it wouldn't be much of a problem since all of these items are just as hard to craft, having an inventory full of different colored sandstone blocks and the like, is only the fruits of your labors; having to collect dies, making cored sand and crafting them into stone. If what you are worrying about is the creative menu being overly crowded; this also wouldn't be a problem since the 1.3.1 update that added an improved creative mode inventory with
    categorized tabs for various items/blocks and a search menu. If more colored blocks are added, they could simply just be added into to their own tab with would be extremely useful for pixel art artists and the like.

    If you are still unsatisfied with colored sand being a step in creating of colored glass, we have discussed other options as colored sand is only a suggestion. Please look at "Cool Ideas by you guys" above for more information.

    "Wouldn't it be easier to make colored glass by just combining it with dye like how you make wool?"
    Easier yes, but wouldn't make much sense. Colored sand would mimic how real colored glass is created and it would open up more opportunities for new blocks using colored sand; including colored sandstone steps. Also, considering the "special properties" of colored glass, I believe it should be slightly harder to craft instead of simply adding color. with that said, I do not intend to say my crafting proposition is the best solution. In fact there have been many great alternative suggestions that have been made here. So keep thinking critically, innovate on existing ideas and give us some great suggestions! :D

    "Has Mojang seen this?"
    Yes, in fact we even heard back from Mojang on the topic; Nathan Adams also known as Dinnerbone from Mojang stressed that they have indeed been noticing the feedback on colored glass from the community. He also stated that colored glass is indeed possible and hinted that implementation of colored glass is not a "no"; which is exciting news.
    Unfortunately, he also informed us that colored light is impossible on a large scale with the current lighting engine. However he also stated: "The lighting system is extremely broken and needs rewriting" this could mean that there is still a chance, if re-written, a new lighting engine may be able to support colored light. But this is uncertain.


    The whole conversation can be found here:
    https://twitter.com/...219652471980032

    ChadGarion25 informed me of a tweet made by Dinnerbone on 25 Sep at 6:14 AM eastern time where dinner bone posted a comment that could be very promising for colored glass and colored light to be implemented into Minecraft! :D

    Check it out!

    https://twitter.com/...583946977497088

    So basically what we can assume from all this is:

    1) colored glass is very much possible in the current version of Minecraft; except it wouldn't allow other transparent textures to be seen through the glass (much how ice and water works in MC) and it would be difficult to ad a Z-buffer without having performance issues on slow platforms. This may not be much of an issue as most people will not have a reason to blend the colors of glass by stacking and though not completely transparent, it may look ok anyway. however I feel if a z buffer were added, perhaps there could be a toggle in video settings to turn off z-buffering for those who are playing on slower computers. Dinnerbone also hinted that the implementation of colored glass into vanilla is neither a yes or a no... so, I wouldn't give up on it just yet, guys. -_^

    2) There are mods that have colored light implemented in versions of Minecraft before the adventure update. Check out theoneandonlyflexo for more info!

    3) Yes Mojang has noticed this topic so there is no need to keep tweeting it to them as if they have never seen it.

    [represent]
    Posted in: Suggestions
  • View Unilegger's Profile

    1

    Sep 21, 2013
    Unilegger posted a message on More Multicolored Wood Items[Petition and Reddit Post Added!]
    Quote from Zurokon_oh_yeah

    also acording to ragno you all hate me so why bother!?

    Well let's see...
    You called me stupid
    You spammed to thread bump
    You hastily emailed the idea to Mojang
    You had them call it "stupid" because they thought it was spam
    And now you're calling the idea stupid because of your own actions
    Posted in: Suggestions
  • View Naiten's Profile

    3

    Jul 25, 2013
    Naiten posted a message on [1.7.10]Rails of War — Siemens-Schuckertwerke akkulok update
    In-dev stuff.
    Posted in: WIP Mods
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