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    posted a message on Modding tutorials updated for 1.13? (besides the texture one at the top of this page)

    I just recently got back into Minecraft after a long hiatus and there's some stuff I definitely want to change in the game. I know how to replace textures on blocks using resource packs, thanks to the tutorial at the top of the page. Are there any tutorials that explain how to create new blocks and items and which are updated to 1.13? Just having a hard time figuring how to actually learn this stuff.

    Posted in: Mods Discussion
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    posted a message on The All-Inclusive UPDATED Guide to Texturing

    Hi, I am having some difficulty following your guide. I haven't played MC since about midway through 1.12. I had replaced a few textures in that version (for Granite/Diorite/Andesite), but it's been a long time and I pretty much don't remember anything. I think there are some things that a total beginner would not know and which are not mentioned in your guide (probably things that you would say "oh, well of course, that's obvious"). I'm going to go through some of those things here, partly because some of them confuse me, and also because I want to help make the guide better for people who have literally never done anything with MC besides running the launcher on their desktop and playing the game.

    In the base of your new pack, we have 3 items: the pack.png, the pack.mcmeta, and the /assets folder.

    Where do these files/folders get put? I think this is in appdata/Roaming/.minecraft/resourcepacks, but if we assume I have no knowledge at all and need to be taught everything from scratch, I wouldn't know this (I also wouldn't know how to find this folder since appdata is hidden by default). I'm still not 100% sure, actually. Are they supposed to go directly in the resourcepacks folder or should they go in a subfolder I make (to keep it apart from other resource packs if I had any)?

    You have the format for pack.mcmeta listed, but I don't know what the rules are for pack.png. What dimensions does that image need to be?


    If I decide I want to replace a texture in the game with a custom texture of my own, I'm pretty sure that the PNG file I create has to have a very specific name to be recognized as representing that block. How do we find out what the name is for the texture we want to make?


    EDIT: You need to update the example for pack.mcmeta. I pretty much copied what was there and it comes up as being incompatible, for an older version. Pack_format is 4 for 1.13. Works now that I changed it.

    Posted in: Resource Pack Discussion
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    posted a message on Command Switch

    One of the problems in the game is how much space redstone contraptions take up, even in their most compact forms. You can get around this somewhat by using command blocks. For example, if you want a room with a lever that turns lights on and off, but don't want to give up the amount of space between walls to run redstone dust, you can use a command block to do the work somewhere else (like underground), and save a little bit of room. I've done a bit of this in my game, switching back and forth between creative and survival to place the command blocks. But it still means using up all that space elsewhere. It's also really clunky to get it to turn the lights back off when you switch the lever the other way.


    I think we can do a lot better.


    How about a simple switch (similar to a lever), which is a non-solid block so that it takes up less space (also similar to a lever), and which executes one command when changed to position 0, and a different command when switched to position 1? It does not need power. Unlike a command block, which continues to execute a command repeatedly as long as it has power, this just executes once each time it is toggled, which is done manually by the player clicking on it. We could take it a step further and have space for 4 commands for each toggle setting. So now, you could have a room with 4 redstone lamps scattered around it, and flicking the command switch would execute 4 commands, putting a redstone block hidden behind each lamp. Turning the switch the other way would activate 4 commands turning those blocks back to air (or whatever). This would be super-efficient, requiring no additional real estate for redstone dust or redstone torches.


    Compactness is a big issue for me. I'm trying to create a modern city with each room having its own separate lights. Having spots where the walls are 3 blocks thick in places to allow for redstone necessities is not what I want.


    I just want to know, for now, if this is something that is technically possible, if there is anything in the way the game works that would prevent this kind of object from being modded.

    Posted in: Requests / Ideas For Mods
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    posted a message on Better Lighting
    Quote from Clen_»


    Shine :

    In minecraft, there is no shine, and it makes some blocks very ugly (gold, iron, stone...). Like in other games, the texture of the blocks should tell wether the pixel reflects light or not.

    (please upvote this comment if you approve the "Shine" feature, and if Djarogames you read me, please edit your original post to mention the "shine")


    What you are talking about are "specular highlights".
    https://en.wikipedia.org/wiki/Specular_highlight

    These are most visible on curved surfaces, of which Minecraft has few. It can be done on a per-pixel basis but this requires that the texture is bump-mapped.
    https://en.wikipedia.org/wiki/Bump_mapping
    Note that in the first example, you can see how bump-mapping affects the specular highlight.

    These can probably both be done, but will also probably greatly reduce framerate performance, and bump-mapping would require all textures to be completely redone.

    I do think glass could be really improved on with specular effects, maybe if it were the only texture in the game that used them. For example, intuitively, if you are looking up at a glass window and it is day-time, the window should be almost opaque and either reflecting the blue of the sky or almost white from the sun. The biggest problem with glass is that it is only really transparent when you are looking at it nearly perpendicular, or within 15-20 degrees of perpendicular. As you observe from a perspective farther away from perpendicular, the glass becomes more and more opaque and reflective, until it's a nearly perfect mirror.
    Like ideally, glass would do this:
    https://d2v9y0dukr6mq2.cloudfront.net/video/thumbnail/KCm8E4r/4k-25p-office-buildingskyscrapersun-rays-and-dramatic-clouds-reflectionsglass4k-beautiful-thick-white-summer-clouds-and-sun-with-occasional-rays-reflected-on-the-surface-of-a-big-corporate-building-skyscraper_eyhlvfsc__F0010.png

    Perfect reflections would be way too much on the processors and/or graphics cards, but there are ways you can fake it reasonably enough that aren't too bad.
    Posted in: Suggestions
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    posted a message on Better Lighting

    The raytraced shadows and colored lighting have been proven viable for years through modding. If it were in the core game code, surely the developers could do it with even more stability and less framerate loss than the 3rd party modders have accomplished. 100% support on that. But it should be added as a graphics option, not a default setting of the game. It will cause significant lag problems for a lot of players and my personal feeling is that minecraft should be a game that isn't only for people with high-end systems.


    I like the idea of the lantern. Not sure why it can only be placed on solid blocks since lanterns are usually hung.


    Spot Light is cool, too, but I would instead use a redstone lamp and allow it to be turned on or off with redstone power.

    Posted in: Suggestions
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    posted a message on Hammer and Sickle Banner Symbol

    This is extremely random and obscure for a suggestion, and there might be one or two other people besides you that would use this. For that reason, it's exactly the type of thing that should be left to modding. And it should be relatively easy to add in as a mod.

    Posted in: Suggestions
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    posted a message on "Technically Updated" Update (1.13): All Information We Have So Far

    Any estimate yet on when 1.13 will be released, though? I've been playing with snapshots before and I guess I have been lucky my game world has never been corrupted. But after the warning for the recent snapshots, I thought about it, and the fact is that I would be pretty devastated if I lost my game at this point. Put too much time into it. So I'm gonna stop playing snapshots and wait for stable releases only. But now I can't play at all because I was playing on one of the other 1.13 snapshots and I assume going back to 1.12 will break it. Ugh, hopefully fairly soon.

    Posted in: Recent Updates and Snapshots
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    posted a message on removal of the 'ite' blocks
    Quote from C1ff»

    Something tells me we're not reading each other correctly, because you just said that you retextured your granite to have more white and black specs than it already does, and I said nothing about the polished versions of any of the blocks.


    Oh, I thought you were misreading that part of my post. Yes, the naturally occurring versions are more contrasty. The polished versions are less so.

    Posted in: Suggestions
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    posted a message on removal of the 'ite' blocks

    What? I said the polished versions have greatly reduced contrast. Not more.


    Anyway, the look I am going for with the Andesite is sort of like a type of black granite:

    Something like this

    It's a beautiful type of stone for the interiors of modern commercial buildings, often in the entrance atriums or near elevators, also popular for counter-tops in kitchens.


    Anyway, my point isn't that these textures are specifically superior, but that they add variety and variety is good. I can see the type of building where you would use Andesite's vanilla texture, but you could also just as easily use smooth stone and the difference would be negligible. I would rather have many greatly different types of building blocks to work with than 3 slightly-different grey blocks.

    Posted in: Suggestions
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    posted a message on removal of the 'ite' blocks

    I have no problems with Granite and Diorite because they look different from anything else in the game, and therefore expand the range of building options. I have edited both a little bit to make them even more unique from the different colors of terracotta and wool. Granite now has a couple specks each of black and white to simulate the quartz and feldspar, and Diorite has a few pixels that are slightly tinged blue.


    I despise Andesite, because it looks almost the same as smooth stone. What is the pointing in having a block that looks almost the same as another block? I have completely retextured this block. It now basically an inverted diorite texture: almost black, with a noise pattern of dark grey pixels. To make it especially unique, I've added a couple pixels of gold color. There is nothing else in the game that resembles it now.


    For all three, the polished versions have greatly reduced contrast from the regular version, and beveling around the edges.

    Posted in: Suggestions
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    posted a message on Is Minecraft's modding community dying?

    It does seem that way, for reasons others have already mentioned. For me, the golden age of modding was when that one modder was developing the "cubic chunks" mod, and popularity for optifine and realistic lighting mods was high due to those mods being relatively new. The cubic chunks mod is a great example of a mod that simply cannot be kept up to date with the rate new versions of the game come out. That mod required so much fundamental restructuring of the game code that rewriting it now, a new version would come and the modder would have to start all over before evening finishing the mod for the previous version.


    It's ironic, because IMO, the need for modding is greater now than ever before. I know this is probably just my opinion, but I feel that now the official updates are overwhelmingly loaded with fluff. New animals, new trees that are barely discernible from existing trees, some new blocks that either look ugly or look almost exactly like existing blocks (the Andesite block, for example... looks like a cross between gravel and smooth stone and hard to tell apart from either... it offers virtually no new creative option in the game for players looking to building interesting buildings, which is why in my own game I re-textured it as a mostly-black stone speckled with gold pixels). It just feels like most of the updates have less to do with the developers wanting to add great new ideas to the game and more to do with trying to keep players hooked.


    It bugs me that there are mods that players have loved for years, and these things haven't yet become part of the core game. Take the lighting mods that add in realistic shadows (basically the lighting becomes ray-traced). The crazy thing is that many of the screenshots on the launcher for the game use this lighting, yet you can't get it in the game without a mod. Why haven't they added it as a graphics option yet? If people can add this stuff as a mod, surely the developers working with the game's source code can do it better.

    Posted in: Discussion
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    posted a message on commandBlockOutput doesn't seem to be working, or I'm doing it wrong

    Right, I understand there is some risk, but they made it clear that the newest one is particularly unstable.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on commandBlockOutput doesn't seem to be working, or I'm doing it wrong

    oh... uh oh. I didn't even realize that. I've had the gamerule mobgriefing off forever, and now I'm wondering in the week or so of playing with 46a how many parts of my buildings have been stolen by endermen. Thanks for letting me know about that.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on I want to do a complete makeover of lighting in my game world

    I'm basically new to modding since I haven't dabbled in it for like 3 or 4 years.


    Basically I want to create modern-style lights that you place on the wall like torches, which can be turned on and off but in a slightly different way from how redstone lamps work (and importantly, not taking up a block the way a redstone lamp does). Basically, when the light changes from being unpowered to being powered, I want it to toggle whether the light is on or off. Meaning that if the light is currently off, receiving power turns it on, and then it stays on even if the power goes off. And if it is on, if it receives power again, that turns the light off, and then if the power goes off the light stays off. The reason for this is that I want to use a button instead of a lever because levers are frankly pretty ugly-looking, and I don't want to have to use up a ton of space building a clock-type circuit to cause pressing a button to deliver power until pressed again.


    That's part one. Part 2, since these are modern lights, I need Neon to make them. I want to create a new type of block similar to water source blocks, except that it doesn't flow, doesn't impede movement or force you to swim in it as water does, but it will cause asphyxiation if you can't hold your breath anymore: basically a gas. You harvest it with a gas canister (which you make by putting two buckets in the crafting table). So there are two gas canister items: empty and filled. Crafting with a filled gas canister leaves an empty canister just as crafting with a full bucket does.


    Of the things I want to do, I feel like these are the two easiest parts. The hard part: I want to mod command blocks to add a new command: setPowered x y z true/false. When the command block receives power, it tells the block at location x/y/z that it has power, as long as that block is a solid block capable of being powered. I want to do this because I really do not like commonly-used method of using command blocks to remotely activate redstone lamps that requires creating a redstone block next to the lamp, and that puts a lot of limitations on designing the room I'm trying to light since I don't want the redstone block to be visible.


    I am wondering if any of these things, particularly the third part, are impossible for whatever reason.

    Posted in: Requests / Ideas For Mods
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    posted a message on Need help powering redstone lamps

    Thanks! I think I'm actually going to change to using command blocks (just have to switch back and forth between survival and creative to get those), since that way I can store complicated redstone stuff below the basement and have command blocks work remotely... means a lot less space in the rooms given up for redstone circuits.

    Posted in: Redstone Discussion and Mechanisms
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