So will I...morvelaira wrote:I don't know about 100% real... but I'll fight tooth and nail anyone who says it isn't 100% reasonable.
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I think a bit of inventory hacking to get some stoked flames could lead to some very nice looking structures...
So will I...morvelaira wrote:I don't know about 100% real... but I'll fight tooth and nail anyone who says it isn't 100% reasonable.
I don't think that would work. The stoked fire would disappear after a few seconds since it wouldn't be getting blown by a bellows.The_Ender_lord wrote: I think a bit of inventory hacking to get some stoked flames could lead to some very nice looking structures...
FlowerChild wrote:Remain ever vigilant against the groth menace my friends. Early detection is crucial in avoiding a full-blown groth epidemic.
Au contraire!darahalian wrote:I don't think that would work. The stoked fire would disappear after a few seconds since it wouldn't be getting blown by a bellows.The_Ender_lord wrote: I think a bit of inventory hacking to get some stoked flames could lead to some very nice looking structures...
morvelaira wrote:That's the impression I've gotten, at least, from all of the "I feel bad you have to fix Mojang's problems" comments lately. I could be wrong but I think people have the impression that you're doing the Hardcore features because those features are irrevocably broken the way Mojang has presented them, and you want to remake them in the BTW image. I also think those people don't necessarily pay as much attention to the mod and forums as I and the other turtles do, though.
I think I heard somewhere that it was just a texture overlay, although multiple colors of light would be amazing.Sadat-X wrote:Is light color defined by a hex color code per source?
Yeah, Like BinoAI said, it's just a texture overlay. The cool thing is that .png file holds two colors of light. One from the sun/sky, and one from sources the player can manipulate. That's why torchlight is a bit redder. So if you wanted, you could make all artificial lights have a blue tinge. Unfortunately, all lights use the same file. So you can't have Redstone Lamps use one color, torches another, and Light Blocks yet another.BinoAl wrote:I think I heard somewhere that it was just a texture overlay, although multiple colors of light would be amazing.Sadat-X wrote:Is light color defined by a hex color code per source?
Just checked, light uses (in the minecraft.jar) environment/light_normal.png
As for the stoked flames being texture pack friendly, I don't think it would be much harder to edit, the only difference would be the size of the frames used for the animation. 16x32 instead of 16x16.Katalliaan wrote:The new flames look great, but from what you've said, I get the feeling that they won't be texture pack-friendly.
Actually it's still 16x16 since only bottom block texture is changed, top block uses the the regular fore texture.Anbaric wrote:As for the stoked flames being texture pack friendly, I don't think it would be much harder to edit, the only difference would be the size of the frames used for the animation. 16x32 instead of 16x16.
They do usually.FlowerChild wrote:Do texture pack artists generally retexture fire? No? Ah...guess that takes care of that problem.
FlowerChild wrote:I'm drawing a line in the soul sand.
finite8 wrote:Give me all your diamonds and your enchanted gear or your base is going to resemble a Chunk Error.
This is rapidly spiraling off-topic, which is where you should be asking these questions if you're really interested.DocHussey wrote:NO SUGGESTION, JUST A QUESTION FROM SOMEONE WHO DOESN'T KNOW SQUAT ABOUT JAVA!
Stupid question, but wouldn't each item which produces light reference the light emitting texture interdependently? Hence redstone putting off a certain level, redstone torches a bit more, torches bright? What I'm saying, in as BASIC as possible,
10 IF LIGHT EMITTING THEN 20 ELSE END
20 INPUT LEVEL
30 IF 15 THEN SUNLIGHT ELSE TORCHLIGHT
40 REF light_normal.png
50 GOTO 10
Line 40, that could be changed theoretically. I know in Java it wouldn't be as simple as replacing a ref line, but still, couldn't it be done?
Edit:Forgot a giant disclaimer...
I don't even see how that's possible without some kind of external mod given that there are no fire textures within MC. As I said, it's an algorithm which generates textures on the fly, which is why fire never loops in its animation. As such, there's no texture, just code.Ferrus.Manus wrote: They do usually.
Please consult the rule in the OP pertaining to bitching about unreleased features.Katalliaan wrote:It's functionality provided by MCPatcher (and Optifine and Spoutcraft, but they're not compatible). So, you might not see a different fire in a 16x pack, but it's common to see it in 32x and up packs, since it'd be strange to have one texture that's lower-resolution than everything else.
.... >.> .... I'm super excited about animating this new fire btw : )FlowerChild wrote:Do texture pack artists generally retexture fire? No? Ah...guess that takes care of that problem.
Me too. It's something different, never been done before, to my knowledge.Panda wrote:.... >.> .... I'm super excited about animating this new fire btw : )FlowerChild wrote:Do texture pack artists generally retexture fire? No? Ah...guess that takes care of that problem.
Welcome to the forums! Good bye!Doodles wrote:Hey, maybe it's time to re-write the horrendously broken lighting engine. Maybe some nice blue light for those nice blue flames. :)
Wait so that means that I DONT need to have the barrier around my stewing pots and crucibles one block higher?DaveYanakov wrote:Aesthetics aside, this change serves an important gameplay purpose in not leading players to assume that you need to leave space above the stoked flame in order to get the extra heat. Now it will be obvious that the blue flame is enough, which will make more compact machine designs more intuitive.
Plus it looks damned good.