I just had a crazy moment with this. I screwed up, most likely because I didn't understand after reading the Readme. twice. I panicked and closed my Computer straight away.
This is really great. I would like to make some requests for future updates:
1. The same texture switcher thing but for the items.png. You might already have this in mind, but I just want to see if it is a possibility.
2. A preview button would be amazing. I really love the rotating previews at the top but there should be a way to preview the block from the right hand side picker before injecting it into the pack. I know next to nothing about coding but if you could make right-clicking on the icon a preview and left-clicking the injection, that would be amazing. I only ask because I was using glimmar's extras and I had no idea what they would look like in game before I injected them. Then If it didn't really match I had to load the original on the right side and redo.
3. A way to make the program full screen or re-sizable. I was using this on a smaller monitor and it was difficult to see clearly.
All those aside this is an amazing program and I can't wait until it is finished.
I just had a crazy moment with this. I screwed up, most likely because I didn't understand after reading the Readme. twice. I panicked and closed my Computer straight away.
Sorry, I'm a programmer so my documentation doesn't tend to lean towards the user-friendly side of things. :/ Hopefully this new version with the save button will help with any problems you were having.
This is really great. I would like to make some requests for future updates:
1. The same texture switcher thing but for the items.png. You might already have this in mind, but I just want to see if it is a possibility.
2. A preview button would be amazing. I really love the rotating previews at the top but there should be a way to preview the block from the right hand side picker before injecting it into the pack. I know next to nothing about coding but if you could make right-clicking on the icon a preview and left-clicking the injection, that would be amazing. I only ask because I was using glimmar's extras and I had no idea what they would look like in game before I injected them. Then If it didn't really match I had to load the original on the right side and redo.
3. A way to make the program full screen or re-sizable. I was using this on a smaller monitor and it was difficult to see clearly.
All those aside this is an amazing program and I can't wait until it is finished.
1. One step ahead of you. :wink.gif:
2. Your wish is my command. I've made it so that right clicking now just previews the tile in question. Mind you, you may see some rather odd things when using an art-sheet that isn't meant for use in the game. (Much as you would see odd things in the game if you used such a sheet as your terrain.png)
3. On my to-do list, though hopefully the new zoom feature will help with your small monitor woes.
This brings me to my BIG ANNOUNCEMENT!
Version 0.1.4 is now up!
See the first post for specific details, but here is a basic run-down of the new features.
Three new buttons were added at the top. They are in order:
Save Button - Saves your current mix.
Terrain Button - Switches to editing the terrain.png
Items Button - Switches to editing the gui/items.png
Pressing the 'z' key will now toggle zoom mode in which the current selected tile is zoomed to fill the picker.
Right clicking in the right hand picker will now preview tiles without doing the swap.
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Tis far better to be a witty fool than a foolish wit.
Excellent work again, mate! I still prefer your downloadable programme to the online versions, because it keeps things simple, in house (or in thread!) and means far less constant work of uploading and maintainance that other texture editors entail. So big thumbs up for this latest item editing version.
Will you be covering other areas of a texture pack?
Personally I'm not really as interested in those other aspects, as really anyone contemplating editing anything else should not find it difficult to move mobs, etc from pack to pack, but there will always be others who will find opening a zip pack a bit scary. I can't see myself ever having time to have my own multiple mobs skins to choose from and those alternates I currently have are kindly submitted by users of my pack and I don't feel I can use their work as freely as my own. Terrain and item textures are a different matter. I have many of those and am always adding new varieties. :smile.gif:
Excellent work again, mate! I still prefer your downloadable programme to the online versions, because it keeps things simple, in house (or in thread!) and means far less constant work of uploading and maintainance that other texture editors entail. So big thumbs up for this latest item editing version.
Will you be covering other areas of a texture pack?
I do have plans for that but first I have a few other things before that on the list. (Such as being able to specify the name of the pack you want to save to while the program is running.) I'm picturing just doing a simple pair of lists with (copy) and (delete) buttons between them. The lists would show the files in the packs in a tree view. Clicking the (copy) button would copy the selected file from the right hand list. If a folder was selected on the left, it would copy the file into the folder, if a file was selected, it would replace that file. If the (delete) button was clicked it would remove the selected file from the left hand list.
But I didn't really come here to natter on about ideas I have for the future. I came here for this:
Version 0.1.5 is out! New features
Better support for including alt-textures within packs! Pack creators can now place an alt_items.txt and/or alt_terrain.txt file at the top level of the .zip for their pack to list all the alternative texture sheets for the items and terrain respectively. Files loaded in this manner will be previewed using a basic block model when editing the terrain so there is no need to organize them. (They do have to be in a 16x16 grid of tiles though.)
To give you some idea, I'll use Glimmar's alternative textures as an example. (Glimmar's Steampunk Extras V2.6.zip)
Here is what you would place into the alt_terrain.txt file at the top of the .zip to get his alternative terrain tiles to show up in the mixer:
Terrain textures\Alternative Textures by Glimmar\alternative textures 1 by Glimmar.png
Terrain textures\Alternative Textures by Glimmar\alternative textures 2 by Glimmar.png
Terrain textures\Alternative Textures by Glimmar\alternative textures 3 by Glimmar.png
For more details, consult the first post in this thread.
For more examples look at the simpletech.zip I have included with the Texture Mix Machine.
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Tis far better to be a witty fool than a foolish wit.
Just noticed I left in some debug stuff and I had a small problem with the path names in the alt_ files. (Stupid windows and it's stupid backwards way of doing paths. '\' is an ESCAPE character not a path delimiter. *grumble*)
I have uploaded the fixed version now so if you downloaded 0.1.5 before I made this post you may want to go and get it again.
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Tis far better to be a witty fool than a foolish wit.
Version 0.1.6 is out!
New Feature:
This version adds a save dialog so you can now change the name of the file you want to save your mix to while the program is running. This should make it a bit more user-friendly.
This looks like an excellent tool The_Fool76 but for some reason my computer crashes to the BSOD when I try to run the texmix.exe. I thought it might be a bad texture pack, but I've tried leaving some textures out of the texture folder, and even taking all the textures out but it still crashes. I have the HD texture fix, could that be it?
This looks like an excellent tool The_Fool76 but for some reason my computer crashes to the BSOD when I try to run the texmix.exe. I thought it might be a bad texture pack, but I've tried leaving some textures out of the texture folder, and even taking all the textures out but it still crashes. I have the HD texture fix, could that be it?
This looks amazing. How is that linux binary coming along? Or, optionally, source code?
This looks like an excellent tool The_Fool76 but for some reason my computer crashes to the BSOD when I try to run the texmix.exe. I thought it might be a bad texture pack, but I've tried leaving some textures out of the texture folder, and even taking all the textures out but it still crashes. I have the HD texture fix, could that be it?
This only looks at texture packs so no mod or other alteration of the minecraft.jar would affect it. (Heck you could delete it for all it cares.) So no, the issue isn't going to be the HD fix.
What is your system information? (OS including version and service pack number, Graphics card, CPU) If you haven't recently updated your graphics drivers, you may want to try that and see if it helps.
This looks amazing. How is that linux binary coming along? Or, optionally, source code?
I haven't had chance to really work on the linux build. Been focusing more on getting more features in and working.
I am seriously considering opening up the source just so I can make a linux/Os-X buld Someone Else's Problem. Course that would mean exposing the Horror that is my main.cpp to innocent eyes. >_> (I really need to clean up my main loop to not be an Abomination Unto Nuggin.) That and I also would need to figure out what kind of licencing I'd want to apply to it.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
This only looks at texture packs so no mod or other alteration of the minecraft.jar would affect it. (Heck you could delete it for all it cares.) So no, the issue isn't going to be the HD fix.
What is your system information? (OS including version and service pack number, Graphics card, CPU) If you haven't recently updated your graphics drivers, you may want to try that and see if it helps.
I've just checked that my graphics card is indeed outdated, so I'm downloading the update now and seeing if that fixes the problem. If not, I'll post my computer specs.
After more time and effort than I care to admit, it pleases me to announce that Version 0.1.7 is out!
New Features
Zip file content editor screen - You can now copy any file from any pack into any other pack. Note: The terrain.png and items.png files are not listed here as they are handled by the tile pickers.
Fullscreen - The mixer now launches in 1280x1024 full screen. This is about double the size of the prior windowed versions which should help those of you who were having trouble seeing the tiles. If you cannot run this resolution, then I suggest sticking with Ver. 0.1.6 for the moment. (I should have the ability to toggle between full screen and windowed soon)
Bug Fixes
renamed sample.mdl to blocks.mdl - It makes more sense this way. Especially if I add more .mdl files when I put in support for modelling mobs and the like.
fixed the cake model - The cake side was using the MC 1.6 positioning. It is now properly located for 1.7
As always, more detailed information and the latest download link can be found in the first post of this thread.
By the way, if anyone wants to volunteer to maintain Linux/Mac builds, please drop me a line. I don't think I have the time/ambition to maintain more than one build at the moment. (That and I don't have ready access to a Mac.)
Also, I would greatly appreciate it if someone could give me the model info for mobs (or even better just do a mob.mdl file using the same format as the block.mdl). I'd love to be able to preview mobs when picking art to copy from a pack.
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Tis far better to be a witty fool than a foolish wit.
I am debating requesting that a mod move this thread over to the Minecraft Tools forum instead of here in the Texture Pack forum. It keeps getting lost in the flood of packs here and it probably belongs over there anyway.
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Tis far better to be a witty fool than a foolish wit.
Would you happen to have an idea of what might cause the install to immediantly stop responding when I run the .exe? I wish I could give you more info as to the problem but...there's not a single indication of anything. It just stops responding immediantly after running. Nothing happens...
This is more likely then not my problem but whenever I open the program it doesn't respond. It gets texmix.exe has stopped working 3 seconds in. Do I have to place it into a specific folder or something? I don't understand the README very well :\
1. The same texture switcher thing but for the items.png. You might already have this in mind, but I just want to see if it is a possibility.
2. A preview button would be amazing. I really love the rotating previews at the top but there should be a way to preview the block from the right hand side picker before injecting it into the pack. I know next to nothing about coding but if you could make right-clicking on the icon a preview and left-clicking the injection, that would be amazing. I only ask because I was using glimmar's extras and I had no idea what they would look like in game before I injected them. Then If it didn't really match I had to load the original on the right side and redo.
3. A way to make the program full screen or re-sizable. I was using this on a smaller monitor and it was difficult to see clearly.
All those aside this is an amazing program and I can't wait until it is finished.
Sorry, I'm a programmer so my documentation doesn't tend to lean towards the user-friendly side of things. :/ Hopefully this new version with the save button will help with any problems you were having.
1. One step ahead of you. :wink.gif:
2. Your wish is my command. I've made it so that right clicking now just previews the tile in question. Mind you, you may see some rather odd things when using an art-sheet that isn't meant for use in the game. (Much as you would see odd things in the game if you used such a sheet as your terrain.png)
3. On my to-do list, though hopefully the new zoom feature will help with your small monitor woes.
This brings me to my BIG ANNOUNCEMENT!
Version 0.1.4 is now up!
See the first post for specific details, but here is a basic run-down of the new features.
Three new buttons were added at the top. They are in order:
Right clicking in the right hand picker will now preview tiles without doing the swap.
Will you be covering other areas of a texture pack?
Personally I'm not really as interested in those other aspects, as really anyone contemplating editing anything else should not find it difficult to move mobs, etc from pack to pack, but there will always be others who will find opening a zip pack a bit scary. I can't see myself ever having time to have my own multiple mobs skins to choose from and those alternates I currently have are kindly submitted by users of my pack and I don't feel I can use their work as freely as my own. Terrain and item textures are a different matter. I have many of those and am always adding new varieties. :smile.gif:
Your welcome!
I do have plans for that but first I have a few other things before that on the list. (Such as being able to specify the name of the pack you want to save to while the program is running.) I'm picturing just doing a simple pair of lists with (copy) and (delete) buttons between them. The lists would show the files in the packs in a tree view. Clicking the (copy) button would copy the selected file from the right hand list. If a folder was selected on the left, it would copy the file into the folder, if a file was selected, it would replace that file. If the (delete) button was clicked it would remove the selected file from the left hand list.
But I didn't really come here to natter on about ideas I have for the future. I came here for this:
Version 0.1.5 is out!
New features
Better support for including alt-textures within packs! Pack creators can now place an alt_items.txt and/or alt_terrain.txt file at the top level of the .zip for their pack to list all the alternative texture sheets for the items and terrain respectively. Files loaded in this manner will be previewed using a basic block model when editing the terrain so there is no need to organize them. (They do have to be in a 16x16 grid of tiles though.)
To give you some idea, I'll use Glimmar's alternative textures as an example. (Glimmar's Steampunk Extras V2.6.zip)
Here is what you would place into the alt_terrain.txt file at the top of the .zip to get his alternative terrain tiles to show up in the mixer:
For more details, consult the first post in this thread.
For more examples look at the simpletech.zip I have included with the Texture Mix Machine.
I have uploaded the fixed version now so if you downloaded 0.1.5 before I made this post you may want to go and get it again.
New Feature:
This version adds a save dialog so you can now change the name of the file you want to save your mix to while the program is running. This should make it a bit more user-friendly.
This looks amazing. How is that linux binary coming along? Or, optionally, source code?
What is your system information? (OS including version and service pack number, Graphics card, CPU) If you haven't recently updated your graphics drivers, you may want to try that and see if it helps.
I haven't had chance to really work on the linux build. Been focusing more on getting more features in and working.
I am seriously considering opening up the source just so I can make a linux/Os-X buld Someone Else's Problem. Course that would mean exposing the Horror that is my main.cpp to innocent eyes. >_> (I really need to clean up my main loop to not be an Abomination Unto Nuggin.) That and I also would need to figure out what kind of licencing I'd want to apply to it.
I've just checked that my graphics card is indeed outdated, so I'm downloading the update now and seeing if that fixes the problem. If not, I'll post my computer specs.
Version 0.1.7 is out!
New Features
As always, more detailed information and the latest download link can be found in the first post of this thread.
Also, I would greatly appreciate it if someone could give me the model info for mobs (or even better just do a mob.mdl file using the same format as the block.mdl). I'd love to be able to preview mobs when picking art to copy from a pack.