overviewer / Minecraft-Overviewer

Render high-resolution maps of a Minecraft world with a Leaflet powered interface
https://overviewer.org/
GNU General Public License v3.0
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Biome information not being used in dtt-c-render #331

Closed FabianN closed 13 years ago

FabianN commented 13 years ago

It seems like when I run the new dtt-c-render branch of overviewer it does not use the biome information. I've got the new render hosted here: http://eudoracraft.tk:34998/minecraft/testmap1/

And to compare, the old render here: http://eudoracraft.tk:34998/minecraft/map/

I am using a custom tile-set to render the map with, a modified version of tronic (http://evilmousestudios.com/tronic/). Not sure if that would have a factor in this.

Any ideas why this may be?

FabianN commented 13 years ago

I figured it out, and it's actually something important to be noted about how the biome information is applied.

I had been using the tronic skin which never grayed it's grass block. In-game and with the old overviewer it applied the biome tinting over the green grass without issues. But that is no longer the case. If the texture's grass block is green, you will also get that same green, without the biome tinting.

I've only grayed off the top of the grass block and I am unsure on how you've got the sides of grass blocks setup for tinting, but so far it looks the same as the top, will add this information to the wiki once I check with the sides of the grass blocks.

agrif commented 13 years ago

I was pretty sure that the biome tinting was done the same way in dtt-c-render as it was in the old version, but now I'm not so sure. I'll go dig through the code and check.

As for tinting the sides of grass, we don't do that right now, because Minecraft itself doesn't do that right now. There's not any information about what part of the grass side texture to tint. Apparently this will be added in the next version of Minecraft, and if it is, we'll support it.

edit: d'oh, I see the problem now. The old code used to convert the top grass texture to grayscale automatically, and now it doesn't. I'm pretty sure the new way is how it's supposed to work, though; otherwise, texture packs which provide colored-by-default grass blocks with colorless biome files wouldn't work right at all. In your case, tronic (by default) ships with a colored grass but colorless biomes, so grass would show up as grayscale. With the new code, it shows up as the (correct) green.

I'd guess you modified the grasscolor.png from tronic to be more like the default Minecraft grasscolor.png. If that's the case, then making the grass block grayscale is the correct solution.

FabianN commented 13 years ago

Yea, I'm thinking I'm not remembering it correctly... I hadn't been using tronic since the wolf update and it very well could be my imagination that the game's grass seemed to be "biome'd"...

Regardless, good to hear about the possible future side-grass update. That will make it really nice.