Hi Misa. I just now tried out your texture pack for the first time. It's awesome; almost makes this into a different game. I was a big fan of the GeruDoku pack, but I think that's going to change now :biggrin.gif:
The only things that immediately stood out to me as I started playing were that the buckets are paint cans, which looked odd in my eyes, and the water seems to be kinda flat. Like, it's texture is too faint and the color too bland. Too much green in it.
Also, the sprite for the bow and the hoe in the inventory boxes seems a little too thin. Like pieces of them disappear and blend in with the inventory screen depending on where they're placed. Haven't noticed it with anything else yet, though.
Very minor, but I thought I'd try to give feedback anyway. Sorry if it's unwanted. Great job and I look forward to continuing to use this pack.
The custom animated water and lava requires the HD texture fix patcher to be updated to work with the latest version. (They all worked fine with 1.2.2)
I can install custom liquids just fine with 1.2.3 (but I'm using an older McPatcher file 1.1.7), it's just that the custom still water doesn't animate. So I guess a newer version of the MCPatcher would have that working, but it can't be used right now without crashing? Is that what you're saying?
The wrought iron grid texture for glass is still available within terrain.png. You simply need to copy and paste it over the default glass in any graphics editor that supports alpha transparency.
Ok, yeah I tried it with MSpaint but I got a bunch of black backgrounds on sprites when saving the file that way. Guess I'll use Photoshop instead.
Hi, luv your texture pack, aswell as the reskinning of the equipment and mobs, they look excellent,
Questions and sugestions;
(1) I was wondering if you might consider also doing your pack as a 128x128 bit texure pack aswell?
(2) I wanted to ask if you could re-skin the light mob as wild animals skins? instead of the farm yard skins,
A cow becomes a Yak, a sheep becomes a Wild goat, chickens become wild ducks, pigs are wild boars? it would also make them a bit harder to find aswell.
Thanks for reading this Misa, keep up the great work, I'm looking forwards to your updates as much as Notch's.
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"Ya'know if you throw in a couple of creepers, you might have the crowds attention."
The Meaning of Life, the Universe, and Everything.
Join Date:
11/12/2010
Posts:
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Member Details
Just wanted to drop into the thread and offer a thank you for your amazing work. I spent a long time trying to choose a texture pack which suited me, and this one eventually won out. Although your cobblestone is still ugly (many packs make it quite nice!) I've come to see it as a good thing: it forces me to use other materials and diversify my projects. A good thing if I ever go back to normal textures--if I went with a texture pack where cobblestone looked nice and reverted back to normal, everything would look terrible!
Absolutely love the range of color in foliage, btw!
(1) I was wondering if you might consider also doing your pack as a 128x128 bit texure pack aswell?
(2) I wanted to ask if you could re-skin the light mob as wild animals skins? instead of the farm yard skins,
A cow becomes a Yak, a sheep becomes a Wild goat, chickens become wild ducks, pigs are wild boars? it would also make them a bit harder to find aswell.
1. Already addressed:
Quote from Misa »
Not at this time. Maybe one day down the road. It'd take more work to re-size this pack to a higher resolution than to build a new one. If Notch or some modder adds normal map support(bump maps), radiosity and actual dynamic lighting then I'll definitely be working on a new pack! For now though, I'm happy and perfectly comfortable with 64x64.
2. Interesting idea, but probably too much work for something I probably wouldn't use myself. While this is a realistic pack, I do try to keep it pretty vanilla. If it were low-res I'd have no problem doing some simple pixel art changes for it as an alternate pack, but at 4x res it's really a lot of work I'd have to do from scratch again.
Quote from blubje »
i try to install it but when i start my game i get black screen pleassse help
There's a thread search feature that'd give you more insight on this issue. The short answer though is to follow the installation instructions on the first page.
Quote from afterglowefx »
Although your cobblestone is still ugly (many packs make it quite nice!) I've come to see it as a good thing: it forces me to use other materials and diversify my projects.
At it's default it's intentionally made to match the vanilla version of the game for the reason you mentioned. However I have provided alternate art for those who prefer smoother, rectangular stone blocks within terrain.png which people can copy and paste over the current cobblestone(in an editor that supports alpha transparency, ie: not MS Paint.). There's an app somewhere on the forums that does this without the need of a graphic editor(I forget the name though). I personally don't use it myself, but I don't mind accommodating those that do.
It's my plan to include a lot more alternate resources in terrain.png so people can better customize the pack to their liking while still maintaining the basic theme I'm going for. A few things I've been working on for next patch are things like alternate vanilla-esque flowers, darker bricks, redstone piping and watermelons to replace pumpkins for when they go out of season. I'm always on the lookout for new practical suggestions for things to add to this alternate set of tiles.
-- BEGIN ERROR REPORT a1dce528 --------
Generated 26/11/10 18:50
Minecraft: Minecraft Alpha v1.2.3_04
OS: Windows XP (x86) version 5.1
Java: 1.6.0_21, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 9400 GT/PCI/SSE2 version 2.1.2, NVIDIA Corporation
java.nio.BufferOverflowException
at java.nio.DirectByteBuffer.put(Unknown Source)
at java.nio.ByteBuffer.put(Unknown Source)
at ft.a(SourceFile:148)
at ft.a(SourceFile:62)
at net.minecraft.client.Minecraft.i(SourceFile:974)
at net.minecraft.client.Minecraft.run(SourceFile:595)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 766849de ----------
How do I solve this? Thanks
A few things I've been working on for next patch are things like alternate vanilla-esque flowers, darker bricks, redstone piping and watermelons to replace pumpkins for when they go out of season. :tongue.gif:
*raises hand*
How about alt obsidian?
Current one have a rather strong pattern, and it's just... too pronounced. Obsidian buildings usually looks quite well at the distance, but rather "meh" up close (and for example, "bricky" cobblestone looks good whatever the distance).
I have no qualms with it at the moment, but that's because I've got some other version from some obscure place (and it was for Netherstone, I just recolored it a bit). Problem is, there's no good hi-res obsidian textures on teh forums at the moment. At all. All 128px variants are either too patterned to build out of them, or just plainly crappy; so it's quite hard to find a substitution.
Its not working for me, the mc patcher does not seem to finish patching and if I try to play anyway I get stuck at the updating minecraft screen and yes I followed your instructions and I have the most recent patcher and I did it all with a clean game twice.
I love your new texture set, I finally got around to installing it with the new instructions to manually install it and it looks FANTASTIC.
I love all of it, especially your lava, it too looks FANTASTIC.
The cobblestone on the other hand is hideous, but that's not your fault, the texture looks great for that kind of texture, it's just an ugly texture (no offense, I hope you understand what I mean) and I understand why you use it and it makes perfect sence.
Personally, my wife and I update your texture pack each time to include:
as our cobblestone (I don't recall who's texture pack it came from anymore). Some might think it looks out of place with your texture pack, however our homes and other buildings in the game were built around using this one and theres no turning back now, so with every release we just edit this one in. However I have a strange feeling that I'm loosing some of the resolution or it's becoming more pixelated each time that I do that, but until the wife screams at me about it, I guess I'll just continue to update it with that image above.
I love this texture pack, but I can't figure out how to install it! When I run the HD patcher, it works fine until the end, and it just doesn't finish. In the patch log it just ends with Patching Class: Minecraft (net/minecraft/client/Minecraft.class) pass Minecraft to ba.<init>-<inti>@135, and it never finishes. If I close the patcher and run the game, it freezes at the done loading screen and it never loads.
Misa your pack looks like it has the potential to be amazing...but ive been trying to get this pack to work for the past couple of days. Yes I am competent and have read all your instructions unlike half of these people who just pop in the textures in the folder and complain "ZOMG game crasssshhhed" but when i use MC patcher and set it up, it stops patching at 100% . this is what is says:
To those having issues and posting massive script logs:
Ensure that you run the game after you delete "version" so it updates the client with a fresh minecraft.jar before you even open MCPatcher, also be sure to delete any minecraft.jar backups that any patchers may have added to your bin folder in the past.
(ie: minecraft.original.jar, minecraft.mrmbackup.jar)
If the patcher is still getting stuck please go to the appropriate thread and report your issues there. There's very little I can do with error reports for the patcher my pack relies on. I'm merely an artist and know that if my instructions are followed exactly as written, it works fine on my end.
Any issues with patching I have absolutely no control over.
Hi Everyone,
For those that are having problems with the latest HD patcher I have a solution that I just tested and worked.
1. Do a fresh install of Minecraft (Delete the .mincraft/bin folder then run the game)
2. Open the minecraft.jar and drag all Misa's files into it.
3. Run the McPatcher with 64x64 selected and all boxes checked except for the texture pack box.
4. click patch
The rest of the steps for the additional stuff see Misa's instructions in the first post. The above is just for Misa's texture pack.
Hi Everyone,
For those that are having problems with the latest HD patcher I have a solution that I just tested and worked.
1. Do a fresh install of Minecraft (Delete the .mincraft/bin folder then run the game)
2. Open the minecraft.jar and drag all Misa's files into it.
3. Run the McPatcher with 64x64 selected and all boxes checked except for the texture pack box.
4. click patch
The rest of the steps for the additional stuff see Misa's instructions in the first post. The above is just for Misa's texture pack.
Hope this helps.
I just followed your instructions to the letter (as well as Misa's instructions), until the Patcher fails to run because it says minecraft.jar has already been patched. The weirdest thing about this is that I had Misa's pack installed on Minecraft v1.2.2, and uninstalled it to test out the Brown & Bloom pack. I have only had problems with it since 1.2.3_04 was released. When I log in, it goes to the usual 'Updating Minecraft' screen and it just stops as soon as "Done loading" appears. I'm stumped.
I just figured out the problem. The MCPatcher DOES NOT like opening RAR files. There are two solutions to this:
1) Download the ZIP version from Misa's original post
2) Unpack the RAR file, and then repackage the files into a ZIP file and run the MCPatcher as you normally would.
I just want to thank you so much for this wonderful texture pack. Before I found this pack I used to switch from default to painterly pack but now that I found this pack it is new my "default".
I've tried a few other "HD" packs but none of them seemed right to me, this is one is the best.
Hi Everyone,
For those that are having problems with the latest HD patcher I have a solution that I just tested and worked.
1. Do a fresh install of Minecraft (Delete the .mincraft/bin folder then run the game)
2. Open the minecraft.jar and drag all Misa's files into it.
3. Run the McPatcher with 64x64 selected and all boxes checked except for the texture pack box.
4. click patch
The rest of the steps for the additional stuff see Misa's instructions in the first post. The above is just for Misa's texture pack.
Hope this helps.
I just followed your instructions to the letter (as well as Misa's instructions), until the Patcher fails to run because it says minecraft.jar has already been patched. The weirdest thing about this is that I had Misa's pack installed on Minecraft v1.2.2, and uninstalled it to test out the Brown & Bloom pack. I have only had problems with it since 1.2.3_04 was released. When I log in, it goes to the usual 'Updating Minecraft' screen and it just stops as soon as "Done loading" appears. I'm stumped.
I just figured out the problem. The MCPatcher DOES NOT like opening RAR files. There are two solutions to this:
1) Download the ZIP version from Misa's original post
2) Unpack the RAR file, and then repackage the files into a ZIP file and run the MCPatcher as you normally would.
or follow the fscking directions and don't use the hdpatcher to copy her files into the jar, only use it for adding hd support. Then drag the files in yourself.
or follow the fscking directions and don't use the hdpatcher to copy her files into the jar, only use it for adding hd support. Then drag the files in yourself.
Having the patcher do it automatically is quicker. Unless I am royally confused as to why the patcher has the ability to install the texture pack but isn't supposed to be used to do so.
Texture pack works great for me, I love it! However I have one problem (Might just be me...), how do you use the custom high-res character textures included as optional? I'm not sure where to put it and anytime I try to upload it to the website it will not accept the resolution for it.
or follow the fscking directions and don't use the hdpatcher to copy her files into the jar, only use it for adding hd support. Then drag the files in yourself.
I updated the instructions to use the patcher a few days ago, since the latest version of the patcher supports patching of all the files it didn't before.
Quote from Drucian »
Texture pack works great for me, I love it! However I have one problem (Might just be me...), how do you use the custom high-res character textures included as optional? I'm not sure where to put it and anytime I try to upload it to the website it will not accept the resolution for it.
Read the installation instructions I provided for them. You can't use them online. They only replace the default character skin offline. (And everyone online will look like them if they don't have a custom skin.)
Expect fewer responses from me for awhile. I've recently seriously injured my right hand, so I can only really type with my left. The next texture pack update may be slightly delayed as a result as well. Recovery to the point of full use of both hands shouldn't be more than a week if I baby it well enough.
The only things that immediately stood out to me as I started playing were that the buckets are paint cans, which looked odd in my eyes, and the water seems to be kinda flat. Like, it's texture is too faint and the color too bland. Too much green in it.
Also, the sprite for the bow and the hoe in the inventory boxes seems a little too thin. Like pieces of them disappear and blend in with the inventory screen depending on where they're placed. Haven't noticed it with anything else yet, though.
Very minor, but I thought I'd try to give feedback anyway. Sorry if it's unwanted. Great job and I look forward to continuing to use this pack.
I can install custom liquids just fine with 1.2.3 (but I'm using an older McPatcher file 1.1.7), it's just that the custom still water doesn't animate. So I guess a newer version of the MCPatcher would have that working, but it can't be used right now without crashing? Is that what you're saying?
Ok, yeah I tried it with MSpaint but I got a bunch of black backgrounds on sprites when saving the file that way. Guess I'll use Photoshop instead.
Questions and sugestions;
(1) I was wondering if you might consider also doing your pack as a 128x128 bit texure pack aswell?
(2) I wanted to ask if you could re-skin the light mob as wild animals skins? instead of the farm yard skins,
A cow becomes a Yak, a sheep becomes a Wild goat, chickens become wild ducks, pigs are wild boars? it would also make them a bit harder to find aswell.
Thanks for reading this Misa, keep up the great work, I'm looking forwards to your updates as much as Notch's.
Keep up the good work.
Absolutely love the range of color in foliage, btw!
1. Already addressed:
2. Interesting idea, but probably too much work for something I probably wouldn't use myself. While this is a realistic pack, I do try to keep it pretty vanilla. If it were low-res I'd have no problem doing some simple pixel art changes for it as an alternate pack, but at 4x res it's really a lot of work I'd have to do from scratch again.
There's a thread search feature that'd give you more insight on this issue. The short answer though is to follow the installation instructions on the first page.
At it's default it's intentionally made to match the vanilla version of the game for the reason you mentioned. However I have provided alternate art for those who prefer smoother, rectangular stone blocks within terrain.png which people can copy and paste over the current cobblestone(in an editor that supports alpha transparency, ie: not MS Paint.). There's an app somewhere on the forums that does this without the need of a graphic editor(I forget the name though). I personally don't use it myself, but I don't mind accommodating those that do.
It's my plan to include a lot more alternate resources in terrain.png so people can better customize the pack to their liking while still maintaining the basic theme I'm going for. A few things I've been working on for next patch are things like alternate vanilla-esque flowers, darker bricks, redstone piping and watermelons to replace pumpkins for when they go out of season. I'm always on the lookout for new practical suggestions for things to add to this alternate set of tiles.
-- BEGIN ERROR REPORT a1dce528 --------
Generated 26/11/10 18:50
Minecraft: Minecraft Alpha v1.2.3_04
OS: Windows XP (x86) version 5.1
Java: 1.6.0_21, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 9400 GT/PCI/SSE2 version 2.1.2, NVIDIA Corporation
java.nio.BufferOverflowException
at java.nio.DirectByteBuffer.put(Unknown Source)
at java.nio.ByteBuffer.put(Unknown Source)
at ft.a(SourceFile:148)
at ft.a(SourceFile:62)
at net.minecraft.client.Minecraft.i(SourceFile:974)
at net.minecraft.client.Minecraft.run(SourceFile:595)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 766849de ----------
How do I solve this? Thanks
Sorry for my horrible english, I'm Brazillian.
*raises hand*
How about alt obsidian?
Current one have a rather strong pattern, and it's just... too pronounced. Obsidian buildings usually looks quite well at the distance, but rather "meh" up close (and for example, "bricky" cobblestone looks good whatever the distance).
I have no qualms with it at the moment, but that's because I've got some other version from some obscure place (and it was for Netherstone, I just recolored it a bit). Problem is, there's no good hi-res obsidian textures on teh forums at the moment. At all. All 128px variants are either too patterned to build out of them, or just plainly crappy; so it's quite hard to find a substitution.
Found AnimTexture: ad.class
Found Compass: ae.class
Found StillLava: ba.class
Found Portal: es.class
Found FlowLava: ey.class
Found AnimManager: ft.class
Found Watch: go.class
Found Tessellator: ir.class
Found FlowWater: iy.class
Found Tool3D: kt.class
Found Fire: ll.class
Found Block: no.class
Found StillWater: oc.class
Found Minecraft: net/minecraft/client/Minecraft.class
Patching class: AnimTexture (ad.class)
Fix new array[1024] -> 16384 - <init>@5
Patching class: Compass (ae.class)
Change constant value 8.5 -> 32.5
Change constant value 7.5 -> 31.5
Fix new array[256] -> 4096 - <init>@12
Fix * 16 -> 64 - <init>@48
Fix * 16 -> 64 - <init>@59
.getRGB(...16,16,...16) to .getRGB(...64,64,...64) fld=46 - <init>@68
Compass3 Fix * 16 -> 64 - a@650
Fix while(i<256) -> while(i<4096) - a@3
Fix * 16 -> 64 - a@486
Fix * 16 -> 64 - a@697
Update const reference 37 -> 158 - a@446
Update const reference 37 -> 158 - a@657
Update const reference 35 -> 160 - a@463
Update const reference 35 -> 160 - a@674
Compass1 Fix * -8 -> -32 - a@646
Compass1 Fix * -4 -> -16 - a@436
Compass2 Fix * ICONST_4 -> 16 - a@440
Replacing ba.class
Patching class: Portal (es.class)
Change constant value 16.0 -> 64.0
Update const reference 6 -> 75 - <init>@98
Update const reference 6 -> 75 - <init>@111
Fix while(i<16) -> while(i<64) - <init>@50
Fix while(i<16) -> while(i<64) - <init>@60
Portal1 Fix 1024 -> 16384 - <init>@18
Fix * 16 -> 64 - <init>@331
Fix * 8 -> 32 - <init>@79
Fix * 8 -> 32 - <init>@87
Portal1 Fix 256 -> 4096 - a@26
Replacing ey.class
Patching class: AnimManager (ft.class)
Change constant value 1048576 -> 4194304
Update const reference 2 -> 332 - <init>@35
Fix %16*16+_3*16 -> %16*64+_3*64 - a@116
Fix /16*16+_4*16 -> /16*64+_4*64 - a@131
glTexSubImage2D(...,16,16) -> glTexSubImage2D(...,64,64) - a@143
glTexSubImage2D(...,16,16) -> glTexSubImage2D(...,64,64) - a@528
Patching class: Watch (go.class)
Change constant value 16.0 -> 64.0
Change constant value 15.0 -> 63.0
.getRGB(...16,16,...16) to .getRGB(...64,64,...64) fld=44 - <init>@77
.getRGB(...16,16,...16) to .getRGB(...64,64,...64) fld=45 - <init>@106
Watch1 Fix * 16 -> 64 - <init>@12
Watch1 Fix * 16 -> 64 - <init>@21
Fix * 16 -> 64 - <init>@57
Fix * 16 -> 64 - <init>@68
Watch1 Fix * 16 -> 64 - a@194
Update const reference 35 -> 140 - a@332
Update const reference 35 -> 140 - a@354
Update const reference 33 -> 142 - a@286
Update const reference 33 -> 142 - a@303
Fix * 16 -> 64 - a@371
Fix &0x10 -> 0x40 - a@363
Fix &0x10 -> 0x40 - a@368
Watch2 Fix % 16 -> 64 - a@280
Fix / 16 -> 64 - a@299
Replacing iy.class
Patching class: Tool3D (kt.class)
Change constant value 16.0 -> 64.0
Change constant value 0.001953125 -> 1.2207031E-4
tool pixel top - a@725
Update const reference 32 -> 320 - a@438
Update const reference 32 -> 320 - a@568
Update const reference 32 -> 320 - a@701
Update const reference 32 -> 320 - a@838
Fix while(i<16) -> while(i<64) - a@430
Fix while(i<16) -> while(i<64) - a@560
Fix while(i<16) -> while(i<64) - a@693
Fix while(i<16) -> while(i<64) - a@830
Update const reference 11 -> 321 - a@454
Update const reference 11 -> 321 - a@585
Update const reference 11 -> 321 - a@720
Update const reference 11 -> 321 - a@858
Patching class: Fire (ll.class)
Change constant value 1.06 -> 1.02
Fix new array[320] -> 4352 - <init>@16
Fix new array[320] -> 4352 - <init>@25
Fix * 16 -> 64 - <init>@8
(unpatch) <init> *64 to *16 - <init>@7
Fix while(i<256) -> while(i<4096) - a@226
Fix while(i<20) -> while(i<68) - a@11
Fix while(i<20) -> while(i<68) - a@91
Fix while(i<16) -> while(i<64) - a@3
Fix while(i<16) -> while(i<64) - a@84
Fix * 16 -> 64 - a@30
Fix * 16 -> 64 - a@106
Fix * 16 -> 64 - a@135
Fix * 16 -> 64 - a@160
Fix mod 20 -> 68 - a@27
Fix ILOAD_2; if_icmplt 19 -> if_icmplt 67 - a@148
Update const reference 2 -> 58 - a@143
Replacing oc.class
Reading terrain.png...
Reading gui/items.png...
Reading misc/dial.png...
Patching class: Minecraft (net/minecraft/client/Minecraft.class)
pass Minecraft to oc.<init> - <init>@124
pass Minecraft to iy.<init> - a@459
pass Minecraft to ba.<init> - <init>@136
pass Minecraft to ey.<init> - a@474
I love all of it, especially your lava, it too looks FANTASTIC.
The cobblestone on the other hand is hideous, but that's not your fault, the texture looks great for that kind of texture, it's just an ugly texture (no offense, I hope you understand what I mean) and I understand why you use it and it makes perfect sence.
Personally, my wife and I update your texture pack each time to include:
as our cobblestone (I don't recall who's texture pack it came from anymore). Some might think it looks out of place with your texture pack, however our homes and other buildings in the game were built around using this one and theres no turning back now, so with every release we just edit this one in. However I have a strange feeling that I'm loosing some of the resolution or it's becoming more pixelated each time that I do that, but until the wife screams at me about it, I guess I'll just continue to update it with that image above.
Thanks for the excellent texture pack.
Found AnimTexture: ad.class
Found Compass: ae.class
Found StillLava: ba.class
Found Portal: er.class
Found FlowLava: ex.class
Found AnimManager: fr.class
Found Watch: gm.class
Found Tessellator: ip.class
Found FlowWater: iw.class
Found Tool3D: kq.class
Found Fire: li.class
Found Block: nl.class
Found StillWater: nz.class
Found Minecraft: net/minecraft/client/Minecraft.class
Patching class: AnimTexture (ad.class)
Fix new array[1024] -> 16384 - <init>@5
Patching class: Compass (ae.class)
Change constant value 8.5 -> 32.5
Change constant value 7.5 -> 31.5
Fix new array[256] -> 4096 - <init>@12
Fix * 16 -> 64 - <init>@48
Fix * 16 -> 64 - <init>@59
.getRGB(...16,16,...16) to .getRGB(...64,64,...64) fld=46 - <init>@68
Compass3 Fix * 16 -> 64 - a@650
Fix while(i<256) -> while(i<4096) - a@3
Fix * 16 -> 64 - a@486
Fix * 16 -> 64 - a@697
Update const reference 37 -> 158 - a@446
Update const reference 37 -> 158 - a@657
Update const reference 35 -> 160 - a@463
Update const reference 35 -> 160 - a@674
Compass1 Fix * -8 -> -32 - a@646
Compass1 Fix * -4 -> -16 - a@436
Compass2 Fix * ICONST_4 -> 16 - a@440
Replacing ba.class
Patching class: Portal (er.class)
Change constant value 16.0 -> 64.0
Update const reference 6 -> 75 - <init>@98
Update const reference 6 -> 75 - <init>@111
Fix while(i<16) -> while(i<64) - <init>@50
Fix while(i<16) -> while(i<64) - <init>@60
Portal1 Fix 1024 -> 16384 - <init>@18
Fix * 16 -> 64 - <init>@331
Fix * 8 -> 32 - <init>@79
Fix * 8 -> 32 - <init>@87
Portal1 Fix 256 -> 4096 - a@26
Replacing ey.class
Patching class: AnimManager (fr.class)
Change constant value 1048576 -> 4194304
Update const reference 2 -> 332 - <init>@35
Fix %16*16+_3*16 -> %16*64+_3*64 - a@116
Fix /16*16+_4*16 -> /16*64+_4*64 - a@131
glTexSubImage2D(...,16,16) -> glTexSubImage2D(...,64,64) - a@143
glTexSubImage2D(...,16,16) -> glTexSubImage2D(...,64,64) - a@528
Patching class: Watch (gm.class)
Change constant value 16.0 -> 64.0
Change constant value 15.0 -> 63.0
.getRGB(...16,16,...16) to .getRGB(...64,64,...64) fld=44 - <init>@77
.getRGB(...16,16,...16) to .getRGB(...64,64,...64) fld=45 - <init>@106
Watch1 Fix * 16 -> 64 - <init>@12
Watch1 Fix * 16 -> 64 - <init>@21
Fix * 16 -> 64 - <init>@57
Fix * 16 -> 64 - <init>@68
Watch1 Fix * 16 -> 64 - a@194
Update const reference 35 -> 140 - a@332
Update const reference 35 -> 140 - a@354
Update const reference 33 -> 142 - a@286
Update const reference 33 -> 142 - a@303
Fix * 16 -> 64 - a@371
Fix &0x10 -> 0x40 - a@363
Fix &0x10 -> 0x40 - a@368
Watch2 Fix % 16 -> 64 - a@280
Fix / 16 -> 64 - a@299
Replacing iy.class
Patching class: Tool3D (kq.class)
Change constant value 16.0 -> 64.0
Change constant value 0.001953125 -> 1.2207031E-4
tool pixel top - a@725
Update const reference 32 -> 318 - a@438
Update const reference 32 -> 318 - a@568
Update const reference 32 -> 318 - a@701
Update const reference 32 -> 318 - a@838
Fix while(i<16) -> while(i<64) - a@430
Fix while(i<16) -> while(i<64) - a@560
Fix while(i<16) -> while(i<64) - a@693
Fix while(i<16) -> while(i<64) - a@830
Update const reference 11 -> 319 - a@454
Update const reference 11 -> 319 - a@585
Update const reference 11 -> 319 - a@720
Update const reference 11 -> 319 - a@858
Patching class: Fire (li.class)
Change constant value 1.06 -> 1.02
Fix new array[320] -> 4352 - <init>@16
Fix new array[320] -> 4352 - <init>@25
Fix * 16 -> 64 - <init>@8
(unpatch) <init> *64 to *16 - <init>@7
Fix while(i<256) -> while(i<4096) - a@226
Fix while(i<20) -> while(i<68) - a@11
Fix while(i<20) -> while(i<68) - a@91
Fix while(i<16) -> while(i<64) - a@3
Fix while(i<16) -> while(i<64) - a@84
Fix * 16 -> 64 - a@30
Fix * 16 -> 64 - a@106
Fix * 16 -> 64 - a@135
Fix * 16 -> 64 - a@160
Fix mod 20 -> 68 - a@27
Fix ILOAD_2; if_icmplt 19 -> if_icmplt 67 - a@148
Update const reference 2 -> 58 - a@143
Replacing oc.class
Reading terrain.png...
Reading gui/items.png...
Reading misc/dial.png...
Patching class: Minecraft (net/minecraft/client/Minecraft.class)
pass Minecraft to ba.<init> - <init>@135
After that it just freezes up. Any help would be appreciated, and i would love to see your hard work in my game.
Ensure that you run the game after you delete "version" so it updates the client with a fresh minecraft.jar before you even open MCPatcher, also be sure to delete any minecraft.jar backups that any patchers may have added to your bin folder in the past.
(ie: minecraft.original.jar, minecraft.mrmbackup.jar)
If the patcher is still getting stuck please go to the appropriate thread and report your issues there. There's very little I can do with error reports for the patcher my pack relies on. I'm merely an artist and know that if my instructions are followed exactly as written, it works fine on my end.
Any issues with patching I have absolutely no control over.
For those that are having problems with the latest HD patcher I have a solution that I just tested and worked.
1. Do a fresh install of Minecraft (Delete the .mincraft/bin folder then run the game)
2. Open the minecraft.jar and drag all Misa's files into it.
3. Run the McPatcher with 64x64 selected and all boxes checked except for the texture pack box.
4. click patch
The rest of the steps for the additional stuff see Misa's instructions in the first post. The above is just for Misa's texture pack.
Hope this helps.
I just followed your instructions to the letter (as well as Misa's instructions), until the Patcher fails to run because it says minecraft.jar has already been patched. The weirdest thing about this is that I had Misa's pack installed on Minecraft v1.2.2, and uninstalled it to test out the Brown & Bloom pack. I have only had problems with it since 1.2.3_04 was released. When I log in, it goes to the usual 'Updating Minecraft' screen and it just stops as soon as "Done loading" appears. I'm stumped.
I just figured out the problem. The MCPatcher DOES NOT like opening RAR files. There are two solutions to this:
1) Download the ZIP version from Misa's original post
2) Unpack the RAR file, and then repackage the files into a ZIP file and run the MCPatcher as you normally would.
I've tried a few other "HD" packs but none of them seemed right to me, this is one is the best.
or follow the fscking directions and don't use the hdpatcher to copy her files into the jar, only use it for adding hd support. Then drag the files in yourself.
Having the patcher do it automatically is quicker. Unless I am royally confused as to why the patcher has the ability to install the texture pack but isn't supposed to be used to do so.
I updated the instructions to use the patcher a few days ago, since the latest version of the patcher supports patching of all the files it didn't before.
Read the installation instructions I provided for them. You can't use them online. They only replace the default character skin offline. (And everyone online will look like them if they don't have a custom skin.)
Expect fewer responses from me for awhile. I've recently seriously injured my right hand, so I can only really type with my left. The next texture pack update may be slightly delayed as a result as well. Recovery to the point of full use of both hands shouldn't be more than a week if I baby it well enough.