Alejandro Aguilera
be720c5e0d
Use ANTIALIAS filter for resizing down images.
...
Ajust the position of fences for the new filter.
2011-04-28 15:03:59 +02:00
Alejandro Aguilera
b513977a79
Fix textures for saplings.
2011-04-21 01:28:14 +02:00
Alejandro Aguilera
5a70c4686c
Add saplings to generate_special_textures function.
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Also, remove all the torches from the _build_blocks.
2011-04-21 01:25:36 +02:00
Alejandro Aguilera
be23000050
Add the detector and powered rails to textures.py
2011-04-21 00:49:19 +02:00
Alejandro Aguilera
dd19e88f15
Add special case for wooden and cobblestone stairs in textures.py.
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Fix a wrong comment in ladder.
Add more comments in _buil_full_block.
2011-04-11 00:15:20 +02:00
Alejandro Aguilera
7463183b9c
Remove duplicated comment...
2011-04-01 23:33:06 +02:00
Alejandro Aguilera
a7714088c5
another comment
2011-04-01 23:21:01 +02:00
Alejandro Aguilera
81fd7d12ed
Add compatibility for wildgrass mod
2011-04-01 20:40:23 +02:00
Alejandro Aguilera
84c3ab397b
Clean textures.py, remove old comments, add new ones. The generate_special_texture function is in ascending blockid order.
2011-04-01 20:26:11 +02:00
Alejandro Aguilera
f240da29f4
Re-fix the bug "what I was thinking?!"
...
Improve the looking of all torches, and add orientation for them.
2011-03-29 21:11:22 +02:00
Alejandro Aguilera
d9436d2c66
Fix a bug of the type "What I was thinking!?" in _build_full_block
2011-03-29 20:45:10 +02:00
Alejandro Aguilera
69179097c5
Paste the top texture the last in _build_full_blocks
2011-03-27 14:46:15 +02:00
Alejandro Aguilera
805450e5f4
Add cake to textures.py (cake!)
2011-03-27 14:42:21 +02:00
Alejandro Aguilera
e33f55977b
Add redstone torches to textures.py (without orientation).
2011-03-27 13:58:42 +02:00
Alejandro Aguilera
8fa8a09492
Add crafting table to the special blocks set.
2011-03-27 13:41:41 +02:00
Aaron Griffith
fc176206ff
initial C biome code
2011-03-27 05:49:57 -04:00
Alejandro Aguilera
afb05098f9
Add support for redstone and improve the looking of waterfalls.
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Changes in textures.py and iterate.c
2011-03-27 03:51:45 +02:00
Xon
383e8197af
Performance improvements on update scan
2011-03-19 02:50:44 +08:00
Aaron Griffith
ad0899bb8a
handle bad biome files on load, instead of waiting for an IndexError later
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related to <https://github.com/brownan/Minecraft-Overviewer/issues/301 >
2011-03-17 21:45:15 -04:00
Alejandro Aguilera
4aa7fff086
And also for double slabs.
2011-03-08 17:01:58 +01:00
Alejandro Aguilera
80027c7cc5
Add special case in textures.py for the different slabs.
2011-03-08 16:33:44 +01:00
Aaron Griffith
48642e0e5b
changed biome fix to be more consistent with the other region code
2011-03-03 20:48:32 -05:00
Aaron Griffith
a6805c2e0c
updated biome rendering to use latest Biome Extractor format
2011-03-03 12:27:47 -05:00
Alejandro Aguilera
1bb6d03c90
Don't render buttons as full blocks.
2011-03-02 17:25:44 +01:00
Alejandro Aguilera
38d970f7e1
The texture for redstone wire is now white! Needs tinting. Ignore redstone wire blocks for now...
2011-02-24 13:26:36 +01:00
Alejandro Aguilera
448733dd44
Improvements for generate_pseudo_andcildata in chunk.py, and necessary changes to fences case in textures.py
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This changes will help to properly render redstonewire.
2011-02-02 23:01:25 +01:00
Alejandro Aguilera
f866d5e654
Add fire.png and a case for fire in textures.py.
2011-01-18 09:13:14 +01:00
Alejandro Aguilera
13f37734f4
Add support for colored wool.
2011-01-15 23:35:31 +01:00
Alejandro Aguilera
664d14dee3
Add some Minecraft beta 1.2 blocks to the render support:
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-The 2 new woods
-The dispensers
-Chaged to the new top for the furnace (and I think fixed them)
-Lapis lazuli block
-Lapis lazuli ore
-Note block
-Sandstone
2011-01-15 01:49:46 +01:00
Alejandro Aguilera
416e1b6b85
Add textures for minetrack slopes in textures.py
2011-01-02 16:23:42 +01:00
Aaron Griffith
b2d8c415ca
added check to textures.py prepareBiomeData so it will only run once per process
2011-01-01 15:43:45 -08:00
Aaron Griffith
0136cc1eba
changed textures.py to use global declarations instead of sys.modules[__name__]
2010-12-31 17:59:14 -05:00
Alejandro Aguilera
dc7307af56
Darken both sides of the fence
2010-12-17 15:30:00 +01:00
Alejandro Aguilera
1d31cd7e9a
Add a special case in generate_special_texture for fences, and add his blockid to special_blocks set.
2010-12-17 13:21:24 +01:00
Andrew Chin
e96bb91b82
Better handling of the biome tinting images.
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If they're not found with _find_file, then look in the EXTRACTEDBIOME
folder in the worlddir.
2010-12-05 01:35:12 -05:00
Andrew Chin
251a89b7dc
Merged in agrif's blending fixes
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Merge branch 'blending-fixes' of https://github.com/agrif/Minecraft-Overviewer
2010-12-04 20:33:56 -05:00
Andrew Chin
9125919d3e
Give a more useful error if the biome color png files can't be found
2010-12-04 19:31:21 -05:00
Andrew Chin
c60180f793
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)
2010-11-23 00:48:39 -05:00
Alex Jurkiewicz
22db7bb3cd
clean up biome code
2010-11-23 00:31:35 -05:00
Andrew Chin
dc80c88e94
Biome tinting uses now uses the Biome Extractor data files.
...
See:
http://www.minecraftforum.net/viewtopic.php?f=25&t=80902&view=unread
2010-11-23 00:26:07 -05:00
Andrew Chin
210e65730f
Hacky work on biome tinting
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Currently this requires python-gearman, gearman-java, and a java SDK.
This code will probably be all thrown away, but if you really want to
play, first compile Biome.java, then run the resulting Biome.class.
Note you'll probably need to hack the signatures out of minecraft.jar to
get it to run.
Then copy grasscolor.png into the cwd, and run gmap.py as usual.
It is slowwwww. Perhaps running Biome.class on multiple machines might
speed things up?
Here's the kind of output produced: http://smp.em32.net/biome_test/
2010-11-23 00:26:07 -05:00
Aaron Griffith
80b1cab81c
changed new grass/leaf block code to use alpha_over
2010-11-07 17:45:06 -05:00
Andrew Brown
605811bf0c
Merge remote branch 'eminence/master'
2010-11-07 09:08:56 -05:00
Andrew Chin
0b6461083b
Modified tintTexture() to look more like the original grass color
2010-11-03 22:57:47 -04:00
Andrew Chin
290269f8fe
Corrected pumpkin rendering, Hacky tinting for grass, leaves
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* Pumpkins and Jack-o-lanterns now face the correct direction
* Pumpkins and jack-o-lanterns now have different textures (thanks
alexjurkiewicz). one is lit, the other is not
* a bad looking green tint is applied to grass and to leaves
Someone please make this better
2010-11-02 20:46:56 -04:00
Andrew Chin
2c49113bd2
Render the new blocks from the Boo update.
...
The following are now rendered:
* Pumpkins
* Jack-O-Lanterns (look identical to pumpkins at the moment, to match
the ingame rendering)
* Bloodstone
* Slow Sand
* Lightstone
2010-11-02 19:39:22 -04:00
Aaron Griffith
395e26ef9c
changed most PIL paste() calls into composite.alpha_over() calls
...
The ones I have not changed are those where paste() is really
preferred, and I've noted why in comments.
Calls to "dest.paste(src, rect, mask)" were converted to calls to
"composite.alpha_over(dest, src, rect, mask)".
2010-10-23 13:42:31 -04:00
Aaron Griffith
4c58d28854
fixed remaining function renames from merge
2010-10-05 08:55:35 -04:00
Aaron Griffith
51e1721a6d
Merge branch 'master' into lighting
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Conflicts:
chunk.py
gmap.py
textures.py
world.py
2010-10-05 08:35:23 -04:00
Andrew Brown
4dc1f70acf
Merge remote branch 'eminence/master'
2010-10-02 22:19:18 -04:00