I just laid down in my bed to sleep, when suddenly a cow walked into my room, looked at me and twinkled.
Oh, how beautiful your texture pack is, using it since 1.7.3 :3
Rollback Post to RevisionRollBack
There's a block? Break it. There's a creeper? Slay it. There's a diamond? Get it!
One of most realistic texture packs I've seen. Looks like someone isn't lazy. I give this *****. (5 stars) I can't wait to fight the Ender Dragon even more with this. That's not the only great thing. I personally love the diamond sword the best.
Well, now I'm sad.
If I use MCPatcher, I can't use Shaders.
If I use Optifine, Misa's truns into a normal pack.
Help, I'm already pointing a pistol in my head. If someone edits Optifine to be compatible with MCPatcher, I, well, I'll be a lot thankful to this person.
Well, now I'm sad.
If I use MCPatcher, I can't use Shaders.
If I use Optifine, Misa's truns into a normal pack.
Help, I'm already pointing a pistol in my head. If someone edits Optifine to be compatible with MCPatcher, I, well, I'll be a lot thankful to this person.
In the OptiFine thread, look for: "Compatibility with other mods".
"If you absolutely want MCPatcher:: For HD Textures or RandomMobs install OptiFine without the "aaw.class" (the mipmaps and fog distance will not be active). For HD fonts install without the "nl.class". For BetterGrass install without "vl.class"."
Do note that these classes will change with every update, but basically for 1.2.5 just leave out aaw.class and nl.class, install your mods with MCPatcher and before it does the patching (read the MCPatcher thread for more info I presume). I use OptiFine's MultiThreading version for the multi-threaded world loading and when installed like this I get all the new MCPatcher features and miss out on just a few OptiFine things but maintain most if not all the performance improvements.
Now that I think about it though, I don't think this is what you were asking for exactly, however I will leave this here as reference for others.
If you really want shaders, I would bug Kahr (MCPatcher maker) to include his Shaders mod in the patcher. It looks like he has the files in there for it, and I think that Spoutcraft even uses his shaders patch!
So there's this guy, Creative_One, who did a texture that uses some textures from this and supports its theme, its just darker and more medieval. I think it would be teh greatest thing ever if you (or anybody) would find some spare time and combine THIS pack with the tools, wheat, and torches from THAT pack. I'm sure this sounds easy enough that you might think "why doesn't this guy do it himself?" The reason, is that i have no idea how. i tried looking it up but every result contained nothing but viruses, spam, or advertisements.
Hey Misa this texture pack is the best out there !!! I liked almost everything in this pack, most of all that it is not lagging my game at all!!! Wanna say thank you a lot finally I find a texture pack to move away from standard pack ))
one thing! I just didn't get the part in the instructions where you said that, why should I delete "bin" folder?? the whole game is there ))), anyways: Cleaning Your Installation (DO THIS BEFORE INSTALLING THE PACK) !!!???
I just didn't do this steps and moved directly to patching the points you mentioned and copied the texture pack in the proper folder, Works !!!!
another thing I would like to mention is the giant mushroom! I think in standard texture pack the red color looks better )) and the sword looks kinda out of context. Practically this is all, but of course I am gonna use the pack anyway
And I have seen some teaser shots of your pack and I have noticed that you are planing to cover the adages of the dirt with grass ((( pls don't, I think without is looks kinda more realistic! cuz in a real word you don't see growing a lot of grass on that parts of land shaft
All in all as I said above, so far the best texture pack!!! )) Are you updating it constantly ? And how can I be notified about the new update??
Thank you very much, keep it going ))
p.s. Misa is a girl's name ?? ))
Well Misa is a girl so and I would say that with each new version of McPatcher/Minecraft she updates.
And honestly Misa, I almost cannot wait to see your next update, I'm absolutely ecstatic about the new stuff your adding, and your doing some excellent work with them as well
So there's this guy, Creative_One, who did a texture that uses some textures from this and supports its theme, its just darker and more medieval. I think it would be teh greatest thing ever if you (or anybody) would find some spare time and combine THIS pack with the tools, wheat, and torches from THAT pack. I'm sure this sounds easy enough that you might think "why doesn't this guy do it himself?" The reason, is that i have no idea how. i tried looking it up but every result contained nothing but viruses, spam, or advertisements.
Well, I'm certainly not going to do it. I'm too busy working on my own stuff, and don't like working with someone else's content. As for doing it yourself, it's actually a pretty simple, though potentially time-consuming process:
1. Grab an image editor that supports transparency. (Paint.NET is free and easy to use for any beginner.)
2. Grab both texture packs and extract their files into different folders and pick one as the pack you're going to add stuff to.
3. Start opening same-name files then (in the editor) selecting, copying and pasting the stuff you want over the stuff you don't. Do this for every file you want to alter.
4. Save the files, select all the files and folders in the new folders you made and put them in a zip file.
There are many ways to do this. This way is just thorough. When personally editing stuff from my pack, if it doesn't have a large working file (like terrain.png) I'll simply extract that file, edit it, then drag it back into the zip of my pack for testing using WinRAR.
I'm just curious because it's the only texture I don't particularly like.
It doesn't really seem to match the other diamond tools in the way of colour (Like the gold mace does with the other gold tools) and it feels a bit....hollow...feathery or something. Like not as solid as the other tools. Mostly I think that's to do with the near white, fuzzy texture and the gap in the middle.
Feels a bit, "Meh"
When I say "What's the deal?", I mean like "How did this design come to you?" maybe get your own thoughts on it.
I'm not trying to get you to change it but maybe pointing it out, you may decide to change it....or not. I'd still use the pack either way.
The sword texture isn't that bad to make me not use the pack.
I do love the various designs for the other swords though.
I could've sworn I've answered this many times, but apparently not on this thread. Realistically, diamond tools (And some stone and gold tools) are stupid and make no sense. Diamond may be one of the hardest substances known to man, but it's also extremely brittle. A sword, axe, pickaxe or shovel made largely of diamond would shatter upon its first impact with anything hard. So I opted to go with a fantasy approach. Using fantasy logic to imply that a somehow hollow blade would be more structurally sound (and better use of limited material) for diamond with its ability to disperse vibrations without shattering (a tuning fork came to mind when designing this). Naturally, in reality this wouldn't do ****, any blade made of diamond, regardless of the shape would still shatter. So yeah, it's a fantasy blade. The white edges are just to imply that it's been finely ground (with magic!11) to achieve an ultimately sharp double-edge, and thus reflects more light.
Now I could've made an ultimately realistic diamond (and stone) sword, but it wouldn't have fit the general look (or construction recipes ) of Minecraft tools where the head of a tool is made almost entirely of the chief material. A real diamond (and stone) sword, using only wood and diamond as the materials would be mostly made of wood. It would've resembled a macuahuitl which is more of an edged club than a sword. I didn't want most of my swords to NOT look like swords though, and wanted each sword to have a drastically unique look. So I went with just a primitive-looking sword (better suited for iron than stone) for stone and a crazy fantasy-looking sword for diamond.
Anyway, it's not likely to be changed at this point. Many people have gotten used to it and for each one of those who have told me they don't like it, there are two who have told me it's their favorite-looking item in the game. Also being an animated item, it's not exactly a simple process to change it even if I were to come up with a design I perceived to be as better-looking and more realistic, while conforming to the 'logic' of Minecraft and my pack.
Hey Misa this texture pack is the best out there !!! I liked almost everything in this pack, most of all that it is not lagging my game at all!!! Wanna say thank you a lot finally I find a texture pack to move away from standard pack ))
one thing! I just didn't get the part in the instructions where you said that, why should I delete "bin" folder?? the whole game is there ))), anyways: Cleaning Your Installation (DO THIS BEFORE INSTALLING THE PACK) !!!???
I just didn't do this steps and moved directly to patching the points you mentioned and copied the texture pack in the proper folder, Works !!!!
another thing I would like to mention is the giant mushroom! I think in standard texture pack the red color looks better )) and the sword looks kinda out of context. Practically this is all, but of course I am gonna use the pack anyway
And I have seen some teaser shots of your pack and I have noticed that you are planing to cover the adages of the dirt with grass ((( pls don't, I think without is looks kinda more realistic! cuz in a real word you don't see growing a lot of grass on that parts of land shaft
All in all as I said above, so far the best texture pack!!! )) Are you updating it constantly ? And how can I be notified about the new update??
Thank you very much, keep it going ))
p.s. Misa is a girl's name ?? ))
Okay, let's see how many of these I can hit up in an orderly fashion:
1. The cleaning instructions are only to ensure that if you've never installed a high resolution texture pack before (but may have dabbled in mods) that you won't have anything conflicting with it. If it works without it, then ignore it. It's just there to make the installation dummy-proof.
2. The red mushroom's color is intended to emulate amanita muscaria. As this is a realistic pack, I'm not going to use the exact same color schemes as the default. In fact the reason I even started my pack was because the default textures' color saturation was too intense and hard on my eyes.
3. Not sure what you mean by out-of-context in regards to 'the sword.' Which sword?
4. Relax, I'm not covering the sides of grass blocks with grass. That's just Better Grass. If you don't like it, simply don't check it when you run MCPatcher. On the topic of realism though, considering it only works when it's one block high, to me it's a good feature to simulate rolling hills in a distance which minecraft desperately lacks.
5. I update every single time there's a major update to the game that adds new art. Snapshots, I may be a few days behind on, but I usually get those out in a timley fashion too. You can be notified of my texture pack's updates by either subscribing to this thread (I always post an announcement when I've updated.) Or subscribing to my Planet Minecraft listing. The latter, I think will only inform you of updates.
6. And yes, Misa is a female name. Though I've been somewhat recently made aware that it CAN be regarded a male's name in some countries. I'm not from one of those countries though.
Misa Could u please gimme the download link from the old texture pack from 1.5 if u have please!
Any particular reason? My current pack should be just as compatible with 1.5 as it was, and if any art was changed, you can easily change it back on your own using my ALTERNATES.png file.
Yes, probably. Currently my development version of the pack will not work with the latest MCPatcher. So the texture pack update will likely shortly follow the release of the next MCPatcher as it relies on some features that are not yet officially implemented into MCPatcher. MCPatcher's CTM support will have new rendering options and will improve upon random textures by fixing the randomization algorithm, allowing these to be applied to non-block blocks, and giving texture pack artists more control over frequency of random blocks that are encountered. It will also be adding support for very large textures that tile over multiple blocks--Something I've been dying to have for ages.
Why was the Blaze animation removed?
I like it better than the static fire rods of the non animated version.
Search Post is your friend. I already addressed this when it was first brought up. It was a file naming bug which will be corrected in the next update.
Alright, I'll post the current changelog as a teaser (be warned, it's pretty hefty):
[4.1.3]
-Added MCPatcher CTM support:
-Bookshelves now have more of a variety of books when more than one are placed next to each other.
-Circle stone blocks can now be used to construct pillars, archways, and all sorts of interesting geometric stone patterns.
-Tops of logs will now expand to form a large smooth tree ring surface when 4 or more are connected at right angles.
-Jungle tree logs will now be shaded dynamically based on width--other logs are unaffected for wall-building.
-Brick walls now have corner stones.
-Hieroglyphic sandstone blocks have more variety in how they tile and when placed alone or in groups.
-Smooth sandstone blocks now have a completely smooth surface everywhere except their edges.
-Light wooden planks now have CTM dynamics that allow better framing on the side with unique tops.
-Crafting workbenches can now form desks, shelves and drawers when placed adjacent to each other.
-Added MCPatcher Random Texture support:
-Flat grass now has much more variety with: clover patches, flowers, gopher holes, thistle, crabgrass, and leaf debris.
-Stone slabs now have random variation that matches the new look for Smooth stone.
-Stone blocks now have random block angles, where some blocks may jut out or sink in slightly more than others.
-Oak, Pine, and Jungle planks now have some minor random variation to their tiling pattern.
-Roses and yellow flowers now come in 9 various shapes and sizes each.
-Dead bushes now come in various stages.
-Tall grass has more variety to it now.
-Lilypads can now face in 8 possible directions as opposed to the previous 4.
-Watermelons have an incredibly rare chance to spawn in some locations with a creeper face.
-Smooth stone is now way smoother and doesn't have that weird diamond pattern in the distance.
-Gravel tiles much less obviously and makes for more rugged-looking roads.
-Clay is now more usable as a building material with its new variance.
-Dirt has a lot more character and detail than ever before.
-Sand is now slightly more granular and the dune-size has been realistically increased to tile better over large areas.
-The main font has been given a tiny bit of depth to make it look smoother and slightly more three dimensional.
-Custom sign color added.
-Decreased the view obstruction a bit when wearing the pumpkin. Nightvision effect is unchanged.
-Replaced the completely worthless sponge texture with a more useful bale of hay, due to similar properties/function.
-Modified the texture for light wooden planks to account for the new dynamics introduced by CTM. (may do the same for brick later)
-ALTERNATES.png has been updated to store any altered old versions of textures.
-Colored areas on terrain.png to water and lava colors so they work properly on mini-map mods.
-Fixed a stray pixel on the animated diamond shovel.
-Fixed the missing animated blaze texture.
-Fixed a missing snout on Pig12.png.
-Fixed a few stray pixels on inventory.png
You may notice that I have not done CTM support for glass. This is due to me thinking that it looks absolutely terrible on my texture--it's as if nothing is there at all. If translucent glass becomes possible in the future, I'll reconsider adding this, but for now, I think the default individual panes of glass looks best.
Oh, how beautiful your texture pack is, using it since 1.7.3 :3
If I use MCPatcher, I can't use Shaders.
If I use Optifine, Misa's truns into a normal pack.
Help, I'm already pointing a pistol in my head. If someone edits Optifine to be compatible with MCPatcher, I, well, I'll be a lot thankful to this person.
In the OptiFine thread, look for: "Compatibility with other mods".
"If you absolutely want MCPatcher:: For HD Textures or RandomMobs install OptiFine without the "aaw.class" (the mipmaps and fog distance will not be active). For HD fonts install without the "nl.class". For BetterGrass install without "vl.class"."
Do note that these classes will change with every update, but basically for 1.2.5 just leave out aaw.class and nl.class, install your mods with MCPatcher and before it does the patching (read the MCPatcher thread for more info I presume). I use OptiFine's MultiThreading version for the multi-threaded world loading and when installed like this I get all the new MCPatcher features and miss out on just a few OptiFine things but maintain most if not all the performance improvements.
Now that I think about it though, I don't think this is what you were asking for exactly, however I will leave this here as reference for others.
If you really want shaders, I would bug Kahr (MCPatcher maker) to include his Shaders mod in the patcher. It looks like he has the files in there for it, and I think that Spoutcraft even uses his shaders patch!
It's only your opinion.
wow, u reply real fast. thx for letting me kno.
Subscribe to my YouTube Channel
Follow me on Twitter
MISA's for life!
And honestly Misa, I almost cannot wait to see your next update, I'm absolutely ecstatic about the new stuff your adding, and your doing some excellent work with them as well
They are backward compatible.
1. Grab an image editor that supports transparency. (Paint.NET is free and easy to use for any beginner.)
2. Grab both texture packs and extract their files into different folders and pick one as the pack you're going to add stuff to.
3. Start opening same-name files then (in the editor) selecting, copying and pasting the stuff you want over the stuff you don't. Do this for every file you want to alter.
4. Save the files, select all the files and folders in the new folders you made and put them in a zip file.
There are many ways to do this. This way is just thorough. When personally editing stuff from my pack, if it doesn't have a large working file (like terrain.png) I'll simply extract that file, edit it, then drag it back into the zip of my pack for testing using WinRAR.
I could've sworn I've answered this many times, but apparently not on this thread. Realistically, diamond tools (And some stone and gold tools) are stupid and make no sense. Diamond may be one of the hardest substances known to man, but it's also extremely brittle. A sword, axe, pickaxe or shovel made largely of diamond would shatter upon its first impact with anything hard. So I opted to go with a fantasy approach. Using fantasy logic to imply that a somehow hollow blade would be more structurally sound (and better use of limited material) for diamond with its ability to disperse vibrations without shattering (a tuning fork came to mind when designing this). Naturally, in reality this wouldn't do ****, any blade made of diamond, regardless of the shape would still shatter. So yeah, it's a fantasy blade. The white edges are just to imply that it's been finely ground (with magic!11) to achieve an ultimately sharp double-edge, and thus reflects more light.
Now I could've made an ultimately realistic diamond (and stone) sword, but it wouldn't have fit the general look (or construction recipes ) of Minecraft tools where the head of a tool is made almost entirely of the chief material. A real diamond (and stone) sword, using only wood and diamond as the materials would be mostly made of wood. It would've resembled a macuahuitl which is more of an edged club than a sword. I didn't want most of my swords to NOT look like swords though, and wanted each sword to have a drastically unique look. So I went with just a primitive-looking sword (better suited for iron than stone) for stone and a crazy fantasy-looking sword for diamond.
Anyway, it's not likely to be changed at this point. Many people have gotten used to it and for each one of those who have told me they don't like it, there are two who have told me it's their favorite-looking item in the game. Also being an animated item, it's not exactly a simple process to change it even if I were to come up with a design I perceived to be as better-looking and more realistic, while conforming to the 'logic' of Minecraft and my pack.
Okay, let's see how many of these I can hit up in an orderly fashion:
1. The cleaning instructions are only to ensure that if you've never installed a high resolution texture pack before (but may have dabbled in mods) that you won't have anything conflicting with it. If it works without it, then ignore it. It's just there to make the installation dummy-proof.
2. The red mushroom's color is intended to emulate amanita muscaria. As this is a realistic pack, I'm not going to use the exact same color schemes as the default. In fact the reason I even started my pack was because the default textures' color saturation was too intense and hard on my eyes.
3. Not sure what you mean by out-of-context in regards to 'the sword.' Which sword?
4. Relax, I'm not covering the sides of grass blocks with grass. That's just Better Grass. If you don't like it, simply don't check it when you run MCPatcher. On the topic of realism though, considering it only works when it's one block high, to me it's a good feature to simulate rolling hills in a distance which minecraft desperately lacks.
5. I update every single time there's a major update to the game that adds new art. Snapshots, I may be a few days behind on, but I usually get those out in a timley fashion too. You can be notified of my texture pack's updates by either subscribing to this thread (I always post an announcement when I've updated.) Or subscribing to my Planet Minecraft listing. The latter, I think will only inform you of updates.
6. And yes, Misa is a female name. Though I've been somewhat recently made aware that it CAN be regarded a male's name in some countries. I'm not from one of those countries though.
Any particular reason? My current pack should be just as compatible with 1.5 as it was, and if any art was changed, you can easily change it back on your own using my ALTERNATES.png file.
Yes, probably. Currently my development version of the pack will not work with the latest MCPatcher. So the texture pack update will likely shortly follow the release of the next MCPatcher as it relies on some features that are not yet officially implemented into MCPatcher. MCPatcher's CTM support will have new rendering options and will improve upon random textures by fixing the randomization algorithm, allowing these to be applied to non-block blocks, and giving texture pack artists more control over frequency of random blocks that are encountered. It will also be adding support for very large textures that tile over multiple blocks--Something I've been dying to have for ages.
Search Post is your friend. I already addressed this when it was first brought up. It was a file naming bug which will be corrected in the next update.
-Added MCPatcher CTM support:
-Circle stone blocks can now be used to construct pillars, archways, and all sorts of interesting geometric stone patterns.
-Tops of logs will now expand to form a large smooth tree ring surface when 4 or more are connected at right angles.
-Jungle tree logs will now be shaded dynamically based on width--other logs are unaffected for wall-building.
-Brick walls now have corner stones.
-Hieroglyphic sandstone blocks have more variety in how they tile and when placed alone or in groups.
-Smooth sandstone blocks now have a completely smooth surface everywhere except their edges.
-Light wooden planks now have CTM dynamics that allow better framing on the side with unique tops.
-Crafting workbenches can now form desks, shelves and drawers when placed adjacent to each other.
-Stone slabs now have random variation that matches the new look for Smooth stone.
-Stone blocks now have random block angles, where some blocks may jut out or sink in slightly more than others.
-Oak, Pine, and Jungle planks now have some minor random variation to their tiling pattern.
-Roses and yellow flowers now come in 9 various shapes and sizes each.
-Dead bushes now come in various stages.
-Tall grass has more variety to it now.
-Lilypads can now face in 8 possible directions as opposed to the previous 4.
-Watermelons have an incredibly rare chance to spawn in some locations with a creeper face.
-Gravel tiles much less obviously and makes for more rugged-looking roads.
-Clay is now more usable as a building material with its new variance.
-Dirt has a lot more character and detail than ever before.
-Sand is now slightly more granular and the dune-size has been realistically increased to tile better over large areas.
-Custom sign color added.
-Decreased the view obstruction a bit when wearing the pumpkin. Nightvision effect is unchanged.
-Replaced the completely worthless sponge texture with a more useful bale of hay, due to similar properties/function.
-Modified the texture for light wooden planks to account for the new dynamics introduced by CTM. (may do the same for brick later)
-ALTERNATES.png has been updated to store any altered old versions of textures.
-Colored areas on terrain.png to water and lava colors so they work properly on mini-map mods.
-Fixed a stray pixel on the animated diamond shovel.
-Fixed the missing animated blaze texture.
-Fixed a missing snout on Pig12.png.
-Fixed a few stray pixels on inventory.png
You may notice that I have not done CTM support for glass. This is due to me thinking that it looks absolutely terrible on my texture--it's as if nothing is there at all. If translucent glass becomes possible in the future, I'll reconsider adding this, but for now, I think the default individual panes of glass looks best.