hey! i installed your texture pack with the mods u suggested - MrMMods, Wild Grass and Handheld Torch and minecraft is freakin awesome now! thx! oh, and i saw the you posted that BetterGlass mod, so your texture pack support is or not? oh and 1 suggestion, do a instructions how to install your texture pack with all the mods you posted (i know how) but i think so its really messy and hard to install...
Just thought I would stop and say I love this pack still. I am currently running a small server with 8 people on it. We all use the same texture pack so everything looks nice all around. =-)
I know you said that you did not want to change paintings so they would not stand out but it might be cool on servers like mine where every decided to use your texture pack.
Your pack is one of the reasons so many of my friends and co workers have started to play this game, They felt the change in texture made the game a lot more enjoyable to build in. With the new better light even the somewhat dark textures work perfectly now.
Thank you very much again for keeping this texture pack going. It is very much appreciated!
Rollback Post to RevisionRollBack
All of my minecraft pictures are here including my Flying Blimp that actually fly's around my minecraft world.
oh, and i saw the you posted that BetterGlass mod, so your texture pack support is or not? oh and 1 suggestion, do a instructions how to install your texture pack with all the mods you posted (i know how) but i think so its really messy and hard to install...
Current version of the game client doesn't support better glass, so it's currently unsupported until it gets updated. I've added an installation order for all the mods I use directing you to the appropriate instructions on the main post. I may eventually go around and ask the authors of the mods I use if I can include their mods in a large bundle for future releases. And if I can figure out how, I'll create a batch file or series of batch files accompanied with a step-by-step readme to get all mods up and running from a single package. This is all a big maybe though, it's a lot of work on me, and there's no guarantee the authors of the mods I use will all cooperate.
Quote from mhn3773 »
I know you said that you did not want to change paintings so they would not stand out but it might be cool on servers like mine where every decided to use your texture pack.
The thing is, I've little drive to do the extra bit of work to create decals I wouldn't be using myself. If I were going to use them myself, I'd at least have some kind of focus or idea of what exactly I'd want to incorporate. I'd basically just be building in the game and say something like, "Hey, this structure could really use some red curtains." And then I'd know exactly what to add.
As it is I don't know what all the community wants here, and tailoring these components to the needs of multiple individuals just gets to be way too tiresome for something I won't even be using, myself. However I MAY reconsider and make an alternate kz.png provided I can get enough clear, concise details of what the community would like to see added. I make no promises on this since the rest of the pack takes priority, but if you'd like to suggest a decal replacement for a painting, please submit it in this format:
Dimensions: This will be the block ratio of the decal. (ie: 2x2) Item: What is it? Give a brief description. (ie: Two vertically hanging curtains tied open at either end.) Pattern: Give a recommendation for the color or material. (ie: Blue cloth with a yellow star pattern.) Usage: Describe the intention for the piece. (ie: Place this over 2x2 glass blocks to give windows curtains.)
Optionally, you can also include a photo or sketch if you think it'd describe your item better.
Try to keep in mind that you're suggesting things that everyone can use universally, so try to stick to the setting of the game. (I'm not going to make modern electrical appliances or anything!) Try to stick with Medieval and Renaissance-level technology with perhaps a tinge of Steampunk. Doesn't need to be purely Western European-style though.
If I get enough good suggestions and have nothing more important to work on, I MAY begin work on this. Good suggestions are your way of convincing me I should do this! What I do not want is people sending me other people's alternate kz.png files. If I do make this, I don't want it to just be a direct knock-off of someone else's.
Can someone tell me why after I run the McPatcher and do the steps to install Misa's texture pack (1.6.5) my client version changes from 1.2.6 back down to 1.2.2?
I delete the version file, patch the game (so it's clean) v1.2.6 (great)
Run the latest McPatch 1.1.9_04 and uncheck Custom Water/Lava (otherwise get black screen)
Copy/Paste texture files over into Mincraft.jar then load the game.
Game loads fine, I can see the textures, the only thing I notice is the client version seems to go back to 1.2.2? I don't get it.
Edit: Never mind, I figured it out - re-read some information on the McPatch thread that explained what needed to happen. All fixed!
I've answered this several times before and my position remains the same. I don't provide resources for mods I'm not using, and currently that extends to all mods that affect gameplay and saves. I'd prefer to keep my maps intact when the client updates and a mod ceases to.
Maybe when a stable API is officially released, I'll dabble in some of the more balanced player mods. Until then, it's just a huge hassle and more effort than it's worth. I can't really easily test something I refuse to install for the safety of my maps. Basically I have no idea how skins are turning out without seeing them in-game. And then there's the total lack of motivation in making something I'm not using to begin with.
As I've stated in other responses to this question, I DO like the concept behind this particular mod, so I wouldn't hold out all hope of me supporting it at some point in the future. Just likely not anytime soon.
I do plan to support all safe, graphical-based mods though to the best of my ability. (Provided I like them.) So suggestions for candidates in that department to support are always welcome.
I already used your "standard" crops texture for wild grass (I was using something else from another pack for crops), but the official version is definitely so much nicer. Thanks a lot!
Even with fresh new files I cant get past 77% - 78% on the pathcer
Go to the appropriate thread for MCPatcher. I didn't write the patcher so I can't help you. I'm an artist that supplies art for the patcher, which makes my art actually work in the game.
Quote from oODigitOo »
You see all the diagonal shadows? I'm kind of out of ideas what i'm doing wrong here.
That'd likely be an issue you're having with MrMMods since that's the only mod that alters the way lighting and shading works, go to the appropriate thread. I don't do coding, I draw pictures.
I've answered this several times before and my position remains the same. I don't provide resources for mods I'm not using, and currently that extends to all mods that affect gameplay and saves. I'd prefer to keep my maps intact when the client updates and a mod ceases to.
Maybe when a stable API is officially released, I'll dabble in some of the more balanced player mods. Until then, it's just a huge hassle and more effort than it's worth. I can't really easily test something I refuse to install for the safety of my maps. Basically I have no idea how skins are turning out without seeing them in-game. And then there's the total lack of motivation in making something I'm not using to begin with.
As I've stated in other responses to this question, I DO like the concept behind this particular mod, so I wouldn't hold out all hope of me supporting it at some point in the future. Just likely not anytime soon.
I do plan to support all safe, graphical-based mods though to the best of my ability. (Provided I like them.) So suggestions for candidates in that department to support are always welcome.
Hmm... I didn't know that. I think boar skin is exactly like pig skin, but anyway. Your position is yours and I won't try to change it. Awesome pack, by the way. (:
But i have one thing, the glass is booring.... can you make a better version?
I've provided like 5 alternate glass resources. The best of which relies on BetterGlass, which is currently unsupported in the latest version. Not sure what else there is to do. Are you looking for anything in particular?
Hallo! Let me begin by saying I absolutely love it, best one so far in terms of stability coupled with good looks. I like the look of the minecraft enhanced texture pack, especially the clouds, but I've yet to get it to run without crashing at some point. And you've definitely got it beat in comparison of completion, I particularly want to thank you for updating the graphic of breaking blocks, looks spectacular.
I can't seem to get the wild grass mod to correctly work though. I've installed a handful of other mods: the lavaboat, handheld torches, torchesunleashed, teleport signs, etc. successfully, and have bins saved under different labels using different setups. Even when attempting it on a fresh bin, the wild grass doesn't work using the normal, bl, or bl&bg packs being offered. I can play, but rather than tall grass, I see tall perpindicular rectangles, one gray and one green, just above the dirt blocks. I've tried everything I can think of and was curious if you'd know the problem, though I know you don't code.
But i have another problem, everything looks just awesome but my Trees are not looking like yours on the picture:
Why?
You don't have Fancy Graphics turned on in-game.
Quote from Kdintranet »
There seems to be a problem with this texture pack, I installed it last night offline, Then when I logged on and the update downloaded the texture pack makes minecraft crash, I then tested to see if single player works offline and it doesn't. I then went into the %appdata% and moved the texture pack zip from the textures file onto the desktop, (makig minecraft run the default texture pack) and it worked fine. has anyone found a way to fix this?
You can't just put the zip for this (or most complete HD texture packs for that matter) in the texturepacks folder. Read the installation instructions.
Quote from buxtahuda »
I can't seem to get the wild grass mod to correctly work though. I've installed a handful of other mods: the lavaboat, handheld torches, torchesunleashed, teleport signs, etc. successfully, and have bins saved under different labels using different setups. Even when attempting it on a fresh bin, the wild grass doesn't work using the normal, bl, or bl&bg packs being offered. I can play, but rather than tall grass, I see tall perpindicular rectangles, one gray and one green, just above the dirt blocks. I've tried everything I can think of and was curious if you'd know the problem, though I know you don't code.
That would be an issue with the bettergrass mod, not really my pack. I just provide graphical support for it. Anyway, you probably have conflicting mods that alter the .class files that the wild grass mod replaces. I don't use any mods other than the purely graphical ones I've mentioned in the main post, so I've no idea how to get all that stuff working together.
As far as you getting colored squares with the mod by itself, you're either using a modified texture texture pack that removes the grass art provided in mine or the mod provider's, or not using the latest un-edited version of my terrain.png.
1st Picture: That doesn't look like my texture pack at all. What exactly am I supposed to be seeing here? I don't provide support for other texture packs...
2nd Picture: They're called alternate resources. Most major packs have 'em for those who like to customize terrain.png. If you don't understand how to use them, just ignore them. They won't mess up the texture pack or anything.
So yes, apparently I still had the 1.5 pack, so stupid me. Thought I had downloaded the most recent though. I successfully have this working with a number of other mods. The working setup is Misa's Overhaul with the growing grass and handheld torch, MrM's BG & BL, Zen's MiniMap, Risugami's modloader supporting TorchUnleashed, TeleportSigns, SuperTrees, RedstoneUnleashed, MoreWorlds, LightstoneDropFix, LavaBoat, GlowingWater, GlowingTrees, and GlowingOres. I'm considering attempting an install also using the breathing apparatus, but I haven't paid enough attention to it to have it working alone yet. To do all this, I had to:
1.MrM mod the minecraft.jar
2.Insert Risugami's modloader
3.Insert all mods pertaining to Risu's modloader (I generally save my bin folder and test to see if MC is working properly after inserting each individual mod)
4.Insert the BG & BL growing grass, leaving out the terrain.png of course
5.Run Xau's HD fixer with Misa's HD text pack
6.Insert handheld torch files
7.Enjoy!
Thank you so much for the amazing work! I've not loved minecraft so much in months!
P.s. When I tried it out of this order, the game would play, though with glitches and crashes. Only way I've found for me so far..
I know you said that you did not want to change paintings so they would not stand out but it might be cool on servers like mine where every decided to use your texture pack.
Your pack is one of the reasons so many of my friends and co workers have started to play this game, They felt the change in texture made the game a lot more enjoyable to build in. With the new better light even the somewhat dark textures work perfectly now.
Thank you very much again for keeping this texture pack going. It is very much appreciated!
http://tullugeon.imgur.com/
Current version of the game client doesn't support better glass, so it's currently unsupported until it gets updated. I've added an installation order for all the mods I use directing you to the appropriate instructions on the main post. I may eventually go around and ask the authors of the mods I use if I can include their mods in a large bundle for future releases. And if I can figure out how, I'll create a batch file or series of batch files accompanied with a step-by-step readme to get all mods up and running from a single package. This is all a big maybe though, it's a lot of work on me, and there's no guarantee the authors of the mods I use will all cooperate.
The thing is, I've little drive to do the extra bit of work to create decals I wouldn't be using myself. If I were going to use them myself, I'd at least have some kind of focus or idea of what exactly I'd want to incorporate. I'd basically just be building in the game and say something like, "Hey, this structure could really use some red curtains." And then I'd know exactly what to add.
As it is I don't know what all the community wants here, and tailoring these components to the needs of multiple individuals just gets to be way too tiresome for something I won't even be using, myself. However I MAY reconsider and make an alternate kz.png provided I can get enough clear, concise details of what the community would like to see added. I make no promises on this since the rest of the pack takes priority, but if you'd like to suggest a decal replacement for a painting, please submit it in this format:
Dimensions: This will be the block ratio of the decal. (ie: 2x2)
Item: What is it? Give a brief description. (ie: Two vertically hanging curtains tied open at either end.)
Pattern: Give a recommendation for the color or material. (ie: Blue cloth with a yellow star pattern.)
Usage: Describe the intention for the piece. (ie: Place this over 2x2 glass blocks to give windows curtains.)
Optionally, you can also include a photo or sketch if you think it'd describe your item better.
Try to keep in mind that you're suggesting things that everyone can use universally, so try to stick to the setting of the game. (I'm not going to make modern electrical appliances or anything!) Try to stick with Medieval and Renaissance-level technology with perhaps a tinge of Steampunk. Doesn't need to be purely Western European-style though.
If I get enough good suggestions and have nothing more important to work on, I MAY begin work on this. Good suggestions are your way of convincing me I should do this! What I do not want is people sending me other people's alternate kz.png files. If I do make this, I don't want it to just be a direct knock-off of someone else's.
I Will Test Mods/Texture Packs!
Can someone tell me why after I run the McPatcher and do the steps to install Misa's texture pack (1.6.5) my client version changes from 1.2.6 back down to 1.2.2?
I delete the version file, patch the game (so it's clean) v1.2.6 (great)
Run the latest McPatch 1.1.9_04 and uncheck Custom Water/Lava (otherwise get black screen)
Copy/Paste texture files over into Mincraft.jar then load the game.
Game loads fine, I can see the textures, the only thing I notice is the client version seems to go back to 1.2.2? I don't get it.
Edit: Never mind, I figured it out - re-read some information on the McPatch thread that explained what needed to happen. All fixed!
Thanks!
I've answered this several times before and my position remains the same. I don't provide resources for mods I'm not using, and currently that extends to all mods that affect gameplay and saves. I'd prefer to keep my maps intact when the client updates and a mod ceases to.
Maybe when a stable API is officially released, I'll dabble in some of the more balanced player mods. Until then, it's just a huge hassle and more effort than it's worth. I can't really easily test something I refuse to install for the safety of my maps. Basically I have no idea how skins are turning out without seeing them in-game. And then there's the total lack of motivation in making something I'm not using to begin with.
As I've stated in other responses to this question, I DO like the concept behind this particular mod, so I wouldn't hold out all hope of me supporting it at some point in the future. Just likely not anytime soon.
I do plan to support all safe, graphical-based mods though to the best of my ability. (Provided I like them.) So suggestions for candidates in that department to support are always welcome.
I already used your "standard" crops texture for wild grass (I was using something else from another pack for crops), but the official version is definitely so much nicer. Thanks a lot!
Go to the appropriate thread for MCPatcher. I didn't write the patcher so I can't help you. I'm an artist that supplies art for the patcher, which makes my art actually work in the game.
That'd likely be an issue you're having with MrMMods since that's the only mod that alters the way lighting and shading works, go to the appropriate thread. I don't do coding, I draw pictures.
I've provided like 5 alternate glass resources. The best of which relies on BetterGlass, which is currently unsupported in the latest version. Not sure what else there is to do. Are you looking for anything in particular?
I can't seem to get the wild grass mod to correctly work though. I've installed a handful of other mods: the lavaboat, handheld torches, torchesunleashed, teleport signs, etc. successfully, and have bins saved under different labels using different setups. Even when attempting it on a fresh bin, the wild grass doesn't work using the normal, bl, or bl&bg packs being offered. I can play, but rather than tall grass, I see tall perpindicular rectangles, one gray and one green, just above the dirt blocks. I've tried everything I can think of and was curious if you'd know the problem, though I know you don't code.
FOUND THE PROBLEM!
You don't have Fancy Graphics turned on in-game.
You can't just put the zip for this (or most complete HD texture packs for that matter) in the texturepacks folder. Read the installation instructions.
That would be an issue with the bettergrass mod, not really my pack. I just provide graphical support for it. Anyway, you probably have conflicting mods that alter the .class files that the wild grass mod replaces. I don't use any mods other than the purely graphical ones I've mentioned in the main post, so I've no idea how to get all that stuff working together.
As far as you getting colored squares with the mod by itself, you're either using a modified texture texture pack that removes the grass art provided in mine or the mod provider's, or not using the latest un-edited version of my terrain.png.
1st Picture: That doesn't look like my texture pack at all. What exactly am I supposed to be seeing here? I don't provide support for other texture packs...
2nd Picture: They're called alternate resources. Most major packs have 'em for those who like to customize terrain.png. If you don't understand how to use them, just ignore them. They won't mess up the texture pack or anything.
Read the installation instructions.
1.MrM mod the minecraft.jar
2.Insert Risugami's modloader
3.Insert all mods pertaining to Risu's modloader (I generally save my bin folder and test to see if MC is working properly after inserting each individual mod)
4.Insert the BG & BL growing grass, leaving out the terrain.png of course
5.Run Xau's HD fixer with Misa's HD text pack
6.Insert handheld torch files
7.Enjoy!
Thank you so much for the amazing work! I've not loved minecraft so much in months!
P.s. When I tried it out of this order, the game would play, though with glitches and crashes. Only way I've found for me so far..
Just remove 'em from the zip if you don't want 'em.
No no, you don't get it. You have to do everything for us. I can't believe we're on page 17 and people are still coming to you for support.