I said something about it three pages ago #8714 I haven't touched the main thread because the forums have gone through so many format changes now that I can't be arsed to figure out how to edit it now without breaking something.
The short of it is I'm now a full-time ISP/OSP engineer and part-time as a student working towards a medical degree. My computer's not been upgraded because my PayPal account was locked out for purchases from non-subscription sources due to all the moves. Basically it's only useful to me for buying stuff on Steam until I can get the issue resolved with a trip to NC (which won't be anytime soon). Also I still don't have a car or long-term place to live.
I've learned if anyone ever tells you to 'get a life,' to ask them if they're insane.
my PayPal account was locked out for purchases from non-subscription sources due to all the moves.
That's one more more reason to not use PayPal.
I've been paying from my WebMoney account from 3 different countries in two days, not to mention countless moves within the country, never had a single issue.
I realized life has forced you to step back but I do remember you had talked about doing some of the updated textures. I was wondering if you would release them even if you don't have everything for the 1.8
I realized life has forced you to step back but I do remember you had talked about doing some of the updated textures. I was wondering if you would release them even if you don't have everything for the 1.8
I'd thought about it, but I'm not really sure how I'd go about it. A lot of the current version of the pack is full of unfinished work, and I've edited/changed stuff that relies on other stuff, so trying to pick out all the new files would probably be messy and time-consuming since I've not worked on the pack in long enough to where I don't really have my bearings on navigating it at this point.
I'd also thought about just doing a stealth update of the entire pack, redirecting the main download to the new pack and making note of it in the comments. However it wouldn't be size/performance optimized and I'm not sure what all is in there to begin with. There may be some placeholders from other packs I was testing that were going to be removed later that I don't have license to redistribute. There also may be things that break existing compatibility for 1.6.2. Hell, there could be pornography in there for all I know!
So yeah, I'm really not sure how to proceed on any of this with what little free time I have these days. I'd really have to sit down and go through all files in the current development version of the pack and do some in-game testing, cleaning, and filtering before I could release anything intact. Unfortunately I'd also have to do the same to release just some patch files...
Actually I guess I have some free time now that it's the weekend and I've not much going on. I figure all I'll do though is just load up an MCPatcher patched version of 1.6.2. Then I'll view all files in my pack and arrange by date modified and do some simple in-game testing to ensure all the additions/changes are 1.6.2 compatible. Once that's confirmed, I'll do another test on Minecraft v1.8.4 with MCPatcher v5.0.3, and if I'm satisfied, I'll stealth update the entire pack in an 'as is' state through the adf.ly link so I don't have to mess with the thread at all. Then I'll post a changelog here of the things that are added/fixed with comments on how finished each feature was or wasn't.
The adf.ly link has been has been stealth updated to include some unreleased in-development features of the texture pack.
This is by no means a complete list of textures that were being worked on, just ones that made it into the development version of the pack for testing. These additions are being provided 'as is' with extremely limited 1.8 block support. The same redistribution rights as outlined in the first post still apply.
The changelog shows features that were tested and working (as specified) on Minecraft v1.8.4 with MCPatcher v5.0.3. In the tests Mipmaps and clouds were disabled and brightness set to 33% in the game options. Each item is color-coded to give you an idea on its development progress and to assist people who are providing patches for the pack with decisions on alterations to their work. Enjoy.
Green = Acceptably finished
Yellow = Works well enough, room for improvement
Red = Unfinished, Much work or testing to be done.
Changelog: -Fixed the issue where Mojang's poorly-thought out random oriented texture feature broke CTM for Grass, Dirt, Stone, Sand, Bedrock & Netherrack.
-Added textures for stained glass (No CTM support. Considered placeholders until Better Glass support was re-added. Still fairly satisfied with the result of the complex mathematics required to get the opacities to work just right in vanilla for each individual color.)
-Added texture for Iron Trapdoors. (Considered finished, though possibly a placeholder if I came up with something more useful.)
-Added texture for wet sponge. (Considered finished.)
-Added CTM textures for Granite, Andesite, & Diorite -- raw & Polished. (Made compatible with existing stone CTM. Considered finished.)
-Edited Slime Block model to support multiple textures. (Considered a temporary workaround until they could support CTM in MCPatcher.)
-Added textures for Slime Block. (Considered final given limitations. Would like to do more with proper CTM support.)
-Added full set of textures for banners. (Considered finished until I heard about Shields. :P)
-Added complex, animated, CTM texture support for Prismarine Blocks. (Performance intensive. Needed more testing. Considered a cool effect, but not sure if I was satisfied with it ingame or not.)
-Added texture for Prismarine Bricks (Considered final, pending possible changes to other Prismarine blocks that might require alterations to fit in.)
-Added animated texture for Sea Lanterns. (Same status as Prismarine Bricks.)
-Added CTM textures for Red Sand. (Considered finished.)
-Added CTM textures for Coarse Dirt. (Considered finished. For now.)
-Added limited Custom Color support in attempt to fix unnatural-looking Stained Clay. (Still probably needs some some other work of a larger scale to fix.)
-Added CTM textures for Podzol. (Incomplete. Not satisfied with results. Sides needed to look better and have more random variation. Top was too noisy and had some coloring issues that still needed resolving.)
-Added CTM textures for Double Tallgrass. (Considered finished. Might have thrown in a few more variations before release.)
-Fixed CTM issues with Dead Bushes, existing Flowers, Mushrooms and Webs.
-Added four CIT enchantment effects assigned to various effects. (Still a work in progress.)
-Altered world lighting to increase delineation of shadows in outdoor areas. (Basically I was getting annoyed with the lack of shadows being cast by trees. Some minor tweaking may be necessary later.)
What do you thank about simple plant models? More realistic fern, like a funnel, taller wheat, three/six faced plants?
Edit: Dangit i got a new page now it's harder to see your post
I'll just repost. It's my thread, I can do that right? Anyway I would've liked to play with models to improve the look of non-block objects like plants, but never got much of a chance to.
The adf.ly link has been has been stealth updated to include some unreleased in-development features of the texture pack.
This is by no means a complete list of textures that were being worked on, just ones that made it into the development version of the pack for testing. These additions are being provided 'as is' with extremely limited 1.8 block support. The same redistribution rights as outlined in the first post still apply.
The changelog shows features that were tested and working (as specified) on Minecraft v1.8.4 with MCPatcher v5.0.3. In the tests Mipmaps and clouds were disabled and brightness set to 33% in the game options. Each item is color-coded to give you an idea on its development progress and to assist people who are providing patches for the pack with decisions on alterations to their work. Enjoy.
Green = Acceptably finished
Yellow = Works well enough, room for improvement
Red = Unfinished, Much work or testing to be done.
Changelog: -Fixed the issue where Mojang's poorly-thought out random oriented texture feature broke CTM for Grass, Dirt, Stone, Sand, Bedrock & Netherrack.
-Added textures for stained glass (No CTM support. Considered placeholders until Better Glass support was re-added. Still fairly satisfied with the result of the complex mathematics required to get the opacities to work just right in vanilla for each individual color.)
-Added texture for Iron Trapdoors. (Considered finished, though possibly a placeholder if I came up with something more useful.)
-Added texture for wet sponge. (Considered finished.)
-Added CTM textures for Granite, Andesite, & Diorite -- raw & Polished. (Made compatible with existing stone CTM. Considered finished.)
-Edited Slime Block model to support multiple textures. (Considered a temporary workaround until they could support CTM in MCPatcher.)
-Added textures for Slime Block. (Considered final given limitations. Would like to do more with proper CTM support.)
-Added full set of textures for banners. (Considered finished until I heard about Shields. :P)
-Added complex, animated, CTM texture support for Prismarine Blocks. (Performance intensive. Needed more testing. Considered a cool effect, but not sure if I was satisfied with it ingame or not.)
-Added texture for Prismarine Bricks (Considered final, pending possible changes to other Prismarine blocks that might require alterations to fit in.)
-Added animated texture for Sea Lanterns. (Same status as Prismarine Bricks.)
-Added CTM textures for Red Sand. (Considered finished.)
-Added CTM textures for Coarse Dirt. (Considered finished. For now.)
-Added limited Custom Color support in attempt to fix unnatural-looking Stained Clay. (Still probably needs some some other work of a larger scale to fix.)
-Added CTM textures for Podzol. (Incomplete. Not satisfied with results. Sides needed to look better and have more random variation. Top was too noisy and had some coloring issues that still needed resolving.)
-Added CTM textures for Double Tallgrass. (Considered finished. Might have thrown in a few more variations before release.)
-Fixed CTM issues with Dead Bushes, existing Flowers, Mushrooms and Webs.
-Added four CIT enchantment effects assigned to various effects. (Still a work in progress.)
-Altered world lighting to increase delineation of shadows in outdoor areas. (Basically I was getting annoyed with the lack of shadows being cast by trees. Some minor tweaking may be necessary later.)
@cmdLP
You'll be waiting a very long time--if not forever. I'm not working on the pack. I just released some of the old stuff I did a long time ago so people could get the chance to make use of it. I can't even comfortably run Minecraft with my own texture pack at the moment, and I'm being kicked out of where I'm currently living, whee.
Don't worry about it Misa. We all have different lives. Some of my best memories of this game were when I played with this texture pack. Maybe you can get someone else to continue it? If not that is fine. I totally understand how life can get in the way of these things. It was good while it lasted, thanks for all the effort.
That glass is probably much closer of a vanilla mechanics version of my glass.
The part where I deviated from Mojang's look was that I took light physics vs pigment into account using the rules that governed the overlay blend mode in Better Glass. Here's the details (with some pictures) for anyone interested in trying to replicate the effect or just understanding what I did:
So what exactly did I do? I made sure that different colors had different opacities that matched the nature of their color as they would in reality. Here's an extreme example:
You'll notice the white is more opaque than the orange. But why?
The simple answer is that the white is a milkier pigment and most of the overall light shone through it gets absorbed, while light shining through orange pigment would just transform the light into orange light by blocking some and letting in other parts of the spectrum. You'd also expect a black tint to block out more overall light. So how do you figure out which color needs which opacity, since white and black couldn't be any more opposite, why are they less translucent than orange? What about red or yellow, are they more or less transparent than orange? The deceptively complex answer is that lighter colors reflect more light from your side by blocking light from the other and darker colors absorb more light from your side by blocking light from the other--the difference is in the specularity of the pigment and the intensity is in the concentration of the pigment.
For translating this to something I could actually use I turned to the logic used behind the design in BetterGlass. The overlay blend mode on Better glass essentially works by setting up a threshold in the color so that all colors darker than middle grey (rgb: 128,128,128) are multiplied with the colors behind them and any color lighter is screen blended with the colors behind them. Obviously you can't do anything like this in vanilla Minecraft, but this was the ultimate logic I used for determining opacity of each color. (Other tests were done, but this yielded the best result.) So how do you make use of this?
Well, first you need to come up with the colors you're using to tint your glass with. For this I took my averaged cloth block colors and applied some filters that increased their saturation and brightness depending on a variety of factors, as well as mixing them in with pure value hues. How I got my final colors is not that important since you can come up with whatever colors you want from scratch that you think will look good. Once I had my colors though, I lined them all up as an image of the complete palette. Then I did some calculations and determinations of how the above opacity logic would apply to each color mathematically. The procedure is as follows:
1. Desaturate the image completely (make it greyscale).
2. Duplicate the image as a second layer and invert it's colors.
3. Set the blend mode to Difference (this will make colors darker than middle grey invert their shade so that the darkest colors are now also the lightest and the lightest colors remain the lightest)
4. Eyedrop sample the RGB grey color value (0-255), This value is your opacity factor. The higher the color, the more opaque the glass.
5. Do any final post-process calculations on the values for each color for your glass-coloring rig. (I used (X-128)*.0.788, your calculation should vary based on your glass creation rig.)
Here's my colors with their mathematical opacity factors applied next to the opaque blocks from which their hue is derived. It's based on a scale of 0-100 using the lowest and highest values I ended up with. Which translates to the opacity variance slider on my glass creation rig.
At first glance it doesn't look like there's anything weird or different about them, but that's actually the sign that you did it correctly. Even though all colors have a different opacity than their neighbor, your brain sees them as it would in reality and you detect nothing unusual. Pigments in actual stained glass would also do this with lighter colors tending to be more opaque due to their milkiness, and darker colors tending to block more light. In reality the mechanics would actually be a bit more complex than this, but as far as vanilla Minecraft goes, this is the best you can get.
I said something about it three pages ago #8714 I haven't touched the main thread because the forums have gone through so many format changes now that I can't be arsed to figure out how to edit it now without breaking something.
The short of it is I'm now a full-time ISP/OSP engineer and part-time as a student working towards a medical degree. My computer's not been upgraded because my PayPal account was locked out for purchases from non-subscription sources due to all the moves. Basically it's only useful to me for buying stuff on Steam until I can get the issue resolved with a trip to NC (which won't be anytime soon). Also I still don't have a car or long-term place to live.
I've learned if anyone ever tells you to 'get a life,' to ask them if they're insane.
That's one more more reason to not use PayPal.
I've been paying from my WebMoney account from 3 different countries in two days, not to mention countless moves within the country, never had a single issue.
Amen to that!
Hahahhaha, that should be a T-Shirt slogan.
Misa,
I realized life has forced you to step back but I do remember you had talked about doing some of the updated textures. I was wondering if you would release them even if you don't have everything for the 1.8
I'd thought about it, but I'm not really sure how I'd go about it. A lot of the current version of the pack is full of unfinished work, and I've edited/changed stuff that relies on other stuff, so trying to pick out all the new files would probably be messy and time-consuming since I've not worked on the pack in long enough to where I don't really have my bearings on navigating it at this point.
I'd also thought about just doing a stealth update of the entire pack, redirecting the main download to the new pack and making note of it in the comments. However it wouldn't be size/performance optimized and I'm not sure what all is in there to begin with. There may be some placeholders from other packs I was testing that were going to be removed later that I don't have license to redistribute. There also may be things that break existing compatibility for 1.6.2. Hell, there could be pornography in there for all I know!
So yeah, I'm really not sure how to proceed on any of this with what little free time I have these days. I'd really have to sit down and go through all files in the current development version of the pack and do some in-game testing, cleaning, and filtering before I could release anything intact. Unfortunately I'd also have to do the same to release just some patch files...
Actually I guess I have some free time now that it's the weekend and I've not much going on. I figure all I'll do though is just load up an MCPatcher patched version of 1.6.2. Then I'll view all files in my pack and arrange by date modified and do some simple in-game testing to ensure all the additions/changes are 1.6.2 compatible. Once that's confirmed, I'll do another test on Minecraft v1.8.4 with MCPatcher v5.0.3, and if I'm satisfied, I'll stealth update the entire pack in an 'as is' state through the adf.ly link so I don't have to mess with the thread at all. Then I'll post a changelog here of the things that are added/fixed with comments on how finished each feature was or wasn't.
The adf.ly link has been has been stealth updated to include some unreleased in-development features of the texture pack.
This is by no means a complete list of textures that were being worked on, just ones that made it into the development version of the pack for testing. These additions are being provided 'as is' with extremely limited 1.8 block support. The same redistribution rights as outlined in the first post still apply.
The changelog shows features that were tested and working (as specified) on Minecraft v1.8.4 with MCPatcher v5.0.3. In the tests Mipmaps and clouds were disabled and brightness set to 33% in the game options. Each item is color-coded to give you an idea on its development progress and to assist people who are providing patches for the pack with decisions on alterations to their work. Enjoy.
Green = Acceptably finished
Yellow = Works well enough, room for improvement
Red = Unfinished, Much work or testing to be done.
Changelog:
-Fixed the issue where Mojang's poorly-thought out random oriented texture feature broke CTM for Grass, Dirt, Stone, Sand, Bedrock & Netherrack.
-Added textures for stained glass (No CTM support. Considered placeholders until Better Glass support was re-added. Still fairly satisfied with the result of the complex mathematics required to get the opacities to work just right in vanilla for each individual color.)
-Added texture for Iron Trapdoors. (Considered finished, though possibly a placeholder if I came up with something more useful.)
-Added texture for wet sponge. (Considered finished.)
-Added CTM textures for Granite, Andesite, & Diorite -- raw & Polished. (Made compatible with existing stone CTM. Considered finished.)
-Edited Slime Block model to support multiple textures. (Considered a temporary workaround until they could support CTM in MCPatcher.)
-Added textures for Slime Block. (Considered final given limitations. Would like to do more with proper CTM support.)
-Added full set of textures for banners. (Considered finished until I heard about Shields. :P)
-Added complex, animated, CTM texture support for Prismarine Blocks. (Performance intensive. Needed more testing. Considered a cool effect, but not sure if I was satisfied with it ingame or not.)
-Added texture for Prismarine Bricks (Considered final, pending possible changes to other Prismarine blocks that might require alterations to fit in.)
-Added animated texture for Sea Lanterns. (Same status as Prismarine Bricks.)
-Added CTM textures for Red Sand. (Considered finished.)
-Added CTM textures for Coarse Dirt. (Considered finished. For now.)
-Added limited Custom Color support in attempt to fix unnatural-looking Stained Clay. (Still probably needs some some other work of a larger scale to fix.)
-Added CTM textures for Podzol. (Incomplete. Not satisfied with results. Sides needed to look better and have more random variation. Top was too noisy and had some coloring issues that still needed resolving.)
-Added CTM textures for Double Tallgrass. (Considered finished. Might have thrown in a few more variations before release.)
-Fixed CTM issues with Dead Bushes, existing Flowers, Mushrooms and Webs.
-Added four CIT enchantment effects assigned to various effects. (Still a work in progress.)
-Altered world lighting to increase delineation of shadows in outdoor areas. (Basically I was getting annoyed with the lack of shadows being cast by trees. Some minor tweaking may be necessary later.)
Post moved to next page.
Thank you Misa
What do you thank about simple plant models? More realistic fern, like a funnel, taller wheat, three/six faced plants?
Edit: Dangit i got a new page now it's harder to see your post
I'll just repost. It's my thread, I can do that right? Anyway I would've liked to play with models to improve the look of non-block objects like plants, but never got much of a chance to.
The adf.ly link has been has been stealth updated to include some unreleased in-development features of the texture pack.
This is by no means a complete list of textures that were being worked on, just ones that made it into the development version of the pack for testing. These additions are being provided 'as is' with extremely limited 1.8 block support. The same redistribution rights as outlined in the first post still apply.
The changelog shows features that were tested and working (as specified) on Minecraft v1.8.4 with MCPatcher v5.0.3. In the tests Mipmaps and clouds were disabled and brightness set to 33% in the game options. Each item is color-coded to give you an idea on its development progress and to assist people who are providing patches for the pack with decisions on alterations to their work. Enjoy.
Green = Acceptably finished
Yellow = Works well enough, room for improvement
Red = Unfinished, Much work or testing to be done.
Changelog:
-Fixed the issue where Mojang's poorly-thought out random oriented texture feature broke CTM for Grass, Dirt, Stone, Sand, Bedrock & Netherrack.
-Added textures for stained glass (No CTM support. Considered placeholders until Better Glass support was re-added. Still fairly satisfied with the result of the complex mathematics required to get the opacities to work just right in vanilla for each individual color.)
-Added texture for Iron Trapdoors. (Considered finished, though possibly a placeholder if I came up with something more useful.)
-Added texture for wet sponge. (Considered finished.)
-Added CTM textures for Granite, Andesite, & Diorite -- raw & Polished. (Made compatible with existing stone CTM. Considered finished.)
-Edited Slime Block model to support multiple textures. (Considered a temporary workaround until they could support CTM in MCPatcher.)
-Added textures for Slime Block. (Considered final given limitations. Would like to do more with proper CTM support.)
-Added full set of textures for banners. (Considered finished until I heard about Shields. :P)
-Added complex, animated, CTM texture support for Prismarine Blocks. (Performance intensive. Needed more testing. Considered a cool effect, but not sure if I was satisfied with it ingame or not.)
-Added texture for Prismarine Bricks (Considered final, pending possible changes to other Prismarine blocks that might require alterations to fit in.)
-Added animated texture for Sea Lanterns. (Same status as Prismarine Bricks.)
-Added CTM textures for Red Sand. (Considered finished.)
-Added CTM textures for Coarse Dirt. (Considered finished. For now.)
-Added limited Custom Color support in attempt to fix unnatural-looking Stained Clay. (Still probably needs some some other work of a larger scale to fix.)
-Added CTM textures for Podzol. (Incomplete. Not satisfied with results. Sides needed to look better and have more random variation. Top was too noisy and had some coloring issues that still needed resolving.)
-Added CTM textures for Double Tallgrass. (Considered finished. Might have thrown in a few more variations before release.)
-Fixed CTM issues with Dead Bushes, existing Flowers, Mushrooms and Webs.
-Added four CIT enchantment effects assigned to various effects. (Still a work in progress.)
-Altered world lighting to increase delineation of shadows in outdoor areas. (Basically I was getting annoyed with the lack of shadows being cast by trees. Some minor tweaking may be necessary later.)
Gave it a quick go to test, liking the 1.8 blocks you've added a lot. Granite is actually usable now! And the colored glass looks proper. Thank you!
Yau! Thanks!
Thanks Misa, much appreciated
You know that we love you, right?
Thank you so much!
@cmdLP
You'll be waiting a very long time--if not forever. I'm not working on the pack. I just released some of the old stuff I did a long time ago so people could get the chance to make use of it. I can't even comfortably run Minecraft with my own texture pack at the moment, and I'm being kicked out of where I'm currently living, whee.
Don't worry about it Misa. We all have different lives. Some of my best memories of this game were when I played with this texture pack. Maybe you can get someone else to continue it? If not that is fine. I totally understand how life can get in the way of these things. It was good while it lasted, thanks for all the effort.
That glass is probably much closer of a vanilla mechanics version of my glass.
The part where I deviated from Mojang's look was that I took light physics vs pigment into account using the rules that governed the overlay blend mode in Better Glass. Here's the details (with some pictures) for anyone interested in trying to replicate the effect or just understanding what I did:
So what exactly did I do? I made sure that different colors had different opacities that matched the nature of their color as they would in reality. Here's an extreme example:
The simple answer is that the white is a milkier pigment and most of the overall light shone through it gets absorbed, while light shining through orange pigment would just transform the light into orange light by blocking some and letting in other parts of the spectrum. You'd also expect a black tint to block out more overall light. So how do you figure out which color needs which opacity, since white and black couldn't be any more opposite, why are they less translucent than orange? What about red or yellow, are they more or less transparent than orange? The deceptively complex answer is that lighter colors reflect more light from your side by blocking light from the other and darker colors absorb more light from your side by blocking light from the other--the difference is in the specularity of the pigment and the intensity is in the concentration of the pigment.
For translating this to something I could actually use I turned to the logic used behind the design in BetterGlass. The overlay blend mode on Better glass essentially works by setting up a threshold in the color so that all colors darker than middle grey (rgb: 128,128,128) are multiplied with the colors behind them and any color lighter is screen blended with the colors behind them. Obviously you can't do anything like this in vanilla Minecraft, but this was the ultimate logic I used for determining opacity of each color. (Other tests were done, but this yielded the best result.) So how do you make use of this?
Well, first you need to come up with the colors you're using to tint your glass with. For this I took my averaged cloth block colors and applied some filters that increased their saturation and brightness depending on a variety of factors, as well as mixing them in with pure value hues. How I got my final colors is not that important since you can come up with whatever colors you want from scratch that you think will look good. Once I had my colors though, I lined them all up as an image of the complete palette. Then I did some calculations and determinations of how the above opacity logic would apply to each color mathematically. The procedure is as follows:
1. Desaturate the image completely (make it greyscale).
2. Duplicate the image as a second layer and invert it's colors.
3. Set the blend mode to Difference (this will make colors darker than middle grey invert their shade so that the darkest colors are now also the lightest and the lightest colors remain the lightest)
4. Eyedrop sample the RGB grey color value (0-255), This value is your opacity factor. The higher the color, the more opaque the glass.
5. Do any final post-process calculations on the values for each color for your glass-coloring rig. (I used (X-128)*.0.788, your calculation should vary based on your glass creation rig.)
At first glance it doesn't look like there's anything weird or different about them, but that's actually the sign that you did it correctly. Even though all colors have a different opacity than their neighbor, your brain sees them as it would in reality and you detect nothing unusual. Pigments in actual stained glass would also do this with lighter colors tending to be more opaque due to their milkiness, and darker colors tending to block more light. In reality the mechanics would actually be a bit more complex than this, but as far as vanilla Minecraft goes, this is the best you can get.
hmmm latest snapshot is telling me the pack isn't compatible, anyone know what is wrong? Weirdly my patch pack is ok.
Latest snapshot of what? MC 1.9 ? I'm not surprized.
Easy fix, straight from Dinnerbone, "Change your pack format from 1 to 2 in pack.mcmeta."