When I look at another HD texture pack, the water animation is made with a new png-file containing lots of images in one long line. My question is, is it possible to shorten the animation just by cutting the image?
I have little experience with HD packs, but if your water animation has less frames than the file expects, why not repate the shortened animation?
For example, let's say your water animation uses 4 frames, but the pack's image has slots for 16 frames. Just take your 4 frames and repeat it to fill out the full animation. If you can't evenly repeat the animation, you may consider repeating frames to pad it out. (this would have a side effect of slowing down the animated water effect in game)
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
What I need is all of those files that make up the texture, like terrain.png and all of the other images/files that make up the texture, and at correct size so that I can make a 16X16 texture.
I would like this to be all compiled in one post, please.
What I need is all of those files that make up the texture, like terrain.png and all of the other images/files that make up the texture, and at correct size so that I can make a 16X16 texture.
I would like this to be all compiled in one post, please.
All those files can be found in your minecraft.jar
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Theevilpplz is so fabulous, hetrosexual men turn bi when he passes by.
Actually i did find that one. It helps alot! But there are still some things that confue me alittle (like why is foiliage 2 sides?). Besides it seems like an easy add to this topic.Hence me wondering if this is still getting updated.
That's already explained in the big explanation of all the textures on the terrain.png. The hollow leaves (without a black background) are used on fancy graphics mode, and the ones with a black background are used on fast graphics mode.
That's already explained in the big explanation of all the textures on the terrain.png. The hollow leaves (without a black background) are used on fancy graphics mode, and the ones with a black background are used on fast graphics mode.
They mean why does foilagecolor.png have two triangles filled with color, when grasscolor.png only has one half of the image with color in it, not about terrain.png
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Now that you understand all the technical aspects of how texture packs work, it's time to discuss how to go about actually making a texture pack. This section is meant to serve as a general guide for how to put pixels to paper, not as a set of step-by-step instructions on how to make each different kind of block or achieve a certain 'look'. Why? Because there are countless styles and techniques for making grass look like grass, and telling you to use one (or even a handful) would limit you from experimenting and finding new ways of making grass.
This section will, however, cover some of the basic artistic rules for shading, creating depth, choosing color, and using space (and pixels) effectively. It will also cover some of the issues specific to making texture art, such as the importance of tiling, and how to avoid the most common pitfalls.
One of the biggest issues all texture artists face is the concept of tiling. 'Tiling' refers to the appearance of your block textures when viewed in a large grouping-- i.e. what your cobblestone texture looks like when part of a large castle wall.
Oftentimes textures that look good as single blocks create distracting patterns when placed together into groups, which makes them unsuitable for large projects. These 'tiling issues' are notoriously hard to spot, and frequently even harder to get rid of. Luckily, there are a few tricks you can learn for how to anticipate tiling problems and eliminate them from your textures.
Below is a short guide to the various types of tiling errors that can occur and several methods for eliminating them. NOTE: These techniques only apply for blocks that would normally be found together in large groups, such as stone, dirt, cobble, sand, grass, leaves, etc. Blocks such as pumpkins and enchanting tables are not expected to tile well, because they are normally only used as single blocks rather than walls or floors.
Match-up Error
This type of error occurs when the lines or patterns in a texture (such as the cracks between cobblestones) do not match up from one side of the block to the other. Below is an example of a simple brick texture in which the lines between the bricks are drawn incorrectly and do not form whole bricks.
Outlined brick texture
At first glance you might think that this is a pretty good base for a brick texture. But when the block is copied and pasted into a 2x2 square, a match-up error appears:
Match-up error: The lines do not connect where they should
As you practice texturing you will learn to mentally trace the path of your patterns/cracks to make sure that everything connects where it should.
Always copy and paste your textures to check for tiling as you go along! Periodically tiling your textures as you work on them will save you a lot of trouble in the long run and help you to spot small tiling issues before they become big ones.
Pattern Error
Pattern errors occur when slight variations in the color, shading, or size of a texture create unwanted patterns when the block is tiled over a large area. An example would be a dark spot on a block that looks like a face from a distance. Pattern errors are not quite as dramatic as match-up errors, but they will severely decrease the appeal of your pack depending on how annoying the pattern is (no one wants a bunch of faces in their castle wall, for instance).
Below is an example of a 16x cobblestone texture that has a pattern error.
Cobblestone texture
At first glance this texture appears to be error-free. But once again, when the block is tiled a previously unseen pattern appears:
Example of a pattern error
The cobblestone circled is far larger than the others, and thus stands out from the texture, creating a visible pattern.
Again, the best way to spot tiling errors is to copy and paste your textures into a square.
Grid Error
Very similar to the pattern error, a grid error is caused when bands of lighter/darker areas cut through the texture (typically along the edges) creating a grid when tiled.
A stone texture
Left: Tiled, Right: Errors highlighted
When the texture is tiled, it become obvious that the strips of light and dark running through the texture form a grid. A method for fixing both pattern errors and grid errors are detailed below.
-- Perfect Tiling: A few tips --
Click the button below!
For blocks that do not have definite edges, use the following technique to isolate areas of bad tiling. NOTE: This method will not work for logs, cacti, or any texture where an edge of that texture must always be on the outside!
Tiling issues that occur at the corners or along the edges of the block tend to be very difficult to fix due to the fact that the edges have to mesh together. Below is a method for bringing those edge problems into the center of the block where they are much easier to get rid of.
First, divide the texture in half down the center and switch the two halves:
The result can be seen below. The two vertical edges have now been brought into the center.
Next, divide the texture in half again through the middle and switch the two halves:
And voila, the single large stone that caused the tiling problems demonstrated above is now in the center of the block where it can easily be broken into smaller stones.
For textures where the above method cannot be used, arrange copies of the target texture in the pattern shown to help simplify the editing process:
Note: This texture can also be edited using the method above
This arrangement allows you to see how all the edges connect, giving you the ability to modify the edges of the center texture to match the edges of the textures around it. Only edit two adjacent edges at once! If you try to do all four edges without re-copying the modified texture, you will be undoing all the corrections you made.
Hi I sometimes like to edit texturepacks for my own use by replacing files from other texturepacks, but whenever I change the slightest thing I get this: the thumbnail is a black and white version of the default and it gives the title but no subtitle. When i click it, nothing happens. Someone please help!
Hi I sometimes like to edit texturepacks for my own use by replacing files from other texturepacks, but whenever I change the slightest thing I get this: the thumbnail is a black and white version of the default and it gives the title but no subtitle. When i click it, nothing happens. Someone please help!
They mean why does foilagecolor.png have two triangles filled with color, when grasscolor.png only has one half of the image with color in it, not about terrain.png
Ah. I believe Misa already covered that in her excellent thread on the topic-- I'm still trying to figure out how to make my own without copying her.
I think he's referring to the little picture next to the texture pack's name in the menu where you can change your texture pack... That image can be edited with a pack.png in the main folder of your texture pack, if it doesn't have one it'll display this grey image. Have you tried actually loading a game with it selected? Many people see the grey image and think it's 'greyed out' as in 'not usable', but mostly that's not the case and the texture pack will run fine.
no there was a working but outdated version of GeruDoku that I really liked so I threw in some textures from other packs. I helped my friend do the very same thing in person, and it worked out just fine for him. He even went as far as editing the terrain.png! Yeah I just tried it again when I click it it selects it but its as if its default.It looks like this:
When it should look like this:
And when I click it I get this:
When I should be getting this:
no there was a working but outdated version of GeruDoku that I really liked so I threw in some textures from other packs. I helped my friend do the very same thing in person, and it worked out just fine for him. He even went as far as editing the terrain.png! Yeah I just tried it again when I click it it selects it but its as if its default.
I don't know if you're doing this, but make sure not to unzip the pack-- you have to open it with 7zip or winrar. Packs that are unzipped and re-zipped won't work.
I don't know if you're doing this, but make sure not to unzip the pack-- you have to open it with 7zip or winrar. Packs that are unzipped and re-zipped won't work.
Uhh, what are you talking about? As long as it is zipped back properly it doesn't matter....
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
In my experience a pack that has been re-zipped no longer works. Maybe it's not including something in the file code, I don't know.
I use winRAR and I tried it a few moments ago, and it worked fine for me, as it always has. Un-zipping makes a ZIP turn into regular files, so if a ZIP or reZIP operation should be completely the same. What archive manager do you use? any chance you can link me to a file you unZIP and reZIP?
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
I use winRAR and I tried it a few moments ago, and it worked fine for me, as it always has. Un-zipping makes a ZIP turn into regular files, so if a ZIP or reZIP operation should be completely the same. What archive manager do you use? any chance you can link me to a file you unZIP and reZIP?
I've never actually unzipped and rezipped a file (I always use 7zip). But some of my real-life friends tried to make textures packs on their macs, and unzipping the file always completely ruined the pack, even after they rezipped it. So maybe it's just a mac thing-- I've never tried it with windows.
I've never actually unzipped and rezipped a file (I always use 7zip). But some of my real-life friends tried to make textures packs on their macs, and unzipping the file always completely ruined the pack, even after they rezipped it. So maybe it's just a mac thing-- I've never tried it with windows.
I think it has something to do with the compression method. I always read about mac users having trouble with texture packs, and I think I read somewhere that it was something dealing with compression, that it assumes you want to use maximum compression unless you set otherwise, or maybe it's a different type of compression compare to on windows archiving programs. I don't know, but with winRAR I always choose "store" as my compression method, which I think is no compression.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
hey! steelfeathers.
i went through your all inclusive guide to texturing but i have a question. i want to post a texture pack of mine online but how do i license it? i saw the topic on the forums and also went to the CC page but do not understand anything. i want to license it under Attribution-NonCommercial or Attribution-NonCommercial-ShareAlike. do i have to pay any fees or do any procedure or just add a section to the bottom of my pack's page saying that it is licensed underAttribution-NonCommercial-ShareAlike? i live outside the US. I really don't have any clue as to what to do.
Please help me out. thanks in advance and for the informative post.
WeaponGuy117
hey! steelfeathers.
i went through your all inclusive guide to texturing but i have a question. i want to post a texture pack of mine online but how do i license it? i saw the topic on the forums and also went to the CC page but do not understand anything. i want to license it under Attribution-NonCommercial or Attribution-NonCommercial-ShareAlike. do i have to pay any fees or do any procedure or just add a section to the bottom of my pack's page saying that it is licensed underAttribution-NonCommercial-ShareAlike? i live outside the US. I really don't have any clue as to what to do.
Please help me out. thanks in advance and for the informative post.
WeaponGuy117
If you read the CreativeCommons website, all you need to do is to go through their quick step-by-step process, and for maximum ease of understanding, put in the picture that they provide you, a description of what it means, and a link to the CreativeCommons website to learn more.
to Share — to copy, distribute and transmit the work
to Remix — to adapt the work
Under the following conditions:
Attribution — You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).
Noncommercial — You may not use this work for commercial purposes.
Share Alike — If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one.
I'm using winRAR too, and I'm selecting 'highest' or whatever the highest option is called in english (using german version). Anyway, my texture packs rezipped like that work great.
It's called "Best" in the english version.
I use store because I figure if it isn't compressed then Minecraft doesn't have to do any work to decompress it. And there much gain to compressing a file smaller than a GiB, unless you are really really low on space, and you're compressing all of your files, lol.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Regarding zipping issues... are you maintaining the same directory structure in the archive?
When you unzip a zip archive, you get the folder and its contents... but if you re-zip that resulting flder, the new zip archive will have that folder as the root, with all other files inside that - and minecraft won't be able to use that. Minecraft expects the terrain.png and the other subfolders to be at the root of the archive.
I have little experience with HD packs, but if your water animation has less frames than the file expects, why not repate the shortened animation?
For example, let's say your water animation uses 4 frames, but the pack's image has slots for 16 frames. Just take your 4 frames and repeat it to fill out the full animation. If you can't evenly repeat the animation, you may consider repeating frames to pad it out. (this would have a side effect of slowing down the animated water effect in game)
Am I just some kind of floating door that everyone ignores? http://www.minecraft...ated-20feb2012/
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
What I need is all of those files that make up the texture, like terrain.png and all of the other images/files that make up the texture, and at correct size so that I can make a 16X16 texture.
I would like this to be all compiled in one post, please.
All those files can be found in your minecraft.jar
That's already explained in the big explanation of all the textures on the terrain.png. The hollow leaves (without a black background) are used on fancy graphics mode, and the ones with a black background are used on fast graphics mode.
They mean why does foilagecolor.png have two triangles filled with color, when grasscolor.png only has one half of the image with color in it, not about terrain.png
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Very nice and detailed, I'm still pondering about what program to use though?
What thumbnail are you talking about?
Ah. I believe Misa already covered that in her excellent thread on the topic-- I'm still trying to figure out how to make my own without copying her.
When it should look like this:
And when I click it I get this:
When I should be getting this:
I don't know if you're doing this, but make sure not to unzip the pack-- you have to open it with 7zip or winrar. Packs that are unzipped and re-zipped won't work.
Uhh, what are you talking about? As long as it is zipped back properly it doesn't matter....
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
In my experience a pack that has been re-zipped no longer works. Maybe it's not including something in the file code, I don't know.
I use winRAR and I tried it a few moments ago, and it worked fine for me, as it always has. Un-zipping makes a ZIP turn into regular files, so if a ZIP or reZIP operation should be completely the same. What archive manager do you use? any chance you can link me to a file you unZIP and reZIP?
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
I've never actually unzipped and rezipped a file (I always use 7zip). But some of my real-life friends tried to make textures packs on their macs, and unzipping the file always completely ruined the pack, even after they rezipped it. So maybe it's just a mac thing-- I've never tried it with windows.
I think it has something to do with the compression method. I always read about mac users having trouble with texture packs, and I think I read somewhere that it was something dealing with compression, that it assumes you want to use maximum compression unless you set otherwise, or maybe it's a different type of compression compare to on windows archiving programs. I don't know, but with winRAR I always choose "store" as my compression method, which I think is no compression.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
hey! steelfeathers.
i went through your all inclusive guide to texturing but i have a question. i want to post a texture pack of mine online but how do i license it? i saw the topic on the forums and also went to the CC page but do not understand anything. i want to license it under Attribution-NonCommercial or Attribution-NonCommercial-ShareAlike. do i have to pay any fees or do any procedure or just add a section to the bottom of my pack's page saying that it is licensed underAttribution-NonCommercial-ShareAlike? i live outside the US. I really don't have any clue as to what to do.
Please help me out. thanks in advance and for the informative post.
WeaponGuy117
If you read the CreativeCommons website, all you need to do is to go through their quick step-by-step process, and for maximum ease of understanding, put in the picture that they provide you, a description of what it means, and a link to the CreativeCommons website to learn more.
So like this:
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
You are free:
It's called "Best" in the english version.
I use store because I figure if it isn't compressed then Minecraft doesn't have to do any work to decompress it. And there much gain to compressing a file smaller than a GiB, unless you are really really low on space, and you're compressing all of your files, lol.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
When you unzip a zip archive, you get the folder and its contents... but if you re-zip that resulting flder, the new zip archive will have that folder as the root, with all other files inside that - and minecraft won't be able to use that. Minecraft expects the terrain.png and the other subfolders to be at the root of the archive.