i reamember you dont like the blocky cluods,
have you seen what misa did(not just misa but its the only example i remeamber right now)?
somehow managed to make the clouds less blocky by making them sortoff blurred in the edges
I may have missed it in the Extras but can you have this TP support the MCA Mod? I mean I figure it's just the textures for the villagers would needed to be updated (and I guess the new Ring)
(MCA = Minecraft Comes Alive)
(Also Optifine I can't seem to select this texture pack when using Optifine.. it has HD texture and Font support, and I tried to leave in random mob and Custom lighting but not sure it worked.)
The recent update to the patcher allows for custom "Ambiance" between biomes (fog colors, sky colors, etc.). I'd love to see what can be done here in that regard. :smile.gif:
Hi, Xirema.
Either I've missed some very recent development from the 'Information for Texture Pack Authors' in kahr's MC Patcher, or you might be reading too many possibilities into what can and can't be done.
As far as I know it's not possible to have separate ambiance colours for each biome. Respectively the 'over', 'nether' and 'end' worlds can now have separate custom 'lightmap.pngs'. These affect sunset/nighttime/sunrise/daytime/lightning and torchlight glow and flicker, but have 'worldwide' not 'biome' specific effect.
So far I've only done the normal 'overworld' custom color, as you'll see at sunset, night and sunrise...you'll notice how rich and steampunkishly atmospheric the colors are at those times, but only if you've re-installed MC Patcher and switched on 'custom colors'. Nighttime is tinged slightly greeny blue and the torches of course cast an amber/green glow around and on surfaces. Look down a dark tunnel with my green gaslamps placed to see the effect. There are example pics in my latest changelog in the OP.
I checked kahrs latest instructions and can't see anything about biome specific 'lighting' colours, and I haven't checked if he's added biome specific 'fog' colour effects either. I must admit I've never played with fog on for months! [edit] have just checked and switched fog on and yes it does change colour at those specific times mentioned above. Probably just not as extreme as Misa's if that's the comparison.
I've fixed the problem with swamp water colour transitions, but mine are polluted green water colors that have quite subtle transitions to avoid very noticeable blocky patterns (check my changelog for more details) and removed the horrible swamp 'land' problems by just re-using the normal grass and foliage colours temporarily (I intend doing something specific for swamp foliage and grass).
My pine and birch trees have their own biome colours too, not so noticeable in pine, but some nice variety with the birch.
Other 'Biome' specific colours (and this is what you might be confusing with 'biome ambience') relate to how individual blocks like stone, sand, gravel, etc. can have their own biome related colour 'triangles', similar to grass and foliage, but these have to be activated in the new 'color.properties' file MC Patcher needs. I've not had a chance to work on these yet though. Each biome triangle that controls what color a specific block type will be at that point in the landscape (or your building, if you're using that block material) takes a lot of work to get the transitions to look natural and not like a chessboard.
I've got myself involved in working on a new title plate and then I got distracted working on the particles.png file (don't ask me how! Oh...it was my 'nautilus', and being underwater and a friendly comment about the underwater particles, etc) which in turn led me on to HD particles and then on to a HD alchemy font and so on. See how easily and how many things there are to do! lol! :biggrin.gif:
So I hope you understand when I say it might be a little while before I get back to the other biome block colors...but I will. :smile.gif:
Gawd, been ages since I've posted here,been sucked up into playing the many games I bought from steam during the christmas sales - so many awesome games! Everything is looking lovely as usual though, really liking the ways you're implementing the new features of the MC patcher, they've really enhanced the steampunk atmosphere. Can't wait to see what you do with the latest update of the MC patcher and its custom fog and sky colours, definitely gonna be awesome! :biggrin.gif:
Hiya, Sheep. :smile.gif:
Lol! I'm beginning to think my subtle sunset, nighttime and sunrise sky colors are a bit too subtle, but they were included in the last update along with my green glowing gaslight. I did initially worry my nighttime mysterious blue/green lighting was too overbearing, but perhaps not now. :biggrin.gif:
Check in the 'environment' folder and you should see a 'lightmap.png' custom color file. This is what controls the ambient lighting and torch effects, but it's necessary to re-install MC Patcher and choose custom colours at install (as per my new instructions in the OP), or you won't see any changes at all.
Anyways, I'm always glad of a visit from you, mate.
Are you experimenting with the all powerful MC Patcher yourself?
i reamember you dont like the blocky cluods,have you seen what misa did(not just misa but its the only example i remeamber right now)?somehow managed to make the clouds less blocky by making them sortoff blurred in the edges
You're right, jippii_ja, I hate the clouds, but I think the effect you recall seeing in Misa's pack requires a mod, otherwise they're just as blocky...I just tested. I downloaded and played with a lot of packs over Christmas.:smile.gif: It was a lovely relaxing time to see what everyone else has been doing and just simply enjoy the fruits of other folks labour. :biggrin.gif:
Any mods that I've seen that 'smooth' the clouds are usually accompanied with some level of 'flicker' which gets my eyes after a while. :sad.gif: So I just do the simple thing and switch 'em off altogether.
I may have missed it in the Extras but can you have this TP support the MCA Mod? I mean I figure it's just the textures for the villagers would needed to be updated (and I guess the new Ring)(MCA = Minecraft Comes Alive)
I'm very sorry, Steigrudar, I decided a while back that until I've properly finished the pack (which might be a long time at my rate and circumstances!) I can't really spare the time to support any other mods. It's a lot of effort to keep track of and update, etc.
I support Random mobs now, because it's a part of MC Patcher and I had some things to use with that mod already (which I view as a necessary part of Minecraft). Being a part of MC Patcher means I don't have to issue any specific instructions, and as the Patcher is always kept uptodate I never feel my very limited time is wasted.
I'd love a link though, even though I very rarely use any mods (just makes it easier to try and keep up with texturing without other complications), I'm still fascinated by what amazing things folk do, and I haven't even heard of that particular mod. The title has definately piqued my curiosity.
One day if I finish this pack and have some spare time, I will definately look to supporting some favourite mods.
Now I better get some sleep. I ferried my son back to uni today, with all his stuff, and did a 500 mile round trip through rush-hour traffic, so I'm pretty shattered at the mo'. :mellow.gif:
curse this cursed curse thingy! it stopped sending e-mail reminders once again!
oh yeah right! I got this idea of having brown and/or chunky sugar instead of the processed white one...
An incredible set of pics of an incredible place. I can't believe how haphazard all the buildings appear to be and how corroded. Ridley Scott would have an inspirational fit in that place! Hope the photographer doesn't get too much hassle for releasing those pics.
Reminds me of my time travelling by rail through former Yugoslavia happily snapping pics of the landscape, back when there was still an Iron Curtain. A kind local person tapped me on the shoulder and wiggled his finger in my face to indicate, "not a good idea." I quickly hid my camera! :unsure.gif:
I know what you mean about the sugar, but too many people might confuse it with sand or somit'. :smile.gif: I did consider brown sugar way back, and couldn't get it to look convincing. :sad.gif:
Version 1.1 of Minecraft is out! Haven't had a chance to see what all they added, I think it's mostly just tweaks. However, you will probably need to add a "Languages" button for the main screen, and various eggs for spawning creatures in Creative mode. I'll check back later to see if there's any other new items that will need texturizing.
Also, looks like MCPatcher is already up to date for 1.1, and the latest version (2.3.1) does add "biome-specific ambiance", as Xirema said. Also, more customization of animated textures.
More customization options in 2.3.1. Biome-specific sky, fog, and underwater colors. Custom animations can now be placed in the anim/ folder rather than the root of the texture pack. Animations can also have an accompanying .properties file to specify animation speed.
I may have missed it in the Extras but can you have this TP support the MCA Mod? I mean I figure it's just the textures for the villagers would needed to be updated (and I guess the new Ring)
(MCA = Minecraft Comes Alive)
(Also Optifine I can't seem to select this texture pack when using Optifine.. it has HD texture and Font support, and I tried to leave in random mob and Custom lighting but not sure it worked.)
I too have this problem with Optifine and not being able to select your pack :[
Version 1.1 of Minecraft is out! Haven't had a chance to see what all they added, I think it's mostly just tweaks. However, you will probably need to add a "Languages" button for the main screen, and various eggs for spawning creatures in Creative mode. I'll check back later to see if there's any other new items that will need texturizing.Also, looks like MCPatcher is already up to date for 1.1, and the latest version (2.3.1) does add "biome-specific ambiance", as Xirema said. Also, more customization of animated textures.
I'm making a list of the things I need to do so thanks for that, ksheep.
Amongst other things I noticed my old main gui screen is showing a white square. This is easily fixed and I'm making a new gui anyway so will update with a 'languages' button, along with a new title screen if I get time to finish what I started.
Updates always get me anxious so I'm starting my deep breathing exercises early this time! :biggrin.gif:
As I didn't bother to try out any of the pre-releases for this update I'm coming completely fresh to the changes, but I was aware of the eggs.
So Xirema was right, lol. I'm always the last to catch on. Well those extra things might just have to wait until I get the pack on a working basis again.
Anways, I will get something out just as soon as it's ready, but...steady as she goes...
I too have this problem with Optifine and not being able to select your pack :[
It does seem something in my pack might be different than other packs, and the only thing that springs to mind is that I have a mixture of .png resolutions in both my standard 32x pack and the HD version. Some gui menus are HD as are a number of mobs. I think some other packs do the same though with low res. blocks and higher res. mobs. So it's probably not that. The other thing that occurred to me was that I don't have a high res 'font' in my pack...yet, but I mistakenly listed in my 'installation instructions' to select 'HD font' when running MC Patcher. There's a slim chance this might be causing a problem. Try deselecting the HD font option. MC Patcher seems to be very forgiving of different graphical resolutions, I know nothing about Optifine so can't advise on how to install these side by side.
I'd be very grateful if someone with a little more time could look into this, while I get on with updating the pack. CuznDragon said he runs both MC Patcher and Optifine along with other mods just fine, so I'd be interested in what options he uses from both, in relation to my pack. :smile.gif:
My apologies to you Optifine folk, but other than different resolutions of graphics in my pack, that seem to work perfectly fine with MC Patcher, I can assure you there aren't any mysterious bits of code or hidden mods, etc. in there, just graphics and the 'color.properties' file for controlling MC Patcher's custom colors.
Xirema, XSSheep and jippii_ja: I owe you guys an apology, as you were all absolutely on the ball.
Living in my dark evil fortress of solitude (like I actually do) I obviously missed all the latest exciting Minecraft news. What's that old expression...'a day is a long time in Minecraft!'
Lol! There's too much going on for an old villain like me. :biggrin.gif:
I wish I could, but there's too many things still to do. Especially sorting the cobblestone and granite. Wow! Sooo difficult to get just right. Especially for this theme.
I'm super pleased your talent has been recognised (:Diamond:) and you're keeping busy, but how does it fit in with your studies?
Speaking of animations, on top of working on a font, alchemy gui, new title and HD particles in my spare time, I have a few moving surprises to finish off too! But I'm away for a few days transporting my son back to university, so nothing soon now.
Have fun with those packs!
(Really late response)
I sort of ran out of money for schooling. Basically it was a choice between going to school and having that payed for, or trying to live off unemployment and actually having a roof over our heads. Fun times. So, I have continued my studies on my own time. :smile.gif:
Rollback Post to RevisionRollBack
"Look, I don't care if your 8 or 20. If you can't take criticism or opinions, then get off the internet." -Stronghold257
Dear Glimmar,Might i suggest for the new eggs you texture them as small glass chambers containing embryos that are color themed to the creature they contain.
I really like that idea, 5tyxandst0nes.
I'm just finishing off the new title plate (might not be quite finished, but I'll still start using it!) and the new main gui, so I'm absolutely not certain how the new spawn eggs will turn out, but that idea really appeals to me, and if I do something along those lines I will credit you with the original idea. :smile.gif:
One of the jobs I have to do is using MC Patcher to make the potions and eggs more easily recognisable. So please bear with me folks.
You now have the longest title EVER!!!For the best pack ever...it may be needed;)
Faust!! :smile.gif: Hah! You are as ever too generous, mate. I think it might be more acurate to describe it as the most 'slowly' edited pack in Minecraft history! :biggrin.gif:
Sometimes I wish I really did have H G Well's most famous contraption, but the consequences of messing around with the space time continuum might be too much for my constitution. :ohmy.gif:
I really hope you can get back into developing your Mythos pack again. I think often just how amazing it would be with the new lighting affects...but all in your good time mate. RL is always more important.
Well, if you can manage for a short time with invisible spawner eggs, while I update some stuff...then yes. I'm using it all the time while I update and as far as I know those are the only things currently not working.
Hot Diggity Dog! I thought you forgot about me. Thanks Glimmar.
My pleasure, selven. :smile.gif:
You always manage to ask without making demands, and I constantly feel guilty about the Minecraft Customiser. So it makes me feel a little better when I get something right. :biggrin.gif:
(Really late response)I sort of ran out of money for schooling. Basically it was a choice between going to school and having that payed for, or trying to live off unemployment and actually having a roof over our heads. Fun times. So, I have continued my studies on my own time. :smile.gif:
Life's a ***** sometimes. Really hope things turn out for the best, mate. So long as you don't lose the enthusiasm to keep on creating, is all that matters...but having food and shelter is important too...I think!? Well, you better speak to my wife about that! :unsure.gif: :blink.gif:
Right...back to work with guis, particles and such....
With a lot of patience really, Zalvager. And of course MC Patcher which makes it possible.
PATR101, kindly edited half the animations I have, while I did the other half. When I've time I will be adding more, but some take longer than others to do and I'm careful not to animate all and sundry so that they become annoying rather than a visually pleasing addition.
I'm lucky of course in that the theme lends itself so well to moving parts and the odd flashing light on those gizmos that look like they're supposed to be doing something. :smile.gif:
Hi, kahr.Thanks for your amazing patcher, it goes without saying how excellent it is...but I say it nonetheless.
However, I have a slight problem with this update. I use a 32x palette for my terrain.png and mostly 128x resolution for my water, lava and portal animations. Previously these have happily sat side by side, but now my hi-res animations (water,lava, etc) are appearing scaled down to 32x. I have some 64x particles and they remain at 64x, so I'm assuming not all the graphics in my texture pack are being scaled down.
I'm wondering if this is a new way of approaching mixed scale texture packs and if so, is there anyway of switching back to how it was?Many thanks for all your efforts to make Minecraft a thing of beauty and not just ingenuity.
[edit]
Following my hunch, I upped the scale of my 32x 'terrain.png' file to 64x and the water, lava, etc. followed suit and upscaled to 64x also. That's interesting then...mmm. So now I can control the resolution of my HD animations by whatever I set the terrain.png to. That should make it easier for me to produce different versions of my pack for those who can cope with higher resolutions...excellent! :smile.gif: Previously I edited each animation strip from my master 128x version down to 32x which is more time consuming than just using the terrain as a controller.
So the next update might be scaled to three versions for users with different machines. A 32x, 64x and a 128x version. But don't get yer hopes up, these sizes will only effect the resolution of water, lava, fire and portal. My 64x particles seem to be unnaffected and will probably be the same in all versions.
With 64x and 128x terrain.png files in their respective packs, I might even be tempted now to see what the odd terrain texture would look like at 64x and 128. :biggrin.gif:
Anyway, if you HD folk are wondering why your fire suddenly looked blockier...you have an answer and you'll just have to be patient while I put it right. :smile.gif:
have you seen what misa did(not just misa but its the only example i remeamber right now)?
somehow managed to make the clouds less blocky by making them sortoff blurred in the edges
(MCA = Minecraft Comes Alive)
(Also Optifine I can't seem to select this texture pack when using Optifine.. it has HD texture and Font support, and I tried to leave in random mob and Custom lighting but not sure it worked.)
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Curse PremiumHi, Xirema.
Either I've missed some very recent development from the 'Information for Texture Pack Authors' in kahr's MC Patcher, or you might be reading too many possibilities into what can and can't be done.
As far as I know it's not possible to have separate ambiance colours for each biome. Respectively the 'over', 'nether' and 'end' worlds can now have separate custom 'lightmap.pngs'. These affect sunset/nighttime/sunrise/daytime/lightning and torchlight glow and flicker, but have 'worldwide' not 'biome' specific effect.
So far I've only done the normal 'overworld' custom color, as you'll see at sunset, night and sunrise...you'll notice how rich and steampunkishly atmospheric the colors are at those times, but only if you've re-installed MC Patcher and switched on 'custom colors'. Nighttime is tinged slightly greeny blue and the torches of course cast an amber/green glow around and on surfaces. Look down a dark tunnel with my green gaslamps placed to see the effect. There are example pics in my latest changelog in the OP.
I checked kahrs latest instructions and can't see anything about biome specific 'lighting' colours, and I haven't checked if he's added biome specific 'fog' colour effects either. I must admit I've never played with fog on for months! [edit] have just checked and switched fog on and yes it does change colour at those specific times mentioned above. Probably just not as extreme as Misa's if that's the comparison.
I've fixed the problem with swamp water colour transitions, but mine are polluted green water colors that have quite subtle transitions to avoid very noticeable blocky patterns (check my changelog for more details) and removed the horrible swamp 'land' problems by just re-using the normal grass and foliage colours temporarily (I intend doing something specific for swamp foliage and grass).
My pine and birch trees have their own biome colours too, not so noticeable in pine, but some nice variety with the birch.
Other 'Biome' specific colours (and this is what you might be confusing with 'biome ambience') relate to how individual blocks like stone, sand, gravel, etc. can have their own biome related colour 'triangles', similar to grass and foliage, but these have to be activated in the new 'color.properties' file MC Patcher needs. I've not had a chance to work on these yet though. Each biome triangle that controls what color a specific block type will be at that point in the landscape (or your building, if you're using that block material) takes a lot of work to get the transitions to look natural and not like a chessboard.
I've got myself involved in working on a new title plate and then I got distracted working on the particles.png file (don't ask me how! Oh...it was my 'nautilus', and being underwater and a friendly comment about the underwater particles, etc) which in turn led me on to HD particles and then on to a HD alchemy font and so on. See how easily and how many things there are to do! lol! :biggrin.gif:
So I hope you understand when I say it might be a little while before I get back to the other biome block colors...but I will. :smile.gif:
Hiya, Sheep. :smile.gif:
Lol! I'm beginning to think my subtle sunset, nighttime and sunrise sky colors are a bit too subtle, but they were included in the last update along with my green glowing gaslight. I did initially worry my nighttime mysterious blue/green lighting was too overbearing, but perhaps not now. :biggrin.gif:
Check in the 'environment' folder and you should see a 'lightmap.png' custom color file. This is what controls the ambient lighting and torch effects, but it's necessary to re-install MC Patcher and choose custom colours at install (as per my new instructions in the OP), or you won't see any changes at all.
Anyways, I'm always glad of a visit from you, mate.
Are you experimenting with the all powerful MC Patcher yourself?
You're right, jippii_ja, I hate the clouds, but I think the effect you recall seeing in Misa's pack requires a mod, otherwise they're just as blocky...I just tested. I downloaded and played with a lot of packs over Christmas.:smile.gif: It was a lovely relaxing time to see what everyone else has been doing and just simply enjoy the fruits of other folks labour. :biggrin.gif:
Any mods that I've seen that 'smooth' the clouds are usually accompanied with some level of 'flicker' which gets my eyes after a while. :sad.gif: So I just do the simple thing and switch 'em off altogether.
Thanks, CastleBuilder2000. :smile.gif:
You are very welcome, mate. Many thanks for saying. :smile.gif:
I'm wondering whether to edit the new smoke again sometime to make it more 'billowy' rather than 'smoke...ring...pop...fizzle' as it is now.
I'm very sorry, Steigrudar, I decided a while back that until I've properly finished the pack (which might be a long time at my rate and circumstances!) I can't really spare the time to support any other mods. It's a lot of effort to keep track of and update, etc.
I support Random mobs now, because it's a part of MC Patcher and I had some things to use with that mod already (which I view as a necessary part of Minecraft). Being a part of MC Patcher means I don't have to issue any specific instructions, and as the Patcher is always kept uptodate I never feel my very limited time is wasted.
I'd love a link though, even though I very rarely use any mods (just makes it easier to try and keep up with texturing without other complications), I'm still fascinated by what amazing things folk do, and I haven't even heard of that particular mod. The title has definately piqued my curiosity.
One day if I finish this pack and have some spare time, I will definately look to supporting some favourite mods.
Now I better get some sleep. I ferried my son back to uni today, with all his stuff, and did a 500 mile round trip through rush-hour traffic, so I'm pretty shattered at the mo'. :mellow.gif:
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Curse PremiumAn incredible set of pics of an incredible place. I can't believe how haphazard all the buildings appear to be and how corroded. Ridley Scott would have an inspirational fit in that place! Hope the photographer doesn't get too much hassle for releasing those pics.
Reminds me of my time travelling by rail through former Yugoslavia happily snapping pics of the landscape, back when there was still an Iron Curtain. A kind local person tapped me on the shoulder and wiggled his finger in my face to indicate, "not a good idea." I quickly hid my camera! :unsure.gif:
I know what you mean about the sugar, but too many people might confuse it with sand or somit'. :smile.gif: I did consider brown sugar way back, and couldn't get it to look convincing. :sad.gif:
Also, looks like MCPatcher is already up to date for 1.1, and the latest version (2.3.1) does add "biome-specific ambiance", as Xirema said. Also, more customization of animated textures.
I too have this problem with Optifine and not being able to select your pack :[
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Curse PremiumI'm making a list of the things I need to do so thanks for that, ksheep.
Amongst other things I noticed my old main gui screen is showing a white square. This is easily fixed and I'm making a new gui anyway so will update with a 'languages' button, along with a new title screen if I get time to finish what I started.
Updates always get me anxious so I'm starting my deep breathing exercises early this time! :biggrin.gif:
As I didn't bother to try out any of the pre-releases for this update I'm coming completely fresh to the changes, but I was aware of the eggs.
So Xirema was right, lol. I'm always the last to catch on. Well those extra things might just have to wait until I get the pack on a working basis again.
Anways, I will get something out just as soon as it's ready, but...steady as she goes...
It does seem something in my pack might be different than other packs, and the only thing that springs to mind is that I have a mixture of .png resolutions in both my standard 32x pack and the HD version. Some gui menus are HD as are a number of mobs. I think some other packs do the same though with low res. blocks and higher res. mobs. So it's probably not that. The other thing that occurred to me was that I don't have a high res 'font' in my pack...yet, but I mistakenly listed in my 'installation instructions' to select 'HD font' when running MC Patcher. There's a slim chance this might be causing a problem. Try deselecting the HD font option. MC Patcher seems to be very forgiving of different graphical resolutions, I know nothing about Optifine so can't advise on how to install these side by side.
I'd be very grateful if someone with a little more time could look into this, while I get on with updating the pack. CuznDragon said he runs both MC Patcher and Optifine along with other mods just fine, so I'd be interested in what options he uses from both, in relation to my pack. :smile.gif:
My apologies to you Optifine folk, but other than different resolutions of graphics in my pack, that seem to work perfectly fine with MC Patcher, I can assure you there aren't any mysterious bits of code or hidden mods, etc. in there, just graphics and the 'color.properties' file for controlling MC Patcher's custom colors.
I hope a solution is found. :unsure.gif:
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Curse PremiumLiving in my dark evil fortress of solitude (like I actually do) I obviously missed all the latest exciting Minecraft news. What's that old expression...'a day is a long time in Minecraft!'
Lol! There's too much going on for an old villain like me. :biggrin.gif:
Might i suggest for the new eggs you texture them as small glass chambers containing embryos that are color themed to the creature they contain.
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Retired StaffFor the best pack ever...it may be needed
:wink.gif:
"This may hurt a little, but it's something you'll get used to...."
Totally loving the lighting effect!
Hot Diggity Dog! I thought you forgot about me. Thanks Glimmar.
(Really late response)
I sort of ran out of money for schooling. Basically it was a choice between going to school and having that payed for, or trying to live off unemployment and actually having a roof over our heads. Fun times. So, I have continued my studies on my own time. :smile.gif:
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Curse PremiumI really like that idea, 5tyxandst0nes.
I'm just finishing off the new title plate (might not be quite finished, but I'll still start using it!) and the new main gui, so I'm absolutely not certain how the new spawn eggs will turn out, but that idea really appeals to me, and if I do something along those lines I will credit you with the original idea. :smile.gif:
One of the jobs I have to do is using MC Patcher to make the potions and eggs more easily recognisable. So please bear with me folks.
Faust!! :smile.gif: Hah! You are as ever too generous, mate. I think it might be more acurate to describe it as the most 'slowly' edited pack in Minecraft history! :biggrin.gif:
Sometimes I wish I really did have H G Well's most famous contraption, but the consequences of messing around with the space time continuum might be too much for my constitution. :ohmy.gif:
I really hope you can get back into developing your Mythos pack again. I think often just how amazing it would be with the new lighting affects...but all in your good time mate. RL is always more important.
Thank you indeed, c0smicRay and I love that name of yours.
Well, if you can manage for a short time with invisible spawner eggs, while I update some stuff...then yes. I'm using it all the time while I update and as far as I know those are the only things currently not working.
My pleasure, selven. :smile.gif:
You always manage to ask without making demands, and I constantly feel guilty about the Minecraft Customiser. So it makes me feel a little better when I get something right. :biggrin.gif:
Life's a ***** sometimes. Really hope things turn out for the best, mate. So long as you don't lose the enthusiasm to keep on creating, is all that matters...but having food and shelter is important too...I think!? Well, you better speak to my wife about that! :unsure.gif: :blink.gif:
Right...back to work with guis, particles and such....
[edit]
With a lot of patience really, Zalvager. And of course MC Patcher which makes it possible.
PATR101, kindly edited half the animations I have, while I did the other half. When I've time I will be adding more, but some take longer than others to do and I'm careful not to animate all and sundry so that they become annoying rather than a visually pleasing addition.
I'm lucky of course in that the theme lends itself so well to moving parts and the odd flashing light on those gizmos that look like they're supposed to be doing something. :smile.gif:
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Curse PremiumSo the next update might be scaled to three versions for users with different machines. A 32x, 64x and a 128x version. But don't get yer hopes up, these sizes will only effect the resolution of water, lava, fire and portal. My 64x particles seem to be unnaffected and will probably be the same in all versions.
With 64x and 128x terrain.png files in their respective packs, I might even be tempted now to see what the odd terrain texture would look like at 64x and 128. :biggrin.gif:
Anyway, if you HD folk are wondering why your fire suddenly looked blockier...you have an answer and you'll just have to be patient while I put it right. :smile.gif:
Sometime between now and then.
I wouldn't rush him. :smile.gif: