[64x][1.2.5+12w16a] Misa's Realistic Texture Pack (UPDATED 25APR2012)
#2062
Posted 06 May 2011 - 04:10 PM
Could you change the top of the chest to stand out more when it is placed in the floor? Right now it is hard to spot because I place most of my chests into the floor.
Also, it would be huge if you could update the textures for Millenaire AND Industrial Craft for all the fans of those 2 mods.
Millenaire:
viewtopic.php?f=1032&t=247048&p=4612016#p4612016
Industrial Craft:
viewtopic.php?f=1032&t=199635&start=13140
Chests in floor:

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#2063
Posted 07 May 2011 - 10:22 AM
#2064
Posted 07 May 2011 - 10:27 AM
TheHappySauce said:
#2065
Posted 07 May 2011 - 10:32 AM
Cybercobra said:
TheHappySauce said:
#2068
Posted 08 May 2011 - 02:23 AM
#2070
Posted 08 May 2011 - 05:59 PM
Wolfpax said:
#2071
Posted 09 May 2011 - 03:26 AM
I shrunk them to 1/4 size, but... idk... seems a little blocky to me (after the resize)


A little hard to tell in these images, but, the moon especially, seems to have a distorted feel from the shrink.
#2073
Posted 09 May 2011 - 07:13 PM
I'll be awaiting a response. Thanks.
#2074
Posted 09 May 2011 - 08:44 PM
Fair warning, it comes with a few personal changes I made. Wood surfaces, grass, dirt, and smooth stone are more matte than shiny, and ores other than diamond have a more dull lustre. I also edited the specular color of the metal on chests and whatnot to have a yellowish, sort of tarnished tinge.
Use these with Dax's latest release of the GLSL shader mod, and follow the instructions for installing that, replacing the default shaders with the ones in "bump mapping" in the alternative shaders folder. You'll have to manually put the terrain_nh and terrain_s files into minecraft.jar, since Dax's patcher doesn't seem to do that properly.
http://dl.dropbox.co...anhsmaps151.zip
I'm posting this as-is, meaning I won't make requested edits unless it's actually an error. I'll probably edit this as needed when things get updated and it breaks, but probably for only as long as I use Misa's wonderful texture pack.
#2075
Posted 10 May 2011 - 04:57 PM
Cons, dislike the redstone item skin (block is awesome tho
over all my Favorite 64x texture pack of all time
#2076
Posted 11 May 2011 - 12:03 PM
Quote
#2077
Posted 11 May 2011 - 06:27 PM
I tried to download it again, but it doesn't work, and I have McPatcher (although I don't really understand what it does or is)
Any ideas on how to make it update?
#2078
Posted 11 May 2011 - 09:22 PM
BlackNavi said:
Also, it would be huge if you could update the textures for Millenaire AND Industrial Craft for all the fans of those 2 mods.
Regarding the mods: As I don't frequently browse the forums, I do appreciate people bringing mods to my attention, but I have certain requirements for mods I'll even consider supporting. I figured I'd just post my stance in full on this kinda thing by giving you criteria I use when selecting mods to support. I'll add a link to this post in my main thread's FAQ as well so future questsions of this nature need not a direct response. ...So here goes!
1. The mod must not require other mods to run. This includes Modloader. Modloader has been a huge source of headaches when it comes to compatibility with mods I support. If the mod cannot be installed via standard drag and drop method, I'm not interested. I'd rather manually merge class files than deal with Modloader. Also I don't want my mod installation to be a cluttered mess of other things I need to do just to get other things working.
2. The mod must not add new entities to the game. This is to avoid issues with corrupting saved worlds. I've been playing the same main world since indev. I've no desire to add items to the game that will corrupt this save when it's no longer supported. (Yes, I know Notch added an improvement in the last patch to safely un-corrupt corrupted maps. But it still has issues with some entities added.) Mods like Wild Grass get around this by reusing existing entities in a variety of conditions.
3. The mod must be mostly aesthetic (Graphical with little or no change to default gameplay). Basically I'm somewhat of a purist when it comes to gameplay, but think the look of things could definitely be improved! Good examples of aesthetic mods that require art support are WildGrass and Randomobs. They don't change gameplay as much as they just make the world prettier.
While I really like the concepts of the last two suggestions made in this thread, their implementation leaves much to be desired in terms of stability with future updates. So yeah, hopefully you all now have a better idea of mods I'm looking to support.
TheHappySauce said:
augizzz999 said:
VashTS240 said:
I shrunk them to 1/4 size, but... idk... seems a little blocky to me (after the resize)

DevilWingS said:
-First, it does not look any more realistic, no one in reality digs towards their feet unless they're squatting down and finalizing a trench, It's horribly counter-productive from a physics standpoint.
-Second, When you flip the shovels your player character in the third person looks like s/he was dropped on the head repeatedly as a child. They hold it like it's a bazooka with the shovel head below the fist.. Who on Earth does this?
-Third, If you really want backwards shovels that make no sense, you can easily do it on your own in a graphics editor that supports transparency. Paint.NET is a free program that anyone can use to do this. Just flip the shovels horizontally and you're done.
aid257 said:
ShadowWolfie said:
#2079
Posted 12 May 2011 - 12:58 AM
#2080
Posted 12 May 2011 - 04:15 AM
Misa said:
VashTS240 said:
I shrunk them to 1/4 size, but... idk... seems a little blocky to me (after the resize)

Thank you. I, personally, think a smaller sun/moon looks even more realistic.
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