Monster... That new stone texture! Love the way connected textures adds keystones at the vertical edges. Also, I somehow missed 1:7 with all these Asian elements like cherry blossom like leaves and paper lanterns, those large stone blocks are perfect for the foundation of large Japanese style castles or other buildings... might have to think about having a go at that.
Any news on the... Tree pack of Destiny?
As for the eternal youth machine, I need it more than you mate... I'm old enough to be your father LOL!
@Monster - The texture pack is proving quite valuable in my builds. I've been experimenting with quite a few different styles and the fact that the birch is so different from the other woods makes an excellent contrast in larger builds. I absolutely love it. Below is a build I did of horse stables just to show you.
I was wondering a couple of things though. I cannot remember if I asked but is it possible to Randomob Iron Golems? I was thinking that perhaps there could be varients that you can use for different things. Like a sandstone varient for desert villages. I just wasn't sure. I don't like requesting things from you as I think it disrupts your creative flow, so just this question.
Also, will you be doing some sort of mod support in the future? If so, what will you be working on first?
Hey monsterfisher, I was wondering if you could update the reference sheet, the one there is on the OP is missing a ton of textures and seeing that both SPC and Bukkit are stuck on 1.6.x it would be much easier to have the codes at hand than trying every different one.
Hi monsterfisher,
I do not know if this is an oversight, but the oak log side texture does a random between 4 textures which are all exactly the same.
Otherwise, congratulations for this beautiful pack.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/15/2013
Posts:
62
Member Details
Hi again, Recently i tried out dokucraft dark after so many years of using john smith and conquest. And whilst i pretty much disliked the entire pack i did like the iron bars, they gave off a more Gothic feel.
So i was wondering if you would consider doing your own iron bars texture much like this as i feel the default texture for iron bars looks too much like plastic. Possibly if you don't want to make the texture the default maybe make it biome specific.
There is one picture of my build what I did like few days ago. I tried to mix it with another wood but , still it looks wierd.
It's actually quite a simple fix. I see that the overall style is a lakeside or ocean docking community. So here are a few tips I would suggest.
1) Re-Download the pack to get the most up to date pack. The Birch Wood Planks you are using are the old version. I would suggest using the new Birch Wood Planks as the ones with the log cabin style sides contrast too heavily to the surrounding wood. I would also inlay the areas where the birch is and outline it in a slightly darker wood which would be the Jungle Wood Half-Slabs as seen below. This gives your buildings a sense of structure and depth. Make sure to account for any space lost on the inside though as interiors can get sort of difficult when applying this method.
2) Choose a Pallet - Although you can mix woods to make a more contrasting and naturalistic feel to the builds, in this case it isn't happening. It looks like a bunch misplaced wooden blocks (no offense). Also, the surrounding buildings seem to be less related to each other if you mix the wood like you have. I would assume next to this area would be Oak Trees as Spruce isn't typically near oceans. I would choose one wood as the structural support, not mix them. Changing woods is really only good for signifying different types of buildings but even that can just be done by changing the layout of the building with the same materials. Below is an example with a Stable I just recently built in my survival world.
Try all this with the default conquest textures before changing to any metadata and see what you come up with. The easiest way to create something fluid is to create it bare bones first and tweaking it later. Another tip for your dock: try making the support pillars of the actual dock go down into the water all the way to the floor or if the ocean is too deep, make something that resembles a flotation device.
Why is it that the tall grass is saying that i need to install optifine or mcpatcher...on top of the animated tall grass texture? I have the most up to date optifine installed using the most up to date magic launcher. What more am i supposed to do?
Why is it that the tall grass is saying that i need to install optifine or mcpatcher...on top of the animated tall grass texture? I have the most up to date optifine installed using the most up to date magic launcher. What more am i supposed to do?
tried creating compatibility with optifine but sadly its not letting me since ctm support is not 100%
Feel free to try it out, comment and have fun
_Monster
@Absinth hehe thats nice to hear maybe some screenshots? =]
@Supersnaketate/MrDaemon *fixed* =) it was just a incorrect propertiesfile also added a quick fix for the optifine issue just put the zip in like a addonpack (like hyms of conquest for example) to fix the text for now
@Galingueur i had the same reaction
Monster, the sky has turned gray, was that intentional?
I am having trouble with the connected textures on the new stone metadata. The sides that face east and north don't have the connected textures but the sides facing west and south do. I also add the grass patch for optifine users and it still shows the text from a distance but disappears when up close.
---- Minecraft Crash Report ----
// Hey, that tickles! Hehehe!
Time: 2/28/14 12:20 PM
Description: Rendering entity in world
java.lang.IllegalStateException: Already tesselating!
at bna.a(Tessellator.java:374)
at bna.b(Tessellator.java:364)
at bpg.a(SourceFile:79)
at bpg.a(SourceFile:29)
at bpg.a(SourceFile:13)
at bog.a(SourceFile:208)
at bog.a(SourceFile:191)
at bog.a(SourceFile:168)
at bmt.a(RenderGlobal.java:712)
at bmm.a(EntityRenderer.java:1537)
at bmm.b(EntityRenderer.java:1299)
at azi.ah(SourceFile:787)
at azi.f(SourceFile:711)
at net.minecraft.client.main.Main.main(SourceFile:152)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at bna.a(Tessellator.java:374)
at bna.b(Tessellator.java:364)
at bpg.a(SourceFile:79)
at bpg.a(SourceFile:29)
at bpg.a(SourceFile:13)
-- System Details --
Details:
Minecraft Version: 1.7.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_04, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 265281776 bytes (252 MB) / 811663360 bytes (774 MB) up to 1908932608 bytes (1820 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2G
AABB Pool Size: 613 (34328 bytes; 0 MB) allocated, 188 (10528 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
Launched Version: 1.7.4-OptiFine_HD_U_D1
LWJGL: 2.9.1
OpenGL: GeForce GTX 560M/PCIe/SSE2 GL version 4.3.0, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Packs: [Conquest_.zip, Conquest_grassfixoverlay.zip]
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 3172 (177632 bytes; 0 MB) allocated, 99 (5544 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
I've been consistently getting this every time I load my usual server when I have CTM enabled.
It appears to be something specific to that area because I've loaded my own maps and been on other servers and it hasn't crashed a single time. Google has been pretty useless (either that or my google-fu isn't as strong as it used to be).
I've tried a couple of other CTM packs, but nothing else has triggered the crash so it appears to be something in this particular pack that's throwing a wobbly. Any ideas of what may be causing it in this area? I really miss using the CTM encrusted goodness of this resource pack. ;-;
I did, but each time a new painting pops up in the log after re-enabling CTM and it crashes. I can't exactly go around tearing down everyone's paintings. :< I even updated Optifine to the latest version. But it appears to be only specific to this particular resource pack.
It's a really odd glitch.
Edit: Tried MCPatcher and it works fine, so it appears to be something borking between Optifine and the pack. Some textures derp though, Vines dont connect and iron bars go all wonky. I think this RP hates me. ;-;
Hmm. my leaves seem to be see-through. If they are placed on the ground they see through the world to caves. If in a tree you cannot see any log. I used Mcpatcher. Is there a fix for this?
Very impressive CTM work. I usually hate HD packs because they don't feel right in blocky world of minecraft, but yours and john smith's managed to slip by. I am also usually scared of HD clouds but your skybox somehow feels just right.
One problem though, stained clay is very widely used as a smooth textured building block, often to color something in 1 smooth color on various maps and servers, but your stained clay is all over the place. It is very nicely done and wonderful to use on singleplayer, but I'd like it all to be orientated towards vanilla counterparts.
Also how do I get rid of wood slabs transforming into dirt/gravel slabs? I have structures with them and it is all dirty now.
Also CTM for planks is a little weird. The idea behind it is good but it does not work well when you use a lot of stairs and slabs in the structure. Here's an example of how inconsistent it is when I used tons slabs (entire floor) and stairs.
Hi monsterfisher,
i found another bug : you have a assets\minecraft\mcpatcher\ctm\organic_and_soft_material\leaves\2.png.mcmeta.properties strange file that is doing crap with oak leaves.
Opaque oak leaves are overriten by this file.
Any news on the... Tree pack of Destiny?
As for the eternal youth machine, I need it more than you mate... I'm old enough to be your father LOL!
I was wondering a couple of things though. I cannot remember if I asked but is it possible to Randomob Iron Golems? I was thinking that perhaps there could be varients that you can use for different things. Like a sandstone varient for desert villages. I just wasn't sure. I don't like requesting things from you as I think it disrupts your creative flow, so just this question.
Also, will you be doing some sort of mod support in the future? If so, what will you be working on first?
I do not know if this is an oversight, but the oak log side texture does a random between 4 textures which are all exactly the same.
Otherwise, congratulations for this beautiful pack.
So i was wondering if you would consider doing your own iron bars texture much like this as i feel the default texture for iron bars looks too much like plastic. Possibly if you don't want to make the texture the default maybe make it biome specific.
thanks anyways for this great pack!
What version of the pack do you use? I think that is an outdated oak log texture (and some other textures that got changed).
It's actually quite a simple fix. I see that the overall style is a lakeside or ocean docking community. So here are a few tips I would suggest.
1) Re-Download the pack to get the most up to date pack. The Birch Wood Planks you are using are the old version. I would suggest using the new Birch Wood Planks as the ones with the log cabin style sides contrast too heavily to the surrounding wood. I would also inlay the areas where the birch is and outline it in a slightly darker wood which would be the Jungle Wood Half-Slabs as seen below. This gives your buildings a sense of structure and depth. Make sure to account for any space lost on the inside though as interiors can get sort of difficult when applying this method.
2) Choose a Pallet - Although you can mix woods to make a more contrasting and naturalistic feel to the builds, in this case it isn't happening. It looks like a bunch misplaced wooden blocks (no offense). Also, the surrounding buildings seem to be less related to each other if you mix the wood like you have. I would assume next to this area would be Oak Trees as Spruce isn't typically near oceans. I would choose one wood as the structural support, not mix them. Changing woods is really only good for signifying different types of buildings but even that can just be done by changing the layout of the building with the same materials. Below is an example with a Stable I just recently built in my survival world.
Try all this with the default conquest textures before changing to any metadata and see what you come up with. The easiest way to create something fluid is to create it bare bones first and tweaking it later. Another tip for your dock: try making the support pillars of the actual dock go down into the water all the way to the floor or if the ocean is too deep, make something that resembles a flotation device.
Monster, the sky has turned gray, was that intentional?
// Hey, that tickles! Hehehe!
Time: 2/28/14 12:20 PM
Description: Rendering entity in world
java.lang.IllegalStateException: Already tesselating!
at bna.a(Tessellator.java:374)
at bna.b(Tessellator.java:364)
at bpg.a(SourceFile:79)
at bpg.a(SourceFile:29)
at bpg.a(SourceFile:13)
at bog.a(SourceFile:208)
at bog.a(SourceFile:191)
at bog.a(SourceFile:168)
at bmt.a(RenderGlobal.java:712)
at bmm.a(EntityRenderer.java:1537)
at bmm.b(EntityRenderer.java:1299)
at azi.ah(SourceFile:787)
at azi.f(SourceFile:711)
at net.minecraft.client.main.Main.main(SourceFile:152)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at bna.a(Tessellator.java:374)
at bna.b(Tessellator.java:364)
at bpg.a(SourceFile:79)
at bpg.a(SourceFile:29)
at bpg.a(SourceFile:13)
-- Entity being rendered --
Details:
Entity Type: Painting (rs)
Entity ID: 1269386
Entity Name: Painting
Entity's Exact location: -1.94, 67.00, -108.00
Entity's Block location: World: (-2,67,-108), Chunk: (at 14,4,4 in -1,-7; contains blocks -16,0,-112 to -1,255,-97), Region: (-1,-1; contains chunks -32,-32 to -1,-1, blocks -512,0,-512 to -1,255,-1)
Entity's Momentum: 0.00, 0.00, 0.00
-- Renderer details --
Details:
Assigned renderer: bpg@572a2d95
Location: 25.01,-1.63,-6.37 - World: (25,-2,-7), Chunk: (at 9,-1,9 in 1,-1; contains blocks 16,0,-16 to 31,255,-1), Region: (0,-1; contains chunks 0,-32 to 31,-1, blocks 0,0,-512 to 511,255,-1)
Rotation: 270.0
Delta: 0.44277787
Stacktrace:
at bog.a(SourceFile:208)
at bog.a(SourceFile:191)
at bog.a(SourceFile:168)
at bmt.a(RenderGlobal.java:712)
at bmm.a(EntityRenderer.java:1537)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [bkf['Trapiki'/1269383, l='MpServer', x=-26.95, y=68.63, z=-101.63]]
Chunk stats: MultiplayerChunkCache: 385, 385
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (72,66,-40), Chunk: (at 8,4,8 in 4,-3; contains blocks 64,0,-48 to 79,255,-33), Region: (0,-1; contains chunks 0,-32 to 31,-1, blocks 0,0,-512 to 511,255,-1)
Level time: 1279570214 game time, 1282662517 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 71 total; [bkf['Trapiki'/1269383, l='MpServer', x=-26.95, y=68.63, z=-101.63], rs['Painting'/1269386, l='MpServer', x=-1.94, y=67.00, z=-108.00], rs['Painting'/1269387, l='MpServer', x=-1.94, y=73.00, z=-109.00], rs['Painting'/1269388, l='MpServer', x=-1.94, y=78.50, z=-107.50], rs['Painting'/1269389, l='MpServer', x=-9.94, y=75.00, z=-109.00], rs['Painting'/1269390, l='MpServer', x=-9.94, y=75.00, z=-110.50], rs['Painting'/1269391, l='MpServer', x=-8.50, y=67.00, z=-110.94], rs['Painting'/1269392, l='MpServer', x=-9.94, y=67.00, z=-109.00], rs['Painting'/1269393, l='MpServer', x=-8.50, y=66.50, z=-106.06], rs['Painting'/1269394, l='MpServer', x=-5.06, y=73.00, z=-109.00], rs['Painting'/1269395, l='MpServer', x=-9.94, y=75.00, z=-107.50], rs['Painting'/1269396, l='MpServer', x=-32.50, y=71.00, z=-87.06], rs['Painting'/1269397, l='MpServer', x=-36.50, y=71.00, z=-87.06], rs['Painting'/1269398, l='MpServer', x=-36.00, y=71.00, z=-90.94], rs['Painting'/1269400, l='MpServer', x=-35.94, y=73.50, z=-83.00], rs['Painting'/1269399, l='MpServer', x=-34.50, y=73.50, z=-81.06], rs['Painting'/1269402, l='MpServer', x=-37.94, y=71.50, z=-89.00], rs['Painting'/1269401, l='MpServer', x=-33.06, y=73.50, z=-83.00], rs['Painting'/1269411, l='MpServer', x=-9.94, y=77.50, z=-125.50], rs['Painting'/1269417, l='MpServer', x=2.94, y=73.00, z=-109.00], rs['Painting'/1269418, l='MpServer', x=2.94, y=66.50, z=-106.50], rs['Painting'/1269421, l='MpServer', x=0.50, y=72.50, z=-104.06], rs['Painting'/1269419, l='MpServer', x=2.94, y=66.50, z=-105.50], wj['entity.MinecartRideable.name'/1269458, l='MpServer', x=-88.50, y=11.50, z=-77.81], rs['Painting'/1269420, l='MpServer', x=2.94, y=66.50, z=-104.50], vg['Sheep'/1269440, l='MpServer', x=-12.47, y=64.50, z=-145.50], uv['Bat'/1269452, l='MpServer', x=20.22, y=44.00, z=-131.69], rk['entity.ItemFrame.name'/1269425, l='MpServer', x=-14.50, y=72.50, z=-129.94], rk['entity.ItemFrame.name'/1269424, l='MpServer', x=-15.06, y=67.50, z=-128.50], uy['Cow'/1269439, l='MpServer', x=-66.56, y=67.00, z=-93.38], vg['Sheep'/1269438, l='MpServer', x=-31.50, y=64.00, z=-61.50], rk['entity.ItemFrame.name'/1269410, l='MpServer', x=-9.94, y=77.50, z=-126.50], rs['Painting'/1269411, l='MpServer', x=-9.94, y=77.50, z=-125.50], rk['entity.ItemFrame.name'/1269408, l='MpServer', x=-6.06, y=77.50, z=-126.50], rk['entity.ItemFrame.name'/1269409, l='MpServer', x=-9.94, y=77.50, z=-124.50], rk['entity.ItemFrame.name'/1269414, l='MpServer', x=-15.06, y=67.50, z=-125.50], rk['entity.ItemFrame.name'/1269415, l='MpServer', x=-15.06, y=67.50, z=-125.50], rk['entity.ItemFrame.name'/1269412, l='MpServer', x=-15.50, y=72.50, z=-124.06], rk['entity.ItemFrame.name'/1269413, l='MpServer', x=-13.50, y=70.50, z=-126.94], rs['Painting'/1269418, l='MpServer', x=2.94, y=66.50, z=-106.50], rs['Painting'/1269419, l='MpServer', x=2.94, y=66.50, z=-105.50], ux['Chicken'/1269416, l='MpServer', x=-54.53, y=65.00, z=-104.42], rs['Painting'/1269417, l='MpServer', x=2.94, y=73.00, z=-109.00], rk['entity.ItemFrame.name'/1269422, l='MpServer', x=-9.94, y=71.50, z=-128.50], rk['entity.ItemFrame.name'/1269423, l='MpServer', x=-13.06, y=67.50, z=-129.50], rs['Painting'/1269420, l='MpServer', x=2.94, y=66.50, z=-104.50], rs['Painting'/1269421, l='MpServer', x=0.50, y=72.50, z=-104.06], rs['Painting'/1269393, l='MpServer', x=-8.50, y=66.50, z=-106.06], rs['Painting'/1269392, l='MpServer', x=-9.94, y=67.00, z=-109.00], rs['Painting'/1269395, l='MpServer', x=-9.94, y=75.00, z=-107.50], rs['Painting'/1269394, l='MpServer', x=-5.06, y=73.00, z=-109.00], rs['Painting'/1269397, l='MpServer', x=-36.50, y=71.00, z=-87.06], rs['Painting'/1269396, l='MpServer', x=-32.50, y=71.00, z=-87.06], rs['Painting'/1269399, l='MpServer', x=-34.50, y=73.50, z=-81.06], rs['Painting'/1269398, l='MpServer', x=-36.00, y=71.00, z=-90.94], rs['Painting'/1269401, l='MpServer', x=-33.06, y=73.50, z=-83.00], rs['Painting'/1269400, l='MpServer', x=-35.94, y=73.50, z=-83.00], vg['Sheep'/1269403, l='MpServer', x=-45.81, y=65.00, z=-122.44], rs['Painting'/1269402, l='MpServer', x=-37.94, y=71.50, z=-89.00], rk['entity.ItemFrame.name'/1269405, l='MpServer', x=-9.94, y=71.50, z=-126.50], rk['entity.ItemFrame.name'/1269404, l='MpServer', x=-9.94, y=71.50, z=-125.50], rk['entity.ItemFrame.name'/1269407, l='MpServer', x=-6.06, y=78.50, z=-126.50], rk['entity.ItemFrame.name'/1269406, l='MpServer', x=-9.94, y=71.50, z=-127.50], wb['item.tile.cloth.white'/1269384, l='MpServer', x=-29.06, y=64.13, z=-96.44], vg['Sheep'/1269385, l='MpServer', x=-21.47, y=64.50, z=-119.50], rs['Painting'/1269386, l='MpServer', x=-1.94, y=67.00, z=-108.00], rs['Painting'/1269387, l='MpServer', x=-1.94, y=73.00, z=-109.00], rs['Painting'/1269388, l='MpServer', x=-1.94, y=78.50, z=-107.50], rs['Painting'/1269389, l='MpServer', x=-9.94, y=75.00, z=-109.00], rs['Painting'/1269390, l='MpServer', x=-9.94, y=75.00, z=-110.50], rs['Painting'/1269391, l='MpServer', x=-8.50, y=67.00, z=-110.94]]
Retry entities: 0 total; []
Server brand: CraftBukkit
Server type: Non-integrated multiplayer server
Stacktrace:
at bka.a(SourceFile:289)
at azi.b(SourceFile:1952)
at azi.f(SourceFile:720)
at net.minecraft.client.main.Main.main(SourceFile:152)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
-- System Details --
Details:
Minecraft Version: 1.7.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_04, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 265281776 bytes (252 MB) / 811663360 bytes (774 MB) up to 1908932608 bytes (1820 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2G
AABB Pool Size: 613 (34328 bytes; 0 MB) allocated, 188 (10528 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
Launched Version: 1.7.4-OptiFine_HD_U_D1
LWJGL: 2.9.1
OpenGL: GeForce GTX 560M/PCIe/SSE2 GL version 4.3.0, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Packs: [Conquest_.zip, Conquest_grassfixoverlay.zip]
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 3172 (177632 bytes; 0 MB) allocated, 99 (5544 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
I've been consistently getting this every time I load my usual server when I have CTM enabled.
It appears to be something specific to that area because I've loaded my own maps and been on other servers and it hasn't crashed a single time. Google has been pretty useless (either that or my google-fu isn't as strong as it used to be).
I've tried a couple of other CTM packs, but nothing else has triggered the crash so it appears to be something in this particular pack that's throwing a wobbly. Any ideas of what may be causing it in this area? I really miss using the CTM encrusted goodness of this resource pack. ;-;
my guess is get rid of that painting
I did, but each time a new painting pops up in the log after re-enabling CTM and it crashes. I can't exactly go around tearing down everyone's paintings. :< I even updated Optifine to the latest version. But it appears to be only specific to this particular resource pack.
It's a really odd glitch.
Edit: Tried MCPatcher and it works fine, so it appears to be something borking between Optifine and the pack. Some textures derp though, Vines dont connect and iron bars go all wonky. I think this RP hates me. ;-;
One problem though, stained clay is very widely used as a smooth textured building block, often to color something in 1 smooth color on various maps and servers, but your stained clay is all over the place. It is very nicely done and wonderful to use on singleplayer, but I'd like it all to be orientated towards vanilla counterparts.
Also how do I get rid of wood slabs transforming into dirt/gravel slabs? I have structures with them and it is all dirty now.
Also CTM for planks is a little weird. The idea behind it is good but it does not work well when you use a lot of stairs and slabs in the structure. Here's an example of how inconsistent it is when I used tons slabs (entire floor) and stairs.
i found another bug : you have a assets\minecraft\mcpatcher\ctm\organic_and_soft_material\leaves\2.png.mcmeta.properties strange file that is doing crap with oak leaves.
Opaque oak leaves are overriten by this file.
Yes
Yes
Like you can see here, you will find runed sandstone giving you 24:4 or 24:6 sandstone blocks.