Response post time to show that I'm still sorta alive!
wekz, on 16 October 2012 - 07:37 AM, said:
I have total bad luck with last texture pack.
1) Clean minecraft + mcpatcher =
- No water, no lava, flying zombie head.
2) mcpatcher + optifine =
- flying zombie head, no glass.
- flying zombie head, white water.
- Problem with white water fixed.
- Problem with floating zombie head fixed.
"Nice" pack for 1.3.2. mcpatcher don't work, optifine not support.
All the problems have been fixed by replacing files on other texture packs.
I ran a live tech support chat for this pack and MCPatcher for over a year and can safely say that the screens that claim to be installations with MCPatcher bluntly show that MCPatcher is not properly installed--if it's even installed at all. I have to chalk this up to user error. Also your screen of the MCPatcher window shows the options tab and not the mods tab--it also doesn't show the title bar. These are both vastly more vital pieces of information than the options tab contents. The screenshots could only mean one or more of the following:
-You failed to check all the mod options noted in the installation instructions.
-You failed to hit the Patch button.
-You forced an update (unintentionally or otherwise) after patching.
-You're using an outdated version of MCPatcher.
-Your installation wasn't actually a clean installation--you installed mods prior to MCPatcher.
-A pirated version of the game is being used (related to the unintentional forced update).
-The screenshot is not of what it's being labeled as.
There are literally no other ways physically possible for the text on the liquids to show up or for the default Minecraft font to be present if you followed the installation instructions and MCPatcher's been correctly installed.
daangelo29, on 16 October 2012 - 03:35 PM, said:
I hope you don't mind this little request Misa...
Could you provide parallax occlusion and specular mapping support for Sonic Ether's Unbelievable Shaders like you did with the GLSL Shaders? Sonic Ether has been busy updating his mod (of a mod) with 'dem gorgeous screen space unified reflections
. I would love to see these reflections work with your also gorgeous texture pack.
I'm not aware of any mentioning by you that you decided to stop giving support for the GLSL Shaders for whatever good reason, so if there was I'm sorry.
Sonic Ether's Unbelievable Shaders mod is not a standalone mod. It requires Optifine. This poses a big problem as I'd have to drop a bunch of features the pack currently has in order to promote support for it. While it's true that Optifine and MCPatcher can be installed together, one of the more major features of the pack (Custom Color) has to sacrifice MCPatcher's functionality in favor of Optifine's to even work. Optifine's implementation of Custom Colors is severely lacking.
Another big problem is that my pack relies on CTM at this point and last I checked shader maps and CTM were incompatible. So even if the Optifine-reliance wasn't an issue and CTM worked alongside the shaders, the shader support would look pretty patchy--with only some textures having the shader maps. Apart from all this, I'm still not convinced this shader mod has fixed all of the issues I had with the original GLSL shader mod when I supported it. For a full list of the problems I've had, check my FAQ which should also link to a more detailed post on the subject.
Until there's a standalone version of such a shader mod that can be installed with and without Optifine or MCPatcher while also allowing you to create shader maps for ALL textures in the game, I cannot think of a good reason to spend time on recreating shader map support for my pack.
ZONETrigger, on 16 October 2012 - 06:13 PM, said:
Regarding Sonic Ether's with Misa... I actually made it somewhat compatible. I did not try the latest Misa though.
I did run into a few issues. First of.... CTM can cause serious crashes with the shaders. Might be just my system though. I can run his shaders smooth and all, on any other texture pack. So when I delete CTM, it runs smooth.... you just lose that feature. ATM I am working on Normal maps... but I kinda forgot how to make em.... So it will take some time. I have the lighting and water 100% working though.. If there is a way for CTM to work with Sonic's, and Misa can do a work around. I can alweys share what I have. But I am pretty sure Misa can do the water side better expecially if the set up of textures has changed sence 1.3.1... Thats what I am running on.
Found out RC5 of sonic is out... going to have to try that later.
So Misa... let me know if you want to try and make it work with Sonic Ether's.... I love both your Mods and I have been trying to make it work. I could use the help lol.
Thank you people for your time.
(see above response)
DundG, on 18 October 2012 - 12:30 PM, said:
...I have three suggestions:
1. It would be cool, to see the golden aplle with an animation similiar the golden carrot.
2.The brewing stand have an animation, whos cool. But I thing the animated glowing is to fast, and the glowing coolors are like a rainbow something. I thing it would be better, when it is similiar to the blaze root animation.
3.The glass panes, they haven't a border and because of that it's difficult to see them. I think it would be better, when they have a border like the glass blocks, especially on the edges...
1. The golden apple already does have a similar animation to the golden carrot. In fact the golden carrot's animation is based on the golden apple's animation.
2.I'm not understanding what you mean. The animation is taken from the exact same process I used for the blaze rod icon.
3.The update I just put out recently has added a translucent beveled effect to hopefully make the frames stand out a bit more without the need of a solid frame.
Stacheosaurus, on 18 October 2012 - 06:04 PM, said:
Is there any way I can change the wool back to the original state? Other than that, I LOVE this texture pack!
Keep up the amazing work.
Delete the properties files in the CTM folder related to the block ID's of wool blocks. I think I once posted a list of all the files you need to delete in this thread. You can try searching it or just looking up the block ID's for wool blocks and deleting all the blockXXX.properties files where the XXX matches the block ID's
Skids96, on 20 October 2012 - 02:22 AM, said:
The pack looks so sick! For a sec I thought I was gonna be in the world you and danielle mad, but I no giet. It's ok though, looks so realistic!
Er... Who's Danielle?
TheKrzysiekMan, on 21 October 2012 - 03:26 PM, said:
I love it, but i've noticed a strange bug with a light
. Light was flashing in some different colors
I Have deleated lightmap0, lightmap1, lightmap-1 from environment and it works. Great work, in my opinion this is the best realistic texture pack, and game still works without any lag (on my old laptop 60 fps).
That's a confirmed problem with Optifine, not the pack and it shouldn't appear if the pack is installed using the installation instructions. Deleting the lightmaps will fix the problem, but you'll be missing the lighting the pack was designed to use--among other things related to Custom Colors.
ordinaryman, on 21 October 2012 - 06:49 PM, said:
If the mod makers could do half as good a job as this person does texture packs, I would have nothing to complain about....
While technically texture packs are mods, if I had enough free time and willpower to bother to sit down learn Java, I'd probably be making other mods too... Getting old sucks.
deRaisFotografie, on 23 October 2012 - 05:55 PM, said:
Hey Misa or anyone else who could help me,
i would like to change the pictures of the art-png data with the texture pack editor.
everything works so far, but in my opinion, my pictures are more pixeled and undetailed then misas.
In fact i even don´t know which resolution i should take. Did anyone got an idea about this? i think with the right resolution it would look much better =)
The texture pack editor? I didn't even know there was a texture pack editor. I just use a fairly standard graphics editor to make my pack (Jasc Paint Shop Pro 9). On that to change resolution you simply resize the image by a power of 2. As far as what resolution scale you should go with, it should be one that matches the rest of the texture pack.
Gunter35, on 24 October 2012 - 03:17 PM, said:
...misa why you cleaned clothes of an armor from items and placed in inventory and survival_inv. When I put on the reservation at me everything merges. It can you will correct...
Because I thought the change in the background looked tacky, and the armor icons in that panel are just subtle background icons. It was just easier to edit the GUI files themselves to include the icons and remove the icons from items.png. In the future, I may get unlazy enough to make little indents that the armor pieces can all 'snap' neatly into--providing that doesn't look tacky.
Asphalttroll, on 25 October 2012 - 05:26 PM, said:
is there a way to get glass blocks and panes back to the way they looked?
Uncheck Better Glass in MCPatcher and delete misaglass.png from the ctm folder.
TSM, on 25 October 2012 - 06:27 PM, said:
Sleep is overrated
I don't have my robot body yet.
-Freshmeat, on 25 October 2012 - 06:38 PM, said:
We just believe you are God, or something.
/me rushes to the download
If I'm an atheist and a God(ess), does that mean I don't believe in myself?
kuratteidv6taks, on 25 October 2012 - 08:29 PM, said:
I have never had such a problem with your tp before, but with the 1.4.2 version it is not dark outside at night time nor is dark in the caves...
Part of the confirmed lighting bug with Optifine that was mentioned in a previous response. It has nothing to do with the pack.
Kexikus, on 25 October 2012 - 08:39 PM, said:
Nice work on the anvils, Misa. Thanks for the update.
And some suggestions:
1. Different textures for a jukebox with and without music disc. And to make it even better: Animated textures for them.
(You could either use one texture no matter which disc is inserted or one for each disc.)
2. Different textures for coal and charcoal if its possible. Actually I don't think it's possible but you know MCPatchers features better than me.
1.This is a pretty complicated process but it should be theoretically doable and I like the idea. I'll add it to to the to-do list. It might take awhile before I have the time to work on it, but yeah I do plan to revisit jukeboxes and noteblocks as a whole. I know while a lot of people like the rainbow lighting effect, there's a lot of people who think it's too much. I'm thinking about having it only light up when a record is inserted and having a unique animated top for each record (Providing I can pull it off). I'd also like to make noteblocks unique to better reflect their crafting recipe.
2. Not currently possible to my knowledge.
lordroy, on 26 October 2012 - 12:35 AM, said:
Anyone know of any way to "Follow this Topic"? I have tried to do this for months now, it never saves the setting. I have seen that Curse knows about this issue, and I can follow other topics, but this one I cannot.
I can't even follow the biome palette topic I created anymore.. The search feature only seems to work half the time now, MCPatcher's thread is no longer findable on Google thanks to the removal of the functionality of the old link, and don't get me started about the swear filter... These forums are just slowly becoming more and more broken over time. This is part of the reason I don't spend much time on them anymore... Planet Minecraft seems more usable to me at this point. If you just want to follow this thread for updates, you could try subscribing to my listing on Planet Minecraft instead, or you could PM me for my AIM screen name and I usually let people on my buddy list know when I've updated if they want (often before the threads are fully updated).
Gunter35, on 26 October 2012 - 04:07 PM, said:
I would like to offer misa to you on CTM. Make a cobble-stone of big Ctm as obsidian. Also it is possible to add different ore of 5-6 pieces for everyone. It would be beautiful and realistic. In the real world there are different ores and they are unique. As diamonds ores of 5-6 types of this ore will be and it is realistic, and it is beautiful.
I've already addressed the current problems I've run into when trying to implement both of these.
_zombiehunter, on 26 October 2012 - 08:49 PM, said:
Hi Misa !
A suggestion for you:
What about making different jukebox top textures depending on what music disc is inside the box ?
Or even better: Animated textures for every disc shown on the top of jukeboxes ...
This should be possible with multiple CTM textures using method=fixed, faces=top and metadata=...
For metadata, see http://www.minecraft...wiki/Data_value
Would be awesome
(see a couple responses above)
Ewery1, on 26 October 2012 - 09:59 PM, said:
Looks awesome, but do you think it would be good in a machinima?
Correct me if I'm wrong, but I thought Machinima was a gaming media company and not something a texture pack for Minecraft could be in... I'm not a big fan of their content, so I'm guessing I'm missing something here.
commanderj, on 26 October 2012 - 11:45 PM, said:
Misa, I have a suggestion for you. You should have a 32x and 64x version of your texturepack.
You can always just resize all the texture files in the pack (ensuring to not touch the palette files) yourself. It's very easy to do, it's just time-consuming. And I don't want to waste the time doing that for every single update for something that I don't think adequately reflects the intended look of my pack. All you have to do is extract the files in my pack, open each texture file in a graphics editor that supports transparency (Paint.NET is free and does this.) and resize it to 50% resolution and save. When you're done you just pack it all up in a zip again and you're good to go.
ComtockMiner, on 27 October 2012 - 03:29 AM, said:
When the pack went from 420 to 430(and to the current) the window panes now no longer have a frame, or exterior border. With out the frame due to the fact the windows are now super clear(ty btw) it now appears that you have no windows what so ever. The glass blocks still have a frame. Could the fram be added back?
ty in advance for your consideration!
Try Misa431? I addressed the lack of divide on panes by adding a chiseled edge that's translucent but should be plainly visible.
hellotheremisa, on 27 October 2012 - 12:47 PM, said:
If you're going to post just to point out the grammatical failings of a previous poster, it helps to capitalize and punctuate the sentences in said post.
It also helps to realize that people make typos and that it's not an indication of an inability to spell correctly.
JimsArcade, on 27 October 2012 - 03:18 PM, said:
...I have only one concern about the update: the textures for ripe carrot and potato plants are nearly indistinguishable from non-ripe plants. This is a cause for concern when you first start farming them because if you accidentally harvest an unripe plant, you don't get anything back and you have to hunt zombies hoping they drop carrots/potatoes. (I have to go back to the default textures whenever harvesting these plants.) If I may suggest: please try to make those ripe plant textures stand out a little bit better...
The first three stages of growth are the same color and fairly sparse. The final stages diverge in more than one area:
-Matured carrot greens change in color to appear more yellowish.
-Matured carrot greens change in leaf shape to appear more feathery.
-Matured carrot greens are 50% taller than the tallest previous stage of growth.
-Potato greens change in color to appear more bluish.
-Potato Greens drastically change in leaf shape to large rounded leaves.
I elected to not go with Mojang's approach and have the top of the edible part of the plant exposed because this is not at all realistic. Potatoes and carrots simply do not pop to the surface when mature. As far as harvest goes, it's usually best to just plant a bunch of crops, go and do something else while they grow and check back. The uniform look of the crops will tell you that they're ready to be harvested.
Keirgarth2007, on 27 October 2012 - 05:47 PM, said:
As always I love the texture pack, and am glad you still see fit to put up with us users
I do have one question though. Is it something that was messed up with minecraft that is causing my blocks to look like there is a 1 pixel gap between them at times? I also see lines where I guess transparencies converge for the torch both in hand and on the wall
Edit: Oops, my fault, I forgot that I had changed settings in CCC, looks better now..
Just in case anyone else has this problem it's always caused by having anisotropic filtering (AF) being forced on in the video card's 3D settings. However, anti-aliasing (AA) should be fine to force on in the 3D settings and will smooth the edges of blocks at the cost of some performance.