I spent an entire month on horses. I hate them now too. They really are one of the hardest things to texture. Not to mention the overlapping bits...
I do simplify things quite a bit. Wherever a tile is repeated in multiple ctm methods, i make sure to just use that one tile, rather than adding a copy of it.
However, i don't think that's quite the case, since it runs at 58-60 fps for me unless it's actively loading chunks. Even then, there's only momentary stuttering when the world is first loaded. But i do have a rather powerful system that i custom built.
Here's a high stress example. Furthest possible render distance, during a storm, max graphical settings, still getting 58-60 fps. It dips a little whenever lightning hits for some reason, but otherwise it's going fine. So i don't think i've hit any limit.
Notice the amount of memory i have allocated however almost 2gb, before i did that, i was getting maybe 30-40fps.
See, I don't see what people are complaining about. If you're computer isn't beefy enough to run it, then don't. I don't have any problems getting 75 FPS with ~1GB allocated.
Yay, I'm not dead! \o/
What's everyone been up to around here? I've seen things about red stone and tapered cacti, and it's all very scary. I hope they haven't added a ton of new textures, but I'm probably wrong.
Yay, I'm not dead! \o/
What's everyone been up to around here? I've seen things about red stone and tapered cacti, and it's all very scary. I hope they haven't added a ton of new textures, but I'm probably wrong.
Yay, I'm not dead! \o/
What's everyone been up to around here?
'twas less about you being dead and more about myself not having textured anything for a very long time and now coming back pretty much on impulse. Impulsion like that means the texturing for my new pack (32x cartoon pixel art, will probably be named Second Rising (if it gets released (parentheses()))) may be a temporary fascination, but hopefully I actually finish the pack.
As Taiine said, it's hard to know what you do and don't already know about to inform you of recent feature additions. I think most of the new stuff in this update has been commands and redoing the enchantment system, but the most important things for texturing are giving custom models to blocks, the new stone types, and the new skin format.
@Taiine/@Epiclink: For reference, my last experience with minecraft was 1.7.3, so anything after that is new to me. But it makes me very happy to hear that we haven't gotten a gigantic texture dump again.
It's hard playing catch-up with some of my packs when the amount I have left to do keeps increasing....
They added 3 new stones that spawn naturally as well as corresponding smooth variants and an iron trapdoor. That's all the necessary textures for 1.8 IIRC. There's a whole bunch of random stuff with custom block models that lets you do some cool stuff but it's still not a complete feature so it's not really worth fussing about at the moment.
EDIT: Oh yea, couple of gui additions and changes too. (adding an extra slot to the enchantment gui as well as a lock icon to lock difficulties for a world)
I cant wait for the lock difficulty to come in and play, although I don't think that would fully mean I can do away with my 'peaceful' check. (Never de-spawning zombie on pressure plate, long as he there all good, if gone trigger redstone to repeat a message warning of the oopsy)
I accidentally locked a survival world on peaceful so it's a little buggered now. Make sure you double check before you accept to lock it!
Got a couple of questions for you guys though: 1. Does anybody have a template or guide for that new biome colouring thing that kahr and misa worked on? If so, what's the file called?
2. Anybody remember how to disable biome colouring for reeds with MCPatcher? I know you can do it with the block models (and I have done so) but MCPatcher is overwriting it and adding the biome colouring back in and I remember kahr added a way for us to disable it through MCPatcher too.
EDIT: Also, is it just me or are vines invisible from the back in 14w08a for you guys too? (with MCPatcher or without, mine are with, have no idea if they are without too)
I think with NBT editing you can change the lock on worlds, such is going to be useful for editing/playtesting/back to editing.
My biggest issue is trying to find away to 'reset' traps, redstone and such.
I did away fully with the tulips in my pack, with the power of language file editing I now have fully new flowers instead of four of the same thing recolored. xD
Yea, I have the normal triangle but there's a completely new format (it had all the biomes listed down the bottom, one pixel column width per biome) and then the height all the way from 0-255 going upwards. I can't find anything for though. >.>
Gotta say too, dem flowers are absolutely gorgeous, and great idea with renaming stuff. I actually forgot about using language files to change the flowers, I'm actually going to go do the same thing right now because I hate having 4 tulips (even if they are different textures).
Thanks for the help anyways though, taiine!
Edit: Haven't checked twitter in forever but just noticed this:
Was thinking of doing the same thing for the new stone types as well... something that makes more sense but similar color type.
Oh you mean the new MCPATCHER format? I never found it myself. I see many packs using it, but with out a template it's a little hard to sort out wtf's going on in the silly thing. Even in Mesa's old topic I cant find it.
They added 3 new stones that spawn naturally as well as corresponding smooth variants and an iron trapdoor. That's all the necessary textures for 1.8 IIRC. There's a whole bunch of random stuff with custom block models that lets you do some cool stuff but it's still not a complete feature so it's not really worth fussing about at the moment.
EDIT: Oh yea, couple of gui additions and changes too. (adding an extra slot to the enchantment gui as well as a lock icon to lock difficulties for a world)
You also forgot slime blocks and the icon for invisible blocks.
Oh derp, yea, I meant the MCPatcher one... I really shoulda specified that!
And yes, it seems I did forget them too. I never use either so that's probably why... (how do you even get barrier blocks in-game, do you need to spawn one with console commands?)
I've hunted for a template to the new mcpatcher biome maps, but the only thing I find is the default image for it that tells me squot on what all them lines mean.
I've hunted for a template to the new mcpatcher biome maps, but the only thing I find is the default image for it that tells me squot on what all them lines mean.
Each vertical line represents a biome, you can tell which biome they are by looking at this list and counting the pixels across. Count starts from 0 and for every biome ID, there is a column.
ID list: http://minecraft.gam...alues#Biome_IDs
The reason they are columns is because each row represents a block height in-game. Since the world height is 256, the image is 256 pixels high. So this means you can fine tune exactly what you want each biome to look like at any height by editing the respective biomes column.
See, I don't see what people are complaining about. If you're computer isn't beefy enough to run it, then don't. I don't have any problems getting 75 FPS with ~1GB allocated.
Yay, I'm not dead! \o/
What's everyone been up to around here? I've seen things about red stone and tapered cacti, and it's all very scary. I hope they haven't added a ton of new textures, but I'm probably wrong.
1.8 added about 8 new textures. 6 of which are just new types of stone. 3 new stone types, 3 polished varients of those.
Then there's the slime block, which is basically the slime mob, but in a placeable block form, and iron trap doors.
Hi Steelfeathers!
There's yet more to come!
See, I don't see what people are complaining about. If you're computer isn't beefy enough to run it, then don't. I don't have any problems getting 75 FPS with ~1GB allocated.
I've been here for a loooooooooong time.
Yay, I'm not dead! \o/
What's everyone been up to around here? I've seen things about red stone and tapered cacti, and it's all very scary. I hope they haven't added a ton of new textures, but I'm probably wrong.
Well in 1.8 new stones are coming, so...
I've been here for a loooooooooong time.
'twas less about you being dead and more about myself not having textured anything for a very long time and now coming back pretty much on impulse. Impulsion like that means the texturing for my new pack (32x cartoon pixel art, will probably be named Second Rising (if it gets released (parentheses()))) may be a temporary fascination, but hopefully I actually finish the pack.
As Taiine said, it's hard to know what you do and don't already know about to inform you of recent feature additions. I think most of the new stuff in this update has been commands and redoing the enchantment system, but the most important things for texturing are giving custom models to blocks, the new stone types, and the new skin format.
Edit: You not being dead is good too, though!
There's yet more to come!
It's hard playing catch-up with some of my packs when the amount I have left to do keeps increasing....
EDIT: Oh yea, couple of gui additions and changes too. (adding an extra slot to the enchantment gui as well as a lock icon to lock difficulties for a world)
Got a couple of questions for you guys though: 1. Does anybody have a template or guide for that new biome colouring thing that kahr and misa worked on? If so, what's the file called?
2. Anybody remember how to disable biome colouring for reeds with MCPatcher? I know you can do it with the block models (and I have done so) but MCPatcher is overwriting it and adding the biome colouring back in and I remember kahr added a way for us to disable it through MCPatcher too.
EDIT: Also, is it just me or are vines invisible from the back in 14w08a for you guys too? (with MCPatcher or without, mine are with, have no idea if they are without too)
My biggest issue is trying to find away to 'reset' traps, redstone and such.
I did away fully with the tulips in my pack, with the power of language file editing I now have fully new flowers instead of four of the same thing recolored. xD
as for 1.
Thats the only one I have.
and 2.
.... I had it but I cant find it... wtf...
Gotta say too, dem flowers are absolutely gorgeous, and great idea with renaming stuff. I actually forgot about using language files to change the flowers, I'm actually going to go do the same thing right now because I hate having 4 tulips (even if they are different textures).
Thanks for the help anyways though, taiine!
Edit: Haven't checked twitter in forever but just noticed this:
Next snapshot should be interesting!
Oh you mean the new MCPATCHER format? I never found it myself. I see many packs using it, but with out a template it's a little hard to sort out wtf's going on in the silly thing. Even in Mesa's old topic I cant find it.
And yes, it seems I did forget them too. I never use either so that's probably why... (how do you even get barrier blocks in-game, do you need to spawn one with console commands?)
EDIT: I just found that there's a tonne of info about the new format in the MCPatcher OP. Link here for anyone who's interested: https://bitbucket.org/prupe/mcpatcher/wiki/Biome_Palettes_(Grid)
There's also info about fixing reeds here too: https://bitbucket.org/prupe/mcpatcher/wiki/Biome_Palettes
Each vertical line represents a biome, you can tell which biome they are by looking at this list and counting the pixels across. Count starts from 0 and for every biome ID, there is a column.
ID list: http://minecraft.gam...alues#Biome_IDs
The reason they are columns is because each row represents a block height in-game. Since the world height is 256, the image is 256 pixels high. So this means you can fine tune exactly what you want each biome to look like at any height by editing the respective biomes column.
Hope that explained it a bit!
1.8 added about 8 new textures. 6 of which are just new types of stone. 3 new stone types, 3 polished varients of those.
Then there's the slime block, which is basically the slime mob, but in a placeable block form, and iron trap doors.
So far, that's it for 1.8.
I'll just make it invisible, so it's just as frustrating to place as it is when you forget where you put it.