Emfire12345
Emfire12345
> It's not that the colormaps are randomizing, it's that the gridmap IDs are incorrect. This happens all the time during OptiFine development when updating to new whole number versions....
> It would be nice if we could specify the columns using the Biome Namespace ID in the .properties file I wish we could have 256x256 colormaps for each biome,...
> Can confirm in 1.21.4pre1. It's worth noting that the transition is also messed up. It fades into an incorrect orangish color when entering the biome, and then after it...
> It's 12 because it comes after Dark Forest which is 11. Idk how it was in the experimental phase but in 1.21.4 it's 12. I would kinda prefere if...
> Yup, but at least we have pack overlays now so once you update there won't be any issues with backwards compatibility. Am i missing something? We are not talking...
https://www.mediafire.com/file/u22nlc0487mzd6i/Colormap_Test.zip/file The problem is that the game shifts the skycolor for the biome, this does not only effect the pale garden but others as well, with most of them it...
Fog could be affected as well but in my testing it was so minor that i could have been imagining it. So yes, only for the sky colormap.
Does the pack load in vanilla 1.21.4? Because the changes to core shaders might be the issue
I was talking about core shaders, that has nothing to do with shaders or shaderpacks. But on the other side, i looked up chorma hills and the last update was...