Hey Misa, long time user of your pack and wanted to say thank you for all the time and effort you've put into it.
I also have a pretty simple question about the water texture. I recently started using your texture pack again after sticking with vanilla for awhile due to all the snapshots and updates Mojang was churning out. The first thing I noticed in your pack was the water, it's really light, nearly completely white, in both the Extreme Hills and Desert biomes (haven't been able to check plains, forests, etc yet). I have in fact patched the game correctly using mcpatcher and the rest of the pack looks amazing.
Is the water supposed to be that bright? I don't honestly remember what it looked like in older versions of your pack. I'm also running the latest snapshot if that makes much of a difference.
Water is supposed to range from various shades of blue to brown in swamps. My guess is you are not using the correct MCPatcher version for the latest snapshot. You need to grab the beta 4.0+ version located among the last few pages of the MCPatcher thread. The live version of MCPatcher is currently only for the live version of the game and a few of the earlier snapshots. The reason it hasn't been posted as the live link is because backwards compatibility with earlier versions is not available in the current beta patcher.
...White Water: already been addressed and will be fixed next texture pack version..
A bit of a correction: The white water has nothing to do with my texture pack and is nothing I can fix. As stated above, it has to do with people just using the wrong MCPatcher on the latest snapshot.
My computer can handle 128x128 texture packs with 40 fps with mid settings OK
when I use yours it's great with 60 fps but 30 min and my game frozen
why ??!!
P.S. : I use opifine not MCpatcher I know that you said that I should'n report this but if I use MCpatcher my fps goes down to 14 soo yea
thanks very much
This texture pack has far more advanced extra features than the average 128x128 texture pack. CTM, animations, Randomobs and stuff like Better Skies (the latter two of which are optional) take up a good bit of resources. Judging a pack by resolution alone is a terrible gauge for performance. And really, if you're not on a computer designed for gaming, you probably shouldn't expect to get too much out of modding. Prior to Minecraft, it was pretty much completely unheard of for non-PC gamers to partake in modding communities for PC games. Graphical mods like texture packs always have been and likely always will be the mods that push your hardware to its limits.
That said, this pack is about as optimized as it can be on many computers for all the features you get with it over most other packs. The most I can provide is the performance guide posted as the first issue on my FAQ. The only additions I'd have to make to that guide would be to disable Advanced GL in-game as well as disabling optional components in MCPatcher such as Better Skies (and at worst, Randomobs). Following that guide and and my additions should improve performance quite a bit on most computers. As far as the game running fine, then freezing goes, I've never experienced or received reports of this happening from users running MCPatcher. So for the time being, I can't explain really that any other way than to dismiss it as a potential issue with Optifine only until I have more information.
thanks for your reply but I've disable almost every thing in optifine (except CTM)
I've solved that by progrem called (baidu PC faster) thanks
when I active every thing ( random mobs . better skies .CTM ...) I have from 40 -20 fps with normal distance ( I can't put it on far or crash ) is that good ??
nevermind I fixed the problem but i have to put the rander distance to short (thats mean no fancy sky )
looks like I don't have that much computer that can handle misa texture
Anybody have brown textures for the grass/leaves in swamp biomes? I don't know it is made to look like that, because it is not even green, it is just brown. It doesn't look good, and I think it's likely a bug in my game or something but if anyone knows how to fix that, please let me know.
Water is supposed to range from various shades of blue to brown in swamps. My guess is you are not using the correct MCPatcher version for the latest snapshot. You need to grab the beta 4.0+ version located among the last few pages of the MCPatcher thread. The live version of MCPatcher is currently only for the live version of the game and a few of the earlier snapshots. The reason it hasn't been posted as the live link is because backwards compatibility with earlier versions is not available in the current beta patcher.
A bit of a correction: The white water has nothing to do with my texture pack and is nothing I can fix. As stated above, it has to do with people just using the wrong MCPatcher on the latest snapshot.
It seemed to be a problem with changes made to the layer ordering in the snapshots and the limited color palette used on my image files. With the way the layering worked, there were bugs with the system demanding a full-color RGB format from the image files for the layer calculations and not getting what it demanded. Sufficed to say I figured out a workaround to fix this on patched or unpatched versions of Minecraft by simply increasing my image files for the block-breaking animation to full color. They take up more space, but the bug is gone now.
If there is any vendetta, it's purely one-sided and something completely unrelated to this texture pack. Kahr has no problem with Forge and has often gone out of his way to ensure that it remained compatible with MCPatcher. You just have to ensure you install Forge with MCPatcher's mod installation system. And as far as I'm aware there aren't many if any packs that require Optifine for features that MCPatcher doesn't already cover (and likely came up with to begin with). So yeah, I'm not seeing what the dilemma is here.
If you're going to suggest mods you need to provide links. By the sound of it though, I'm guessing that hats and furniture involve adding new blocks/items to the game and aren't purely aesthetic.
I actually don't hang around the forums too much to communicate effectively through them. For just random chat on pretty much any subject, anyone is free to PM me though for my AIM screen name. I'm on that pretty much all day, every day and rarely too busy to talk.
If you mean on the upper right corner, that's endstone and bedrock. Kexikus already accurately named all the materials in that screenshot.
[size=medium]What part of: did you miss the first time I responded to you regarding this? Because I can still find absolutely nothing on the subject.
Really? i forgot about that post, i dont really use the search button that much, but if you want sources, i will give you one, check this YouTube User Account http://www.youtube.com/user/FireRockerzstudios there is some info about the subject
Really? i forgot about that post, i dont really use the search button that much, but if you want sources, i will give you one, check this YouTube User Account http://www.youtube.c...eRockerzstudios there is some info about the subject
Linking to some user's channel who isn't even associated with Mojang isn't a source... Am I expected to just watch a hundreds of random videos from this person to get the information I'm actually asking for? :/
you create the best texturpack ever.
Ok, but its hard to wait for next official minecraft-release to get actuel version of your texturpack.
But its an option, to publish actual changes in your texturepack as miniupdate?
So your fans can add it self in your texturepack?
for example... publish, the new blocks separatly.. and we add it to our misa-exturpack!?
This is very good for snapshot-players.
The last time I tried doing this, a few dishonest, capitalistic assholes stole the work, and posted a more updated version of my texture pack than the one that was officially up, and made a bunch of money off of it before they were eventually shut down. They specifically used the new textures to advertise their illegal copy of the pack. Also I'm too much of a perfectionist to just release stuff that's still subject to change before Minecraft officially updates.
I'm still foolishly holding out hope that Mojang will do a little more with addressing the issues with the crappy horse model--especially regarding the saddle. If the model remains as atrocious as it currently is, I'm going to have to completely redesign my saddle icon and the texture applied to saddled pigs to look less realistic than before... Even if they fix the consistency issue by changing the pig model to use the horse saddle model, we'll still end up with limitations to what textures can do to make the saddle look like an actual damn saddle.
Misa' Is there a way to make the underwater a bit clearer or easier to see thru. I have tried several techniques unsuccessfully and I was hoping that you might have an easy solution.
Linking to some user's channel who isn't even associated with Mojang isn't a source... Am I expected to just watch a hundreds of random videos from this person to get the information I'm actually asking for? :/
The last time I tried doing this, a few dishonest, capitalistic assholes stole the work, and posted a more updated version of my texture pack than the one that was officially up, and made a bunch of money off of it before they were eventually shut down. They specifically used the new textures to advertise their illegal copy of the pack. Also I'm too much of a perfectionist to just release stuff that's still subject to change before Minecraft officially updates.
I'm still foolishly holding out hope that Mojang will do a little more with addressing the issues with the crappy horse model--especially regarding the saddle. If the model remains as atrocious as it currently is, I'm going to have to completely redesign my saddle icon and the texture applied to saddled pigs to look less realistic than before... Even if they fix the consistency issue by changing the pig model to use the horse saddle model, we'll still end up with limitations to what textures can do to make the saddle look like an actual damn saddle.
what do you mean by *shut down*? i hate these types of people...
Hey Misa, quick question, do you know if it's possible to have biome-colored blocks that change in the nether, but not in deserts? I'm asking you because I saw a nether build using stone brick and your TP, and the dark tinted stone brick looked really good. It's been a while since I screwed around with custom colors, and I don't really like having building blocks change color because of overworld biome coloring, but I'd like to have some blocks be colored in the nether. Is it possible, or does it just use the desert part of the color file?
I have a question. Where is ALTERNATES.png? I want to change the texture for the bed into a red bed (Like in vanilla Minecraft)
If I remember correctly, she doesn't have any alternates in the pack ATM, so either use the alternates from one of the older versions, or just change the hue of the bed yourself. Pretty sure Misa said she'd be releasing alts separately soon though, so you could just wait for that if you want to.
I went back 5 pages to make sure this question hadn't been asked recently. So if you've already answered it, I'm sorry for not going back far enough.
Is it your plan to release a texture pack that it compatible with one of the more recent snapshots? I keep checking the thread every week to see if there's been an update, but I thought that maybe I'd just come right out and ask: when would you guess an updated pack targeting the snapshots might get released?
Thanks so much for all your hard work. I've used your texture pack for a long, long time and refuse to play minecraft without it.
They actually do, as long as you don't try to build the house completely out of them (and why would you build a house out of just one single type of block?). They're especially suited for more Japanese themed buildings, if you ask me. Can't provide a screenshot at the moment, but a pal of mine built a really nice looking feudalistic-Japan-themed village out of only Birch planks, Birch logs and some other log types.
I mainly want it so that when I go onto servers or just with my friends I'm not looking at an eyesore of a house. I touched a bit on it on page 370. Basically though if the ctm could make it so the wood kind of outlined the edge of all attached birtch wood, instead of creating lines across the house as if long crates are just stacked ontop of eachother. I think it would look really nice outlining windows, doors, and the corners of the house.
Misa' Is there a way to make the underwater a bit clearer or easier to see thru. I have tried several techniques unsuccessfully and I was hoping that you might have an easy solution.
Underwater visibility is not something that can be altered by texture packs as it's a set of hard coded values. You would need a special mod for this. If you really want this, you might want to request a way for texture packs to edit this in the MCPatcher thread.
Hey Misa, quick question, do you know if it's possible to have biome-colored blocks that change in the nether, but not in deserts? I'm asking you because I saw a nether build using stone brick and your TP, and the dark tinted stone brick looked really good. It's been a while since I screwed around with custom colors, and I don't really like having building blocks change color because of overworld biome coloring, but I'd like to have some blocks be colored in the nether. Is it possible, or does it just use the desert part of the color file?
With Custom Colors' method of coloring you can't, because the desert and the Nether use the same color coordinates. However, it is still possible if you use the biome flag with CTM. Using that with the replace or random method, you could easily make alternate textures for blocks that differ from biome to biome. And since it uses actual biome names instead of palette coordinates, you can differentiate desert from nether. I've wanted to make use of this feature for awhile, but just haven't had the time to play with it much yet.
...I have noticed that with 1.5.2, the compass and clock no longer work. Any ideas?...
They work just fine on my end. Are you using the correct version of MCPatcher for the version of the game you're running? And do you have all the essential components checked?
...Is it your plan to release a texture pack that it compatible with one of the more recent snapshots? I keep checking the thread every week to see if there's been an update, but I thought that maybe I'd just come right out and ask: when would you guess an updated pack targeting the snapshots might get released?...
I used to release an update for every single snapshot in the past. But it's really a lot of work, and the nature of snapshots is horribly uncertain. I could add a bunch of features for one snapshot just to have them made worthless the next. It's a lot easier for me to just work on the components that seem the most stable, and assemble resources so I'm prepared for the official updates. (Which are always released within 24 hours of of the official updates.)
Technically snapshots are released for testing, feedback and mod developmental aid purposes. It kinda annoys me that the forums make a huge deal out of them and post them on the front page now. People seem to widely consider them as official game updates now, and many servers even require them to play... It's pretty obnoxious for us third party developers.
Compound all this with the fact that Mojang is currently making changes to texture code EVERY SINGLE SNAPSHOT (requiring a new patcher every single time) and you'll quickly see why it's actually impossible for advanced texture packs like my own (which require said patchers) to keep up with snapshots. When Mojang stops messing around with the texture coding, there's more of a chance that I'll go back to updating for snapshots.
Misa have you given any more thought on making birtch planks look good when using them to build a house?
Of the tests I've conducted with birch plank-based blocks, there's very little room for improvement that I can find apart from adding random CTM to the horizontal planks on stairs (Which you can use for walls if you get creative enough). As far as the blocks and slabs go though, I'm actually pretty happy with them, and in my tests realized that you could do all sorts of interesting brick-like patterns by combining double slabs and blocks.
So yeah, I can only see revisiting the stairs texture to add randomization to it the way Oak and Jungle planks have. There's also two new horizontal-vertical/vertical-horizontal CTM methods that have been added recently that I've used to sexily expand chiseled sandstone, but I don't think they'd be really practical for this sort of material. The only other thing I could do would be to add FULL CTM to birch plank blocks, and that's a lot of work and would take up a lot of space--though I guess I did recently do it for every stained hardened clay block...
Edit: I added full CTM support to birch plank blocks. Slabs, and stairs remain unchanged (You can still make the stacked crate look with double slabs).
So, I'm not sure if you've noticed, but Baby Mooshrooms look a little strange, as they are lacking their big head-shroom.
Not much I can do about that. Babies obnoxiously use the same textures as adults. It'd be nice to be able to specify baby textures for each randomob, but currently I can't think of an efficient enough way to implement it properly to even suggest it to Kahr.
You'd almost need more properties files for it to work, and there's already a ton of those. I mean you could have a simple filename tag like redcow2_baby.png for baby textures, but if you wanted to make all baby chickens yellow, then you've got issues with having to make a duplicate texture for each chicken alternate the pack has. All this of course is provided that it's even possible to assign a unique texture to mobs at different stages of growth. And then what's the cutoff value? At what growth value would the baby cease to use the baby texture and start to use the adult texture? That right there would scream the need for more properties files, so then you have to come up with what parameters you need, and yeah... I'm getting way off topic from your question now.
I had a problem it's soooo weird
My computer can handle 128x128 texture packs with 40 fps with mid settings OK
when I use yours it's great with 60 fps but 30 min and my game frozen
why ??!!
P.S. : I use opifine not MCpatcher I know that you said that I should'n report this but if I use MCpatcher my fps goes down to 14 soo yea
thanks very much
Water is supposed to range from various shades of blue to brown in swamps. My guess is you are not using the correct MCPatcher version for the latest snapshot. You need to grab the beta 4.0+ version located among the last few pages of the MCPatcher thread. The live version of MCPatcher is currently only for the live version of the game and a few of the earlier snapshots. The reason it hasn't been posted as the live link is because backwards compatibility with earlier versions is not available in the current beta patcher.
A bit of a correction: The white water has nothing to do with my texture pack and is nothing I can fix. As stated above, it has to do with people just using the wrong MCPatcher on the latest snapshot.
This texture pack has far more advanced extra features than the average 128x128 texture pack. CTM, animations, Randomobs and stuff like Better Skies (the latter two of which are optional) take up a good bit of resources. Judging a pack by resolution alone is a terrible gauge for performance. And really, if you're not on a computer designed for gaming, you probably shouldn't expect to get too much out of modding. Prior to Minecraft, it was pretty much completely unheard of for non-PC gamers to partake in modding communities for PC games. Graphical mods like texture packs always have been and likely always will be the mods that push your hardware to its limits.
That said, this pack is about as optimized as it can be on many computers for all the features you get with it over most other packs. The most I can provide is the performance guide posted as the first issue on my FAQ. The only additions I'd have to make to that guide would be to disable Advanced GL in-game as well as disabling optional components in MCPatcher such as Better Skies (and at worst, Randomobs). Following that guide and and my additions should improve performance quite a bit on most computers. As far as the game running fine, then freezing goes, I've never experienced or received reports of this happening from users running MCPatcher. So for the time being, I can't explain really that any other way than to dismiss it as a potential issue with Optifine only until I have more information.
I've solved that by progrem called (baidu PC faster) thanks
when I active every thing ( random mobs . better skies .CTM ...) I have from 40 -20 fps with normal distance ( I can't put it on far or crash ) is that good ??
nevermind I fixed the problem but i have to put the rander distance to short (thats mean no fancy sky )
looks like I don't have that much computer that can handle misa texture
Thanks, I'll go give the beta patcher a try.
Really? i forgot about that post, i dont really use the search button that much, but if you want sources, i will give you one, check this YouTube User Account http://www.youtube.com/user/FireRockerzstudios there is some info about the subject
I'm still foolishly holding out hope that Mojang will do a little more with addressing the issues with the crappy horse model--especially regarding the saddle. If the model remains as atrocious as it currently is, I'm going to have to completely redesign my saddle icon and the texture applied to saddled pigs to look less realistic than before... Even if they fix the consistency issue by changing the pig model to use the horse saddle model, we'll still end up with limitations to what textures can do to make the saddle look like an actual damn saddle.
Yep. I'm an adventurer(at least that's what I think I am).
what do you mean by *shut down*? i hate these types of people...
If I remember correctly, she doesn't have any alternates in the pack ATM, so either use the alternates from one of the older versions, or just change the hue of the bed yourself. Pretty sure Misa said she'd be releasing alts separately soon though, so you could just wait for that if you want to.
I like this texture pack a lot, however, I have noticed that with 1.5.2, the compass and clock no longer work. Any ideas?
All other animations seem to work fine.
Mark
I went back 5 pages to make sure this question hadn't been asked recently. So if you've already answered it, I'm sorry for not going back far enough.
Is it your plan to release a texture pack that it compatible with one of the more recent snapshots? I keep checking the thread every week to see if there's been an update, but I thought that maybe I'd just come right out and ask: when would you guess an updated pack targeting the snapshots might get released?
Thanks so much for all your hard work. I've used your texture pack for a long, long time and refuse to play minecraft without it.
I mainly want it so that when I go onto servers or just with my friends I'm not looking at an eyesore of a house. I touched a bit on it on page 370. Basically though if the ctm could make it so the wood kind of outlined the edge of all attached birtch wood, instead of creating lines across the house as if long crates are just stacked ontop of eachother. I think it would look really nice outlining windows, doors, and the corners of the house.
Until I release the alternates pack, you can get it from the pre-1.5 texture pack linked in the downloads section on the main post.
With Custom Colors' method of coloring you can't, because the desert and the Nether use the same color coordinates. However, it is still possible if you use the biome flag with CTM. Using that with the replace or random method, you could easily make alternate textures for blocks that differ from biome to biome. And since it uses actual biome names instead of palette coordinates, you can differentiate desert from nether. I've wanted to make use of this feature for awhile, but just haven't had the time to play with it much yet.
They work just fine on my end. Are you using the correct version of MCPatcher for the version of the game you're running? And do you have all the essential components checked?
I used to release an update for every single snapshot in the past. But it's really a lot of work, and the nature of snapshots is horribly uncertain. I could add a bunch of features for one snapshot just to have them made worthless the next. It's a lot easier for me to just work on the components that seem the most stable, and assemble resources so I'm prepared for the official updates. (Which are always released within 24 hours of of the official updates.)
Technically snapshots are released for testing, feedback and mod developmental aid purposes. It kinda annoys me that the forums make a huge deal out of them and post them on the front page now. People seem to widely consider them as official game updates now, and many servers even require them to play... It's pretty obnoxious for us third party developers.
Compound all this with the fact that Mojang is currently making changes to texture code EVERY SINGLE SNAPSHOT (requiring a new patcher every single time) and you'll quickly see why it's actually impossible for advanced texture packs like my own (which require said patchers) to keep up with snapshots. When Mojang stops messing around with the texture coding, there's more of a chance that I'll go back to updating for snapshots.
Of the tests I've conducted with birch plank-based blocks, there's very little room for improvement that I can find apart from adding random CTM to the horizontal planks on stairs (Which you can use for walls if you get creative enough). As far as the blocks and slabs go though, I'm actually pretty happy with them, and in my tests realized that you could do all sorts of interesting brick-like patterns by combining double slabs and blocks.
So yeah, I can only see revisiting the stairs texture to add randomization to it the way Oak and Jungle planks have. There's also two new horizontal-vertical/vertical-horizontal CTM methods that have been added recently that I've used to sexily expand chiseled sandstone, but I don't think they'd be really practical for this sort of material. The only other thing I could do would be to add FULL CTM to birch plank blocks, and that's a lot of work and would take up a lot of space--though I guess I did recently do it for every stained hardened clay block...
Edit: I added full CTM support to birch plank blocks. Slabs, and stairs remain unchanged (You can still make the stacked crate look with double slabs).
Not much I can do about that. Babies obnoxiously use the same textures as adults. It'd be nice to be able to specify baby textures for each randomob, but currently I can't think of an efficient enough way to implement it properly to even suggest it to Kahr.
You'd almost need more properties files for it to work, and there's already a ton of those. I mean you could have a simple filename tag like redcow2_baby.png for baby textures, but if you wanted to make all baby chickens yellow, then you've got issues with having to make a duplicate texture for each chicken alternate the pack has. All this of course is provided that it's even possible to assign a unique texture to mobs at different stages of growth. And then what's the cutoff value? At what growth value would the baby cease to use the baby texture and start to use the adult texture? That right there would scream the need for more properties files, so then you have to come up with what parameters you need, and yeah... I'm getting way off topic from your question now.
What versions of the game, MCPatcher, and Java are you running? I've never seen any bug like this before.