Hey, it was working fine and now i get a white screen on joining SP Or SMP, and when it does let me in the sky is white. What have i done to remove the awesome sky
I think that there might be some possibility of animating mod textures. The only problem, which had been stated earlier, is that the IDs of blocks and items are mutable. However, things such as GUIs and paintings should be just fine, if a bit labor intensive to make.
The ID used here is not the item or block ID but the index of image in the item.png or terrain.png
custom_terrain_###.png - animation for any tile in terrain.png. ### is the tile index (0-255), not a block or item ID
custom_item_###.png - animation for any tile in items.png. ### is the tile index (0-255), not a block or item ID
Though from the example that is given for pictures might work for mod texture files.
In addition, you may create a custom animation for any texture in the game. Create a .properties file in the anim/ folder of your texture pack. In it, supply the source and destination texture, along with coordinates of the area you wish to animate. The following example animates the first painting in kz.png.
from is the location of your custom animation. to is the texture you wish to animate. x, y, w, h are the coordinates of the rectangular area of that texture. The width of the from texture should be equal to the value of w; if not, it will be scaled automatically. You can have many different animations applied to the same texture by creating separate properties files for each. The properties file can also contain tile order and speed information as described above.
Oooh! So it DOES work! That's really good to know. Now we just need to see which retexturers are willing to go and make theirs animated
I think I may try this with some of the rails once I get around to working on railcraft again. The only problem is that I don't have much spare time, what with school and all…
Oooh! So it DOES work! That's really good to know. Now we just need to see which retexturers are willing to go and make theirs animated
I think I may try this with some of the rails once I get around to working on railcraft again. The only problem is that I don't have much spare time, what with school and all…
Oh gosh the possibilities..... I can't wait! It may take me a while to work up the courage to try this stuff out but it is VERY interesting!
That's looking really good for animating mods then. And I'm really interested in having lots of More Paintings animations for cosmetic purposes, eg, machine sections, large turning wheels and cogs, ethereal and alchemical effects, all made perhaps in ways that allow one animated section to be combined with others to make much larger more impressive machinery. Very labor-intensive, but wonderful fun to see what's possible.
I imagine there will eventually be an impact on speed with large numbers of different animated paintings all running at the same time. So far I've not experience any noticeable lag, but my PC is relatively new and well stocked.
It may be necessary to have a clear tutorial on how to pick and choose which animations to have switched on or off in the pack, so that users can manage the strain on their setup. As some animations will be of no interest to some with less powerful setups, it would be better if those moving parts were just switched off for tuning purposes.
Therefore, I need to be a little less cryptic when naming animation .properties files, so that it's more obvious which files to remove to improve lag, etc. However, I'm not the world's best at this nomenclature business.
Exciting possibilities indeed. In fact, even just the inclusion of one rotating flywheel would make a big difference.
How would one have animated pics for the standard art file and a separate file for the More Paintings mod in the pack, without it becoming too confusing for less brave users. I need to have a look at that aspect of things. Mmmm...
I just downloaded this texpack, I think it is amazing!!! !
Are there any plans to release a 128x or 256x version?
If the question has already been asked and answered, please forgive me and direct me to the post.
How would one have animated pics for the standard art file and a separate file for the More Paintings mod in the pack, without it becoming too confusing for less brave users. I need to have a look at that aspect of things. Mmmm...
Not sure on the vanilla version but the FML/Minecraftforge versions the art file should be seperate from original kz.png file but checking with the author to be certain.
You could have the properties and graphic files grouped in directories under the /anim directory with a text file in /anim directory that describes which what is in each directory and to copy those properties files into /anim that user wants active.
The Voxel Box crew posted a video about using the new picture frames to display .gifs, the example being the Nyan Cat .gif. Thought it would be of interest to some of you guys here, considering the talk of animated pictures.
I just downloaded this texpack, I think it is amazing!!! !
Are there any plans to release a 128x or 256x version?
If the question has already been asked and answered, please forgive me and direct me to the post.
Thanx;
MoK
Glad you like the pack.
I'm kind of interested in steadily upping the detail in my x64 WIP version of my pack from my x32 pack, but I doubt I'd ever go up to 128 or 256x version.
Firstly, I don't personally like building large scale in those resolutions due to pixelation, plus those illusions of rounded edges on cubes is less convincing (everything being so much more sharp at the edges).
Secondly, the amount of work involved in starting from scratch on a pack would be enormous, even if I was just to cut and paste textures from photographs, which I don't like doing.
I'm not ruling anything out these days, but it's highly unlikely and there's still an enormous amount of work to do on my base pack with everything that MC and MC Patcher throw out by way of possibilities.
Not sure on the vanilla version but the FML/Minecraftforge versions the art file should be seperate from original kz.png file but checking with the author to be certain.
You could have the properties and graphic files grouped in directories under the /anim directory with a text file in /anim directory that describes which what is in each directory and to copy those properties files into /anim that user wants active.
Yeh. I was thinking the easiest way would be to have it as a separate folder with instructions on how to copy the art file animations over along with necessary properties, but have the basic art file animated where appropriate and have that as default.
It's a shame 'More Paintings' isn't a part of MC Patcher. I couldn't think of a more worthy addition for beautifying or extending Minecraft and having included in MC Patcher makes it somewhat official for texturepack artists.
The Voxel Box crew posted a video about using the new picture frames to display .gifs, the example being the Nyan Cat .gif. Thought it would be of interest to some of you guys here, considering the talk of animated pictures.
Awesome vid. Thanks, mate.
Even more mind-boggling things that can be included in a pack!
It's awesome to see that this texturepack is still getting worked on! Long time user here, sorta. Been using it off and on ever since i found it a long time ago. Great work.
Rather than mucking about with animations or Better Skies recently or even making preparations for 1.4, I've instead been making lots of new random CTM stone brick textures, mostly at 64x times, and even though I say so myself, the effect is rather nice.
I may change the carved stone block too (can't remember it's proper name, but the one with the hole in the middle) and add a new random top and random carved sides to it. So I'm hoping this won't spoil any builds you've made with my current texture.
I'll post some pics/vid when I've finalised something for upload.
I wanted to work on the stone brick side of things, because I've been unhappy with the existing textures for some time. There's about 10 variations for each type of stone brick and these are activated by MC Patcher's ctm facility. More to add yet though.
I will probably do the same for sandstone and cobble at some point. MC Patcher's random ctm function fascinates me more than any other aspect of ctm... if you haven't already guessed.
I wish it was possible to choose which texture to place on a specific block face in game... that would really blow my mind with it's possibilities, but it would have to be included in MC Patcher and not break saved maps.
I've been using this texture pack for a while, left it, then just recently came back to it. But I seem to have a problem. Not sure if this is an issue with Texture Pack Fix or the pack.
I downloaded the 64x version yesterday. I texture pack fixed, then went onto my favorite anarchy server only to discover this issue: The gui for Double Chests is all white. The other bug I had was that after I went back to the default text. pack the ocean water was all what appeared to be the texture for nether warts. <-- I think that bug was texture pack fixe's fault. I thought it was odd...
Glad you like, guys. It's been good fun making those changes to the stone bricks. It's only with getting a bit of a chance to build, that I felt the urgent need to change things. I had an urge to make some old ruined buildings in my Newglim city.
Hence my wish to change the 'chiseled stone' texture to something that perhaps could be used as the decoration for the tops of stone columns, inset into old walls and still be used as something with an opening (if Mojang decide to make that block functional in some way). I'm thinking along the lines of... well, I'll do it first and show some pics of what I come up with later.
I also intend to randomise the vine texture for added variety among other things. I've also been surging ahead with my RL 'summer house' project for my wife, as a wedding anniversary present. So mortaring stone and brick and sawing timber, doesn't leave a lot of energy or fine motor skills in the old fingers for delicate texture work in the evening.
I've been using this texture pack for a while, left it, then just recently came back to it. But I seem to have a problem. Not sure if this is an issue with Texture Pack Fix or the pack.
I downloaded the 64x version yesterday. I texture pack fixed, then went onto my favorite anarchy server only to discover this issue: The gui for Double Chests is all white. The other bug I had was that after I went back to the default text. pack the ocean water was all what appeared to be the texture for nether warts. <-- I think that bug was texture pack fixe's fault. I thought it was odd...
Really not sure what's going on there, TheMrFailz.
MC Patcher has been ok for me when constantly testing the pack and I've never had problems with any of the menus and such. Are you perhaps using one of the recent snapshot versions of MC or any other mods? Have you tried reinstalling MC 1.3.2?
Perhaps someone else has some thoughts on the matter.
Perhaps someone else has some thoughts on the matter.
Do you use MC Patcher or Optifine to patch?
I just recently started using Optifine myself and have seen these problems once in a while. Almost exclusively the GUI elements and not the actual terrain.png
Rollback Post to RevisionRollBack
"This may hurt a little, but it's something you'll get used to...."
I'm kind of interested in steadily upping the detail in my x64 WIP version of my pack from my x32 pack, but I doubt I'd ever go up to 128 or 256x version.
Firstly, I don't personally like building large scale in those resolutions due to pixelation, plus those illusions of rounded edges on cubes is less convincing (everything being so much more sharp at the edges).
Secondly, the amount of work involved in starting from scratch on a pack would be enormous, even if I was just to cut and paste textures from photographs, which I don't like doing.
I'm not ruling anything out these days, but it's highly unlikely and there's still an enormous amount of work to do on my base pack with everything that MC and MC Patcher throw out by way of possibilities.
Sorry 'bout that.
No Problem, Glimmar!
The pack is simply amazing. I was a devoted user of PureBDCraft, but since I've found this, there will be no turning back!
I completely understand your reasons for not wanting to go above 64x. If I was a pack creator, (which I'm not... I'm not patient enough ), I would definitely keep upgrading my work, instead of wanting to start over again.
I'm very taken with the new stone brick taster pics, and I can't wait for v8... please keep us updated!!!
MoK
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Curse PremiumThe ID used here is not the item or block ID but the index of image in the item.png or terrain.png
Though from the example that is given for pictures might work for mod texture files.
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Curse PremiumHere is the animation for the Charging Benches
MK1 Bench
This is what I had in the chargingbench-top-1.properties file
MK2 Bench
chargingbench-top-2.properties file
MK3
chargingbench-top-3.properties file
Oooh! So it DOES work! That's really good to know. Now we just need to see which retexturers are willing to go and make theirs animated
I think I may try this with some of the rails once I get around to working on railcraft again. The only problem is that I don't have much spare time, what with school and all…
Oh gosh the possibilities..... I can't wait! It may take me a while to work up the courage to try this stuff out but it is VERY interesting!
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Curse PremiumI imagine there will eventually be an impact on speed with large numbers of different animated paintings all running at the same time. So far I've not experience any noticeable lag, but my PC is relatively new and well stocked.
It may be necessary to have a clear tutorial on how to pick and choose which animations to have switched on or off in the pack, so that users can manage the strain on their setup. As some animations will be of no interest to some with less powerful setups, it would be better if those moving parts were just switched off for tuning purposes.
Therefore, I need to be a little less cryptic when naming animation .properties files, so that it's more obvious which files to remove to improve lag, etc. However, I'm not the world's best at this nomenclature business.
Exciting possibilities indeed. In fact, even just the inclusion of one rotating flywheel would make a big difference.
How would one have animated pics for the standard art file and a separate file for the More Paintings mod in the pack, without it becoming too confusing for less brave users. I need to have a look at that aspect of things. Mmmm...
Are there any plans to release a 128x or 256x version?
If the question has already been asked and answered, please forgive me and direct me to the post.
Thanx;
MoK
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Curse PremiumNot sure on the vanilla version but the FML/Minecraftforge versions the art file should be seperate from original kz.png file but checking with the author to be certain.
You could have the properties and graphic files grouped in directories under the /anim directory with a text file in /anim directory that describes which what is in each directory and to copy those properties files into /anim that user wants active.
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Curse PremiumCharging Bench MKI top
properties file anim-chargingbench-top-1.properties
Charging Bench MK2 top
properties file anim-chargingbench-top-2.properties
Charging Bench MK3 top
properties file anim-chargingbench-top-3.properties
Macerator top
properties file anim-macerator-top-active.properties
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Curse PremiumIron Furnace
file iron-furnace-front-active.properties
Electric Furnace
file electric-furnace-front-active.properties
Induction Furnace
file induction-furnace-front-active.properties
Extractor
file extractor-front-active.properties
file extractor-side-1-active.properties
file extractor-side-2-active.properties
file extractor-side-3-active.properties
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Curse PremiumGlad you like the pack.
I'm kind of interested in steadily upping the detail in my x64 WIP version of my pack from my x32 pack, but I doubt I'd ever go up to 128 or 256x version.
Firstly, I don't personally like building large scale in those resolutions due to pixelation, plus those illusions of rounded edges on cubes is less convincing (everything being so much more sharp at the edges).
Secondly, the amount of work involved in starting from scratch on a pack would be enormous, even if I was just to cut and paste textures from photographs, which I don't like doing.
I'm not ruling anything out these days, but it's highly unlikely and there's still an enormous amount of work to do on my base pack with everything that MC and MC Patcher throw out by way of possibilities.
Sorry 'bout that.
Yeh. I was thinking the easiest way would be to have it as a separate folder with instructions on how to copy the art file animations over along with necessary properties, but have the basic art file animated where appropriate and have that as default.
It's a shame 'More Paintings' isn't a part of MC Patcher. I couldn't think of a more worthy addition for beautifying or extending Minecraft and having included in MC Patcher makes it somewhat official for texturepack artists.
Awesome vid. Thanks, mate.
Even more mind-boggling things that can be included in a pack!
Nice work CuZ!
Many thanks, Stee_vo.
Nice one again.
********************************
Rather than mucking about with animations or Better Skies recently or even making preparations for 1.4, I've instead been making lots of new random CTM stone brick textures, mostly at 64x times, and even though I say so myself, the effect is rather nice.
I may change the carved stone block too (can't remember it's proper name, but the one with the hole in the middle) and add a new random top and random carved sides to it. So I'm hoping this won't spoil any builds you've made with my current texture.
I'll post some pics/vid when I've finalised something for upload.
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Curse PremiumA couple of taster pics:
I wanted to work on the stone brick side of things, because I've been unhappy with the existing textures for some time. There's about 10 variations for each type of stone brick and these are activated by MC Patcher's ctm facility. More to add yet though.
I will probably do the same for sandstone and cobble at some point. MC Patcher's random ctm function fascinates me more than any other aspect of ctm... if you haven't already guessed.
I wish it was possible to choose which texture to place on a specific block face in game... that would really blow my mind with it's possibilities, but it would have to be included in MC Patcher and not break saved maps.
I downloaded the 64x version yesterday. I texture pack fixed, then went onto my favorite anarchy server only to discover this issue: The gui for Double Chests is all white. The other bug I had was that after I went back to the default text. pack the ocean water was all what appeared to be the texture for nether warts. <-- I think that bug was texture pack fixe's fault. I thought it was odd...
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Curse PremiumHence my wish to change the 'chiseled stone' texture to something that perhaps could be used as the decoration for the tops of stone columns, inset into old walls and still be used as something with an opening (if Mojang decide to make that block functional in some way). I'm thinking along the lines of... well, I'll do it first and show some pics of what I come up with later.
I also intend to randomise the vine texture for added variety among other things. I've also been surging ahead with my RL 'summer house' project for my wife, as a wedding anniversary present. So mortaring stone and brick and sawing timber, doesn't leave a lot of energy or fine motor skills in the old fingers for delicate texture work in the evening.
Really not sure what's going on there, TheMrFailz.
MC Patcher has been ok for me when constantly testing the pack and I've never had problems with any of the menus and such. Are you perhaps using one of the recent snapshot versions of MC or any other mods? Have you tried reinstalling MC 1.3.2?
Perhaps someone else has some thoughts on the matter.
Do you use MC Patcher or Optifine to patch?
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Retired StaffI just recently started using Optifine myself and have seen these problems once in a while. Almost exclusively the GUI elements and not the actual terrain.png
"This may hurt a little, but it's something you'll get used to...."
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Curse PremiumCompacting Machine
file compactor-front-active.properties
Recycler Machine
file recycler-front-active.properties
Canning Machine
file canner-front-active.properties
No Problem, Glimmar!
The pack is simply amazing. I was a devoted user of PureBDCraft, but since I've found this, there will be no turning back!
I completely understand your reasons for not wanting to go above 64x. If I was a pack creator, (which I'm not... I'm not patient enough
I'm very taken with the new stone brick taster pics, and I can't wait for v8... please keep us updated!!!
MoK