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Different biome grass colors #2

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ChefMC opened this issue Feb 10, 2021 · 4 comments
Open

Different biome grass colors #2

ChefMC opened this issue Feb 10, 2021 · 4 comments

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@ChefMC
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ChefMC commented Feb 10, 2021

Beta 1.7.3:
2021-02-10_18 57 49
OWG:
2021-02-10_19 02 45
Beta 1.7.3:
2021-02-10_18 58 58
OWG:
2021-02-10_19 04 59

@ChefMC
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ChefMC commented Feb 12, 2021

I trying to work with their colors, I generated common/average biome colors:
Beta 1 7 3 biomes color map (common with captions)
That's not actual biome colors (it's needed to use one - main biome color, which is used in newer MC versions because of biome color instead of temperature/humidity many values which causing many colors of one biome). That is average colors (most used by Minecraft Beta 1.7.3). And when I using real colors, it's terrible sight. Because biomes are variative and you and you see the grass is colorful by different green shades like a variety of small biomes inside main biomes. That solving by editing not biome colors, this solving by biomes applying (generation). But I can't solve at now, how

@ChefMC
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ChefMC commented Feb 12, 2021

I like biome selecting in Bukkit plugin 173generator. It using vanilla 1.7.10+ biomes instead of creating new biomes like in Beta 1.7.3. But it not using mesa and so on. It's better to learn into mechanism (solution) of this plugin. Or... I can also try using default biomes but without those that non-exising in Beta 1.7.3. I will play with, but it took too long even yet.

I can't use this plugin because it don't generating structures, breaking dungeons loot and doesn't support structures from mods (e.g. BuildCraft oil or Railcraft volcanos). Also I don't know about volcanos in OWG :)

@ChefMC
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ChefMC commented Feb 12, 2021

Lines 58-136 of this class of 173generator plugin are may be useful.

Also there biome mappings of it. I saw that OWG using slight grass color variation to avoid biome borders contrasts. But it distorts the real atmosphere of Beta, that distorsion is presented in my screenshots in 1st post. Plains and forests can have slight difference of green shades, but it's not applied for desert and winter biomes. You are handled this in getBiomeGrassColor method, but it still not contrast color that really used in Beta 1.7.3. It's just slight branches because biomes are generating not slightly. It's main problem I think

@ChefMC
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ChefMC commented Feb 12, 2021

I found idea. I played too much with colors, but better way I found it's modify existing OWG code. I just added some saturation by increasing temperature and humidity (rainfall) values:

    @SideOnly(Side.CLIENT)
    public int getBiomeGrassColor(int p_150558_1_, int p_150558_2_, int p_150558_3_)
    {
    		// taiga & tundra
		if( id == 6 || id == 9 )
		{
			return ColorizerGrass.getGrassColor(0.6F, 0.6F);
		}
		// desert
		else if( id == 7 )
		{
			return ColorizerGrass.getGrassColor(0.9F, 0.1F); // Also changed this line
		}
		else
		{
			double d = MathHelper.clamp_float(getFTemp(p_150558_1_, p_150558_2_, p_150558_3_) + 0.3F, 0.0F, 1.0F);
			double d1 = MathHelper.clamp_float(getFloatRainfall() + 0.1F, 0.0F, 1.0F);
			// temperature & rainfall
			return ColorizerGrass.getGrassColor(d, d1);
		}
    }

Adahel added a commit to Adahel/Old-World-Gen that referenced this issue May 7, 2023
Adahel added a commit to Adahel/Old-World-Gen that referenced this issue May 8, 2023
Adahel added a commit to Adahel/Old-World-Gen that referenced this issue May 8, 2023
Adahel added a commit to Adahel/Old-World-Gen that referenced this issue May 8, 2023
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