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Showing content with the highest reputation on 03/01/23 in all areas

  1. Pluto is causing issues. You might have to remove it or change something in it's config.
    1 point
  2. I had the same problem, I disabled the IPV6 protocol and now the account is authenticating again using Forge, my skin showed again and I was able to enter my dedicated server. Thanks! PS. For those who don't want to disable the IPV6 protocol you can use the argument in the launcher: -Djava.net.preferIPv4Stack=true
    1 point
  3. Yes, there should be no issue. It seems as though their account failed to authenticate so they are playing in offline mode. Would you mind asking them to disable their ipv6 traffic on their machine? You can lookup on the internet how to do so.
    1 point
  4. Hi, I have been looking into creating a coloured light mod for Minecraft, and the far the best idea I have come up with would be to enlarge the lightmap that minecraft uses to render sky light and block light together. However, to reference a point on the light map Minecraft uses a short coordinate value so light values (0-15) can be mapped directly to the texture. The problem I am having is when I try to reference a point in a larger lightmap (say 32 by 32 or 4096 by 16) the coordinates simply do not map correctly and ever Google search I have done says shorts (16-bit integers) cannot be uses in the function minecraft uses to set texture coordinates (glTexCoordPointer) but minecraft obviously does use it. I just don't get it. I simply want to be able to use a larger lighmap. If anyone want to see what I'm talking about in the minecraft source (MCP or forge), look up the Tessellator object and draw() in it. If anyone has an explanation on how this function works with shorts or a helpful link please post.
    1 point
  5. Alright, so I think I've got a good handle on how minecraft does it AO calculations and rendering and there is a problem. When the blending for a block is rendered, each of the four corners of each face are assigned a brightness which is mixed (it is in the form of coordinates that points to somewhere on the lighmap). So, when the face is rendered, each corner is given a texture coordinate that corresponds to a smooth version of this map: (pic from this very helpful blog post http://greyminecraftcoder.blogspot.ca/2013/08/lighting.html, thanks Ghost!) So, when I try to do this with my enlarged lighmap (which is pretty much 256 of these lighmaps tacked together) the texture coordinates cover a very large area of the map and end up looking like this: Not quite sure how to solve this, I tried setting the colour of the blocks but that was really finicky and not a good solution. I am going to look into using multiple light textures and layer them to get good blending. If anyone has any suggestions feel free to post 'em! I'll post again if I have anything worth mentioning.
    1 point
  6. Nope, this pretty much is incompatible with everything right now. I may be able to make it compatible but there are many problems to fix before I get there.
    1 point
  7. This looks like it will be an amazing mod! This all done without base edits?
    1 point
  8. That is absolutely amazing - Mojang should hire you to handle their lighting code!
    1 point
  9. Update: ITS WORKING Screenshot: Next on the list: Smooth Lighting
    1 point
  10. Awesome :-) Good luck with the AO calcs, they did my head in. -TGG
    1 point
  11. Update: Changing scaling to 1/4096 in the EntityRenderer.enableLightmap() function allowed me to change the size of the lightmap to 256 by 256 so I can fit both RGB and skylight values... and it worked! The block light and skylight blended properly and colours also rendered correctly. Now I have to implement the three block light values throughout the rest of minecraft and fix the ao calculations, but so far so good!
    1 point
  12. Thank you a bunch! I was wondering why the texture coordinates were shifted 4 bits and had not discovered this function. I'll look into it now and see what I can come up with. Once again thanks a lot, I post again if I'm successful or run into any more problems.
    1 point
  13. Hi Here's a little bit more background information, although it sounds like you might know it already. http://greyminecraftcoder.blogspot.com.au/2013/08/lighting.html The lightmap texture is set up in EntityRenderer.enableLightmap() The size is 256x256 (since the blocklight and skylight values are multiplied by 16 when they are stored in the "mixed brightness" number), i.e. each of the 16 blocklight x 16 skylight combinations has a 16x16 texels patch which is all the same colour. ( float f = 0.00390625F; --> 1/f = 256, i.e. the texels are scaled to each be 1/256 wide x 1/256 high) I suspect (but I'm not sure) that the 16x16 texels patches is necessary because the block textures are also 16x16 texels in size. Not sure how all this will help you, but if you figure it out I'm keenly interested... -TGG
    1 point
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