Might I make a few suggestions? Add something for each texture pack that says what version it's for, or when it was last updated. That way we'll know what packs have been recently updated for the most recent content patches
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Watch, as I punch this tree down to harvest the delicious heartwood core!
You don't sheer sheep to make clothes, you PUNCH THEIR GOD DAMN WOOL OFF! [13] <@Drakkar> I WILL BAN THE **** OUT OF ALL OF YOU
So no one else knows how to make the textures more detailed?
Well, now I have to sort through all the .class files in C:\Documents and Settings\(user)\Application Data\.minecraft\bin\minecraft.jar (it's full of .class files and all the .png texture images) with my decompiler to figure out which one (if any) controls the graphics output
So no one else knows how to make the textures more detailed?
Well, now I have to sort through all the .class files in C:\Documents and Settings\(user)\Application Data\.minecraft\bin\minecraft.jar (it's full of .class files and all the .png texture images) with my decompiler to figure out which one (if any) controls the graphics output
Sorry, but you're really, really stupid. I already told you that all you have to do is take the original terrain and resize it to whatever you want (32x, 64x, 128x, or 256x)...
If you don't understand how to resize it, then go to a pack that is whatever size you want each block to be and use that terrain as a template.
That wasn't my point, the only texture packs I'm using are the standard 16x16 pixel for every block, I want to know how to force the game it to load a larger texture for each block. The game as it is right now won't accept any .png files larger than 256x256. If I wanted 128x128 textures (8x the normal res) for each block, then I would have to force the game to load a 2048x2048 .png image, then I would have to multiply the 4 coordinates it pulls for each individual texture by 8 so it will load a 128/x128 texture for every block. I already have resized items.png, and terrain.png files thagt the game WILL NOT LOAD because they are larger than its limitations allow. There might be mods out there that will load a 128x128 texture for each block, but I asked you earlier if there were and you didn't answer so I assumed no. Also Note: an HD texture pack that supposedly has textures on blocks that are greater than 16x16 would have to use a mod that alters how the game loads textures (meaning an extra .class file in minecraft.jar that tells it to load a higher res .png).
Here's a couple of samples of Java code that addresses the .png files that I'm wanting to edit:
import org.lwjgl.opengl.GL11;
public class ad
{
public ad(int i)
{
a = new byte[1024];
c = false;
d = 0;
e = 1;
f = 0;
b = i;
}
Nope. The game can recognize texture that have a higher resolution than 256x256 and make them work. The HD patcher only fixes a few things such as the water animation and such which ARE in the code.
Then why didn't it recognize the 2048x2048 terrain.png that I have? If it is able to recognize them, then it wouldn't have crashed the game before the main menu even loaded.
I have all the "a" series .class files decomplied and stored. ad-ag addressess some of the graphics aspects which iI am interested in.
Texture Pack Name: 'Glossy' Author Name: Vitrolic_Edge Beta(HD? What size?) or Creative?: Beta: 1.2_02, 16x16 px Thread Link:Thread Link Screenshots:
Thanks in advance.
No mean to nag, but it's been a couple days since I posted a request. I would like to know if you had acknowledged it and you'll do it in next time you have time, again I don't mean to nag, this topic is great and you're doing great work for the forum by doing this constant upkeep.
No mean to nag, but it's been a couple days since I posted a request. I would like to know if you had acknowledged it and you'll do it in next time you have time, again I don't mean to nag, this topic is great and you're doing great work for the forum by doing this constant upkeep.
Then why didn't it recognize the 2048x2048 terrain.png that I have? If it is able to recognize them, then it wouldn't have crashed the game before the main menu even loaded.
I have all the "a" series .class files decomplied and stored. ad-ag addressess some of the graphics aspects which iI am interested in.
Then why didn't it recognize the 2048x2048 terrain.png that I have? If it is able to recognize them, then it wouldn't have crashed the game before the main menu even loaded.
I have all the "a" series .class files decomplied and stored. ad-ag addressess some of the graphics aspects which iI am interested in.
Yeah, I'm pretty sure 256x256 packs are not supported.(and btw, we refer to packs based on block size, not the entire image size)
Its 128x128, and the game did NOT read it. If the overall .png image size is above 256x256, then the game will stop loading and crash, which is what I kept saying before that the coding as is when you download the game will prevent a higher resoultion from loading. Xau's mod/patch fixes this problem, however I want to code the "patch" directly into the .class files so the game will be able to run with higher resolution without a patch (i.e. code option buttons to select the desired resolution, then code a procedure to resize the .png and fix the coordinates the game loads for each texture)
every time i try and open my minecraft thing to make a texture pack and stuff, it says java cant open it or somethin. do i HAVE 2 have Winrar or 7zip or what ever?
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the cake is ALWAYS a lie
'i shoot my arrows in the air sometimes sayin AY-O creepers K-O' -TNT
every time i try and open my minecraft thing to make a texture pack and stuff, it says java cant open it or somethin. do i HAVE 2 have Winrar or 7zip or what ever?
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Curse PremiumYou don't sheer sheep to make clothes, you PUNCH THEIR GOD DAMN WOOL OFF!
[13] <@Drakkar> I WILL BAN THE **** OUT OF ALL OF YOU
Well, now I have to sort through all the .class files in C:\Documents and Settings\(user)\Application Data\.minecraft\bin\minecraft.jar (it's full of .class files and all the .png texture images) with my decompiler to figure out which one (if any) controls the graphics output
Sorry, but you're really, really stupid. I already told you that all you have to do is take the original terrain and resize it to whatever you want (32x, 64x, 128x, or 256x)...
If you don't understand how to resize it, then go to a pack that is whatever size you want each block to be and use that terrain as a template.
Here's a couple of samples of Java code that addresses the .png files that I'm wanting to edit:
import org.lwjgl.opengl.GL11;
public class ad
{
public ad(int i)
{
a = new byte[1024];
c = false;
d = 0;
e = 1;
f = 0;
b = i;
}
public void a()
{
}
public void a(fr fr1)
{
if(f == 0)
GL11.glBindTexture(3553, fr1.a("/terrain.png"));
else
if(f == 1)
GL11.glBindTexture(3553, fr1.a("/gui/items.png"));
}
public byte a[];
public int b;
public boolean c;
public int d;
public int e;
public int f;
}
-----------------------------------------------------------------------
import java.awt.image.BufferedImage;
import java.io.IOException;
import javax.imageio.ImageIO;
import net.minecraft.client.Minecraft;
public class ae extends ad
{
public ae(Minecraft minecraft)
{
super(dv.aO.a(null));
h = new int[256];
g = minecraft;
f = 1;
try
{
BufferedImage bufferedimage = ImageIO.read(net/minecraft/client/Minecraft.getResource("/gui/items.png"));
int k = (b % 16) * 16;
int l = (b / 16) * 16;
bufferedimage.getRGB(k, l, 16, 16, h, 0, 16);
}
catch(IOException ioexception)
{
ioexception.printStackTrace();
}
}
public void a()
{
for(int k = 0; k < 256; k++)
{
int l = h[k] >> 24 & 0xff;
int i1 = h[k] >> 16 & 0xff;
int j1 = h[k] >> 8 & 0xff;
int k1 = h[k] >> 0 & 0xff;
if(this.c)
{
int l1 = (i1 * 30 + j1 * 59 + k1 * 11) / 100;
int i2 = (i1 * 30 + j1 * 70) / 100;
int j2 = (i1 * 30 + k1 * 70) / 100;
i1 = l1;
j1 = i2;
k1 = j2;
}
a[k * 4 + 0] = (byte)i1;
a[k * 4 + 1] = (byte)j1;
a[k * 4 + 2] = (byte)k1;
a[k * 4 + 3] = (byte)l;
}
double d = 0.0D;
if(g.e != null && g.g != null)
{
double d1 = (double)g.e.m - g.g.av;
double d3 = (double)g.e.o - g.g.ax;
d = ((double)(g.g.aB - 90F) * 3.1415926535897931D) / 180D - Math.atan2(d3, d1);
if(g.e.q.c)
d = Math.random() * 3.1415927410125732D * 2D;
}
double d2;
for(d2 = d - i; d2 < -3.1415926535897931D; d2 += 6.2831853071795862D);
for(; d2 >= 3.1415926535897931D; d2 -= 6.2831853071795862D);
if(d2 < -1D)
d2 = -1D;
if(d2 > 1.0D)
d2 = 1.0D;
j += d2 * 0.10000000000000001D;
j *= 0.80000000000000004D;
i += j;
double d4 = Math.sin(i);
double d5 = Math.cos(i);
for(int k2 = -4; k2 <= 4; k2++)
{
int i3 = (int)(8.5D + d5 * (double)k2 * 0.29999999999999999D);
int k3 = (int)(7.5D - d4 * (double)k2 * 0.29999999999999999D * 0.5D);
int i4 = k3 * 16 + i3;
int k4 = 100;
int i5 = 100;
int k5 = 100;
char c = '\377';
if(this.c)
{
int i6 = (k4 * 30 + i5 * 59 + k5 * 11) / 100;
int k6 = (k4 * 30 + i5 * 70) / 100;
int i7 = (k4 * 30 + k5 * 70) / 100;
k4 = i6;
i5 = k6;
k5 = i7;
}
a[i4 * 4 + 0] = (byte)k4;
a[i4 * 4 + 1] = (byte)i5;
a[i4 * 4 + 2] = (byte)k5;
a[i4 * 4 + 3] = (byte)c;
}
for(int l2 = -8; l2 <= 16; l2++)
{
int j3 = (int)(8.5D + d4 * (double)l2 * 0.29999999999999999D);
int l3 = (int)(7.5D + d5 * (double)l2 * 0.29999999999999999D * 0.5D);
int j4 = l3 * 16 + j3;
int l4 = l2 < 0 ? 100 : 255;
int j5 = l2 < 0 ? 100 : 20;
int l5 = l2 < 0 ? 100 : 20;
char c1 = '\377';
if(this.c)
{
int j6 = (l4 * 30 + j5 * 59 + l5 * 11) / 100;
int l6 = (l4 * 30 + j5 * 70) / 100;
int j7 = (l4 * 30 + l5 * 70) / 100;
l4 = j6;
j5 = l6;
l5 = j7;
}
a[j4 * 4 + 0] = (byte)l4;
a[j4 * 4 + 1] = (byte)j5;
a[j4 * 4 + 2] = (byte)l5;
a[j4 * 4 + 3] = (byte)c1;
}
}
private Minecraft g;
private int h[];
private double i;
private double j;
}
All credit for the above code goes to Notch for making ad.class and ae.class
YOU MUST BOW BEFORE ITS GLORY!!!
I have all the "a" series .class files decomplied and stored. ad-ag addressess some of the graphics aspects which iI am interested in.
Form Post:
http://www.minecraftforum.net/posting.php?mode=edit&f=1021&p=2358633
Quick Links:
Low Def 1.0 Download
Resource Finder 1.0 Download
No mean to nag, but it's been a couple days since I posted a request. I would like to know if you had acknowledged it and you'll do it in next time you have time, again I don't mean to nag, this topic is great and you're doing great work for the forum by doing this constant upkeep.
Can you add the texture pack which I made to a list?
viewtopic.php?f=1021&t=163329
I can't open that link
Added
Sorry, thought I already added it
£14.00GBP Monthly - 3 gb minecraft server - mysql | fast support | 24/7 | over 99% uptime
I do not add texture pack edits or remixes of already made textures to the list.
All the textures are taken from Moderncraft and Painterly.
/facepalm.
It CANNOT.
Yeah, I'm pretty sure 256x256 packs are not supported.(and btw, we refer to packs based on block size, not the entire image size)
'i shoot my arrows in the air sometimes sayin AY-O creepers K-O' -TNT
yes
Author Name: Spoiledbabykitty
Beta(HD? What size?) or Creative?: Beta 16x16
Thread Link: http://www.minecraftforum.net/viewtopic.php?f=1021&t=167840
Screenshots (best if you put them all in one image): http://i294.photobucket.com/albums/mm107/spoiledbabykitty/MineCraft/blocks.png
Image by Oasteer