Oh, thanks for responding! No, I wasn't expecting to see the pillars - the problem I have is that the random plants and foliage you showed off to such great effect don't appear (and presumably any other CTM textures you've done, although I can't remember off the top of my head) - I've got standard tall grass throughout, whether in old chunks or new chunks or generated by using bonemeal.
Using the standard MCPatcher for 1.3.2 that was linked to in your OP and the only mod I'm running is TMI, which as far as I'm aware doesn't have any conflicts with CTM (?)
It's not an enormous issue, though - everything else is working, and the lack of foilage variety, whilst a shame, isn't so devastating since I tend to focus on urban builds anyway. I only brought it up since I understand that you intend to extend CTM through other textures as well, and it would be a frightful shame to miss out on your excellent work!
That's a real mystery, TheBlueJay.
I use TMI all the time, so I can confirm there's no conflict there, but even with urban builds and such it's nice to have the option of some extra ctm foliage... especially now that 1.4 will be packing plant pots. I was testing out the latest weekly snapshot yesterday and the new plant pots work really well with all the random plants. Anyone wanting to open up a garden centre in Minecraft will be well catered for.
And if you like constructing civic like buildings, you really are going to want all my extra ctm stone stuff, especially when I eventually move on to other construction blocks.
I'm sure there will be a solution and it'll probably be one of those annoyingly obvious ones too. Hopefully sooner than later.
Pretty sure the main reason is that there just isn't enough space in the save to store the information without changing how the save file is structured. Each block can only store 4 bits (half a byte) of data. Some blocks such as stairs already use up most of that space keeping track of their orientation.
Personally I'm just holding out for the API as one of their stated goals is to make it easy to add new blocks. With a possible 4096 IDs available, there is a lot of room for adding things.
Yes, the really astronomical step forward will no doubt be the addition of the mod api and all those extra blocks. It's hard to imagine how we coped with so little for so long! It does rather cut out the need for ingenuity though, but still a massively good thing.
I can post some screens need to take out the 12W36A items, since I can't seem to get MC Patcher to work with the snapshot, and as such can't use any high-res texture packs unless I downgrade.
I can post some screens need to take out the 12W36A items, since I can't seem to get MC Patcher to work with the snapshot, and as such can't use any high-res texture packs unless I downgrade.
Did you use TMI with MC Patcher for the 12W36A snapshot? I did and kept getting a black screen. MC Patcher was fine on it's own though and then someone advised on the TMI thread to just drop TMI directly into Minecraft (rather than using MC patcher to patch it in) and everything was cool.
This might not be anything to do with your problem, but just a slim chance you might be experiencing the same as me.
The new picture frames are fantastic for showing off any animated items or blocks... opening up a huge range of possibilities for constructive decoration. My animated Eye of Ender in particular looks pretty neat in many situations.
Hope you get to see the new stuff in all it's glory soon, DuffmanX18.
I'm currently seeing what needs doing as regards the new zombie villagers and such. From reading the Wiki, there seem to have been a lot of little changes to look out for.
I'm still experiencing very glitchy half blocks, and villagers who love to keep dropping through floors with horrible bone-crunching results! Yet I don't see much discussion by others experiencing the same problem.
The HD font spacing has also taken another knock after installing the snapshot!
Not using any other mods with the snapshot. It's not blacking out the screen, just not actually patching it. I'm getting the jumble of nether portal/fire textures in the corners of certain blocks that happens when you don't patch, and I can't figure out why. I've wiped the the .jar as well as the snapshot, installed the plain .jar again, and that didn't work, either. Going to need to tinker around with it some more and see if I can get these textures working again.
It was just fine until I tested the snapshot, so I think I might just have to get rid of that altogether and wait until the October release.
Edit: Removing the snapshot from the BIN folder seems to have worked. I'll crank some screenshots out.
Oh, thanks for responding! No, I wasn't expecting to see the pillars - the problem I have is that the random plants and foliage you showed off to such great effect don't appear (and presumably any other CTM textures you've done, although I can't remember off the top of my head) - I've got standard tall grass throughout, whether in old chunks or new chunks or generated by using bonemeal.
Using the standard MCPatcher for 1.3.2 that was linked to in your OP and the only mod I'm running is TMI, which as far as I'm aware doesn't have any conflicts with CTM (?)
Custom CTM stuff hasn't been working for a lot of people. I can't get my custom ctm that I'm working on for my pack to show up, and I know lithiumsound (creator of summer fields) has been having trouble as well. I'm betting there's a glitch with this version of mc patch.
Not using any other mods with the snapshot. It's not blacking out the screen, just not actually patching it. I'm getting the jumble of nether portal/fire textures in the corners of certain blocks that happens when you don't patch, and I can't figure out why. I've wiped the the .jar as well as the snapshot, installed the plain .jar again, and that didn't work, either. Going to need to tinker around with it some more and see if I can get these textures working again.
It was just fine until I tested the snapshot, so I think I might just have to get rid of that altogether and wait until the October release.
Custom CTM stuff hasn't been working for a lot of people. I can't get my custom ctm that I'm working on for my pack to show up, and I know lithiumsound (creator of summer fields) has been having trouble as well. I'm betting there's a glitch with this version of mc patch.
With the pace of change at the moment, there seem to be many more varied problems, like Better Skies not working, etc... frustrating, but i suppose inevitable.
With the amount of stuff we throw at the PC version of Minecraft, I'm amazed it works at all for any of us! Mojang, kahr and others do exceedingly well to keep things rolling.
Just saying, this pack is not one I'd use myself. I like my packs to be a bit more organic. Yours certainly is detailed though, and you did a great job for the theme you're going for.
The thing I really like about this pack is the animations, And I was hoping you could help me with that. I know how to animate vMC blocks and items, but I want to try my hand making animated textures for the Mod I'm updating the texture pack for.
The mod is Better Than Wolves. We even have someone updating your pack for it, and I know the member responsible would love it if you popped by to see his work. Here's his link just in case. http://www.sargunster.com/btwforum/viewtopic.php?f=12&t=3993
Anyway, I made an animated texture test image for one of the mod items, and I don't know what to name the file so it will work right, or where to put the file, if it needs to go somewhere different than the typical animated textures. Mind helping out?
Just saying, this pack is not one I'd use myself. I like my packs to be a bit more organic. Yours certainly is detailed though, and you did a great job for the theme you're going for.
The thing I really like about this pack is the animations, And I was hoping you could help me with that. I know how to animate vMC blocks and items, but I want to try my hand making animated textures for the Mod I'm updating the texture pack for.
The mod is Better Than Wolves. We even have someone updating your pack for it, and I know the member responsible would love it if you popped by to see his work. Here's his link just in case. http://www.sargunste...php?f=12&t=3993
Anyway, I made an animated texture test image for one of the mod items, and I don't know what to name the file so it will work right, or where to put the file, if it needs to go somewhere different than the typical animated textures. Mind helping out?
Nice to meet you, Takinomfan.
Many thanks for the compliment on the pack... much appreciated.
I know JesterMailMan89 very well and he's given a lot of support round here of recent months. I'm not a member of the BTW forum, so haven't been able to comment there directly, but I pop in regularly and I'm grateful for the responsible way Jester uses my textures with support for my Glimmar's Steampunk pack.
I've never animated anything for a Mod outside the pack, but after some recent discussion with other users and experiments they conducted (ksheep, CuznDragon and others) the conclusion was that it is certainly possible to have MC Patcher animate Mod textures, in the same way as any other textures in a texture pack.
You say you are familiar with animating terrain and item textures, so you're there in understanding how to make animation strips that MC Patcher then swaps into MC. Making custom animations for other textures, like my guis or the skins on mods, is similar in that you need a strip of images for the component you wish to animate, but you also need an associated .properties file, which tells MC Patcher where and how that strip will be used.
Here's what kahr of MC Patcher says in his instructions:
... 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.
Here's an example of one of my own .properties files called 'furnace_redvalve.properties' - you can call your .properties files anything meaningful that you wish... the important stuff is on the inside. Here's what's on the inside of this particular .properties file:
from=/anim/redvalve_1.png .... (this bit tells MCP where to find my little red glowing valve animation called 'redvalve_1.png' - in my 'anim' folder)
to=/gui/furnace.png .... (this tells MCP the location of the file on which I want the animation pasted)
x=471 y=71 .... (this is precisely where I want to place the top left corner of my 'redvalve_1.png')
w=47 h=19 .... (this bit tells MCP the width and height of the frames in your animation strip)
Using that one animation strip you could make up many different .properties files (they'd have to have unique names) to instruct MC Patcher to use the same anim strip on multiple .png files. That's what I've done with some little cog and 'counter' animations, and of course with my little pulsing 'eye of ender' valve.
Have a look through the 'anim' folder in my pack and see what each .properties file is 'calling' and where it's 'sending' it. I'm not the world's best at logically naming stuff, but I think you'll soon get the idea and be able to apply it.
So long as your Mod texture is in the pack somewhere, and the animation you want stuck on it is in their too (usually in the 'anim' folder), then using a .properties file you can bring the two together to create just the effect you're after.
Hope that's shed some more light on the subject, or confused you even more!
Here's a gallery of my humble city, with farm and hidden alchemy lab. Ignore the last four screenshots those were from a while back.
Awesome, DuffmanX18!
I love that pic of the 'scholar' villager behind the desk in the great filing/reference library hall. Brilliant!
As I said above though, the best thing for me is the feedback I get from seeing how others use my textures. When I only see them through my own world it's very limiting, because we all have unique styles I can't see how to improve things unless I see through other eyes. The pack is never going to fit certain architectural themes, but it gives me the chance to see any glaring improvements that need making. I'm mostly aware of all my failings already though!
The other thing that's nice, is seeing some of the ingenious ways some blocks get put together to make cool combinations.
Many thanks for that.
PS. I could get to your image gallery via my email copy of your post, but i couldn't see a link in your post here if others wanted to see.
I'm glad to see your response, though. I always look up to other builders, and my city in particular is inspired by Newglim.
However lowly we think our creations are, there's usually something to set folk off on other ideas. But there's nothing lowly about your builds, mate.
Without a doubt, we just have the best all round sandbox game in history to play with, imho.
Poor old Newglim! It's getting a bit long in the tooth now and probably the reason why I have so many odd glitches recently. Though I'm glad it's still giving some inspiration out. It makes the hundreds of hours spent on it not quite such a waste!
Many thanks for the compliment on the pack... much appreciated.
I know JesterMailMan89 very well and he's given a lot of support round here of recent months. I'm not a member of the BTW forum, so haven't been able to comment there directly, but I pop in regularly and I'm grateful for the responsible way Jester uses my textures with support for my Glimmar's Steampunk pack.
I've never animated anything for a Mod outside the pack, but after some recent discussion with other users and experiments they conducted (ksheep, CuznDragon and others) the conclusion was that it is certainly possible to have MC Patcher animate Mod textures, in the same way as any other textures in a texture pack.
You say you are familiar with animating terrain and item textures, so you're there in understanding how to make animation strips that MC Patcher then swaps into MC. Making custom animations for other textures, like my guis or the skins on mods, is similar in that you need a strip of images for the component you wish to animate, but you also need an associated .properties file, which tells MC Patcher where and how that strip will be used.
Here's what kahr of MC Patcher says in his instructions:
... 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.
Here's an example of one of my own .properties files called 'furnace_redvalve.properties' - you can call your .properties files anything meaningful that you wish... the important stuff is on the inside. Here's what's on the inside of this particular .properties file:
from=/anim/redvalve_1.png .... (this bit tells MCP where to find my little red glowing valve animation called 'redvalve_1.png' - in my 'anim' folder)
to=/gui/furnace.png .... (this tells MCP the location of the file on which I want the animation pasted)
x=471 y=71 .... (this is precisely where I want to place the top left corner of my 'redvalve_1.png')
w=47 h=19 .... (this bit tells MCP the width and height of the frames in your animation strip)
Using that one animation strip you could make up many different .properties files (they'd have to have unique names) to instruct MC Patcher to use the same anim strip on multiple .png files. That's what I've done with some little cog and 'counter' animations, and of course with my little pulsing 'eye of ender' valve.
Have a look through the 'anim' folder in my pack and see what each .properties file is 'calling' and where it's 'sending' it. I'm not the world's best at logically naming stuff, but I think you'll soon get the idea and be able to apply it.
So long as your Mod texture is in the pack somewhere, and the animation you want stuck on it is in their too (usually in the 'anim' folder), then using a .properties file you can bring the two together to create just the effect you're after.
Hope that's shed some more light on the subject, or confused you even more!
Best of luck.
Wow, Glimmar actually talked to me... *faints*
I checked the McPatcher page just a few minutes ago, and figured out how. It helped that I downloaded your pack to see how you did it. Reverse Engineering is da bomb! Anyway, still have one more question that I forgot to ask before. If you're familiar with BTW, you might know about the Arcane scrolls used for FlowerChild's additional enchanting system. Those scrolls all have one texture, not separate textures per scroll. The trouble I have with that, is that I want to animate each ID of the scrolls with a symbol that is unique in color and shape, that will glow and pulse. I think that would look so cool in a chest, having different glowing symbols on each type of scroll, and I hope it's possible. If it isn't, I may ask FC for some additional textures so I can still do that, but that's a last resort.
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Jungalist81
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I created a Steampunk Server INSPIRED by Glimmar's Texture pack and it looks very good. If you guys are fans of steampunk you should see some of the interesting builds using this pack. (Server link below)
I created a Steampunk Server INSPIRED by Glimmar's Texture pack and it looks very good. If you guys are fans of steampunk you should see some of the interesting builds using this pack. (Server link below)
Jungalist81, you have my apologies. I remember kind of promising to re-open a section in my OP to link to Steampunk servers and mentioning I'd add your server. In the constant rush of catching up and trying to make improvements, my OP got ever more bloated and I never got round to completing some of the changes I had in mind.
You've done a marvelous job with your 'Sky Eden' server world and I can only heartily congratulate you on the gentlemanly way things seem to be run there. Awesome imagination and excellent atmosphere throughout. Loved all the pics I saw on only a brief visit just now and I feel very honored to see my texture pack used in this way. Long may you and your world prosper, sir.
Woah, I come back on to check the forums for a possible update and someone has animated a mod texture for BTW?!
Today is a good day
Thank you for the work Takinomfan, I was going to wait a long while before testing out animations but you seem to have beaten me to the punch. I really appreciate it! What texture was it may I ask?
Regarding the scrolls, I do not believe you can make an individual animation for each ID from my quick skim of the MCP forum, but if you really want to then keep trying And PLEASE do NOT ask FlowerChild about the textures. Im sure that if you've lurked around the BTW forums for a bit you know he doesn't take kindly to requests for aesthetic purposes (which is perfectly reasonable). Lets keep this on the MCP side of things for now
Woah, I come back on to check the forums for a possible update and someone has animated a mod texture for BTW?!
Today is a good day
Thank you for the work Takinomfan, I was going to wait a long while before testing out animations but you seem to have beaten me to the punch. I really appreciate it! What texture was it may I ask?
Regarding the scrolls, I do not believe you can make an individual animation for each ID from my quick skim of the MCP forum, but if you really want to then keep trying And PLEASE do NOT ask FlowerChild about the textures. Im sure that if you've lurked around the BTW forums for a bit you know he doesn't take kindly to requests for aesthetic purposes (which is perfectly reasonable). Lets keep this on the MCP side of things for now
Where are you finding the BTW textures? I can't find them
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Curse PremiumThat's a real mystery, TheBlueJay.
I use TMI all the time, so I can confirm there's no conflict there, but even with urban builds and such it's nice to have the option of some extra ctm foliage... especially now that 1.4 will be packing plant pots. I was testing out the latest weekly snapshot yesterday and the new plant pots work really well with all the random plants. Anyone wanting to open up a garden centre in Minecraft will be well catered for.
And if you like constructing civic like buildings, you really are going to want all my extra ctm stone stuff, especially when I eventually move on to other construction blocks.
I'm sure there will be a solution and it'll probably be one of those annoyingly obvious ones too. Hopefully sooner than later.
Yes, the really astronomical step forward will no doubt be the addition of the mod api and all those extra blocks. It's hard to imagine how we coped with so little for so long!
Hey! Nice one, Faust.
I wish others would show off their creations here too. As I've mentioned before, it gives me a different perspective on how my textures look.
I'm looking forward to seeing what you might do with my random and ctm'd stone textures.
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Curse PremiumDid you use TMI with MC Patcher for the 12W36A snapshot? I did and kept getting a black screen. MC Patcher was fine on it's own though and then someone advised on the TMI thread to just drop TMI directly into Minecraft (rather than using MC patcher to patch it in) and everything was cool.
This might not be anything to do with your problem, but just a slim chance you might be experiencing the same as me.
The new picture frames are fantastic for showing off any animated items or blocks... opening up a huge range of possibilities for constructive decoration. My animated Eye of Ender in particular looks pretty neat in many situations.
Hope you get to see the new stuff in all it's glory soon, DuffmanX18.
I'm currently seeing what needs doing as regards the new zombie villagers and such. From reading the Wiki, there seem to have been a lot of little changes to look out for.
I'm still experiencing very glitchy half blocks, and villagers who love to keep dropping through floors with horrible bone-crunching results! Yet I don't see much discussion by others experiencing the same problem.
The HD font spacing has also taken another knock after installing the snapshot!
It was just fine until I tested the snapshot, so I think I might just have to get rid of that altogether and wait until the October release.
Edit: Removing the snapshot from the BIN folder seems to have worked. I'll crank some screenshots out.
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Retired StaffCustom CTM stuff hasn't been working for a lot of people. I can't get my custom ctm that I'm working on for my pack to show up, and I know lithiumsound (creator of summer fields) has been having trouble as well. I'm betting there's a glitch with this version of mc patch.
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Curse PremiumWith the pace of change at the moment, there seem to be many more varied problems, like Better Skies not working, etc... frustrating, but i suppose inevitable.
With the amount of stuff we throw at the PC version of Minecraft, I'm amazed it works at all for any of us! Mojang, kahr and others do exceedingly well to keep things rolling.
Thank you.
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Curse PremiumThe thing I really like about this pack is the animations, And I was hoping you could help me with that. I know how to animate vMC blocks and items, but I want to try my hand making animated textures for the Mod I'm updating the texture pack for.
The mod is Better Than Wolves. We even have someone updating your pack for it, and I know the member responsible would love it if you popped by to see his work. Here's his link just in case. http://www.sargunster.com/btwforum/viewtopic.php?f=12&t=3993
Anyway, I made an animated texture test image for one of the mod items, and I don't know what to name the file so it will work right, or where to put the file, if it needs to go somewhere different than the typical animated textures. Mind helping out?
Here's the link if the picture isn't working: http://imgur.com/a/C5Ul9#0
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Curse PremiumNice to meet you, Takinomfan.
Many thanks for the compliment on the pack... much appreciated.
I know JesterMailMan89 very well and he's given a lot of support round here of recent months. I'm not a member of the BTW forum, so haven't been able to comment there directly, but I pop in regularly and I'm grateful for the responsible way Jester uses my textures with support for my Glimmar's Steampunk pack.
I've never animated anything for a Mod outside the pack, but after some recent discussion with other users and experiments they conducted (ksheep, CuznDragon and others) the conclusion was that it is certainly possible to have MC Patcher animate Mod textures, in the same way as any other textures in a texture pack.
You say you are familiar with animating terrain and item textures, so you're there in understanding how to make animation strips that MC Patcher then swaps into MC. Making custom animations for other textures, like my guis or the skins on mods, is similar in that you need a strip of images for the component you wish to animate, but you also need an associated .properties file, which tells MC Patcher where and how that strip will be used.
Here's what kahr of MC Patcher says in his instructions:
... 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=/anim/mypainting.png
to=/art/kz.png
x=0
y=0
w=16
h=16
'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.
Here's an example of one of my own .properties files called 'furnace_redvalve.properties' - you can call your .properties files anything meaningful that you wish... the important stuff is on the inside. Here's what's on the inside of this particular .properties file:
from=/anim/redvalve_1.png .... (this bit tells MCP where to find my little red glowing valve animation called 'redvalve_1.png' - in my 'anim' folder)
to=/gui/furnace.png .... (this tells MCP the location of the file on which I want the animation pasted)
x=471
y=71 .... (this is precisely where I want to place the top left corner of my 'redvalve_1.png')
w=47
h=19 .... (this bit tells MCP the width and height of the frames in your animation strip)
Using that one animation strip you could make up many different .properties files (they'd have to have unique names) to instruct MC Patcher to use the same anim strip on multiple .png files. That's what I've done with some little cog and 'counter' animations, and of course with my little pulsing 'eye of ender' valve.
Have a look through the 'anim' folder in my pack and see what each .properties file is 'calling' and where it's 'sending' it. I'm not the world's best at logically naming stuff, but I think you'll soon get the idea and be able to apply it.
So long as your Mod texture is in the pack somewhere, and the animation you want stuck on it is in their too (usually in the 'anim' folder), then using a .properties file you can bring the two together to create just the effect you're after.
Hope that's shed some more light on the subject, or confused you even more!
Best of luck.
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Curse PremiumAwesome, DuffmanX18!
I love that pic of the 'scholar' villager behind the desk in the great filing/reference library hall. Brilliant!
As I said above though, the best thing for me is the feedback I get from seeing how others use my textures. When I only see them through my own world it's very limiting, because we all have unique styles I can't see how to improve things unless I see through other eyes. The pack is never going to fit certain architectural themes, but it gives me the chance to see any glaring improvements that need making. I'm mostly aware of all my failings already though!
The other thing that's nice, is seeing some of the ingenious ways some blocks get put together to make cool combinations.
Many thanks for that.
PS. I could get to your image gallery via my email copy of your post, but i couldn't see a link in your post here if others wanted to see.
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Curse PremiumNo... my mistake! Been up again too late, too often. Didn't dawn on me to click the pic.
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Curse PremiumHowever lowly we think our creations are, there's usually something to set folk off on other ideas. But there's nothing lowly about your builds, mate.
Without a doubt, we just have the best all round sandbox game in history to play with, imho.
Poor old Newglim! It's getting a bit long in the tooth now and probably the reason why I have so many odd glitches recently. Though I'm glad it's still giving some inspiration out. It makes the hundreds of hours spent on it not quite such a waste!
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Curse PremiumWow, Glimmar actually talked to me... *faints*
I checked the McPatcher page just a few minutes ago, and figured out how. It helped that I downloaded your pack to see how you did it. Reverse Engineering is da bomb! Anyway, still have one more question that I forgot to ask before. If you're familiar with BTW, you might know about the Arcane scrolls used for FlowerChild's additional enchanting system. Those scrolls all have one texture, not separate textures per scroll. The trouble I have with that, is that I want to animate each ID of the scrolls with a symbol that is unique in color and shape, that will glow and pulse. I think that would look so cool in a chest, having different glowing symbols on each type of scroll, and I hope it's possible. If it isn't, I may ask FC for some additional textures so I can still do that, but that's a last resort.
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Curse PremiumJungalist81, you have my apologies. I remember kind of promising to re-open a section in my OP to link to Steampunk servers and mentioning I'd add your server. In the constant rush of catching up and trying to make improvements, my OP got ever more bloated and I never got round to completing some of the changes I had in mind.
You've done a marvelous job with your 'Sky Eden' server world and I can only heartily congratulate you on the gentlemanly way things seem to be run there. Awesome imagination and excellent atmosphere throughout. Loved all the pics I saw on only a brief visit just now and I feel very honored to see my texture pack used in this way.
Today is a good day
Thank you for the work Takinomfan, I was going to wait a long while before testing out animations but you seem to have beaten me to the punch. I really appreciate it! What texture was it may I ask?
Regarding the scrolls, I do not believe you can make an individual animation for each ID from my quick skim of the MCP forum, but if you really want to then keep trying
Where are you finding the BTW textures? I can't find them
Also check me out on:
WordPress, Etsy, and Spore.