Erm... if you cannot install Optifine and MCpatcher together, what have I been using for the last few months? You install Optifine Light using MCPatcher.
Oh no, not at all. This was just a side project to play with the concepts of Patch Packs.
I have another one planned for "Gridless Glass". My default glass also uses CTM, so calling it "Connected Glass" wouldnt make much sense. But it will remove the glowly alpha grid around the blocks.
That one will be fairly easy to make, so I may do it here sometime this or next week.
Oh no, not at all. This was just a side project to play with the concepts of Patch Packs.
I have another one planned for "Gridless Glass". My default glass also uses CTM, so calling it "Connected Glass" wouldnt make much sense. But it will remove the glowly alpha grid around the blocks.
That one will be fairly easy to make, so I may do it here sometime this or next week.
The Meaning of Life, the Universe, and Everything.
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7/1/2011
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megataconinja
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OMG! This has to be my 2nd favorite resource pack. right under Sphax PureBDCraft
Also for your next one i am thinking mushrooms. you know how there are mooshrooms?
what about the same for pigs! and chickens! and even creepers! everything about mushrooms! make flowers a different species of mushroom! make grass myceliem (or however you spell it) and trees mushrooms! each one a different type! If you could do this I would be SUPER grateful as i am making an mc movie and i need something like that.
So when will the mobs be affected with your artwork? If I could give some advice with them I would not put too much blood with the zombies. They are scary enough as it is with them seeing you 100 blocks away. I also love your pack and how everything seems perfectly random. I was looking at the trees and seeing the random placement of knots and how the grass...... I could keep going. lol. Thanks for your talent.
So when will the mobs be affected with your artwork? If I could give some advice with them I would not put too much blood with the zombies. They are scary enough as it is with them seeing you 100 blocks away. I also love your pack and how everything seems perfectly random. I was looking at the trees and seeing the random placement of knots and how the grass...... I could keep going. lol. Thanks for your talent.
Mobs should be coming shortly after some of the stuff currently on my plate is completed (or near complete).
Currently on my plate before I will start mobs:
- Finish /blocks/ (This includes all in-game objects, like flowers, blocks, etc. Basically any object placed in game)
- Finish /items/ (Probably be done around when /blocks/ is)
- Finish the GUI (Mostly cleanup, it's almost done. Just need to do the Creative Mode GUI and some scattered icons)
- Finish Particles (Basically done, just a handful here and there I haven't gotten to)
..and I believe that's it, after those things are done, I'll probably get cracking on mobs.
..and no, they won't be too scary/bloody.. I'm shooting for a sort of Tim Burton-kinda style mobs. But we'll see!
Beacons are messed up entirely It looks like MCPatcher is not applying alpha blending to the glass when it is a beacon. Not sure if it is MCPather's problem or the pack's problem but either way it is annoying
Beacons are messed up entirely It looks like MCPatcher is not applying alpha blending to the glass when it is a beacon. Not sure if it is MCPather's problem or the pack's problem but either way it is annoying
Yeah, I just saw that today. I'm not sure either, my old Beacons worked fine in 1.6, I suspect the problem comes from whatever bug is also causing the panes to be solid instead of rendering with partial transparency like the new blocks do.
Hopefully it's just an MCPatcher issue, if it's an MC issue we probably won't see it fixed until 1.15.
Worst case (and hopefully not) that I have to do if it's an MC issue, is remove the partial transparency from panes. But beacons, I'm not sure how to handle. :/
Yeah, I just saw that today. I'm not sure either, my old Beacons worked fine in 1.6, I suspect the problem comes from whatever bug is also causing the panes to be solid instead of rendering with partial transparency like the new blocks do.
Hopefully it's just an MCPatcher issue, if it's an MC issue we probably won't see it fixed until 1.15.
Worst case (and hopefully not) that I have to do if it's an MC issue, is remove the partial transparency from panes. But beacons, I'm not sure how to handle. :/
Well beacons never worked the way they should. Instead of alpha blended glass it has always been the standard wireframe that one would get without MCPatcher installed.
Upon further inspection I seem to have found the issue. In the default texture folder the texture of glass used to be a wireframe without much frills to it; in the 1.7 updates you changed this to a semi-transparent default texture that will not work at all. I would therefore suggest a wireframe for the default glass textures (the ones used for those without MCPatcher) and keep the ctm as is so that those with MCPatcher will see no other effects. That is just my two cents, I thought it would help
Well beacons never worked the way they should. Instead of alpha blended glass it has always been the standard wireframe that one would get without MCPatcher installed.
Upon further inspection I seem to have found the issue. In the default texture folder the texture of glass used to be a wireframe without much frills to it; in the 1.7 updates you changed this to a semi-transparent default texture that will not work at all. I would therefore suggest a wireframe for the default glass textures (the ones used for those without MCPatcher) and keep the ctm as is so that those with MCPatcher will see no other effects. That is just my two cents, I thought it would help
Ah, yeah. You are correct. I forgot the old beacon didn't render the alpha layer at all, and I previously just used the wireframe for the placeholder.
Only reason I switched to the glass itself was for your inventory view (without it, panes look like fugley square boxes! :/ ). I'll switch it back next update until a solution is found.
EDIT: Put back to how it was in 1.6, you should see it next time I update the main pack! I may have to just use CIT to override the texture in the inventory, since the the only real reason for the swap out was because it makes Glass Panes look silly in the inventory.
The second Official SixtyGig Patch Pack to be completed! Simply download it, and load it on top of SixtyGig in Minecraft, and enjoy the new seamless glass!
This pack removes the alpha layer's grid pattern in the blocks, taking it away from faithful but making it more seamless in appearance.
IMPORTANT NOTICE: Due to some issues with the beta build of MCPatcher, Glass Panes are currently bugged! This is a known issue and will hopefully be resolved once MCPatcher is updated!
Oh no, not at all. This was just a side project to play with the concepts of Patch Packs.
I have another one planned for "Gridless Glass". My default glass also uses CTM, so calling it "Connected Glass" wouldnt make much sense. But it will remove the glowly alpha grid around the blocks.
That one will be fairly easy to make, so I may do it here sometime this or next week.
Oh I see, it's nice xD variety is always good :3
Also for your next one i am thinking mushrooms. you know how there are mooshrooms?
what about the same for pigs! and chickens! and even creepers! everything about mushrooms! make flowers a different species of mushroom! make grass myceliem (or however you spell it) and trees mushrooms! each one a different type!
If you could do this I would be SUPER grateful as i am making an mc movie and i need something like that.
I'm actually your grandfather in disguise.
Bunches of items!
- Rotten Flesh
- Sign (Item)
- Clay Ball
- Fireworks
- Repeater (Item)
- Comparator (Item)
Mobs should be coming shortly after some of the stuff currently on my plate is completed (or near complete).
Currently on my plate before I will start mobs:
- Finish /blocks/ (This includes all in-game objects, like flowers, blocks, etc. Basically any object placed in game)
- Finish /items/ (Probably be done around when /blocks/ is)
- Finish the GUI (Mostly cleanup, it's almost done. Just need to do the Creative Mode GUI and some scattered icons)
- Finish Particles (Basically done, just a handful here and there I haven't gotten to)
..and I believe that's it, after those things are done, I'll probably get cracking on mobs.
..and no, they won't be too scary/bloody.. I'm shooting for a sort of Tim Burton-kinda style mobs. But we'll see!
You either:
A ) Don't have MCPatcher installed.
or..
B ) Are looking at glass panes, that are currently bugged in MCPatcher/1.7.2, and should be fixed soonish
Yeah, I just saw that today. I'm not sure either, my old Beacons worked fine in 1.6, I suspect the problem comes from whatever bug is also causing the panes to be solid instead of rendering with partial transparency like the new blocks do.
Hopefully it's just an MCPatcher issue, if it's an MC issue we probably won't see it fixed until 1.15.
Worst case (and hopefully not) that I have to do if it's an MC issue, is remove the partial transparency from panes. But beacons, I'm not sure how to handle. :/
More items! (..and all the dyes!)
- All Dyes
- Lapis (Item)
- Wheat (Item)
- Ink Sac (Item)
- Cocoa Beans (Item)
- Bonemeal
Upon further inspection I seem to have found the issue. In the default texture folder the texture of glass used to be a wireframe without much frills to it; in the 1.7 updates you changed this to a semi-transparent default texture that will not work at all. I would therefore suggest a wireframe for the default glass textures (the ones used for those without MCPatcher) and keep the ctm as is so that those with MCPatcher will see no other effects. That is just my two cents, I thought it would help
Ah, yeah. You are correct. I forgot the old beacon didn't render the alpha layer at all, and I previously just used the wireframe for the placeholder.
Only reason I switched to the glass itself was for your inventory view (without it, panes look like fugley square boxes! :/ ). I'll switch it back next update until a solution is found.
EDIT: Put back to how it was in 1.6, you should see it next time I update the main pack! I may have to just use CIT to override the texture in the inventory, since the the only real reason for the swap out was because it makes Glass Panes look silly in the inventory.
Patch Pack: Connected Ore Blocks (Primary)
(Mirror)
This pack removes the alpha layer's grid pattern in the blocks, taking it away from faithful but making it more seamless in appearance.
IMPORTANT NOTICE: Due to some issues with the beta build of MCPatcher, Glass Panes are currently bugged! This is a known issue and will hopefully be resolved once MCPatcher is updated!
EDIT: I figured It out.