All users will need to merge their Minecraft Forum account with a new or existing Twitch account starting October 23rd. You can merge your accounts by clicking here. Have questions? Learn more here.
Dismiss
  • 0

    posted a message on Minecraft Servers are not allowing kids to have the best time?

    If you're ten years old, you're in volition of COPPA. Websites cannot collect data on anyone younger than 13 under federal law, which includes allowing someone under 13 to possess an account.

    Posted in: Discussion
  • 0

    posted a message on Sassgaard - Cartoony Norse - Custom Sounds | Random Textures - 100% DONE - Mod support for Quark!

    There have been a lot of changes since 1.10 came out. Mostly, I'm making tweaks to existing textures to make them fit a bit more, and slowly working on updating mod support.


    But I've also added full legacy support, through 1.7. All older packs from 1.7 onward will update with whatever the current version is. If you play with older mods, and use this pack, please let me know so I can add mod support. I am only one person, so don't expect a huge mod pack like FTB or Yogbox or something to get added super quickly. I'm currently working on updating Quark, and getting Biomes O' Plenty finished.


    If you come across any bugs or issues with any version of the pack, please make sure you let me know either here or on Facebook. I don't always catch things, because again, I'm only one person. Without your feedback, I don't always know what doesn't work right.

    Posted in: Resource Packs
  • 0

    posted a message on I ned help with my resource pack!

    I'm pretty sure the size of the string block is hard-coded, since it's not even a full pixel wide. The same way torches and chests are hard-coded to not be the full 16x.

    Posted in: Resource Pack Help
  • 3

    posted a message on Smooth gradients

    You're probably wondering why your post has been sitting here for so long, without any response.


    You're not exactly new, but you've only made one post, so it's easy to assume you're not familiar with the sorts of posts that are made around here. The simple fact of the matter is I've seen exactly this pack before. I'm not even being facetious. I'm pretty sure I've seen that exact birch design at least twenty times.


    Bucket fill packs – which is the name for the ultra-smooth style you're using – are frowned upon pretty heavily amongst the resource pack community, because there's no effort involved in them. A lot of people think they're doing a cartoon style with these packs, but what you're looking for there is called cel-shaded. Cartoon packs are some of the most detailed, involved packs you can possibly make, because of the precision needed in the line work and shading to turn something flat into a three-dimensional object (I've been working on mine for about three years, so trust me on this. I'd know).


    I mean, kudos for not falling into the sea-of-eye-searing-green trap that a lot of these packs fall into. A user isn't going to go blind looking at this, or even be likely to fall off a mountain because they can't see where the blocks end, but what you do get is a very obvious grid in all of your blocks as a result. The grid, on top of just looking weird, also tends to make it difficult to know what a block is. Look at your blocks, and compare them to the ones you haven't yet done. Vanilla is kind of fug; let's not pretend it isn't. But every single block is immediately identifiable as what it's supposed to be. You're not going to look at it and wonder what it is. Your grass, on the other hand, doesn't look like grass. Some sort of funky tile, maybe, but not grass. One thing you may want to try could be gradiented stripes, like you might see on the outfield of a baseball stadium. Baseball stadiums have awesome grass. I'm on mobile, so I can't link right now, but google "baseball stadium grass." Some of that stuff is nuts.



    Stylised packs are great. Just not this style.

    Posted in: WIP Resource Pack
  • 0

    posted a message on Resources not working!

    By "doesn't work," what do you mean? Is Minecraft crashing, or is it kicking you back to Vanilla?


    If it's crashing, do you have a log?

    Posted in: Resource Pack Help
  • 11

    posted a message on Texture Artists' Union

    I've been working on making item textures fit in better with the rest of the pack. Quite pleased with the fish, since they actually look like the fish they're supposed to be now.

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Way to make one painting hi-res?


    Though I'd recommend against doing this since your lower res paintings will be not using the definition of the atlas, unless maybe you just want it as a placeholder so you can upscale each painting 1 at a time slowly.


    Yeah, that's what I wound up doing, because the paintings in my pack took forever. It's upscaled by a factor of 8, and every painting is a fully-detailed cel-shaded drawing. Eventually, because it was taking way too long, I just gave up and plundered my art folder for anything that might remotely fit my pack's theme.
    Posted in: Resource Pack Help
  • 0

    posted a message on Fuse.ogg replacement file sounds distorted
    Quote from Vexilius»

    This is hardcoded. Creepers always play the fuse.ogg sound slowed down and you can't change that.

    Here's an example:


    vid


    Oh man, that brings back memories.
    Posted in: Resource Pack Help
  • 1

    posted a message on Block texture not taking priority

    I can't say without looking at the pack files, but are you over-riding the right files? Does Faithful have an mcpatcher file, for instance?

    Posted in: Resource Pack Help
  • 0

    posted a message on Good Morning Craft Official Continuation - Updated to 1.9!

    Yeah, some of the recent updates that happened between Whiskers dropping the pack and me picking it up broke a LOT of functionality. I'm working on getting this completely up to speed with what's missing before working on fixing what's just not working right.

    Posted in: Resource Packs
  • 1

    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Quote from SophieKitty»

    ugh i bet this was asked a thousand times by now, but since there might be a thousand pages soon too, i rather ask again

    so its the first time that i decided to update my texture pack to use mcpatcher
    BUT
    i cant check any boxes, even after it loaded everything fully, clicking patch seems to have done nothing (assuming because of the empty checkboxes lol)
    so, the boxes are greyed out, i use MC 1.10 and nothing else really

    did i miss a step or something? i put the mcpatcher file into my own texture packs assets folder, it does find the MC version and all so im assuming thats not the problem

    any quick solution? or do you need more info?
    is the 1.10 version not out long enough for this to work? or is it just me


    MCPatcher, like all mods, only works with the exact version of Minecraft it's labelled for. Since this project is abandoned, you'll find it doesn't work for any version newer than 1.8.7.
    Posted in: Resource Packs
  • 0

    posted a message on Changing biome color maps?

    If the mod you're playing has custom biomes, it ought to have its own colourmap. Either it will have a brand new one, or it will map on to the existing one.


    Your problem comes down to one of two things:


    1. The mod itself is misbehaving. Take it up with the mod maker.
    2. The resource pack only colours the pixels that matter for Vanilla. The colourmap appears as a smooth gradient, but it need not be. Since the vast majority of the colourmap is unused, some pack makers may not bother with a smooth gradient, and only put dots and splotches in key spaces. If the mod maps to the existing map, and the existing map is 95% white, or black, or anything else, that's the colour that will show in game. If this is the case, add a green-or-whatever gradient to the white pixels. If this doesn't fix the issue, refer back to point 1.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Easiest Resource Packs On The Eyes

    You might have the best time with vector packs. I hesitate to recommend "simple" or "smooth" packs, just because there are so many of them, and most of them are crap.


    Sphax is probably the go-to, but anything in this style is generally easiest for me to play/watch for long periods of time.


    http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/1229984-sphax-purebdcraft-12-06-16-all-resolutions-100

    Posted in: Resource Pack Discussion
  • 1

    posted a message on 1.8 TUTORIAL - Alternate textures and custom models
    Quote from Alvoria»

    I think you're misunderstanding him. The way it used to be, particularly with Conquest, was that you'd have variations that you could select by placing a block with an unused metadata value on the ground. For example, cobweb:2 might have been a dedicated smoke texture to have coming out of chimneys. It wasn't random in any sense of the word, it was something that could be invoked intentionally by using an otherwise unused value and assigning a texture to it.

    Does that explain it better?

    Oh, I guess I missed that part. Yeah, that's how I used to do the creative patch for my pack.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on 1.8 TUTORIAL - Alternate textures and custom models

    Thats bad Options i think... I miss the Options like in the Conquest 1.7.10 Pack to have Different Textures for Cowebs or anything other.. #WantItBack :C


    You... can still do that, though. That's what Alvoria was saying. Instead of relying on Optifine or MCPatcher for that, it's a Vanilla feature now. That's what he meant by "Vanilla Random". With very few exceptions, I don't even use Optifine's random texture feature, though I do plan on using it to incorporate biome-specific textures.
    Posted in: Resource Pack Discussion
  • To post a comment, please or register a new account.