What causes the "owl" effect where when you enter an area that is more dimly lit the edges of your vision become dimmer.
While this effect may seem cool to some, I'm finding it annoying. Which file causes this? I cannot seem to dig it out of the pack or find what file to remove or edit to disable this effect.
I think he's talking about the hearts when you are under the wither effect. And they are invisible so you only see the background you normally see when you lost some hearts. I even checked the png and they don't exist but I would actually keep it that way (as you probably intended it) because it's quite scary and fits the wither so well.
It actually wasn't intended. I just didn't notice those things in the texture files before and thought Gunter35 was referring to the status effect icon in the inventory screen. I used to have a friend who helped me regularly with the scouring of the snapshot jars for any changes but he's currently without a working computer. Either way it's been added to the to-do list, but is on a very low priority given the other things I have to work on.
I dunno, I guess I just can't get mad at the snapshots.
After all, they are for testing features right?
A main update that screws things up though? That's a different matter, for one, it makes it harder to get something fixed at that point or it takes longer maybe showing up in a much later update.
I'm not upset with snapshots, I'm upset with Mojang's lack of consultation with people who have been leaders of the texture pack and modding communities for longer than some of the people working at Mojang have been working at Mojang. If this was released in a snapshot or a live update, we'd still have hours of playing catch-up. The plus side of having time to prepare with a snapshot over a live update is negligible considering that Kahr and many texture pack artists still get screwed with a Red Queen* scenario of a workload in the end. A workload that could've been easily avoided had some consultation been done, which also would've aided in an overall better implementation of Mojang's desired features.
*For those unfamiliar, the Red Queen refers to an evolutionary biological hypothesis that references Lewis Carroll's 'Through the Looking-Glass' in which Alice must constantly run with the Red Queen in order to remain in the same place.
This pack is a bit too complicated to work with a customization tool that isn't designed by someone with advanced knowledge of all of the features that MCPatcher provides.
Misa, got a couple of questions to clear my head about this, and how its being a pain in the ass for texture pack artist such as yourself. i have been a fan of your pack for a long time now, so it troubles me knowing that the pack is in a bit of bother right now.
from what i understand, its not that they changed the way the textures now work, but rather how its no longer compatible with other neat features this pack has, such as the multi mob skins, the different colours of the sky, and so on. is the mc patcher maker also haveing trouble with this update, and how to patch minecraft with these other features? is that what the main problem is, because from what i have been reading that seams to be what it is pointing to.
if so, then what can be done about it in the meantime? are options currently being put forward?
Kahr is working and recently put out an experimental update to MCPatcher. Most people will just have to wait things out. The rest of us (Kahr, texture pack artists who used MCPatcher's advanced features) will just have to work our asses off and help each other get through this mess.
this is an amazing texture pack misa, great work!! just one quick question: this texture pack does work with Mcpatcher, but does it work with Optifine also?
Yes and no. It'd run with less errors than unpatched, but it would be lacking a lot of features--some of which are deemed to be essential components to the pack.
Last I tested, Optifine's support of my texture pack was lacking lacking the weighted biome-based Randomobs, dynamic sun, multilayered skyboxes, advanced full screen custom animations, custom compass needle, translucent glass, accurate usage of my custom lighting palettes, proper linear dodge light blending for fireworks, custom colors for many hard-coded components, and backwards compatibility with my current pack and the majority of previous versions to just name a handful of things that many hours of hard work went into for this pack. This was tested around the time I released the last update of last year so things may have changed, but I sorta doubt enough to warrant complete support of my pack's features.
Ok, I'm using your pack but I got this twich when I move my mouse. I use a 128 by 128 texturpack but it doesn't lag, so I know its not my computer. The twiching is hard to play with and I need Help fixing it. I Look on youtube to see if someone else it having it but no one is. Help me Please!?!?!?!
P.S nice pack
The first issue on the FAQ of the main post is an in-depth performance guide which will cover pretty much everything you can do to fix performance issues with the standard installation of the texture pack.
...See this is why I'm not really bothered about what happened unless it completely ruins any chances of using MC Patcher altogether.
Some things aren't done but that doesn't mean they won't be.
I'm afraid I don't have the luxury of sharing this level of optimism. It's a lot easier to not be bothered when you're not one of the ones having to work their asses off to make any of this possible.
Also apart from juggling this texture pack business, I'm facing a very real possibility of being homeless by Summer. So yeah, there's that too.
Well at least it's a good step towards not needing to HD patch at every release, I have no doubt the team will get the rest that's still missing sorted soon enough. Keep ya chin up, things will only get better, you'll see ;-)
No, it's really not--not at all... Their implementation of just HD textures alone was poorly done. By not consulting people who have been working on this kind of thing for years, they're only driving a bigger wedge between texture packs which will require a patcher and packs that'll work with vanilla Minecraft. Compound this with the fact that one of the results of the modding API is to discourage the use of client mods in favor of server mods. For those who don't know, most graphical mods (Like MCPatcher) are client mods.
Clock and Compass works in snapshot 13w02x different then before!
They have no more 2 textures (Frame and needle/clockwheel).
Now they use an animation-sheet like animated textures... but with one differnt:
Clocks are minecraft-timebased, and compass ist directionbased.
So more textureframes u are used für clock or compass, then exactlier the clock and compass is.
So ists posibble to create digital clocks and compass
See more here: http://www.minecraft...n_Minecraft_1.5
I was one of the first people (if not the first) to mention that digital or proper analog clocks would be possible with this and this was one of the few things I was okay with. Though personally I think this should've been an optional feature, especially in the case of compasses. The size of the animation files required to create the smooth movements that the old clock and compass have with MCPatcher would be insane. You're looking at hundreds of frames to get my compass to look the way it did with only three 64x64 textures and a properties file on the old method (It's the difference between ~12 thousand pixels and ~1.5 million pixels). For this update being partly geared towards graphical optimizations, they really seem to be way behind the times in regards to optimized texture pack functions.
What causes the "owl" effect where when you enter an area that is more dimly lit the edges of your vision become dimmer.
While this effect may seem cool to some, I'm finding it annoying. Which file causes this? I cannot seem to dig it out of the pack or find what file to remove or edit to disable this effect.
I noticed recently by accident (using the wrong launcher) that I only have the vignette effect with Minecraft Vanilla, with Optifine it's gone. What exactly is its function?
Yes, default is more obvious and starts closer to the center.
The vignette is just supposed to be a way to semi-realistically simulate the effects of darkness in reality. Technically though, the vignette posted from my pack is not the one used in my actual pack. It's simply a placeholder file to provide coordinates for the animated filmgrain effect that my pack uses when properly patched. The filmgrain effect I created more accurately emulates the peripheral view you would see in extremely dark areas in reality. This is what my vignette actually looks like when animated:
(Note: The color and animation is not as accurate as it is in-game due to the palette limitations on GIF files)
The pronouncement of the default vignette.png on unpatched clients wasn't even noticeable until I used optipng to shrink the size of my files. This program converted it to use a 256-color greyscale palette which had the unintended effect of making it it bolder in-game (and in some cases look like an archery target). If the pack is properly patched though, you shouldn't notice it at all. If anything the vignette.png file could probably benefit from being even more flambuoyant:
It is, afterall, not supposed to be seen.
Another animated full screen effect to look for is the underwater caustic effect I created which replaces the function of water.png in the misc folder. I'm especially happy with how this one turned out. The easiest way to see a pronouncement of this effect is to dive into shallow water with a night vision potion active. It's not actual dynamic caustics, but the effect I feel adds a LOT to the underwater atmosphere when swimming.
...Maybe Misa could write a list of "fancy" patches that would allow the texture pack to shine, and maybe Dinnerbone will honor it when it comes from somebody a popular as Misa. Maybe Dinnerbone will even have the guts to ask Kahr for the sources and permission to directly copy his patches into vanilla MC... maybe ... there is hope ... because MC is far from FINAL
I don't see that happening. The last time I had Dinnerbone's attention and he posted on my thread, he seemed to completely ignore my response. And very clearly didn't take my desperate plea to get in touch with Kahr to heart. If anyone is going to correct all of Mojang's mistakes, it's unfortunately not going to be anyone currently working at Mojang.
As far as general announcements go, I appologize for not being very active on the forums as of late and being a day or two slow to answer PM's/E-mail. There's been a lot of real-life stuff that's come up lately, and what free time I have to do anything Minecraft-related has gone into the irritating tedium that has become the new format of my texture pack. The progress on that, by the way is unfortunately going very slowly. Still, none of it would really even be possible without Kahr. Whenever my pack does next get updated, some of the thanks should go to him.
The work itself wouldn't be so painful if it was just adapating my last-working pack to the new format, but there was also a ton of new content added on top of that which I had big plans for, that now may have to be scrapped or drastically altered. It's completely thrown off my rhythm and knowing where to even start or what to work on next has become a stressful task. It'll get there eventually. However, 'eventually' is the big operating word here.
I do not have a strong enough computer to run this texture pack, but I should, hopefully, be getting a new computer soon, and I'll be glad to use this texture pack all of the time!
Just wondering before i download this. What specs is recommended for my computer when having this texture pack
It varies a lot, due to Minecraft's lack of optimization and a lot of compatability issues, but I'd say that as long as you have three gigs of RAM, a 2.2GHz dual core CPU, and a non-integrated video card, you'll -probably- be fine.
My previous laptop met the above specifications and while using Misa's I had a playable framerate. Maybe 15FPS without optifine, ~30 with (fast leaves, normal distance)
Sadly my current laptop, while having 6 gigs of RAM and a nice 2.8GHz i5... has Intel HD, which Minecraft doesn't really support, but even then I can still at least get 15FPS using Optifine and going with really low settings.
Just a reminder: Leaves are one of the biggest performance hogs. If you find low framerate gets insufferable, this is the first setting to tweak. This seems to be a constant, no matter your hardware.
guys i have balck screen when i log in and press play offline balck screen can you resolve these will be vrey nice and i think how was happend.Frist i downloaded a mod with minions i put what it need to put and black screen i think is i putted something wrong and i think this is the problem but how do i fix it
this isn't a mod support thread but if you follow misa's instruction on how to do a clean install on the first page of this topic it'll probably help you out.
I downloaded the pack yesterday and weird enough, it worked oke till I looked at the dirt. The dirt had like fire and water texture in it... Sort of?
Uhm... Did I download it wrong?
Btw, I don't have MCpatcher I think because I have no freaking idea what that is.
And just did saved it in my documents and then copied it to my texture pack map.
this texture pack requires MCPatcher for everything in the pack to display properly. MCPatcher is a downloadable utility that modifies minecraft to work with higher resolution textures and other spiffy features. there's a link to the download topic on the first page of this topic.
I am having some lag problems with this pack. I am on a fairly good gaming computer, although I do not know the exact graphics or video card models for sure. I took a break from Minecraft for about three months and am just beginning to play again. Before I left, I had this texture pack and had no lag problems at all. I haven't made any changes to my computer in any way since then, either. I can play other high-detail games now such as World of Warcraft with no lag problem, so I know my computer can't be at too much of a fault. When I downloaded the update to this pack, I did not expect much of a problem at all. I installed it correctly using MCpatcher and everything, so I don't think that's the issue, either. When I turn on this texture pack now, however, the game becomes so laggy that it is unplayable. I can't move or even look around without four to five second pauses and jumps.
Has anyone else had a similar issue, or does anyone know what might be the problem here?
I am having some lag problems with this pack. I am on a fairly good gaming computer, although I do not know the exact graphics or video card models for sure. I took a break from Minecraft for about three months and am just beginning to play again. Before I left, I had this texture pack and had no lag problems at all. I haven't made any changes to my computer in any way since then, either. I can play other high-detail games now such as World of Warcraft with no lag problem, so I know my computer can't be at too much of a fault. When I downloaded the update to this pack, I did not expect much of a problem at all. I installed it correctly using MCpatcher and everything, so I don't think that's the issue, either. When I turn on this texture pack now, however, the game becomes so laggy that it is unplayable. I can't move or even look around without four to five second pauses and jumps.
Has anyone else had a similar issue, or does anyone know what might be the problem here?
you can always use optifine with mcpatcher tho it will take some of misas features off but you wont have any lags after that. but atleast you willl beable to keep conected glass and sky's features.
Did you consider starting a kickstarter/indigogo/whatever campaign?
Normally i wouldn't be too thrilled to pay a noticable amount of money for a custom texture pack. The case here is a little different as you work on many bonus features and improve playability of the game with an A+ set of icons to cut down my time searchin for stuff in large chests!
I think your work is warranting some financial support, you have the trust of a sizable community already using your pack and with that there is a chance you get enough backers "by summer".
So if you do, i would definitely pay at least 5 Euro, more if my own financial Situation improves.
Is this due to monetary problems? If so, how about setting up something so that people here can donate? I sure would.
I do have a pink donate button on the download section for my pack. I probably should avoid kickstarter/indigogo though as usually you use those for like incomplete projects that need funding to get off the ground. My pack is already pretty well-established and I'd just feel weird to be asking for money for something I'd prefer to provide for free. It took nearly two years before enough people even convinced me to add that donate button. It's provided simply for those who wish to support my pack without being asked for money.
I'm having this really annoying problem, i don't know if anyone has had this before but i thought i'd post this anyways. My sandstone ctm thing doesn't really work. Every time i place a sandstone on top of another one, the bottom one and all ones below will use the default textures. So a 1 block high horizontal layer works just fine but vertically only the top block uses the "good" texture. I'm using the latest version (4.3.4) of the pack without any modifications. Any help?
I'm not sure exactly what you're referring to. Can you please provide a screenshot of what you're talking about? I don't know if what you're describing is a bug or a feature and a screenshot would probably help clear it up a bit.
It varies a lot, due to Minecraft's lack of optimization and a lot of compatability issues, but I'd say that as long as you have three gigs of RAM, a 2.2GHz dual core CPU, and a non-integrated video card, you'll -probably- be fine...Technically something even as good as a 2.2GHz octa-core CPU would be inferior to a single-core 3.6GHz CPU as far as Minecraft is concerned. There is no multi-core optimization in Minecraft. (This is one of the main methods by which Optifine improves performance.) Also despite being able to make full usage of GPU's, Minecraft does for some reason seem to respond very well to non-integrated video cards. As far as hardware goes, a proper video card and a good amount of RAM are what make all the difference in performance for a lot of players I've provided tech support to in the past.
All that said, it's kinda hard to give a definitive set of hardware specs for this pack. The best thing to do would be to just try it out, and see how well it works for you. If you are having performance issues, a good resource to check out would be the performance guide on my FAQ. In that I provide a bunch of ways in which you can improve the performance (without immediately needing to resort to hardware upgrades) of the pack using the standard installation.
guys i have balck screen when i log in and press play offline balck screen can you resolve these will be vrey nice and i think how was happend.Frist i downloaded a mod with minions i put what it need to put and black screen i think is i putted something wrong and i think this is the problem but how do i fix it
This isn't really a thread for general support of mods. There is always an inherent risk with installing more than one mod that your game will cease to function. If you're just trying to get this pack working, clean your game installation completely and install the pack using the installation instructions provided. If you still have any problems before you start adding mods, then we can help you. Otherwise your problem is better handled on another thread that deals directly with the mod or a mod compatibility thread.
I am having some lag problems with this pack. I am on a fairly good gaming computer, although I do not know the exact graphics or video card models for sure. I took a break from Minecraft for about three months and am just beginning to play again. Before I left, I had this texture pack and had no lag problems at all. I haven't made any changes to my computer in any way since then, either. I can play other high-detail games now such as World of Warcraft with no lag problem, so I know my computer can't be at too much of a fault. When I downloaded the update to this pack, I did not expect much of a problem at all. I installed it correctly using MCpatcher and everything, so I don't think that's the issue, either. When I turn on this texture pack now, however, the game becomes so laggy that it is unplayable. I can't move or even look around without four to five second pauses and jumps.
Has anyone else had a similar issue, or does anyone know what might be the problem here?
Thanks.
See the performance guide on my FAQ, and if nothing there helps, as previously suggested, disable Better Skies in MCPatcher. Better Skies is a completely optional component which has significant resource-usage (Mostly memory). I've been meaning to add a list of optional components to disable to that guide for awhile now, but just haven't gotten around to it yet.
If its possible, that the "green" nonjob default villagertexure is missing? (villager.png)
I know that the dafault-villager dosn´t spawning natural. but i can spawn it manual on my Server or is availible in some plugins.
If it's not legitimately obtainable in the vanilla form of the game, I don't do textures for it. I did the same with chainmail before creative mode was added to the survival version of the game. The only exception to this rule would be command blocks which are an essential component of adventure maps. And as Dinnerbone has mentioned, they are technically obtainable legitimately in-game with slash commands as sort of a test for the type of person who would actually be able to make use of them. (Though personally, I think they should be in the creative menu regardless. Even people who know how to use these don't always feel like memorizing/looking-up block ID's)
As a general announcement, I've run into a bit of a design hurdle as far as dispensers and droppers go. Both can be placed to aim vertically now and their designs are similar in general but slightly different in regards to the 'holes stuff comes out of'. My creeper face design for the dispenser hole is really hard to work around when it comes to designing the dropper, but also it's really hard to have applied to the tops and bottoms while still looking good. So I may have to completely redesign both to be a bit more uniform and in-line with vanilla. This would include the loss of the cool animation for the creeper face though. Would anyone miss it too much? Coming up with a new design for the dropper that has a similar, matching animation is sorta out of the question as the process used would be painful if not impossible to replicate in the exact same fashion as I did before.
Agreed animations are hard and near impossible to duplicate in the same fashion on other objects D:
Though I just have a ruff time making any. misa I love your simple eye blink animations, if I figure out how to make it work with the animal mobs I'm making will you let me use it? wait no that's not quite what I'm asking for let me start over... Once I make my own eye blink templates may I use your eye blink code you already have set up so nicely for blink intervals?
Really hard to phrase.
Though I don't even know what will still work after 1.5 comes Dx but still thought it would be fun to add too.
Randomobs, CTM, Better Skies, Custom colors, etc will be available post-1.5, though there's still some kinks that need to be worked out--as you can see with the CTM issues on this fallen pillar:
Granted, this is a very special case as pillars can be placed in 3 different orientations, but logs had the same problem when you could place them at different angles too. There are some more general bugs that still need to be ironed out as well as can be seen with the last snapshot and beta MCPatcher on all three single chest types:
But yeah, it's probably safe to say that all of the special features from MCPatcher will be returning. It's just a hell of a lot more work on the new format. Features like CTM now use individual tiles in folder as well to work with the new system. As a result, texture pack file sizes will probably go up as certain textures that were recycled multiple times now have to be physically duplicated. On the plus side, animated CTM is now way easier to pull off.
Thanks for the info misa. I have been worried over it past few days on what to work on and not work on.
I was really mostly worried about the ctm but your images show its not as bad as I thought it would end up being.
Glad there's something good to come out of all this.
Now you can CTM your glowstone.
By easier I didn't mean it'd work miracles and do the many hours of hard work that'd be involved in even attempting such a thing. And it's not like it'd decrease the massive file sizes involved. Basically there's just less work in regards to properties files. Animated CTM has always been possible and has been used in the texture pack for awhile. It just required a middleman art file and 2-3 properties files for one animated texture. Now there's no middleman and only 1-2 properties files.
You're still looking at 48 animation files for standard CTM, and 16-64 (my ice is 512x512) animation files for large tiled CTM. The biggest hurdle of course is the fact that they all have to seamlessly tile with each other while still being animated. In the case of large tiled CTM this isn't too bad as it involves making a really high resolution animation and cutting it all up into separate animation files. Using the standard CTM method though... holy flipping sugartit. There's a reason that apart from glass there's only 4 things in my pack that use standard CTM. The work involved with seamless tiling is a bitch. This is why it's largely done with textures that just have framing. The jungle log tops were probably the most painful texture I've ever done. I was just happy that jungle logs were the only ones that actually needed that treatment.
The new quartz is looking delicious! I wonder how well it would work with endstone, though. Glad to see that the new format didn't ruin the pack.
That was just the quartz in a preliminary test phase. It's since been altered quite a bit and Kahr found a way to fix the columns. As far as it working with endstone goes. I wouldn't imagine they play together too well, but considering endstone is supposed to be pretty alien in origin, it's sort of expected. It shouldn't be much of an issue though. There's a lot more variety of quartz textures to work with than there is on vanilla so you shouldn't need to combine it with too many other blocks to get a nice varied, but consistent look on your builds. Here's a comparison of the variety provided in vanilla versus my pack:
And here's a more blunt comparison of the variety of whitish blocks that can be worked with on the texture pack:
As you can see, endstone never really was all that white to begin with. It only really looks white when contrasted with obsidian in a checkerboard or something. Also in regards to the tops of chiseled quartz blocks, the pattern is not random. It repeats so that the pattern alternates orientation every other tile as seen in the screen.
Really looking forward to all this new stuff coming out.
Because of the increasing file sizes, one consideration is a straight basic texture pack download, one with randomobs (full texture pack, not individual randomobs download), and one with everything...
i.e. - texture change only (which could theoretically work with Optifine anyway); textures plus randomobs; & textures, randomobs, CTM, better skies, etc.
(or even just the 1st and 3rd option: textures only or textures and all features)
PS: I know the intended design of this texture pack is meant to have everything, but this way it might stop whining about Optifine compatibility and prevent whining about download size
PPS: I definitely would always get the full download myself... I just tend to see things differently than most (Asperger's Syndrome) and am not sure how well this could be pulled off, but I just wanted to see if you think this could work or if you've already thought of that?
PPPS: Alternatives could also go in its own download as with the new format, it would greatly reduce the number of files for the main pack (if feasible)
While this effect may seem cool to some, I'm finding it annoying. Which file causes this? I cannot seem to dig it out of the pack or find what file to remove or edit to disable this effect.
It actually wasn't intended. I just didn't notice those things in the texture files before and thought Gunter35 was referring to the status effect icon in the inventory screen. I used to have a friend who helped me regularly with the scouring of the snapshot jars for any changes but he's currently without a working computer. Either way it's been added to the to-do list, but is on a very low priority given the other things I have to work on.
I'm not upset with snapshots, I'm upset with Mojang's lack of consultation with people who have been leaders of the texture pack and modding communities for longer than some of the people working at Mojang have been working at Mojang. If this was released in a snapshot or a live update, we'd still have hours of playing catch-up. The plus side of having time to prepare with a snapshot over a live update is negligible considering that Kahr and many texture pack artists still get screwed with a Red Queen* scenario of a workload in the end. A workload that could've been easily avoided had some consultation been done, which also would've aided in an overall better implementation of Mojang's desired features.
*For those unfamiliar, the Red Queen refers to an evolutionary biological hypothesis that references Lewis Carroll's 'Through the Looking-Glass' in which Alice must constantly run with the Red Queen in order to remain in the same place.
This pack is a bit too complicated to work with a customization tool that isn't designed by someone with advanced knowledge of all of the features that MCPatcher provides.
Kahr is working and recently put out an experimental update to MCPatcher. Most people will just have to wait things out. The rest of us (Kahr, texture pack artists who used MCPatcher's advanced features) will just have to work our asses off and help each other get through this mess.
Yes and no. It'd run with less errors than unpatched, but it would be lacking a lot of features--some of which are deemed to be essential components to the pack.
Last I tested, Optifine's support of my texture pack was lacking lacking the weighted biome-based Randomobs, dynamic sun, multilayered skyboxes, advanced full screen custom animations, custom compass needle, translucent glass, accurate usage of my custom lighting palettes, proper linear dodge light blending for fireworks, custom colors for many hard-coded components, and backwards compatibility with my current pack and the majority of previous versions to just name a handful of things that many hours of hard work went into for this pack. This was tested around the time I released the last update of last year so things may have changed, but I sorta doubt enough to warrant complete support of my pack's features.
The first issue on the FAQ of the main post is an in-depth performance guide which will cover pretty much everything you can do to fix performance issues with the standard installation of the texture pack.
I'm afraid I don't have the luxury of sharing this level of optimism. It's a lot easier to not be bothered when you're not one of the ones having to work their asses off to make any of this possible.
Also apart from juggling this texture pack business, I'm facing a very real possibility of being homeless by Summer. So yeah, there's that too.
No, it's really not--not at all... Their implementation of just HD textures alone was poorly done. By not consulting people who have been working on this kind of thing for years, they're only driving a bigger wedge between texture packs which will require a patcher and packs that'll work with vanilla Minecraft. Compound this with the fact that one of the results of the modding API is to discourage the use of client mods in favor of server mods. For those who don't know, most graphical mods (Like MCPatcher) are client mods.
I was one of the first people (if not the first) to mention that digital or proper analog clocks would be possible with this and this was one of the few things I was okay with. Though personally I think this should've been an optional feature, especially in the case of compasses. The size of the animation files required to create the smooth movements that the old clock and compass have with MCPatcher would be insane. You're looking at hundreds of frames to get my compass to look the way it did with only three 64x64 textures and a properties file on the old method (It's the difference between ~12 thousand pixels and ~1.5 million pixels). For this update being partly geared towards graphical optimizations, they really seem to be way behind the times in regards to optimized texture pack functions.
The vignette is just supposed to be a way to semi-realistically simulate the effects of darkness in reality. Technically though, the vignette posted from my pack is not the one used in my actual pack. It's simply a placeholder file to provide coordinates for the animated filmgrain effect that my pack uses when properly patched. The filmgrain effect I created more accurately emulates the peripheral view you would see in extremely dark areas in reality. This is what my vignette actually looks like when animated:
(Note: The color and animation is not as accurate as it is in-game due to the palette limitations on GIF files)
The pronouncement of the default vignette.png on unpatched clients wasn't even noticeable until I used optipng to shrink the size of my files. This program converted it to use a 256-color greyscale palette which had the unintended effect of making it it bolder in-game (and in some cases look like an archery target). If the pack is properly patched though, you shouldn't notice it at all. If anything the vignette.png file could probably benefit from being even more flambuoyant:
It is, afterall, not supposed to be seen.
I don't see that happening. The last time I had Dinnerbone's attention and he posted on my thread, he seemed to completely ignore my response. And very clearly didn't take my desperate plea to get in touch with Kahr to heart. If anyone is going to correct all of Mojang's mistakes, it's unfortunately not going to be anyone currently working at Mojang.
As far as general announcements go, I appologize for not being very active on the forums as of late and being a day or two slow to answer PM's/E-mail. There's been a lot of real-life stuff that's come up lately, and what free time I have to do anything Minecraft-related has gone into the irritating tedium that has become the new format of my texture pack. The progress on that, by the way is unfortunately going very slowly. Still, none of it would really even be possible without Kahr. Whenever my pack does next get updated, some of the thanks should go to him.
The work itself wouldn't be so painful if it was just adapating my last-working pack to the new format, but there was also a ton of new content added on top of that which I had big plans for, that now may have to be scrapped or drastically altered. It's completely thrown off my rhythm and knowing where to even start or what to work on next has become a stressful task. It'll get there eventually. However, 'eventually' is the big operating word here.
It varies a lot, due to Minecraft's lack of optimization and a lot of compatability issues, but I'd say that as long as you have three gigs of RAM, a 2.2GHz dual core CPU, and a non-integrated video card, you'll -probably- be fine.
My previous laptop met the above specifications and while using Misa's I had a playable framerate. Maybe 15FPS without optifine, ~30 with (fast leaves, normal distance)
Sadly my current laptop, while having 6 gigs of RAM and a nice 2.8GHz i5... has Intel HD, which Minecraft doesn't really support, but even then I can still at least get 15FPS using Optifine and going with really low settings.
Just a reminder: Leaves are one of the biggest performance hogs. If you find low framerate gets insufferable, this is the first setting to tweak. This seems to be a constant, no matter your hardware.
mmm
this isn't a mod support thread but if you follow misa's instruction on how to do a clean install on the first page of this topic it'll probably help you out.
this texture pack requires MCPatcher for everything in the pack to display properly. MCPatcher is a downloadable utility that modifies minecraft to work with higher resolution textures and other spiffy features. there's a link to the download topic on the first page of this topic.
Has anyone else had a similar issue, or does anyone know what might be the problem here?
Thanks.
Disable custom compass in mcpatcher?
I'm not sure exactly what you're referring to. Can you please provide a screenshot of what you're talking about? I don't know if what you're describing is a bug or a feature and a screenshot would probably help clear it up a bit.
It varies a lot, due to Minecraft's lack of optimization and a lot of compatability issues, but I'd say that as long as you have three gigs of RAM, a 2.2GHz dual core CPU, and a non-integrated video card, you'll -probably- be fine...Technically something even as good as a 2.2GHz octa-core CPU would be inferior to a single-core 3.6GHz CPU as far as Minecraft is concerned. There is no multi-core optimization in Minecraft. (This is one of the main methods by which Optifine improves performance.) Also despite being able to make full usage of GPU's, Minecraft does for some reason seem to respond very well to non-integrated video cards. As far as hardware goes, a proper video card and a good amount of RAM are what make all the difference in performance for a lot of players I've provided tech support to in the past.
All that said, it's kinda hard to give a definitive set of hardware specs for this pack. The best thing to do would be to just try it out, and see how well it works for you. If you are having performance issues, a good resource to check out would be the performance guide on my FAQ. In that I provide a bunch of ways in which you can improve the performance (without immediately needing to resort to hardware upgrades) of the pack using the standard installation.
This isn't really a thread for general support of mods. There is always an inherent risk with installing more than one mod that your game will cease to function. If you're just trying to get this pack working, clean your game installation completely and install the pack using the installation instructions provided. If you still have any problems before you start adding mods, then we can help you. Otherwise your problem is better handled on another thread that deals directly with the mod or a mod compatibility thread.
See the performance guide on my FAQ, and if nothing there helps, as previously suggested, disable Better Skies in MCPatcher. Better Skies is a completely optional component which has significant resource-usage (Mostly memory). I've been meaning to add a list of optional components to disable to that guide for awhile now, but just haven't gotten around to it yet.
If it's not legitimately obtainable in the vanilla form of the game, I don't do textures for it. I did the same with chainmail before creative mode was added to the survival version of the game. The only exception to this rule would be command blocks which are an essential component of adventure maps. And as Dinnerbone has mentioned, they are technically obtainable legitimately in-game with slash commands as sort of a test for the type of person who would actually be able to make use of them. (Though personally, I think they should be in the creative menu regardless. Even people who know how to use these don't always feel like memorizing/looking-up block ID's)
As a general announcement, I've run into a bit of a design hurdle as far as dispensers and droppers go. Both can be placed to aim vertically now and their designs are similar in general but slightly different in regards to the 'holes stuff comes out of'. My creeper face design for the dispenser hole is really hard to work around when it comes to designing the dropper, but also it's really hard to have applied to the tops and bottoms while still looking good. So I may have to completely redesign both to be a bit more uniform and in-line with vanilla. This would include the loss of the cool animation for the creeper face though. Would anyone miss it too much? Coming up with a new design for the dropper that has a similar, matching animation is sorta out of the question as the process used would be painful if not impossible to replicate in the exact same fashion as I did before.
Though I just have a ruff time making any. misa I love your simple eye blink animations, if I figure out how to make it work with the animal mobs I'm making will you let me use it? wait no that's not quite what I'm asking for let me start over... Once I make my own eye blink templates may I use your eye blink code you already have set up so nicely for blink intervals?
Really hard to phrase.
Though I don't even know what will still work after 1.5 comes Dx but still thought it would be fun to add too.
Granted, this is a very special case as pillars can be placed in 3 different orientations, but logs had the same problem when you could place them at different angles too. There are some more general bugs that still need to be ironed out as well as can be seen with the last snapshot and beta MCPatcher on all three single chest types:
But yeah, it's probably safe to say that all of the special features from MCPatcher will be returning. It's just a hell of a lot more work on the new format. Features like CTM now use individual tiles in folder as well to work with the new system. As a result, texture pack file sizes will probably go up as certain textures that were recycled multiple times now have to be physically duplicated. On the plus side, animated CTM is now way easier to pull off.
I was really mostly worried about the ctm but your images show its not as bad as I thought it would end up being.
Big thanks to you and Kahr for getting stuff ready for 1.5. Using both your work to make sure my stuff is ready to go
Member of the official ctm pillar club
You're still looking at 48 animation files for standard CTM, and 16-64 (my ice is 512x512) animation files for large tiled CTM. The biggest hurdle of course is the fact that they all have to seamlessly tile with each other while still being animated. In the case of large tiled CTM this isn't too bad as it involves making a really high resolution animation and cutting it all up into separate animation files. Using the standard CTM method though... holy flipping sugartit. There's a reason that apart from glass there's only 4 things in my pack that use standard CTM. The work involved with seamless tiling is a bitch. This is why it's largely done with textures that just have framing. The jungle log tops were probably the most painful texture I've ever done. I was just happy that jungle logs were the only ones that actually needed that treatment.
That was just the quartz in a preliminary test phase. It's since been altered quite a bit and Kahr found a way to fix the columns. As far as it working with endstone goes. I wouldn't imagine they play together too well, but considering endstone is supposed to be pretty alien in origin, it's sort of expected. It shouldn't be much of an issue though. There's a lot more variety of quartz textures to work with than there is on vanilla so you shouldn't need to combine it with too many other blocks to get a nice varied, but consistent look on your builds. Here's a comparison of the variety provided in vanilla versus my pack:
And here's a more blunt comparison of the variety of whitish blocks that can be worked with on the texture pack:
As you can see, endstone never really was all that white to begin with. It only really looks white when contrasted with obsidian in a checkerboard or something. Also in regards to the tops of chiseled quartz blocks, the pattern is not random. It repeats so that the pattern alternates orientation every other tile as seen in the screen.
Because of the increasing file sizes, one consideration is a straight basic texture pack download, one with randomobs (full texture pack, not individual randomobs download), and one with everything...
i.e. - texture change only (which could theoretically work with Optifine anyway); textures plus randomobs; & textures, randomobs, CTM, better skies, etc.
(or even just the 1st and 3rd option: textures only or textures and all features)
PS: I know the intended design of this texture pack is meant to have everything, but this way it might stop whining about Optifine compatibility and prevent whining about download size
PPS: I definitely would always get the full download myself... I just tend to see things differently than most (Asperger's Syndrome) and am not sure how well this could be pulled off, but I just wanted to see if you think this could work or if you've already thought of that?
PPPS: Alternatives could also go in its own download as with the new format, it would greatly reduce the number of files for the main pack (if feasible)