I've completed the Nautilus' shell. Now all that is left is decoration and furnishing.
(I'll edit with pics later; I'm late for kickboxing.)
Sounds good. Of course, I guess that this means I won't finish first, but as long as I finish I'll be happy. Too many other things going on this weekend.
Anyway, I've managed to finish the rudder and propeller, and I'm now working my way forward. I ran into a slight snag, however. As I was digging out the sand around it, a fair sized section of sand collapsed into a fair sized cavern filled with lava. Currently working on moving the lava to a safer location.
Just a quick question concerning mods, (specifically Wild grass and more paintings) after i use the patcher for this texture pack, it creates a new minecraft.jar( minecraft-1.2_02). The only real difference seems to be that the old one no longer has the META-INF folder while the new one does.
Point being, when i install mods into either .jar, there is no apparent change (also, the patcher isnt working for wild grass).
I'm running on vista 64, if it helps...
Thanks in advance!
Hi mate,
All mods should go into the 'minecraft,jar', the 'minecraft-1.2_02' file is a backup (I assume). Whenever I put mods into the game, I always drop them into minecraft.jar.
Mine is a Vista 64 system and certainly the Xtreme art and Punch-a-Picture mods work fine. WIld Grass I haven't used for some time, being preoccupied with the Xtreme Art and other things.
I noticed things keep changing by the day with the Wild Grass mod and there was both a self installing version with a different arrangement of graphics in seperate files and a version that used the graphics on the terrain.png file. My pack only provides for the latter, where you have to manually place the appropriate Wild Grass files directly into the 'minecraft.jar' file. I believe a few versions of Wild Grass are available and you need to be sure you've got the right one.
If you want to use the self installing version of WIld Grass, you'll have to cut and paste the 32x32 (grass, lily and lily pad) textures off my terrain.png file and drop them into the appropriate folders in the Wild Grass mod. Look in EJ Hopkins Wild Grass mod files to see examples. It's something I didn't have the time to do in the run up to releasing my latest update, especially as there were so many confusing file options in EJ Hopkins Wild Grass thread.
When I've time again, I will take another look at WG and make appropriate adjustments, as I really need to re-edit my grass textures for better effect too.
It's tedious, I know, but if you've been unsuccessful in applying a mod once, it's probably best to start again with a fresh download of Minecraft to ensure nothing's been broken at the first attempt, go through the MC Patcher process and then apply the other mods into the freshly patched 'minecraft.jar'. On a fresh install of Minecraft, patched with MC patcher, there should be no problem in getting the Xtreme Art mod to work. The WIld Grass I am not so up-to-date with, so perhaps someone else here can offer some extra pointers. :smile.gif:
Just a quick question concerning mods, (specifically Wild grass and more paintings) after i use the patcher for this texture pack, it creates a new minecraft.jar( minecraft-1.2_02). The only real difference seems to be that the old one no longer has the META-INF folder while the new one does.
Point being, when i install mods into either .jar, there is no apparent change (also, the patcher isnt working for wild grass).
I'm running on vista 64, if it helps...
Thanks in advance!
Hi mate,
All mods should go into the 'minecraft,jar', the 'minecraft-1.2_02' file is a backup (I assume). Whenever I put mods into the game, I always drop them into minecraft.jar.
Mine is a Vista 64 system and certainly the Xtreme art and Punch-a-Picture mods work fine. WIld Grass I haven't used for some time, being preoccupied with the Xtreme Art and other things.
I noticed things keep changing by the day with the Wild Grass mod and there was both a self installing version with a different arrangement of graphics in seperate files and a version that used the graphics on the terrain.png file. My pack only provides for the latter, where you have to manually place the appropriate Wild Grass files directly into the 'minecraft.jar' file. I believe a few versions of Wild Grass are available and you need to be sure you've got the right one.
If you want to use the self installing version of WIld Grass, you'll have to cut and paste the 32x32 (grass, lily and lily pad) textures off my terrain.png file and drop them into the appropriate folders in the Wild Grass mod. Look in EJ Hopkins Wild Grass mod files to see examples. It's something I didn't have the time to do in the run up to releasing my latest update, especially as there were so many confusing file options in EJ Hopkins Wild Grass thread.
When I've time again, I will take another look at WG and make appropriate adjustments, as I really need to re-edit my grass textures for better effect too.
It's tedious, I know, but if you've been unsuccessful in applying a mod once, it's probably best to start again with a fresh download of Minecraft to ensure nothing's been broken at the first attempt, go through the MC Patcher process and then apply the other mods into the freshly patched 'minecraft.jar'. On a fresh install of Minecraft, patched with MC patcher, there should be no problem in getting the Xtreme Art mod to work. The WIld Grass I am not so up-to-date with, so perhaps someone else here can offer some extra pointers. :smile.gif:
Thanks a ton, Glimmar, That helps, as for more paintings, would it work for the insane update as well? Thats the version that really messed up with the template and zoomed it in.
Just a quick question concerning mods, (specifically Wild grass and more paintings) after i use the patcher for this texture pack, it creates a new minecraft.jar( minecraft-1.2_02). The only real difference seems to be that the old one no longer has the META-INF folder while the new one does.
Point being, when i install mods into either .jar, there is no apparent change (also, the patcher isnt working for wild grass).
I'm running on vista 64, if it helps...
EDIT; the error im getting with wildgrass is UnZip Failed:../bin/minecraft.jar (the system cannot find the path specified) and the more paintings either does nothing or zooms in enormous amounts depending on the version / EDIT
Thanks in advance!
In addition to what Glimmar said someone on the thread posted their 32x32 images for the grass. You would still need to cut and paste Glimmar's lily pad images if you want them.
ok so I absolutely love the texture pack but I have run into a little bit of a problem. I am using a mac and I use minecrafter to mod with. I can get Xtreme art to work and modloader and puncha picture as well as recipe book and simple map and better lighting but as soon as I go to use elemental arows it crashes. It only crashes when use Glimmar's texture pack if I don't put on the texture pack it works fine. What do I have to do to the texture pack to get it to work with elemental arrows and why isn't it working ?
ok so I absolutely love the texture pack but I have run into a little bit of a problem. I am using a mac and I use minecrafter to mod with. I can get Xtreme art to work and modloader and puncha picture as well as recipe book and simple map and better lighting but as soon as I go to use elemental arows it crashes. It only crashes when use Glimmar's texture pack if I don't put on the texture pack it works fine. What do I have to do to the texture pack to get it to work with elemental arrows and why isn't it working ?
Can you try changing the arrow items (that come with the mod) to 32x32 textures? I know that minecraft likes to crash when halving texture sizes.
I've been following the GLSL Shader Mod thread,http://www.minecraftforum.net/viewtopic.php?f=25&t=128043, I installed this and am using it with your mod, I've created a very basic attempt at the speculative lighting terrain files, and continue to adjust them. Below are a few screen shots:
Bump Map Shader
For some reason, sandstone really works well with this mod, cant get normal cobble to do anything though:
Field of view and default GLSL Shader mod settings:
Your texture pack with just better light/grass:
I know your crazy busy, but support for GLSL shader mod would be an awesome additional to this TP. I made some terrain_nh.png and terrain_s.png map files, but I dont quite understand how to make them properly. (Depth is determined by alpha value)
Field of view and default GLSL Shader mod settings:
You mean Depth of Field.
I know your crazy busy, but support for GLSL shader mod would be an awesome additional to this TP. I made some terrain_nh.png and terrain_s.png map files, but I dont quite understand how to make them properly. (Depth is determined by alpha value)
The nVidia Photoshop plug-in (which I can only assume is what you have) is actually relatively straight forward and you can easily see a preview of them in the dialogue box it brings up for the filter.
Field of view and default GLSL Shader mod settings:
You mean Depth of Field.
I know your crazy busy, but support for GLSL shader mod would be an awesome additional to this TP. I made some terrain_nh.png and terrain_s.png map files, but I dont quite understand how to make them properly. (Depth is determined by alpha value)
The nVidia Photoshop plug-in (which I can only assume is what you have) is actually relatively straight forward and you can easily see a preview of them in the dialogue box it brings up for the filter.
Right, DoF, thanks.
Well, I am using Gimp with the normalmap plugin, and it is pretty straight forward, but from what i read, the depth is represented by the alpha level transparency, I can make a normal map, but that does not seem to make it so that the darker levels are more transparent, therefor having more depth. What seems to make the difference is the terrain_s.png file, but I cant figure out the relationship in that file to the depth.
There is also the fact that normal maps cause each block to bleed outside of their own block, which causes purple bars in game.. pretty easy fix, but time consuming...
I am very ignorant on this but very eager to learn. And I wanted to post it here to get the mod owners weigh in before offering to post any files (that may be done improperly due to my ignorance).
Pretty epic bridges! And just curious, does anyone else sink the foundation for their structures all the way down to the rock level, or do you guys just build on top of the dirt/sand?
Just finished my wall around the inner dock (leading Directly to Château de Trigonous). This took me forever to build, as I sank the foundation all the way down to the rock, and used gravel to fill it (cobblestone outer wall, gravel inner wall), as gravel works as a cushion underneath the wall's frame to help it withstand sieges (yeah, I like doing stuff like that :tongue.gif: ) Work on the outer dock (large enough for ocean-going vessels) begins shortly!
Well, I am using Gimp with the normalmap plugin, and it is pretty straight forward, but from what i read, the depth is represented by the alpha level transparency, I can make a normal map, but that does not seem to make it so that the darker levels are more transparent, therefor having more depth.
Quick fix. GIMP has a Color to Alpha option, I think under the Color option at the top (with File, Edit, etc.). Use that on pure black (RGB 0,0,0). It'll take colors and convert them to full transparency based on how close it is to the provided color - using black will basically blend darker colors to transparency. Should give you the effect you want.
What seems to make the difference is the terrain_s.png file, but I cant figure out the relationship in that file to the depth.
I'm not entirely sure how specular maps work, either, but I can do some research and report back if you'd like.
There is also the fact that normal maps cause each block to bleed outside of their own block, which causes purple bars in game.. pretty easy fix, but time consuming...
Yeah. That's annoying, but if you take the time to render each tile on its own, then it'll be worth it in the end.
I am very ignorant on this but very eager to learn. And I wanted to post it here to get the mod owners weigh in before offering to post any files (that may be done improperly due to my ignorance).
At least you're willing to admit you may be wrong and have a willingness to learn. :tongue.gif:
Thanks a ton, Glimmar, That helps, as for more paintings, would it work for the insane update as well? Thats the version that really messed up with the template and zoomed it in.
Glad to help! :biggrin.gif:
I think Tiger4Ruler has probably had an experiment with that version of the 'More Paintings' mod. There's no reason it shouldn't work just the same as the Xtreme version, but I've not had any time yet to start filling up the new empty slots with gadgets and art. I'm just trying to concentrate on the items sheet to bring that up to scratch with any free time I have at the mo'.
There'd be nothing stopping you cutting and pasting your favourite images (perhaps using Tiger's and Arrrg's in the 'extras' folder in my pack) along with mine into those slots and trying it out. I'd be interested to see how well it works.
When I have more time I will almost certainly do an 'Insane' version. It's too tempting not to! :smile.gif:
Really noob question, but how do I make the machine blocks?
Do you mean the cog and hatch blocks you see on the terrain.png file just beneath the black cast-iron texture? If so, then the two textures under each of iron, gold and diamond have been redundant on all texture packs since Notch's Halloween update. I've kept them in place as alternative textures for folk to use, and if Notch suddenly re-implements their use. There was a patch that re-activated these textures, but I'm not sure that's been updated either. :smile.gif:
I've been following the GLSL Shader Mod thread,http://www.minecraftforum.net/viewtopic.php?f=25&t=128043, I installed this and am using it with your mod, I've created a very basic attempt at the speculative lighting terrain files, and continue to adjust them. Below are a few screen shots:
For some reason, sandstone really works well with this mod, cant get normal cobble to do anything though:
I know your crazy busy, but support for GLSL shader mod would be an awesome additional to this TP. I made some terrain_nh.png and terrain_s.png map files, but I dont quite understand how to make them properly. (Depth is determined by alpha value)
Quote from biodude94566 »
Quote from AnonCthulhu »
Well, I am using Gimp with the normalmap plugin, and it is pretty straight forward, but from what i read, the depth is represented by the alpha level transparency, I can make a normal map, but that does not seem to make it so that the darker levels are more transparent, therefor having more depth.
Quick fix. GIMP has a Color to Alpha option, I think under the Color option at the top (with File, Edit, etc.). Use that on pure black (RGB 0,0,0). It'll take colors and convert them to full transparency based on how close it is to the provided color - using black will basically blend darker colors to transparency. Should give you the effect you want.
What seems to make the difference is the terrain_s.png file, but I cant figure out the relationship in that file to the depth.
I'm not entirely sure how specular maps work, either, but I can do some research and report back if you'd like.
There is also the fact that normal maps cause each block to bleed outside of their own block, which causes purple bars in game.. pretty easy fix, but time consuming...
Yeah. That's annoying, but if you take the time to render each tile on its own, then it'll be worth it in the end.
I am very ignorant on this but very eager to learn. And I wanted to post it here to get the mod owners weigh in before offering to post any files (that may be done improperly due to my ignorance).
At least you're willing to admit you may be wrong and have a willingness to learn. :tongue.gif:
If you guys could come up with something to support that mod, I would be extremely grateful giving you due credit in any future updates with that facility onboard. I've glanced at the thread and loved the idea of it's potential, but just had to be realistic and admit that I just wouldn't have the time to experiment myself.
Like animation, I am very much in the dark when it comes to 'Depth of Field' and Specular Lighting' etc. I understand it in principle, but feel some what 'Depth of Fieldish' myself at the moment...kind of fuzzy round the edges...with so many things to take in!
IMPORTANT NOTICE! pchan3 has updated MaudDib's 'Paddlesteamer' mod, so you can try out my HD textures for it again (located in the 'extras' folder in the texture pack, or in the OP on page 1).
Also check out the video of his airship mod, based on MaudDib's mod work:
I hope to do HD graphics for this too, when it's ready for testing. :smile.gif:
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Curse PremiumHi mate,
All mods should go into the 'minecraft,jar', the 'minecraft-1.2_02' file is a backup (I assume). Whenever I put mods into the game, I always drop them into minecraft.jar.
Mine is a Vista 64 system and certainly the Xtreme art and Punch-a-Picture mods work fine. WIld Grass I haven't used for some time, being preoccupied with the Xtreme Art and other things.
I noticed things keep changing by the day with the Wild Grass mod and there was both a self installing version with a different arrangement of graphics in seperate files and a version that used the graphics on the terrain.png file. My pack only provides for the latter, where you have to manually place the appropriate Wild Grass files directly into the 'minecraft.jar' file. I believe a few versions of Wild Grass are available and you need to be sure you've got the right one.
If you want to use the self installing version of WIld Grass, you'll have to cut and paste the 32x32 (grass, lily and lily pad) textures off my terrain.png file and drop them into the appropriate folders in the Wild Grass mod. Look in EJ Hopkins Wild Grass mod files to see examples. It's something I didn't have the time to do in the run up to releasing my latest update, especially as there were so many confusing file options in EJ Hopkins Wild Grass thread.
When I've time again, I will take another look at WG and make appropriate adjustments, as I really need to re-edit my grass textures for better effect too.
It's tedious, I know, but if you've been unsuccessful in applying a mod once, it's probably best to start again with a fresh download of Minecraft to ensure nothing's been broken at the first attempt, go through the MC Patcher process and then apply the other mods into the freshly patched 'minecraft.jar'. On a fresh install of Minecraft, patched with MC patcher, there should be no problem in getting the Xtreme Art mod to work. The WIld Grass I am not so up-to-date with, so perhaps someone else here can offer some extra pointers. :smile.gif:
Thanks a ton, Glimmar, That helps, as for more paintings, would it work for the insane update as well? Thats the version that really messed up with the template and zoomed it in.
The rest is here:
http://s1219.photobucket.com/albums/dd429/ssaint13/Nautilus%20Complete/
Many apologies on the graphic of the video, my laptop can only handle so much.
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Curse PremiumIn addition to what Glimmar said someone on the thread posted their 32x32 images for the grass. You would still need to cut and paste Glimmar's lily pad images if you want them.
viewtopic.php?f=25&t=100771&start=1050#p2411736
CuZnDragon
Can you try changing the arrow items (that come with the mod) to 32x32 textures? I know that minecraft likes to crash when halving texture sizes.
I've been following the GLSL Shader Mod thread,http://www.minecraftforum.net/viewtopic.php?f=25&t=128043, I installed this and am using it with your mod, I've created a very basic attempt at the speculative lighting terrain files, and continue to adjust them. Below are a few screen shots:
Bump Map Shader
For some reason, sandstone really works well with this mod, cant get normal cobble to do anything though:
Field of view and default GLSL Shader mod settings:
Your texture pack with just better light/grass:
I know your crazy busy, but support for GLSL shader mod would be an awesome additional to this TP. I made some terrain_nh.png and terrain_s.png map files, but I dont quite understand how to make them properly. (Depth is determined by alpha value)
You mean Depth of Field.
The nVidia Photoshop plug-in (which I can only assume is what you have) is actually relatively straight forward and you can easily see a preview of them in the dialogue box it brings up for the filter.
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Retired Staff"This may hurt a little, but it's something you'll get used to...."
Right, DoF, thanks.
Well, I am using Gimp with the normalmap plugin, and it is pretty straight forward, but from what i read, the depth is represented by the alpha level transparency, I can make a normal map, but that does not seem to make it so that the darker levels are more transparent, therefor having more depth. What seems to make the difference is the terrain_s.png file, but I cant figure out the relationship in that file to the depth.
There is also the fact that normal maps cause each block to bleed outside of their own block, which causes purple bars in game.. pretty easy fix, but time consuming...
I am very ignorant on this but very eager to learn. And I wanted to post it here to get the mod owners weigh in before offering to post any files (that may be done improperly due to my ignorance).
Awesome!!! Nice bridges.Was surprised when I saw the oil derrick :biggrin.gif:
Just finished my wall around the inner dock (leading Directly to Château de Trigonous). This took me forever to build, as I sank the foundation all the way down to the rock, and used gravel to fill it (cobblestone outer wall, gravel inner wall), as gravel works as a cushion underneath the wall's frame to help it withstand sieges (yeah, I like doing stuff like that :tongue.gif: ) Work on the outer dock (large enough for ocean-going vessels) begins shortly!
Quick fix. GIMP has a Color to Alpha option, I think under the Color option at the top (with File, Edit, etc.). Use that on pure black (RGB 0,0,0). It'll take colors and convert them to full transparency based on how close it is to the provided color - using black will basically blend darker colors to transparency. Should give you the effect you want.
I'm not entirely sure how specular maps work, either, but I can do some research and report back if you'd like.
Yeah. That's annoying, but if you take the time to render each tile on its own, then it'll be worth it in the end.
At least you're willing to admit you may be wrong and have a willingness to learn. :tongue.gif:
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Curse PremiumGlad to help! :biggrin.gif:
I think Tiger4Ruler has probably had an experiment with that version of the 'More Paintings' mod. There's no reason it shouldn't work just the same as the Xtreme version, but I've not had any time yet to start filling up the new empty slots with gadgets and art. I'm just trying to concentrate on the items sheet to bring that up to scratch with any free time I have at the mo'.
There'd be nothing stopping you cutting and pasting your favourite images (perhaps using Tiger's and Arrrg's in the 'extras' folder in my pack) along with mine into those slots and trying it out. I'd be interested to see how well it works.
When I have more time I will almost certainly do an 'Insane' version. It's too tempting not to! :smile.gif:
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Curse PremiumOoo! Nice work, mate! Nice to see those control panel paintings in action there.
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Curse PremiumDo you mean the cog and hatch blocks you see on the terrain.png file just beneath the black cast-iron texture? If so, then the two textures under each of iron, gold and diamond have been redundant on all texture packs since Notch's Halloween update. I've kept them in place as alternative textures for folk to use, and if Notch suddenly re-implements their use. There was a patch that re-activated these textures, but I'm not sure that's been updated either. :smile.gif:
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Curse PremiumIf you guys could come up with something to support that mod, I would be extremely grateful giving you due credit in any future updates with that facility onboard. I've glanced at the thread and loved the idea of it's potential, but just had to be realistic and admit that I just wouldn't have the time to experiment myself.
Like animation, I am very much in the dark when it comes to 'Depth of Field' and Specular Lighting' etc. I understand it in principle, but feel some what 'Depth of Fieldish' myself at the moment...kind of fuzzy round the edges...with so many things to take in!
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Curse Premiumpchan3 has updated MaudDib's 'Paddlesteamer' mod, so you can try out my HD textures for it again (located in the 'extras' folder in the texture pack, or in the OP on page 1).
Here's the link for the updated mod by pchan3: http://www.minecraftforum.net/viewtopic.php?f=25&t=130198&p=2534418
Also check out the video of his airship mod, based on MaudDib's mod work:
I hope to do HD graphics for this too, when it's ready for testing. :smile.gif: