D'oh! viewtopic.php?f=25&t=72284 stupid clipboard. Just wishful thinking really, though it would be nice to get that utility updated, I have a lot of new land since the new ores were introduced, and they need a little lift.
Ah, yeah, I do remember looking at that some time ago. It looks like its sourcecode isn't actually online at the moment; if that ever comes back I may take a look at it to see.
On another note, I was thinking, for the mini map, would it be a good idea to use the same technique Minutor uses for their "Hide Obscured" function? It essentially turns off anything that is surrounded by rock, I think. Makes the nether map much easier to read, and less useless. Also works nice for viewing underground while in caves. Just a thought.
I'll have to take a look at it; Minutor's been rather unstable on my desktop for some reason so I haven't played around with it much. I'd certainly like something to make the minimap vaguely useful in the Nether, though.
Quote from Doorkn00b »
I hate it how every single file uploading site has huge amounts of pop-ups and advertisements,
Yeah, I'd love to host the thing off of github or Sourceforge or something (plus there'd be a public repository as well), but I'd feel pretty weird doing that without knowing what license I'm actually allowed to distribute this thing as. Plusminus never actually specified one, and regardless of how much I've changed in X-Ray, it's still based on that original code. I'll see if maybe he'll respond to a PM or something...
D'oh! viewtopic.php?f=25&t=72284 stupid clipboard. Just wishful thinking really, though it would be nice to get that utility updated, I have a lot of new land since the new ores were introduced, and they need a little lift.
Ah, yeah, I do remember looking at that some time ago. It looks like its sourcecode isn't actually online at the moment; if that ever comes back I may take a look at it to see.
Yeah, the source has been offline for a while. In the meantime, I found a utility called OreGen that adds new ores to existing maps, so I now have lapis in my main mine area and don't have to go 1,000 kilometers to get some. It doesn't (I don't think) take existing ore bodies and make them larger like Mine Plump did, but it'll do for now.
Quote from xolotl »
Quote from Dweller_Benthos »
On another note, I was thinking, for the mini map, would it be a good idea to use the same technique Minutor uses for their "Hide Obscured" function? It essentially turns off anything that is surrounded by rock, I think. Makes the nether map much easier to read, and less useless. Also works nice for viewing underground while in caves. Just a thought.
I'll have to take a look at it; Minutor's been rather unstable on my desktop for some reason so I haven't played around with it much. I'd certainly like something to make the minimap vaguely useful in the Nether, though. :smile.gif:
It really is pretty cool, there is a new version, has always been stable for me, though it has the same problem Xray has, a big map takes a long time to load and moving around while zoomed out very far is pretty laggy. Zoom in all the way, then move and switch to the nether, hit 3 to turn on hide obscured, works pretty well.
Oh yeah, I think the new painting is called FlamingSkull or something like that. Should have written it down. I'll confirm again tonight, it was really late when I looked last night and just wanted some sleep.
Yep, just checked again, and by process of elimination, the new painting is called "BurningSkull".
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
The couple of "main" features in this release are:
[*:24q8zxpf]"Explored" area highlighting, which tints blocks with a green color if they're near a torch, which is pretty useful to tell where you've been and where you haven't, when underground. This is triggered with "E" by default.
[*:24q8zxpf]The ten resources which are highlightable can be specified in the configuration file now.
Other miscellany:
[*:24q8zxpf]The startup dialog will remember your previous choices and default to them
[*:24q8zxpf]Water can be toggled off with "T" (by default)
[*:24q8zxpf]You can lock the camera to the vertical axis with "L", which will cause the camera to only move up and down if you're using the actual up/down keys
[*:24q8zxpf]Water and Fire should render regardless of texture pack (hopefully for real this time)
[*:24q8zxpf]Updated which texture to use for jukeboxes, to differentiate between note blocks, and fixed the workbench texture (no idea how it took me so long to notice that one)
[*:24q8zxpf]A "rendering info" box is now shown by default, toggled with "R"
[*:24q8zxpf]The software is officially licensed under the New/Modified BSD License.
... and there were a few more minor bugfixes-and-things in there as well. Astute persons may notice too that the file download links are going to Sourceforge now. I'll eventually have a source repository on there as well. Many thanks, once again, to plusminus for having a chat with me about the licensing stuff! Of course, Sourceforge is currently having some issues with an attack on their network (an auspicious start!) so downloads from there may not be working quite right. I've put up some multiupload links as per usual as a backup as well, for now.
You also might notice that the website has been given a bit of an overhaul, and now features some actual documentation. The list of strings to use when specifying resource highlights, in particular, will probably be useful.
As always, let me know if there are issues, etc! If you wanted to use Sourceforge's bug tracker for that kind of stuff, feel free, though I'll still be watching this forum (and email) as usual.
Not past its current limits, no. (Or rather, it's trivial to to do via changing the code, but not just by running the app.) The biggest limiter right now for that is performance - once I figure out how to get chunk loading to be kinder to the system, I'll probably be increasing the maximum distance. For now, it was just causing too much stuttering while loading for my tastes.
/e: argh, this is the slowest download i ever had since i changed from 56k modem to adsl. sourceforge really is slow atm.
/e2: wtf, my download is now at 151%, i’ve downloaded 8.5 of 5.6 MB, and it still isn’t finished.
Yeah, Sourceforge appears to be having some major issues at the moment, looks like it was bad luck on my part to release right on top of that. There are some multiupload.com links on the site; you can use those instead for now. I'll post 'em on the first post here as well. Alternatively, if you use a downloader (like "wget" or whatever) which is very persistant about retrying/continuing a broken download, you'll eventually get the whole file from sourceforge too; it'll just take awhile.
Excellent new release! Nice that water is a toggle now, you can see what the sea bed looks like and find those pesky ores underwater.
Highlight explored is cool, though it tends to spill over into unexplored areas if there's only a one or two block wall between. No big there.
Fire looks funny, though that's probably due to the texture pack, there are four flame graphics on each side of the block. Don't care though, because they aren't showing the underground through them which was weird.
Can't say the same for glass, though, that still looks strange. Doesn't bother me much, but I don't have a ton of glass around, it would look funny on a map with loads of glass.
Don't have any juke boxes or note blocks in the map here to check, but the crafting bench and furnace show the same texture on all sides, but I wouldn't have noticed if you hadn't mentioned it.
Thanks again, great work.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
Highlight explored is cool, though it tends to spill over into unexplored areas if there's only a one or two block wall between. No big there.
Yeah, I didn't think that was worth fixing since it's usually pretty obvious when that happens. Perhaps in a future release, though!
Fire looks funny, though that's probably due to the texture pack, there are four flame graphics on each side of the block.
The fire graphic is constructed from four of the "torch" flame graphic which was found in "particles.png." That was the only place I could find that had a reliable fire image, so I figured I'd just do it the easy way and tile it up like that. So it certainly won't look like the actual ingame fire, but at least it should let you know what's there, properly.
Can't say the same for glass, though, that still looks strange.
Indeed - the transparency issues are still problematic. It's also quite noticeable in water, and around torches, etc, though any of the "non-solid" blocks can exhibit weird transparency-related issues. I actually did do a little investigation into that, and it looks like to support alpha blending properly, I'd have to overhaul the renderer so that it always draws that stuff from furthest-away to nearest. I would like to fix that, as it's been bothering me ever since the pre-Maintenance-Branch days, but I'm pretty sure that it'll require some largeish changes to how things are done now.
Don't have any juke boxes or note blocks in the map here to check, but the crafting bench and furnace show the same texture on all sides, but I wouldn't have noticed if you hadn't mentioned it.
Yeah, all the "solid" blocks will always have the same texture on each side, regardless of how they look in-game (see also: tree trunks, dispensers, furnaces, chests, etc). The crafting bench had been previously using a texture from the wooden-chest set of textures, and not an actual workbench texture. Given that X-Ray is primarily a resource-finding utility, though, I hadn't taken the time to render that stuff totally-properly.
i only use it as cave-finding and orientation system, except if i find diamond ore one block away from my tunnels. in this case i’ll remember that, too :wink.gif:
Highlight explored is cool, though it tends to spill over into unexplored areas if there's only a one or two block wall between. No big there.
Yeah, I didn't think that was worth fixing since it's usually pretty obvious when that happens. Perhaps in a future release, though!
Actually, now that I think on it, it's not a bad thing, to know there's a new tunnel just beyond one you already have, and it's pointed out to you. There, it's not a bug, it's a feature!
Quote from xolotl »
Quote from Dweller_Benthos »
Fire looks funny, though that's probably due to the texture pack, there are four flame graphics on each side of the block.
The fire graphic is constructed from four of the "torch" flame graphic which was found in "particles.png." That was the only place I could find that had a reliable fire image, so I figured I'd just do it the easy way and tile it up like that. So it certainly won't look like the actual in game fire, but at least it should let you know what's there, properly.
Ingenious! I don't have any problem with that. Most other programs like MCEdit just use the Fire Texture Host graphic and leave it at that. Now you've got me thinking though, where in the texture files are the graphics for the actual fire used in game? Unless it's stored in the code though that would be weird (we talked about that before) even if it's generated as a particle effect or something, there'd still need to be a graphic for it. At least that's how BF1942 used to do it, but that's about the only other game I have modding experience in, so there's probably other ways to do it.
Quote from xolotl »
Quote from Dweller_Benthos »
Can't say the same for glass, though, that still looks strange.
Indeed - the transparency issues are still problematic. It's also quite noticeable in water, and around torches, etc, though any of the "non-solid" blocks can exhibit weird transparency-related issues. I actually did do a little investigation into that, and it looks like to support alpha blending properly, I'd have to overhaul the renderer so that it always draws that stuff from furthest-away to nearest. I would like to fix that, as it's been bothering me ever since the pre-Maintenance-Branch days, but I'm pretty sure that it'll require some largeish changes to how things are done now.
Doesn't bother me that much, lol.
Quote from xolotl »
Quote from Dweller_Benthos »
Don't have any juke boxes or note blocks in the map here to check, but the crafting bench and furnace show the same texture on all sides, but I wouldn't have noticed if you hadn't mentioned it.
Yeah, all the "solid" blocks will always have the same texture on each side, regardless of how they look in-game (see also: tree trunks, dispensers, furnaces, chests, etc). The crafting bench had been previously using a texture from the wooden-chest set of textures, and not an actual workbench texture. Given that X-Ray is primarily a resource-finding utility, though, I hadn't taken the time to render that stuff totally-properly. :smile.gif:
Right, there's no need for it to be a minecraft clone with flying and no clip mode added.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
hey, me again. sorry to keep bugging you with OSX problems, but i have another. when i try to open the new release it says "unable to unarchive "minecraft_xray_2.7_mb_8.tbz2" into "desktop" (error 2 - no such file or directory)" ive downloaded twice and same result. mb7 worked fine and had no problems so i dont get why this should.
hey, me again. sorry to keep bugging you with OSX problems, but i have another. when i try to open the new release it says "unable to unarchive "minecraft_xray_2.7_mb_8.tbz2" into "desktop" (error 2 - no such file or directory)" ive downloaded twice and same result. mb7 worked fine and had no problems so i dont get why this should.
If you downloaded it from Sourceforge, it's probably because their download system is having some pretty severe issues today; you probably didn't get the whole file - check the filesize and md5sum/sha1sum versus what it says on the site. For now you'll probably have better luck just grabbing it from the multiupload mirrors.
hey, me again. sorry to keep bugging you with OSX problems, but i have another. when i try to open the new release it says "unable to unarchive "minecraft_xray_2.7_mb_8.tbz2" into "desktop" (error 2 - no such file or directory)" ive downloaded twice and same result. mb7 worked fine and had no problems so i dont get why this should.
If you downloaded it from Sourceforge, it's probably because their download system is having some pretty severe issues today; you probably didn't get the whole file - check the filesize and md5sum/sha1sum versus what it says on the site. For now you'll probably have better luck just grabbing it from the multiupload mirrors.
Now you've got me thinking though, where in the texture files are the graphics for the actual fire used in game?
I suspect that it's just constructed from the graphics in particle.png. There's actually two graphics in there, one which is a flame, and the other is just a square of fire (which is smaller than the flame graphic). I bet that those are just scaled and animated around to create the ingame fire.
Oops hit a snag, water doesn't render correctly on my home system:
I took two screenshots with water on & off and split screened them to show the difference. Right half is water on, left half is water off. You can see the water, only it's very faint, about 95% transparent. I have the same water textures (I think) on this system as the one at work, and it looks fine there, so maybe video card related? Though they are both Nvidia cards, just the one here at home is a lot faster.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
Oops hit a snag, water doesn't render correctly on my home system:
Hm, interesting. If you've used mcpatcher (or whatever) to inject a skin into the jar, could you send me either the jar itself, or the files "terrain.png" and "misc/water.png" from inside there? If you're just using the "built-in" texture pack system, if you could get me a link to that, that'd be great. Thanks!
Oops hit a snag, water doesn't render correctly on my home system:
Hm, interesting. If you've used mcpatcher (or whatever) to inject a skin into the jar, could you send me either the jar itself, or the files "terrain.png" and "misc/water.png" from inside there? If you're just using the "built-in" texture pack system, if you could get me a link to that, that'd be great. Thanks!
Yeah, I figured out the culprit is misc/water.png. I have it modified to be completely white with 100% transparency to get rid of the water effect while under water, heh. Makes it easier to see while diving. But, makes water in xray completely white, so trade off, I suppose. Here it is in case you want to fiddle with it, but I think this is something I'll have to deal with on my end, I doubt the average user will have this type of texture in use.
<---- that might not even show up, but it's there, in between the TNT.
Oh, it only happens when I use my custom texture pack, if I switch to say, JohnSmithv6, or the default pack, it works fine, but I have to do that in minecraft before running xray, so no big deal.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
Ah, k, interesting. If you're not using the "built-in" texture pack functionality, it looks like you can still override individual images, btw... You should be able to create a .minecraft/bin/misc/water.png and I believe that X-Ray should pick that one up instead. That won't work right now if you're using Minecraft's built-in texture switcher, though.
For the next release I'll modify that a little bit so that the overrides go in X-Ray's own .minecraft_xray directory (along with the properties file), and I'll have those always override, instead of only working when there's no other texture pack in play.
OK, that sounds cool, being able to drop textures into the xray folder for it's use would be nice. You could even do a special xray pack that has ore graphics highlighted and other effects. Like, make clay bright red to make it stand out without using ore highlight, that sort of thing.
I'm running a custom 32x32 pack, but I start out with a modified default pack resized to 32x32, so this is the default texture that's set in minecraft with Xau's texture patcher, then I switch from that to my custom pack or other 32x32 packs with the texture switcher in minecraft.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
New problem surfaced a few days ago on version 6 & 7. Every once in a while (6 or 7 usages) the program goes into very slow mode, taking minutes to load the white bar after selecting a world and hitting 'Go". Continues to be slow, until I reboot the computer.
New problem surfaced a few days ago on version 6 & 7. Every once in a while (6 or 7 usages) the program goes into very slow mode, taking minutes to load the white bar after selecting a world and hitting 'Go". Continues to be slow, until I reboot the computer.
Huh, that's quite weird. What platform are you on? I'm afraid that this just doesn't happen on my machines, so I'm not sure if I'll be able to help out much with this. I'd suspect that it's something strange going on with your JVM or something. It might be worth it to post a tracker item in the bug tracker at Sourceforge with as much detail as possible; I could leave it open for awhile and see if anyone else chimes in with something that might help out. (I expect the report will just get buried in here.)
Ah, yeah, I do remember looking at that some time ago. It looks like its sourcecode isn't actually online at the moment; if that ever comes back I may take a look at it to see.
I'll have to take a look at it; Minutor's been rather unstable on my desktop for some reason so I haven't played around with it much. I'd certainly like something to make the minimap vaguely useful in the Nether, though.
Yeah, I'd love to host the thing off of github or Sourceforge or something (plus there'd be a public repository as well), but I'd feel pretty weird doing that without knowing what license I'm actually allowed to distribute this thing as. Plusminus never actually specified one, and regardless of how much I've changed in X-Ray, it's still based on that original code. I'll see if maybe he'll respond to a PM or something...
Yeah, the source has been offline for a while. In the meantime, I found a utility called OreGen that adds new ores to existing maps, so I now have lapis in my main mine area and don't have to go 1,000 kilometers to get some. It doesn't (I don't think) take existing ore bodies and make them larger like Mine Plump did, but it'll do for now.
It really is pretty cool, there is a new version, has always been stable for me, though it has the same problem Xray has, a big map takes a long time to load and moving around while zoomed out very far is pretty laggy. Zoom in all the way, then move and switch to the nether, hit 3 to turn on hide obscured, works pretty well.
Oh yeah, I think the new painting is called FlamingSkull or something like that. Should have written it down. I'll confirm again tonight, it was really late when I looked last night and just wanted some sleep.
Yep, just checked again, and by process of elimination, the new painting is called "BurningSkull".
D_B
To tell them how to live is to prevent them living.
The couple of "main" features in this release are:
[*:24q8zxpf]"Explored" area highlighting, which tints blocks with a green color if they're near a torch, which is pretty useful to tell where you've been and where you haven't, when underground. This is triggered with "E" by default.
[*:24q8zxpf]The ten resources which are highlightable can be specified in the configuration file now.
Other miscellany:
[*:24q8zxpf]The startup dialog will remember your previous choices and default to them
[*:24q8zxpf]Water can be toggled off with "T" (by default)
[*:24q8zxpf]You can lock the camera to the vertical axis with "L", which will cause the camera to only move up and down if you're using the actual up/down keys
[*:24q8zxpf]Water and Fire should render regardless of texture pack (hopefully for real this time)
[*:24q8zxpf]Updated which texture to use for jukeboxes, to differentiate between note blocks, and fixed the workbench texture (no idea how it took me so long to notice that one)
[*:24q8zxpf]A "rendering info" box is now shown by default, toggled with "R"
[*:24q8zxpf]The software is officially licensed under the New/Modified BSD License.
... and there were a few more minor bugfixes-and-things in there as well. Astute persons may notice too that the file download links are going to Sourceforge now. I'll eventually have a source repository on there as well. Many thanks, once again, to plusminus for having a chat with me about the licensing stuff! Of course, Sourceforge is currently having some issues with an attack on their network (an auspicious start!) so downloads from there may not be working quite right. I've put up some multiupload links as per usual as a backup as well, for now.
You also might notice that the website has been given a bit of an overhaul, and now features some actual documentation. The list of strings to use when specifying resource highlights, in particular, will probably be useful.
As always, let me know if there are issues, etc! If you wanted to use Sourceforge's bug tracker for that kind of stuff, feel free, though I'll still be watching this forum (and email) as usual.
can you increase the rendering distance somehow?
/e: argh, this is the slowest download i ever had since i changed from 56k modem to adsl. sourceforge really is slow atm.
/e2: wtf, my download is now at 151%, i’ve downloaded 8.5 of 5.6 MB, and it still isn’t finished.
Not past its current limits, no. (Or rather, it's trivial to to do via changing the code, but not just by running the app.) The biggest limiter right now for that is performance - once I figure out how to get chunk loading to be kinder to the system, I'll probably be increasing the maximum distance. For now, it was just causing too much stuttering while loading for my tastes.
Yeah, Sourceforge appears to be having some major issues at the moment, looks like it was bad luck on my part to release right on top of that. There are some multiupload.com links on the site; you can use those instead for now. I'll post 'em on the first post here as well. Alternatively, if you use a downloader (like "wget" or whatever) which is very persistant about retrying/continuing a broken download, you'll eventually get the whole file from sourceforge too; it'll just take awhile.
Highlight explored is cool, though it tends to spill over into unexplored areas if there's only a one or two block wall between. No big there.
Fire looks funny, though that's probably due to the texture pack, there are four flame graphics on each side of the block. Don't care though, because they aren't showing the underground through them which was weird.
Can't say the same for glass, though, that still looks strange. Doesn't bother me much, but I don't have a ton of glass around, it would look funny on a map with loads of glass.
Don't have any juke boxes or note blocks in the map here to check, but the crafting bench and furnace show the same texture on all sides, but I wouldn't have noticed if you hadn't mentioned it.
Thanks again, great work.
D_B
To tell them how to live is to prevent them living.
Yeah, I didn't think that was worth fixing since it's usually pretty obvious when that happens. Perhaps in a future release, though!
The fire graphic is constructed from four of the "torch" flame graphic which was found in "particles.png." That was the only place I could find that had a reliable fire image, so I figured I'd just do it the easy way and tile it up like that. So it certainly won't look like the actual ingame fire, but at least it should let you know what's there, properly.
Indeed - the transparency issues are still problematic. It's also quite noticeable in water, and around torches, etc, though any of the "non-solid" blocks can exhibit weird transparency-related issues. I actually did do a little investigation into that, and it looks like to support alpha blending properly, I'd have to overhaul the renderer so that it always draws that stuff from furthest-away to nearest. I would like to fix that, as it's been bothering me ever since the pre-Maintenance-Branch days, but I'm pretty sure that it'll require some largeish changes to how things are done now.
Yeah, all the "solid" blocks will always have the same texture on each side, regardless of how they look in-game (see also: tree trunks, dispensers, furnaces, chests, etc). The crafting bench had been previously using a texture from the wooden-chest set of textures, and not an actual workbench texture. Given that X-Ray is primarily a resource-finding utility, though, I hadn't taken the time to render that stuff totally-properly.
Actually, now that I think on it, it's not a bad thing, to know there's a new tunnel just beyond one you already have, and it's pointed out to you. There, it's not a bug, it's a feature!
Ingenious! I don't have any problem with that. Most other programs like MCEdit just use the Fire Texture Host graphic and leave it at that. Now you've got me thinking though, where in the texture files are the graphics for the actual fire used in game? Unless it's stored in the code though that would be weird (we talked about that before) even if it's generated as a particle effect or something, there'd still need to be a graphic for it. At least that's how BF1942 used to do it, but that's about the only other game I have modding experience in, so there's probably other ways to do it.
Doesn't bother me that much, lol.
Right, there's no need for it to be a minecraft clone with flying and no clip mode added.
D_B
To tell them how to live is to prevent them living.
#AntiSec
If you downloaded it from Sourceforge, it's probably because their download system is having some pretty severe issues today; you probably didn't get the whole file - check the filesize and md5sum/sha1sum versus what it says on the site. For now you'll probably have better luck just grabbing it from the multiupload mirrors.
thanks, tried this, worked great! to you
#AntiSec
I suspect that it's just constructed from the graphics in particle.png. There's actually two graphics in there, one which is a flame, and the other is just a square of fire (which is smaller than the flame graphic). I bet that those are just scaled and animated around to create the ingame fire.
I took two screenshots with water on & off and split screened them to show the difference. Right half is water on, left half is water off. You can see the water, only it's very faint, about 95% transparent. I have the same water textures (I think) on this system as the one at work, and it looks fine there, so maybe video card related? Though they are both Nvidia cards, just the one here at home is a lot faster.
D_B
To tell them how to live is to prevent them living.
Hm, interesting. If you've used mcpatcher (or whatever) to inject a skin into the jar, could you send me either the jar itself, or the files "terrain.png" and "misc/water.png" from inside there? If you're just using the "built-in" texture pack system, if you could get me a link to that, that'd be great. Thanks!
Yeah, I figured out the culprit is misc/water.png. I have it modified to be completely white with 100% transparency to get rid of the water effect while under water, heh. Makes it easier to see while diving. But, makes water in xray completely white, so trade off, I suppose. Here it is in case you want to fiddle with it, but I think this is something I'll have to deal with on my end, I doubt the average user will have this type of texture in use.
<---- that might not even show up, but it's there, in between the TNT.
Oh, it only happens when I use my custom texture pack, if I switch to say, JohnSmithv6, or the default pack, it works fine, but I have to do that in minecraft before running xray, so no big deal.
D_B
To tell them how to live is to prevent them living.
Ah, k, interesting. If you're not using the "built-in" texture pack functionality, it looks like you can still override individual images, btw... You should be able to create a .minecraft/bin/misc/water.png and I believe that X-Ray should pick that one up instead. That won't work right now if you're using Minecraft's built-in texture switcher, though.
For the next release I'll modify that a little bit so that the overrides go in X-Ray's own .minecraft_xray directory (along with the properties file), and I'll have those always override, instead of only working when there's no other texture pack in play.
I'm running a custom 32x32 pack, but I start out with a modified default pack resized to 32x32, so this is the default texture that's set in minecraft with Xau's texture patcher, then I switch from that to my custom pack or other 32x32 packs with the texture switcher in minecraft.
D_B
To tell them how to live is to prevent them living.
Thanks
Huh, that's quite weird. What platform are you on? I'm afraid that this just doesn't happen on my machines, so I'm not sure if I'll be able to help out much with this. I'd suspect that it's something strange going on with your JVM or something. It might be worth it to post a tracker item in the bug tracker at Sourceforge with as much detail as possible; I could leave it open for awhile and see if anyone else chimes in with something that might help out. (I expect the report will just get buried in here.)