Customizable texture packs should be easier with this system. Instead of having to edit them into the terrain.png you can just place the ones you want into the correct folder.
Rollback Post to RevisionRollBack
Mostly moved on. May check back a few times a year.
Then use Dinnerbone's unstitcher AFTER you have finished with the pack. Then when you are done, use the tool to upgrade to the new format and when they add a new item or block, just merely open that png and edit it. Simple? If you complain about it being "Too Hard" (Which it isn't) then you obviously don't see that we were running out of spaces in terrain.png and items.png.
Well, then, sir. If it is SO easy to just make a texture pack the correct way and unstitch your pack, why not just get rid of having to unstitch it, making texture pack making as easy as breathing?
Also, I've noticed i do not draw perfectly the first time, so how what if I want to update my pack? Well, currently I just open a .png file in gimp and edit the texture, but with what you and many others are proposing i'd need to open a folder, search through 251 files (or more, if I'm editing an item), open the .png file, and edit it. This is way too much work, it is not easier, and what if you wanted to change something like stone? Well, you would do the steps above and repeat for ores, cobblestone and stone tools.
HD texture pack support should not be Mojang's prime focus, animated textures can already be made and multi-resolution texture packs do not need this kind of support. This update is presents more negative implications than positive.
Also, I've noticed i do not draw perfectly the first time, so how what if I want to update my pack? Well, currently I just open a .png file in gimp and edit the texture, but with what you and many others are proposing i'd need to open a folder, search through 251 files (or more, if I'm editing an item), open the .png file, and edit it. This is way too much work
Did... did you just say that looking through an alphabetical list is too much work?
For the love of god, man! How do you make it day to day?
Searching through the textures is a little bit annoying, but the names are very straightforward (and it doesn't take long to learn the less obvious ones). As an HD texture pack creator, I feel that the advantages greatly outweigh the disadvantages.
Edit: Ok, I was wrong about the naming. A lot of the textures are quite hard to find. But if your file browser looks anything like this:
You can just look at the image thumbnails to find the right one. And if you have a decent memory you should be able to remember the names. I still think that the advantages outweigh the disadvantages, but I do agree that they seriously need to change the texture names (they should change the variable names in the source code too, while they're at it)
1. HD textures without MCPatcher! No more annoying people asking about the fire and portal textures in grass.
2. I don't need to update the terrain.png file whenever Minecraft comes out with a new block.
3. I can have custom animations without MCPatcher.
4. I can put a custom needle on my compass (Looks so much better without the glitchy super-thin needle).
5. Since I'm collaborating on the pack, I don't need to post a 1024x1024 image when I've only edited one texture.
6. More blocks/items can be added than would fit on a single texture sheet, without having to use even more texture sheets
7. When I save a texture as a psd, I can instantly convert it to png without copying/pasting into the terrain.png (minor, but about as much work as searching through an alphabetical list for a texture).
8. Making my mod will be slightly easier, because I won't need to worry about where each texture goes in the texture sheet to make it more organized.
9. The customizer I'm making for the texture pack will be easier, because I don't need to write code for putting textures in the right place in a texture sheet.
10. It's more obvious what each texture is for, because the images files are named.
11. Textures that haven't been created take up less space because I don't have to upscale a 16x16 texture, I just don't include the file.
12. For the same reason as above, unfinished texture packs could be slightly faster.
13. I don't see why I would, but if I wanted to I could mix and match HD textures.
Edit: Actually, sort of see why I would. I think 64x is perfect for a texture pack, but the compass is often used when held in your hand, and my custom needle looks a bit blurry because it uses anti-aliasing. I could make the compass 128 or even 256x, however, and then it would look much better.
1. HD textures without MCPatcher! No more annoying people asking about the fire and portal textures in grass.
Is that really necessary?
2. I don't need to update the terrain.png file whenever Minecraft comes out with a new block. But you do need to find the file name and create a new image
3. I can have custom animations without MCPatcher
Again, is that really necessary?
4. I can put a custom needle on my compass (Looks so much better without the glitchy super-thin needle) True, but this could be done without the stitching thing of all the items
5. Since I'm collaborating on the pack, I don't need to post a 1024x1024 image when I've only edited one texture That is a bonus
6. More blocks/items can be added than would fit on a single texture sheet, without having to use even more texture sheets
Well one texture sheet lasted us 4 years...
7. When I save a texture as a psd, I can instantly convert it to png without copying/pasting into the terrain.png (minor, but about as much work as searching through an alphabetical list for a texture) I don't know what file uses 'psd' so I can't give my oh so important opinion
8. Making my mod will be slightly easier, because I won't need to worry about where each texture goes in the texture sheet to make it more organized
What?
9. The customizer I'm making for the texture pack will be easier, because I don't need to write code for putting textures in the right place in a texture sheet
That is a positive
10. It's more obvious what each texture is for, because the images files are named If you don't know what an unnamed texture is, i'm sure you won't recognize the code title is for it
11. Textures that haven't been created take up less space because I don't have to upscale a 16x16 texture, I just don't include the file A 256x texture pack is smaller than 251 16x files
12. For the same reason as above, unfinished texture packs could be slightly faster. I refuted the above, so this is a fallacy
13. I don't see why I would, but if I wanted to I could mix and match HD textures.
Edit: Actually, sort of see why I would. I think 64x is perfect for a texture pack, but the compass is often used when held in your hand, and my custom needle looks a bit blurry because it uses anti-aliasing. I could make the compass 128 or even 256x, however, and then it would look much better.
Just give up guys. You won't be able to convince Fluffywuffigenz and TVFlea that we're right, because you can't reason with stupid. And those two fell off the stupid tree and hit every branch. Then they climbed back up and did it again.
(they should change the variable names in the source code too, while they're at it)
var1, var2, var3... is always fun to come across. It's delightfully fun poor programming practice. Always worth a chuckle before banging your head against the wall.
Just give up guys. You won't be able to convince Fluffywuffigenz and TVFlea that we're right, because you can't reason with stupid. And those two fell off the stupid tree and hit every branch. Then they climbed back up and did it again.
Oh yeah, we're the pinnacle of stupidity on this thread. It's not the people who think it'll be easier to edit 250+ files than just one or that animated textures are what mojang is to spend their majority of time on, it's just us.
Oh yeah, we're the pinnacle of stupidity on this thread. It's not the people who think it'll be easier to edit 250+ files than just one or that animated textures are what mojang is to spend their majority of time on, it's just us.
... no one reads posts anymore except for certain one. 1. make a texture pack using the 1.4.6 or whatever textures 2. drag them into the unstitcher tool 3. Texture pack for 1.5 made. I like this because now, I don't have to wait forever for the texture pack owner to update it. They don't need to update anymore, and I don't get broken textures everywhere. You're complaining about how this will be too much work, yet, instructions have been posted multiple times. Make texture in 1.4.6 texture, unstitch, done. It's not that hard.
... no one reads posts anymore except for certain one. 1. make a texture pack using the 1.4.6 or whatever textures 2. drag them into the unstitcher tool 3. Texture pack for 1.5 made. I like this because now, I don't have to wait forever for the texture pack owner to update it. They don't need to update anymore, and I don't get broken textures everywhere. You're complaining about how this will be too much work, yet, instructions have been posted multiple times. Make texture in 1.4.6 texture, unstitch, done. It's not that hard.
And what if I wanted to update something like the stone, dirt or wood texture after 'unstitiching' it? Not so easy with the update, considering I now have to open more files than necessarily now.
And how would your texture pack provider update the new block? How would s/he find the name to the file?
var1, var2, var3... is always fun to come across. It's delightfully fun poor programming practice. Always worth a chuckle before banging your head against the wall.
Those names are the result of the obfuscation. (the var# and par# (for parameters)).
Oh yeah, we're the pinnacle of stupidity on this thread.
Well, glad you agree.
It's not the people who think it'll be easier to edit 250+ files than just one
I agree here as well. It definitely isn't. There is no reason for all the textures to be on one file. They are literally for different components, so separating them by file is a natural organizational scheme. Additionally, the names can give you some clue as to their purpose for new versions and/or snapshots, so we won't have people thinking stuff like when they tweaked leather armour and people thought the boots overlay was a freaking moustache.
Of course stemming from this, there is the argument that the names make no sense. I have to disagree. While the names aren't exactly the same as the name used in game, they are close enough, and they are a lot better than the names we had before, which was absolutely none at all. All you really had was that their locations were different, and sometimes related to their position.
or that animated textures are what mojang is to spend their majority of time on, it's just us.
Considering it was impossible for a texture pack author to change Lava or Water before this revision, And that was one of the things constantly complained about on the forums going all the way back to Alpha, I fail to see your point. They are adding what actual TP creators want. A group of which you are not a part of clearly due to your not knowing what a .psd file is.
And what if I wanted to update something like the stone, dirt or wood texture after 'unstitiching' it? Not so easy with the update, considering I now have to open more files than necessarily now.
And how would your texture pack provider update the new block? How would s/he find the name to the file?
It's called you make a copy of the original texture. If you where smart (not saying you aren't), you would make back up of things.
The texture pack provider would have to be patient, or, I don't know, use the little "search" option to find the block they want to update.
It's called you make a copy of the original texture. If you were smart (not saying you aren't), you would make back up of things.
The texture pack provider would have to be patient, or, I don't know, use the little "search" option to find the block they want to update.
Oh, so not only do I have to repeat a process I did earlier, but I also have to keep a backup of every terrain.png, as well? Remind me why I need to go through this extra hassle, oh yeah, so 'actual texture pack makers (which I have just been informed is a group I am not a part of)' can make crap like this[media][media][/media[/media]]
And where would they search this? Should Mojang release the filenames of every new block in the launcher for every update?
Oh, and i'm glad you think I'm not stupid. I wish I could extend the same courtesy to you, but I'm not disengeneous to do so
It depends. Honestly I feel it is a needed change. Minecraft can only handle so 256 textures for texture sheet, any more then that and you get a "no sprite indices left" well that's for those who make mods with modloader. Mojang needed a way to add more textures and I think that the current way is good. The texture pack perks are only a side effect.
It depends. Honestly I feel it is a needed change. Minecraft can only handle so 256 textures for texture sheet, any more then that and you get a "no sprite indices left" well that's for those who make mods with modloader. Mojang needed a way to add more textures and I think that the current way is good. The texture pack perks are only a side effect.
Well, one terrain sheet lasted us 3 years, how about another one until 2016?
Oh, and just a little off-topic note, what is the texture pack in the background of your signature?
@TV - You oppose "stitched texture packs". Doesn't that technically mean you don't support the 1.4.7 and pre-1.4.7 texture schemes? I know in the folder it says "stitched texture" and whatnot, but you need to unstitch your texture pack to get it to work with the new format.
Anyhow, it isn't a terrible change. Naturally, it'll take time to get used to, but you don't need a patcher (as said) and you can custom animate certain blocks. Moreover, you could mix 256x with 16x (not that you would, but you can). Personally, I feel it's a lot better than terrain.png, terrain2.png, items.png, items2.png. It would get annoying. And copy/paste/rescale in your own mixpack was a lot harder - this makes it much easier. Drag and drop to exchange.
Mostly moved on. May check back a few times a year.
Also, I've noticed i do not draw perfectly the first time, so how what if I want to update my pack? Well, currently I just open a .png file in gimp and edit the texture, but with what you and many others are proposing i'd need to open a folder, search through 251 files (or more, if I'm editing an item), open the .png file, and edit it. This is way too much work, it is not easier, and what if you wanted to change something like stone? Well, you would do the steps above and repeat for ores, cobblestone and stone tools.
HD texture pack support should not be Mojang's prime focus, animated textures can already be made and multi-resolution texture packs do not need this kind of support. This update is presents more negative implications than positive.
you can already downgrade the resolutions by just editing the block texture. I think someone already made that point.
Did... did you just say that looking through an alphabetical list is too much work?
For the love of god, man! How do you make it day to day?
And still, having to look through a list at all is unnecessary.
Edit: Ok, I was wrong about the naming. A lot of the textures are quite hard to find. But if your file browser looks anything like this:
You can just look at the image thumbnails to find the right one. And if you have a decent memory you should be able to remember the names. I still think that the advantages outweigh the disadvantages, but I do agree that they seriously need to change the texture names (they should change the variable names in the source code too, while they're at it)
1. HD textures without MCPatcher! No more annoying people asking about the fire and portal textures in grass.
2. I don't need to update the terrain.png file whenever Minecraft comes out with a new block.
3. I can have custom animations without MCPatcher.
4. I can put a custom needle on my compass (Looks so much better without the glitchy super-thin needle).
5. Since I'm collaborating on the pack, I don't need to post a 1024x1024 image when I've only edited one texture.
6. More blocks/items can be added than would fit on a single texture sheet, without having to use even more texture sheets
7. When I save a texture as a psd, I can instantly convert it to png without copying/pasting into the terrain.png (minor, but about as much work as searching through an alphabetical list for a texture).
8. Making my mod will be slightly easier, because I won't need to worry about where each texture goes in the texture sheet to make it more organized.
9. The customizer I'm making for the texture pack will be easier, because I don't need to write code for putting textures in the right place in a texture sheet.
10. It's more obvious what each texture is for, because the images files are named.
11. Textures that haven't been created take up less space because I don't have to upscale a 16x16 texture, I just don't include the file.
12. For the same reason as above, unfinished texture packs could be slightly faster.
13. I don't see why I would, but if I wanted to I could mix and match HD textures.
Edit: Actually, sort of see why I would. I think 64x is perfect for a texture pack, but the compass is often used when held in your hand, and my custom needle looks a bit blurry because it uses anti-aliasing. I could make the compass 128 or even 256x, however, and then it would look much better.
Help us at soartex.net!
var1, var2, var3... is always fun to come across. It's delightfully fun poor programming practice. Always worth a chuckle before banging your head against the wall.
And how would your texture pack provider update the new block? How would s/he find the name to the file?
Those names are the result of the obfuscation. (the var# and par# (for parameters)).
Well, glad you agree.
I agree here as well. It definitely isn't. There is no reason for all the textures to be on one file. They are literally for different components, so separating them by file is a natural organizational scheme. Additionally, the names can give you some clue as to their purpose for new versions and/or snapshots, so we won't have people thinking stuff like when they tweaked leather armour and people thought the boots overlay was a freaking moustache.
Of course stemming from this, there is the argument that the names make no sense. I have to disagree. While the names aren't exactly the same as the name used in game, they are close enough, and they are a lot better than the names we had before, which was absolutely none at all. All you really had was that their locations were different, and sometimes related to their position.
Considering it was impossible for a texture pack author to change Lava or Water before this revision, And that was one of the things constantly complained about on the forums going all the way back to Alpha, I fail to see your point. They are adding what actual TP creators want. A group of which you are not a part of clearly due to your not knowing what a .psd file is.
The texture pack provider would have to be patient, or, I don't know, use the little "search" option to find the block they want to update.
And where would they search this? Should Mojang release the filenames of every new block in the launcher for every update?
Oh, and i'm glad you think I'm not stupid. I wish I could extend the same courtesy to you, but I'm not disengeneous to do so
Farewell everyone o/
Oh, and just a little off-topic note, what is the texture pack in the background of your signature?
Anyhow, it isn't a terrible change. Naturally, it'll take time to get used to, but you don't need a patcher (as said) and you can custom animate certain blocks. Moreover, you could mix 256x with 16x (not that you would, but you can). Personally, I feel it's a lot better than terrain.png, terrain2.png, items.png, items2.png. It would get annoying. And copy/paste/rescale in your own mixpack was a lot harder - this makes it much easier. Drag and drop to exchange.