Biome data from Biome Extractor is now used if it is present.
If the BIOMEEXTRACTOR data is not available, then non-biome aware tinting will be used Open biome data in binary mode (Windows requires this)
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28
chunk.py
28
chunk.py
@@ -496,7 +496,8 @@ class ChunkRenderer(object):
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tileEntities = get_tileentity_data(self.level)
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biomeColorData = textures.prepareBiomeData(self.world.worlddir,
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if self.world.useBiomeData:
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biomeColorData = textures.prepareBiomeData(self.world.worlddir,
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self.chunkX, self.chunkY)
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# in the 8x8 block of biome data, what chunk is this?l
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startX = (self.chunkX - int(math.floor(self.chunkX/8)*8))
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@@ -534,20 +535,19 @@ class ChunkRenderer(object):
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if not t:
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continue
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if self.world.useBiomeData:
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if blockid == 2: #grass
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index = biomeColorData[ ((startY*16)+y) * 128 + (startX*16) + x]
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c = textures.grasscolor[index]
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if blockid == 2: #grass
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index = biomeColorData[ ((startY*16)+y) * 128 + (startX*16) + x]
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c = textures.grasscolor[index]
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# only tint the top texture
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t = textures.prepareGrassTexture(c)
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elif blockid == 18: # leaves
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index = biomeColorData[ ((startY*16)+y) * 128 + (startX*16) + x]
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c = textures.foliagecolor[index]
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#i = textures.tintTexture(t,c)
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i = ImageOps.colorize(ImageOps.grayscale(t[0]), (0,0,0), c)
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i.putalpha(t[1])
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t = (i, t[1])
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# only tint the top texture
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t = textures.prepareGrassTexture(c)
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elif blockid == 18: # leaves
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index = biomeColorData[ ((startY*16)+y) * 128 + (startX*16) + x]
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c = textures.foliagecolor[index]
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t = textures.prepareLeafTexture(c)
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