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    posted a message on New Biome Coloring System in 1.7. (Discussion)
    Quote from khanador

    Hello!

    I was testing a bit new biome colormaps in the last days.
    First of all McSpider's points are quite accurate! I did not know them before I made tests pictured below so the colormap should be adjusted according to McSpider's coordinates or XSSheep image. Thanks a lot!

    What I wanted to check is how far does the coloring of each biome goes according to height. It appears that it is not the same and does not go to the far bottom-right corner. Taiine is right with that. And yeah, "distances" for each biome vary and often overlap.

    Image below shows my test colormap for grass palette. Sorry about the colors, those just help me determine height and biome ;-) Those small dots helped me determine "starting" and "ending" points for each biome.




    Now a few words of explanation of what I discovered... But image first:



    Numbers above describe approximate height for biome at those linear markers (black and white). I didnt mark birch forest and jungle edge :/

    1. Desert color does not gradient. It is determined with the very bottom-left pixel.
    2. Savannah starts at "desert pixel" and follows towards bottom-right corner just as pictured above.
    3. New biomes like Birch Forest, Jungle Edge, Mega Taiga has new "starting points".
    4. Mega Taiga overlaps partially with Taiga palette but has different "height points".
    5. Jungle Edge "ends" on the Forest pallette (that small blue dot).
    6. Below sea level (62 and below) all biomes have "starting point" color.
    7. "Distance" each biome goes towards coldest bottom right corner is not the same.

    I tested all the way from 62 to 256 and above gradients picture approximately full height coverage. Natural land generation reaches 128 height with exception for Extreme Hills that can now generate higher (up to 156? I didn't really check that) and if you want to see nice color changes in natural land generation, you should remember about that (ussually less than first 1/4 of whole distance the pallette for each biome goes is visible in natural land generation).

    I know that images above are messy, but maybe you will find them helpfull.

    Time to start working on new palette with nice gradients ;-)


    Thanks a lot! This is very useful. I was thinking of making my own, but I am glad I decided to browse through the pages of this thread. Good job. :)

    Quote from LupusX

    Here is what I had in mind all along:




    Yes, a thousand times YES. This looks very neat, easy to understand AND EASY TO EDIT. This is how it should have been in the first place. Is it too much work for Mojang to make something like this, or does it make the game slower if colors are picked from different png files? I don't know, but this looks too good, hope it becomes like this in the near future. :)
    Posted in: Resource Pack Discussion
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    posted a message on The All-Inclusive Guide to Texturing
    Quote from PrpleAlloi

    Ok, yeah, this thread REALLY needs updating for your reason alone. 1.5 changed it so that every block and item now has its own texture file. It's a lot more tedious, but terrain.png was going to run out of space at some point. Anyways, yes you have to replace each file with your edited files, but to save a LOT of time, you can make all the Pre-1.5 textures inside of terrain.png and items.png, and then you can use THIS handy texture pack conversion tool! That way, you only have to do the new textures in the new way.
    As for animated textures, again, do them in the old way and use the converter to convert them to the new format.


    That is what I was wondering about. I am glad I don't have to convert every block from my terrain.png with that thing. What a handy tool! :D

    Thanks a lot for your reply. I just resumed working on my texture.

    Another question, and last one. This time around it seems we don't need MCpatcher to use animated custom terrain blocks? Very nice. :)
    Posted in: Resource Pack Discussion
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    posted a message on The All-Inclusive Guide to Texturing
    Quote from Wesai

    Sorry, I am a rookie when it comes to textures but, I was making one and now with this new update, it seems that instead of using one .png image called terrain in the texture pack folder, we have one individual .png image for each block and item? So, do I have replace each individual one with the blocks I want or can I do it differently? I am really misinformed.

    Now about custom terrain animations, I had a few of them (like animated furnace, animated diamond blocks and etc.), what do I do now to integrate them into the game with this latest patch?

    Thanks in advance!


    Quoting myself because I'm still waiting for answers! :o
    Posted in: Resource Pack Discussion
  • 1

    posted a message on The All-Inclusive Guide to Texturing
    Sorry, I am a rookie when it comes to textures but, I was making one and now with this new update, it seems that instead of using one .png image called terrain in the texture pack folder, we have one individual .png image for each block and item? So, do I have replace each individual one with the blocks I want or can I do it differently? I am really misinformed.

    Now about custom terrain animations, I had a few of them (like animated furnace, animated diamond blocks and etc.), what do I do now to integrate them into the game with this latest patch?

    Thanks in advance!
    Posted in: Resource Pack Discussion
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