Hey, firstly on the current state of the 64x pack, it's almost ready. The Github was taken down late last year. and since I've been working on it offline.
Currently, I'm working on the 1.10 update which if everything goes to plan will be realised mid to late September. In a new thread of its own. Even if the pack isn't completely ready I'll be releasing everything so far at that point.
Hey, firstly on the current state of the 64x pack, it's almost ready. The Github was taken down late last year. and since I've been working on it offline.
Currently, I'm working on the 1.10 update which if everything goes to plan will be realised mid to late September. In a new thread of its own. Even if the pack isn't completely ready I'll be releasing everything so far at that point.
No worries, I was just wondering what happened. About the skybox thing, it was just my ignorance and stupidity that it is only apparent in swamp biomes. Everything works out as it should, I was just looking after the better-detailed items from the 64x pack, lol
No worries, I was just wondering what happened. About the skybox thing, it was just my ignorance and stupidity that it is only apparent in swamp biomes. Everything works out as it should, I was just looking after the better-detailed items from the 64x pack, lol
The swamp sky colour is a custom colour to give the swamp a dark theme.
I love the texture pack, and it's the one I'm using,. I would really really love to see a lighter colored wood though. The jungle and Dark Oak are very similar in color. Other than that, my fave texture pack
The Meaning of Life, the Universe, and Everything.
Join Date:
12/17/2010
Posts:
62
Member Details
Just needed to drop by and tell you that you have done amazing work with this ressource pack. All the textures, vanilla and IC2 are gorgeous. It was my main pack years back with my best friend.
I was wondering if you had any plan in the future to create shader support(bump map, etc)?
Rollback Post to RevisionRollBack
Scott : Dude! This thing claims I have mail.
Wallace : It's amazing what we can do with computers these days.
Scott : Dude! Now I'm reading it!
Wallace : So happy for you.
This may be considered outdated by no regards, but I am wondering if the texture authors still check the forum, if so I had no other way to contact you but I am hosting a small say 10 person private server and am hoping to use the JSTR Universal pack for minecraft 1.5.x this is due to the modpack we're using. I was hoping that the creators and maintainers would be okay with this and could provide me a server download link to put into the server properties file.
I was happy that this resource pack seemed to mesh well with the 100+ mods that I was running, and then I found out there was mod support! I found myself on the GitHub page, and noticed that there are some files that have been uploaded that aren't included in the "release" I guess you could call it, and I was wondering how to add those to the resource pack to load on my computer. I was able to download them from GitHub, (specifically ChocoCraft and Fossils and Archaeology among a few others) and after extracting them, extracting the resource pack folder, and placing them in correct folder within, then zipping it back up, it won't show on my minecraft game when trying to select it. Does anyone know how to fix this? Is there a step I missed, or did I do it completely wrong, as it was total guesswork lol. I'd appreciate any advice, and keep up the amazing work on this resource pack, all you lovely ladies and gents.
I was happy that this resource pack seemed to mesh well with the 100+ mods that I was running, and then I found out there was mod support! I found myself on the GitHub page, and noticed that there are some files that have been uploaded that aren't included in the "release" I guess you could call it, and I was wondering how to add those to the resource pack to load on my computer. I was able to download them from GitHub, (specifically ChocoCraft and Fossils and Archaeology among a few others) and after extracting them, extracting the resource pack folder, and placing them in correct folder within, then zipping it back up, it won't show on my minecraft game when trying to select it. Does anyone know how to fix this? Is there a step I missed, or did I do it completely wrong, as it was total guesswork lol. I'd appreciate any advice, and keep up the amazing work on this resource pack, all you lovely ladies and gents.
Nvm, found a more recent download that included them
I've done some updating to the 1.10 version of the modded repo. Since I'm playing the Hermitpack, I wanted the John Smith graphics updated, starting with Tinker's Construct. I've gotten most of the tools at least showing the main versions correctly. Paper, cactus and bone versions for some haven't been done, but getting the main types done was fairly easy due to the new system they use which creates the variations from a couple of graphics so you don't have to create a bajillion different graphics, one for each part in each material type. The drawback to this is you can't create custom variations for different materials, but that's a small price to pay for getting the graphics updated.
One minor issue I found though, is that the mod creates some of the casting plates on the fly from the graphics supplied for the part. For instance, the excavator head, since the graphic that is used to show the part on the tool once it's built is the same graphic that is used to "punch out" a hole in the casting plate in the smelter table, it's off center for some reason, and when you cast the part, the resulting cast piece is in the center of the table. Not sure why this happens, the default graphics don't do this, the only thing I can think of is that the mod isn't expecting 32x32 graphic files and doesn't center the cast plate graphic properly. So, most of the cast parts will not appear correct in the cast when they are on the table, but will appear correct everywhere else. If someone knows or can figure out why this happens, then please let me know and I'll see if I can fix it. It's not a huge deal as you pretty much grab the cast as soon as it's done, but for those who like everything exact and perfect, it might be bothersome.
I used the old icons graphics file to create some base parts for items that I don't think have ever been done like the battle sign and frypan. These only have the base graphics and don't have many or any modifiers done. Some of the modifiers are new and none of these have been done, like shulking. I left the files from the old icons file in the folders for the ones I created for anyone who wants to continue making new parts.
I've also updated the Industrial Craft 2 graphics, which mostly just needed some cleanup of old outdated files, and renaming of some files and folders, I didn't create anything there that I recall, it was a pretty simple transfer.
I haven't done a pull request on this to add it to the main repo, because of the issues with the Tinker's casting plates, if I get word that isn't a problem I'll do the pull request to have it added to the main repo, but anyone interested in grabbing these and adding them manually to your texture pack, then you can grab the files here https://github.com/DwellerBenthos/JSTR-Modded-1.10.x and integrate them in your current texture pack, just follow the folder structure in the pack, not in the repo download.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
This is just simple amazing¨I really love this sourcepack, but! I have mods installed that change the grass color in some locations (liek thaumcraft) which is overwritten by the grasstextures in this package. I am not asking for additional textures, more over I want to know which files within the zip file I need to delete so the grass blocks won't be overwritten with another texture. I would really appreciate it if someone could answer me. I do love the grass textures but it's really bothering me that I can't see color differences caused by thaumcraft
Grass color is controlled by a separate file, it's located in this folder:
assets\minecraft\textures\colormap
and called "grass.png" - I think if you just delete that from the pack, it should go back to using the default, which I guess Thaumcraft over rides somehow? I haven't played a pack with Thaumcraft since Blightfall, and wasn't aware it changed grass color anywhere.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
Thank you, I'll try this out and let you know. There are some Obelisks in Thaumcraft, and if you just let them be within your range the grass starts to turn darker and darker till it's black while it expands over time. There are some trees in thaumcraft as well which grow in kinda teal colored bioms, and if you plant one on normal grass the grass surrounding the tree changes it's color to this tealish color as well. There are probably even more things but I am kinda new to thaumcraft as well and still exploring, but those are both things not visible with this package
So I deleted the colormap along with the grass texture since there was no diffrence when only deleting the color map, now my grass looks like this http://666kb.com/i/ddx3rrmgc654c74sg.jpg I don't know if I did something wrong, but on the sides is the color it's supposed to have, and on top it's green, I dunno where this green comes from :/
The grass texture should stay in the pack, I think it's just a gray texture that should get colored by the color map. Not sure what the issue is there. If you're using the John Smith technician's pack for modded, it could be that the Thaumcraft texture for grass, or it's color map, is out of date. I don't have it here to check. Look for the the thaumcraft folder and see what's there. You may need to put back the color map in the main John Smith texture pack.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
I am trying to find a 64x JohnSmith legacy for v1.10.2 and that goes same for mod support of most famous mods following: Biome O' Plenty, Tinkers Construct 2, Storage Drawer, Botania.
I would like to try and see if i can turn 64x into a 128x, but please let me know if thats possible or not.
I just though I would post that have started a new thread for only the vanilla pack, so this thread should evolve into a John Smith Modded thread only.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/23/2016
Posts:
370
Location:
Everywhere and nowhere.
Minecraft:
Platinum_Fox
Member Details
This looks really sweet. I have a few questions though. I've never used a resource pack with mods before so will I be able to download this and use it with certain mods that I have or is it only for mod packs? Is there a list anywhere that I can view where I can see what mods this resource pack supports to see if it has all/most of the mods I use? Thank you for your time.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/23/2016
Posts:
370
Location:
Everywhere and nowhere.
Minecraft:
Platinum_Fox
Member Details
Ignore my comment above as after some searching I have found the answers. However while this supports almost every mod I use is there a patch out there that supports galacticraft and the galaxy space mod? I would really like to start using a resource pack for my modded adventures but As i think most people would agree that no one wants to play with only half their game textured and the other half not textured.
@12Kenzy_1999
Hey, firstly on the current state of the 64x pack, it's almost ready. The Github was taken down late last year. and since I've been working on it offline.
Currently, I'm working on the 1.10 update which if everything goes to plan will be realised mid to late September. In a new thread of its own. Even if the pack isn't completely ready I'll be releasing everything so far at that point.
No worries, I was just wondering what happened. About the skybox thing, it was just my ignorance and stupidity that it is only apparent in swamp biomes. Everything works out as it should, I was just looking after the better-detailed items from the 64x pack, lol
The swamp sky colour is a custom colour to give the swamp a dark theme.
https://www.johnsmithlegacy.co.uk/ - John Smith Legacy for Minecraft
Just curious if anyone has done any textures for the Quark mod? It's like an extended vanilla.
I love the texture pack, and it's the one I'm using,. I would really really love to see a lighter colored wood though. The jungle and Dark Oak are very similar in color. Other than that, my fave texture pack
Just needed to drop by and tell you that you have done amazing work with this ressource pack. All the textures, vanilla and IC2 are gorgeous. It was my main pack years back with my best friend.
I was wondering if you had any plan in the future to create shader support(bump map, etc)?
Wallace : It's amazing what we can do with computers these days.
Scott : Dude! Now I'm reading it!
Wallace : So happy for you.
This may be considered outdated by no regards, but I am wondering if the texture authors still check the forum, if so I had no other way to contact you but I am hosting a small say 10 person private server and am hoping to use the JSTR Universal pack for minecraft 1.5.x this is due to the modpack we're using. I was hoping that the creators and maintainers would be okay with this and could provide me a server download link to put into the server properties file.
Thank you so much
It takes a lot of love and patience to use technology, I find myself relearning this fact on a daily basis -Isaac J Rose-Wenze
I was happy that this resource pack seemed to mesh well with the 100+ mods that I was running, and then I found out there was mod support! I found myself on the GitHub page, and noticed that there are some files that have been uploaded that aren't included in the "release" I guess you could call it, and I was wondering how to add those to the resource pack to load on my computer. I was able to download them from GitHub, (specifically ChocoCraft and Fossils and Archaeology among a few others) and after extracting them, extracting the resource pack folder, and placing them in correct folder within, then zipping it back up, it won't show on my minecraft game when trying to select it. Does anyone know how to fix this? Is there a step I missed, or did I do it completely wrong, as it was total guesswork lol. I'd appreciate any advice, and keep up the amazing work on this resource pack, all you lovely ladies and gents.
Nvm, found a more recent download that included them
I've done some updating to the 1.10 version of the modded repo. Since I'm playing the Hermitpack, I wanted the John Smith graphics updated, starting with Tinker's Construct. I've gotten most of the tools at least showing the main versions correctly. Paper, cactus and bone versions for some haven't been done, but getting the main types done was fairly easy due to the new system they use which creates the variations from a couple of graphics so you don't have to create a bajillion different graphics, one for each part in each material type. The drawback to this is you can't create custom variations for different materials, but that's a small price to pay for getting the graphics updated.
One minor issue I found though, is that the mod creates some of the casting plates on the fly from the graphics supplied for the part. For instance, the excavator head, since the graphic that is used to show the part on the tool once it's built is the same graphic that is used to "punch out" a hole in the casting plate in the smelter table, it's off center for some reason, and when you cast the part, the resulting cast piece is in the center of the table. Not sure why this happens, the default graphics don't do this, the only thing I can think of is that the mod isn't expecting 32x32 graphic files and doesn't center the cast plate graphic properly. So, most of the cast parts will not appear correct in the cast when they are on the table, but will appear correct everywhere else. If someone knows or can figure out why this happens, then please let me know and I'll see if I can fix it. It's not a huge deal as you pretty much grab the cast as soon as it's done, but for those who like everything exact and perfect, it might be bothersome.
I used the old icons graphics file to create some base parts for items that I don't think have ever been done like the battle sign and frypan. These only have the base graphics and don't have many or any modifiers done. Some of the modifiers are new and none of these have been done, like shulking. I left the files from the old icons file in the folders for the ones I created for anyone who wants to continue making new parts.
I've also updated the Industrial Craft 2 graphics, which mostly just needed some cleanup of old outdated files, and renaming of some files and folders, I didn't create anything there that I recall, it was a pretty simple transfer.
I haven't done a pull request on this to add it to the main repo, because of the issues with the Tinker's casting plates, if I get word that isn't a problem I'll do the pull request to have it added to the main repo, but anyone interested in grabbing these and adding them manually to your texture pack, then you can grab the files here https://github.com/DwellerBenthos/JSTR-Modded-1.10.x and integrate them in your current texture pack, just follow the folder structure in the pack, not in the repo download.
D_B
To tell them how to live is to prevent them living.
This is just simple amazing¨I really love this sourcepack, but! I have mods installed that change the grass color in some locations (liek thaumcraft) which is overwritten by the grasstextures in this package. I am not asking for additional textures, more over I want to know which files within the zip file I need to delete so the grass blocks won't be overwritten with another texture. I would really appreciate it if someone could answer me. I do love the grass textures but it's really bothering me that I can't see color differences caused by thaumcraft
Grass color is controlled by a separate file, it's located in this folder:
assets\minecraft\textures\colormap
and called "grass.png" - I think if you just delete that from the pack, it should go back to using the default, which I guess Thaumcraft over rides somehow? I haven't played a pack with Thaumcraft since Blightfall, and wasn't aware it changed grass color anywhere.
D_B
To tell them how to live is to prevent them living.
Thank you, I'll try this out and let you know. There are some Obelisks in Thaumcraft, and if you just let them be within your range the grass starts to turn darker and darker till it's black while it expands over time. There are some trees in thaumcraft as well which grow in kinda teal colored bioms, and if you plant one on normal grass the grass surrounding the tree changes it's color to this tealish color as well. There are probably even more things but I am kinda new to thaumcraft as well and still exploring, but those are both things not visible with this package
So I deleted the colormap along with the grass texture since there was no diffrence when only deleting the color map, now my grass looks like this http://666kb.com/i/ddx3rrmgc654c74sg.jpg I don't know if I did something wrong, but on the sides is the color it's supposed to have, and on top it's green, I dunno where this green comes from :/
The grass texture should stay in the pack, I think it's just a gray texture that should get colored by the color map. Not sure what the issue is there. If you're using the John Smith technician's pack for modded, it could be that the Thaumcraft texture for grass, or it's color map, is out of date. I don't have it here to check. Look for the the thaumcraft folder and see what's there. You may need to put back the color map in the main John Smith texture pack.
D_B
To tell them how to live is to prevent them living.
Yes I have the pack for modded. I'll look into this as soon as I have time and if I find a solution I'll post it here. Thank you for your support
Hello,
I am trying to find a 64x JohnSmith legacy for v1.10.2 and that goes same for mod support of most famous mods following: Biome O' Plenty, Tinkers Construct 2, Storage Drawer, Botania.
I would like to try and see if i can turn 64x into a 128x, but please let me know if thats possible or not.
I just though I would post that have started a new thread for only the vanilla pack, so this thread should evolve into a John Smith Modded thread only.
http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/2705997-john-smith-legacy-for-vanilla-minecraft
Also I released a few updates to the John Smith Legacy and the JimStoneCraft Edition including the Minecraft 1.11.2 release.
https://www.johnsmithlegacy.co.uk/ - John Smith Legacy for Minecraft
This looks really sweet. I have a few questions though. I've never used a resource pack with mods before so will I be able to download this and use it with certain mods that I have or is it only for mod packs? Is there a list anywhere that I can view where I can see what mods this resource pack supports to see if it has all/most of the mods I use? Thank you for your time.
Ignore my comment above as after some searching I have found the answers. However while this supports almost every mod I use is there a patch out there that supports galacticraft and the galaxy space mod? I would really like to start using a resource pack for my modded adventures but As i think most people would agree that no one wants to play with only half their game textured and the other half not textured.