65 Replies
all those leaves should be red
but in the lod chunks they turn green
details?
this?
what version are you on?
and what mods, as well
1.20.1 with oculus, embeddium, and hydrological
it happens without shaders too
Sry, but I couldn't even understand why should it be red,
could you send a bigger screenshot, or explain the biome š
ah its a seasons kinda thing
part of hydrological
dark oak leaves turn red in autumnal areas
oah, I see.
It might be so that only the chunks that you explore change by the proper logic, while the distant ones remain 'default' or so, thus not getting the right color
so in autumn they get red,
are they green, as in distance, any time?
the "seasons" dont change yet so rn their always the same color
green - yellow - red is a proper transition between autumnal and summer
hm hm
but in the distance you see the red gets cut off straight to green
eventhough it should keep being red
i see
if anyone catches up to this discussion, would be cool
but for now, I would also not waste time
and ask in the community of this very mod
that is coloring them
cuz, they may have answers on this
im the mod author of it i just dont know why DH wouldnt be checking the biome coloring
I had a kinda similar thing.
DH doesn't 'visit' the chunk, as a player,
instead it 'composes' a LOD based on the chunk data
Unless it's visited by player, there might be nothing to be read by DH as red
even if i visit it and it turns red, when i get further away it reverts back to green
try going to the chunks over there, to see if they turn red, and get updated by DH
get there, and wait some time
it takes decent time for DH to update an area
ah
and crank up you Vanilla render dist
it's not instant
also the tinting shouldnt be reliant on visiting the chunk as a player anyways since all its doing is math based on some noise
inside the tint logic all blocks use
if DH tints vanilla stuff properly than it should tint this too
it's still tricky
Only if someone knows the answer to the combo of DH and this mod
Ask the mod's community for some thoughts!
alr
this is lod rendering only
do you mean 'Distant generation' set to 'False' ?
no
and those chunks stay red even when i leave
for a while
then they turn back to green
where is this setting?
debug
sry, but i kinda lost it
Show mod folder?
i saw a similar bug and two sodiums were causing it
it says, it's not really supported, as a feature, mate
it was just to test if it would show the tint
oh
i think oculus is not working too great with it
it happens without shaders too tho
you dont have much mods, i prefer to switch to fabric
yes?
that might be default behaviour of the combo,
just because unvisited chunks aren't getting painted, thus DH doesn't get info
i will see if disabling oculus completely changes anything though
yep
it does get the info sometimes though
it just un-gets it soon afterwards
yeah still happens with no oculus
i prefer fabric because it's working great and i don't ocur any bugs and game goes perfectly
that's weird
that doesnt fix his problem
this is with 2 render distance and no oculus
and hydrological forge exclusive afaik
yeah
at least until full release
@James Seibel (GMT-6) you might wanna see this
works properly in some cases
then breaks
you can see the difference here
the correct (red) tinting goes away after some time
so visiting the chunks only temporarily solves it
Hmmā¦
Having only quickly skimmed this thread Iām guessing the tinting requires the chunks to be loaded on the server in order for tinting to be calculated correctly.
So when DH reloads the chunks from memory the biome information it has is out of the bounds the MC server is prepared to give tinting info.
the tinting is actually client sided only
vanilla tinting class
and i just mixin to the existing methods there
only data used is the block pos and two density functions (all things that are available on the client, as necessary to function in a client only class)
what it does is add infinite range color blending at no noticable performance cost while also allowing me to add dynamic locational-based seasons
but the only thing that matters is that in the end all im doing is changing the return value that the vanilla block colors use
using data thats always available to the client
so DH shouldnt be able to even tell the difference
another thing worth noting: I do the same thing to grass and DH respects that
its just foliage it doesnt like
I see, interesting that grass works but leaves donāt.
In that case DH might be using the wrong tinting method somewhere.
Unfortunately Iām not very familiar with that logic so I canāt give much information beyond that.