That window connecting to the walls is sexy as hell and I want it too.View attachment 2268
Mojang just blatantly copying us smh
Is it possible to change some last added blocks IDs so that we can use them with WE?
I'm thinking of the OT and Arbor blocks for instance, like some are 4104, and doesn't give the right blocks.
With the snowy spruce leaves, I wonder if you could do a big initial swap of all leaf blocks near snow in Extreme Hills with //replace [18]&~[78,80]&[$ExtremeHills] (new block).
Then do a second replace of all leaf blocks next to those new snowy leaf blocks (because there would be some spruce leaves in snowy areas at the bottom of trees etc not actually adjacent to any snow, but next to blocks which are): //replace [18]&~[(new block)] (new block) - then loop that a few times until it runs out of leaves to swap.
I'm not entirely following what you mean here?
We'd have to replace all existing spruce blocks above the snow line with the new block. Maybe FAWE allows us to do this with some massive selections without crashing the server, but I'm not sure.
Ah, I get you now. I think the calculations involved with adjacency mask would make it a lot more difficult to do the mass replaces I was talking about, if anything. We can be more careful along the borders of the snowy areas. Are there any places north of the snow line that don't have spruce leaves with snow on top?
I'm late to the discussion, I know. I would like to note with my recent proposal of giving more life to Beyond the wall and to add more Clans it can be assumed that the Haunted Forest is not of concern for the lighting issue. I hope anyone taking on future projects in the North nearby the Haunted Forest would work together to redo portions. So the Beyond the wall, IMO, is not applicable to the mentioned issue of adding a new block.Going to bring this up again now that I've made headway on fixing the leaf blocks:
It's looking less likely that I'll be able to make spruce leaf blocks snowy just by using some CTM, since the criss-cross models are now added using the basic block models, as opposed to an actual mod. This means that there's not any if/then logic which allows us to use different criss-cross textures depending on biome. The only thing we can do is apply biome shaders dependent on biome, but these are applied multiplicatively, so it's impossible to achieve a lighter color through that method (and it's also homogeneous, which isn't ideal). We can probably use CTM to replace all the textures, including the criss-cross ones, with some snowy texture, and if that works, great. However, it seems like the best results would be achieved by having different textures for the main leaf block and any additional planes that are added on top of that.
So, the other option is to specifically introduce a new "snowy spruce leaves" block, which just has a static model and does not depend on biome at all (not even for shading, so minor variations in the green color would not be captured, which shouldn't be an issue if it's just used in Taiga). This approach would be preferrable at least in terms of "object orientedness" (generally, we've recently tried to shy away from hacking in different textures exploiting biome/metadata).
However, it would not be trivial at all to actually fix the North with these textures. We'd have to replace all existing spruce blocks above the snow line with the new block. Maybe FAWE allows us to do this with some massive selections without crashing the server, but I'm not sure. It's a lot of work either way. Also, for some reason editing leaf blocks with FAWE causes lighting/shadow calculations to break, so anything under the edited leaf blocks just ends up with maximum lighting (which apparently persists after re-rendering a chunk). The //fixlighting commands cause this issue as well. It would be quite upsetting to me if fixing the leaf blocks came at the cost of removing all the cool dappled shadows in the haunted forest.
Thoughts?
This is not a Texture Pack, it's a Mod Pack. You can install and use it by downloading our launcher, which will set everything up for you.texture pack link
I would like to note with my recent proposal of giving more life to Beyond the wall and to add more Clans it can be assumed that the Haunted Forest is not of concern for the lighting issue. I hope anyone taking on future projects in the North nearby the Haunted Forest would work together to redo portions.
Could you elaborate on that? If you’re doing any WE to forests you’re still going to end up with the lack of lighting. There *is* a trick to fix it, which I can tell you when you get to that point, but it’s somewhat of a pain to do.