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Last active Mon, Nov, 3 2014 16:39:05
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Oct 21, 2014I forgot to mention it's just the 1.8 files in the .zip. Just run it over the regular Revival.zip for now.Posted in: Resource Packs
Oct 20, 2014In the interest of getting this out, here's the 1.8 update sans any MCpatcher features included. Currently MCpatcher is trying to catch up to 1.8 and is still in a bit of a buggy beta. I will update this pack again with the reintroduction of these features once MCpatcher is stable.Posted in: Resource Packs
Sep 24, 2014Posted in: Resource Packs
Here are two threads explaining what it is
This one is explains EVERYTHING about 1.8's block model format (but I think it is a little outdated)
Well, this one goes more into the "alternative textures" or random textures that can be made with the blockstates (also part of the block model format)
This sounds like a nightmare :(. Also doesn't seem to cover weighting so I think I'll stick with MCPatcher random CTMs for now unless some kind soul wants to convert them for me.
Sep 24, 2014Nope! Where can I find info on that? I've been out of the loop for quite some time now.Posted in: Resource Packs
Sep 24, 20141.8 update is almost done. Need to see about CTM stuff for 1.8. I think I might not be able to do the extra metadata blocks thing anymore.Posted in: Resource Packs
Sep 24, 2014Should I expect a tool to update CTM files to 1.8 or should I start the long haul?Posted in: Resource Packs
Dec 19, 2013Posted in: Mod PacksQuote from Kukipett
Before starting the remake of Zombe you should think of the future of Minecraft.
The 1.7 version is radically different, actually the MCP team has encountered difficulties to rebuild their moding pack.
The forge team also said that they are so many changes that many mods will be difficult to update without a full rewrite.
So it would be wise to wait until MCP is updated to 1.7... to start thinking about the future of Zombe pack.
To ensure the best compatibility it will be a must to forget about base mod file editing that cause so many problems actually.
I think the future of modding will be more and more forge based that allows to make complex mods without having to touch the original game files.
I have switched to forge with a lot of satisfaction. I actually have made a mod pack for my own use that contains all the zombe mods that i used before.
Certain zombe mods are not needed anymore because you can do better with others like TMI for example.
I have done a fly mod with acceleration and deceleration and without drifting, a teleport mod, a dig mod, a village mod and many other features in a short time using forge and without touching a single bit of vanilla files.
For the moment i'm waiting on 1.7 forge to see what needs to be redone to match the new code.
So spending much time on reworking the zombe mod pack at this moment is risky because it will certainly need a lot of modifications to work for 1.7...
Certain people said that it could be the end of modloader, i don't think so, but i think it's not wise to base a future mod on it.
Could you release this for 1.6.4? I know an entire server of hundreds of people who would be very interested in this (me included). Right now there's really no good forge alternative out there and I can't live without my precious zombes.
Nov 13, 2013I kinda had no idea what to do for double slab textures. I'll come up with something soon hopefully.Posted in: Resource Packs
Nov 7, 2013Revival 1.7 update is OUT!Posted in: Resource Packs
Oct 30, 2013Jeeze, next may it'll have been 3 entire years since I started this. What the hell.Posted in: Resource Packs
Anyway, here's the to-do list till 1.7 release, roughly in this order.
- Update biome colors
- New tree leaves
- Double tall plants
- Stained Glass
- Shift around new metadata CTMs.
Oct 26, 2013Using the coordinates posted earlier, here's a new template with the exact points marked. I tried marking out easily selectable shapes for gradients, let me know how that works.Posted in: Resource Pack Discussion
Here's the .psd I used, for your convenience.
e: Tried it out, did not work.
Oct 24, 2013Could I get some help here to try and fix this CTM? I am trying to make my dark oak logs have a normal horizontal CTM, then randomize the individual tiles of that horizontal CTM to be randomly mossy. Here are the codes for the horizontal CTM log. If I can work this out it should be easily applied to the vertical CTM logs.Posted in: Resource Packs
Tiles 0-3 = Horizontal CTM Log
Tiles 4-7 = Vertical CTM Log
Tiles 8-11 = Horizontal CTM MOSSY Log
Tiles 12-15 = Vertical CTM MOSSY Log
---[log_dark_oak_vertical.properties]--- matchBlocks=162 tiles=0-3 method=horizontal faces=sides metadata=1 13
---[log_dark_oak_vertical_tile_0.properties]--- matchTiles=mcpatcher\ctm\ - Log (2)\[1,5,9,13] - Log (Roofed Oak)\0.png tiles=0 8 method=random
---[log_dark_oak_vertical_tile_1.properties]--- matchTiles=mcpatcher\ctm\ - Log (2)\[1,5,9,13] - Log (Roofed Oak)\1.png tiles=1 9 method=random
---[log_dark_oak_vertical_tile_2.properties]--- matchTiles=mcpatcher\ctm\ - Log (2)\[1,5,9,13] - Log (Roofed Oak)\2.png tiles=2 10 method=random
---[log_dark_oak_vertical_tile_3.properties]--- matchTiles=mcpatcher\ctm\ - Log (2)\[1,5,9,13] - Log (Roofed Oak)\3.png tiles=3 11 method=random
Oct 20, 2013Hey so a few weeks ago I saw Misa's proposal for a MCpatcher supported custom biome colormap that had every biome aligned horizontally with gradients going up. Is that A Thing yet in MCpatcher? Is it going to be implemented? If not, does anyone have a pixel perfect template for the new setup?Posted in: Resource Packs
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