now using MCPatcher animated water/lava textures, if present
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@@ -529,13 +529,23 @@ def load_water():
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Block 9, standing water, is given a block with only the top face showing.
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Block 8, flowing water, is given a full 3 sided cube."""
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watertexture = _load_image("water.png")
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try:
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# try the MCPatcher water first, in case it's present
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watertexture = _load_image("custom_water_still.png")
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watertexture = watertexture.crop((0, 0, watertexture.size[0], watertexture.size[0]))
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except IOError:
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watertexture = _load_image("water.png")
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w1 = _build_block(watertexture, None)
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blockmap[9] = generate_texture_tuple(w1,9)
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w2 = _build_block(watertexture, watertexture)
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blockmap[8] = generate_texture_tuple(w2,8)
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lavatexture = _load_image("lava.png")
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try:
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# try the MCPatcher lava first, in case it's present
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lavatexture = _load_image("custom_lava_still.png")
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lavatexture = lavatexture.crop((0, 0, lavatexture.size[0], lavatexture.size[0]))
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except IOError:
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lavatexture = _load_image("lava.png")
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lavablock = _build_block(lavatexture, lavatexture)
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blockmap[10] = generate_texture_tuple(lavablock,10)
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blockmap[11] = blockmap[10]
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@@ -599,7 +609,11 @@ def generate_special_texture(blockID, data):
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if blockID == 9 or blockID == 20 or blockID == 79: # spring water, flowing water and waterfall water, AND glass, AND ice
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# water,glass and ice share the way to be rendered
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if blockID == 9:
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texture = _load_image("water.png")
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try:
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texture = _load_image("custom_water_still.png")
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texture = texture.crop((0, 0, texture.size[0], texture.size[0]))
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except IOError:
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texture = _load_image("water.png")
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elif blockID == 20:
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texture = terrain_images[49]
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else:
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