Okay so I absolutely love the pack! But as soon as I get it downloaded the new snapshot comes in and I'm back to default. Please update as soon as possible!
I noticed that when I used the Animated Diamond axe that it caused the top part of the next texture of the axe to show. The texture may just have to be lowered a pixel.
I just love this texturepack! It's definitelly my favorite one! =)
And can I ask you a question? - How do you animate GUIs please?
Many thanks, glad you like the pack!
As regards animating the guis. The 'short' explanation (because a long explanation would take up a whole page) is that any animated components on the guis are made as separate animations and these are stored in the 'anim' folder. When you run the game with MC Patcher (Optifine mostly works too) it 'calls' the animation using a little instruction called a '.properties' file and plonks it in the right place on the gui. The trick is in making the animation look like it's part of the gui, mob or block on which you want it pasted.
Have a look in the 'anim' folder and see if you can make any links between the animations (.png frame strips) and the .properties files that make the animated strips work in the game. Also check out the instructions in the OP of the MC Patcher thread, specifically the section for Texture Artists.
Okay so I absolutely love the pack! But as soon as I get it downloaded the new snapshot comes in and I'm back to default. Please update as soon as possible!
See a few posts above. Update is finished, but I had to go away this weekend and RL is still pressing in at the mo and I'm working on a Youtube vid as copy protection before uploading. My sincere apologies for the delay.
I noticed that when I used the Animated Diamond axe that it caused the top part of the next texture of the axe to show. The texture may just have to be lowered a pixel.
I've just tried to reproduce this problem and haven't been able to find any 'bleed over' between the animated diamond axe and another texture.
I use MC Patcher so not sure if you're using Optifine and that might be shifting the position of the diamond axe, or if something else is causing it to misaligned, like another mod.
It shouldn't really be possible for the animated items to gain or lose a pixel from another item, as they're completely separate animated .png files, ie. not within the same item file as in the static items on the items.png sheet. I think something else might be occurring here, but not sure what!
I've just tried to reproduce this problem and haven't been able to find any 'bleed over' between the animated diamond axe and another texture.
I use MC Patcher so not sure if you're using Optifine and that might be shifting the position of the diamond axe, or if something else is causing it to misaligned, like another mod.
It shouldn't really be possible for the animated items to gain or lose a pixel from another item, as they're completely separate animated .png files, ie. not within the same item file as in the static items on the items.png sheet. I think something else might be occurring here, but not sure what!
I think we ran into this problem before. It has to do with Optifine and mixed-resolutions between parts of the pack. If he is using the 64x pack, but that particular animation file is 32x, Optifine will try to resize it, but it will resize using anti-aliasing, resulting in a blurred boarder that may spill over. I tend to remember you fixing that problem, though... unless some of the animations weren't scaled up. The other possibility is he may be using it in a personal pack, with the base part of the pack having a higher resolution.
Glimmer have you ever thought of maybe making a steampunk/victorian era language pack for your texture pack? i personally think it would be really cool
I think we ran into this problem before. It has to do with Optifine and mixed-resolutions between parts of the pack. If he is using the 64x pack, but that particular animation file is 32x, Optifine will try to resize it, but it will resize using anti-aliasing, resulting in a blurred boarder that may spill over. I tend to remember you fixing that problem, though... unless some of the animations weren't scaled up. The other possibility is he may be using it in a personal pack, with the base part of the pack having a higher resolution.
Happy New Year, ksheep. Hope everything went ok for your break, if indeed you managed to have a rest!
I think as usual you've hit on what may be the problem. I thought I'd changed all the item animations in both packs to 64x, but just checking now it seems the diamond tool animations in the 32x pack are still at 32x, whereas all the other items are 64x, so spyro201 has highlighted it in time for me to change things before I update. It might not fix the problem, but at least all the items, both animated or not will be the same scale in both packs as intended.
Glimmer have you ever thought of maybe making a steampunk/victorian era language pack for your texture pack? i personally think it would be really cool
ItsHunter is right, I recall someone saying they were working on a language pack, but it's very remiss of me when I say I can't remember who that was.
Got distracted from my airship - doing a bit of 'desert reclamation' - destroying an entire desert biome, leaving the whole thing flat as a board and covered in grass... just so I could have more sheep to use for wool to finish the airship.... plus, I had three full stacks of TNT, and dunes go *Boom!* so nicely....
Got distracted from my airship - doing a bit of 'desert reclamation' - destroying an entire desert biome, leaving the whole thing flat as a board and covered in grass... just so I could have more sheep to use for wool to finish the airship.... plus, I had three full stacks of TNT, and dunes go *Boom!* so nicely....
The Auld Grump
Happy New Year to you too, sir.
Although I wasn't fully in control of my faculties, both before and over the Christmas period, I did enjoy looking at your last set of pics.
Haha! I like the odd TNT session from time to time. When I feel the urge, I vent my chaotic tendencies on hollowing out a massive crater, in which to put something close to being a small city or large industrial complex. Then when illuminated at night, I can imagine it's a colony/base burrowing into the side of an asteroid...that's the plan!
Have you had a chance to look at some of the new features? Auto loading chest carts with hopers, automated farms, light sensors and weighted pressure plates! Im going to go mad with ideas when this is released.
Have you had a chance to look at some of the new features? Auto loading chest carts with hopers, automated farms, light sensors and weighted pressure plates! Im going to go mad with ideas when this is released.
I did! Very gadget friendly stuff, but I had to hold back from looking too deeply, so that what time I have I can feasibly spend on getting this 1.4.6. update out! It would be truly awful if 1.5 caught up with me before that.
Mojang do seem to be hard at work trying to cover all sorts of popular areas at the moment, like HD, easy terrain texture switching, redstone stuff, etc.
I'm currently busy preparing for an ISP switch and hadn't realized quite how much of my stuff is interwoven in with my old service provider! There's got be more entertaining ways of spending my limited leisure time than scrolling through reams of notes and old records to make sure I can access all my old contacts. Gah!
>.<'. Well the next move is PvP. Finally good use for some of my war machines. Dont feel rushed for this, No one has the right to tell you to pick up the pace unless they themselves could do so. Best of luck with it ^.^
>.<'. Well the next move is PvP. Finally good use for some of my war machines. Dont feel rushed for this, No one has the right to tell you to pick up the pace unless they themselves could do so. Best of luck with it ^.^
Ah! Thanks, Hunter. I'll get there eventually...though RL stuff seems to run faster and bigger the older you get!
Spyro that is the bleed over he mentioned, and he said he could not replicate it using mc patcher, and asked if you use optifine. If this is the case again as he mentioned the texture could have been poorly resized because of how it works.
A mod that is compatible with this texturepack without needed textures:
Click it!
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"We knew the world would not be the same. A few people laughed, a few people cried. Most people were silent. I remembered the line from the Hindu scripture, the Bhagavad Gita; Vishnu is trying to persuade the Prince that he should do his duty and, to impress him, takes on his multi-armed form and says, 'Now I am become Death, the destroyer of worlds.' I suppose we all thought that, one way or another."
If the radiance of a thousand suns were to burst at once into the sky, that would be like the splendor of the mighty one.
You may or may not have seen this but there a guide to uploading your text pack to bukkit. Will you do that or can it not support it?
You can put HD stuff on Bukkit it just won't get pulled into the Curse Client as that only supports the 16x textures last I looked.
That said, with native HD support coming in 1.5 I expect that to change.
Without the HD support in the Curse Client, Planet Minecraft is almost a better choice. (Not that you have to chose one or the other but there is only so much free time to update things on various sites.) Once there is HD support in the Curse Client though, I'd strongly suggest going with Bukkit. (If for no other reason than having Curse premium is nice)
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Tis far better to be a witty fool than a foolish wit.
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Curse PremiumMany thanks, glad you like the pack!
As regards animating the guis. The 'short' explanation (because a long explanation would take up a whole page) is that any animated components on the guis are made as separate animations and these are stored in the 'anim' folder. When you run the game with MC Patcher (Optifine mostly works too) it 'calls' the animation using a little instruction called a '.properties' file and plonks it in the right place on the gui. The trick is in making the animation look like it's part of the gui, mob or block on which you want it pasted.
Have a look in the 'anim' folder and see if you can make any links between the animations (.png frame strips) and the .properties files that make the animated strips work in the game. Also check out the instructions in the OP of the MC Patcher thread, specifically the section for Texture Artists.
Hope that helps.
See a few posts above. Update is finished, but I had to go away this weekend and RL is still pressing in at the mo and I'm working on a Youtube vid as copy protection before uploading. My sincere apologies for the delay.
I've just tried to reproduce this problem and haven't been able to find any 'bleed over' between the animated diamond axe and another texture.
I use MC Patcher so not sure if you're using Optifine and that might be shifting the position of the diamond axe, or if something else is causing it to misaligned, like another mod.
It shouldn't really be possible for the animated items to gain or lose a pixel from another item, as they're completely separate animated .png files, ie. not within the same item file as in the static items on the items.png sheet. I think something else might be occurring here, but not sure what!
I think we ran into this problem before. It has to do with Optifine and mixed-resolutions between parts of the pack. If he is using the 64x pack, but that particular animation file is 32x, Optifine will try to resize it, but it will resize using anti-aliasing, resulting in a blurred boarder that may spill over. I tend to remember you fixing that problem, though... unless some of the animations weren't scaled up. The other possibility is he may be using it in a personal pack, with the base part of the pack having a higher resolution.
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Curse PremiumHappy New Year, ksheep. Hope everything went ok for your break, if indeed you managed to have a rest!
I think as usual you've hit on what may be the problem. I thought I'd changed all the item animations in both packs to 64x, but just checking now it seems the diamond tool animations in the 32x pack are still at 32x, whereas all the other items are 64x, so spyro201 has highlighted it in time for me to change things before I update. It might not fix the problem, but at least all the items, both animated or not will be the same scale in both packs as intended.
Enjoy and thanks.
ItsHunter is right, I recall someone saying they were working on a language pack, but it's very remiss of me when I say I can't remember who that was.
If I had to think of a name off the top of my head I'd have probably said your name, mate!
Got distracted from my airship - doing a bit of 'desert reclamation' - destroying an entire desert biome, leaving the whole thing flat as a board and covered in grass... just so I could have more sheep to use for wool to finish the airship.... plus, I had three full stacks of TNT, and dunes go *Boom!* so nicely....
The Auld Grump
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Curse PremiumHappy New Year to you too, sir.
Although I wasn't fully in control of my faculties, both before and over the Christmas period, I did enjoy looking at your last set of pics.
Haha! I like the odd TNT session from time to time. When I feel the urge, I vent my chaotic tendencies on hollowing out a massive crater, in which to put something close to being a small city or large industrial complex. Then when illuminated at night, I can imagine it's a colony/base burrowing into the side of an asteroid...that's the plan!
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Curse PremiumI did! Very gadget friendly stuff, but I had to hold back from looking too deeply, so that what time I have I can feasibly spend on getting this 1.4.6. update out! It would be truly awful if 1.5 caught up with me before that.
Mojang do seem to be hard at work trying to cover all sorts of popular areas at the moment, like HD, easy terrain texture switching, redstone stuff, etc.
I'm currently busy preparing for an ISP switch and hadn't realized quite how much of my stuff is interwoven in with my old service provider! There's got be more entertaining ways of spending my limited leisure time than scrolling through reams of notes and old records to make sure I can access all my old contacts. Gah!
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Curse PremiumAh! Thanks, Hunter. I'll get there eventually...though RL stuff seems to run faster and bigger the older you get!
Eloraam/machine/machine1.png
This is a certainly darker version of the clean green RP textures. Eloraam would probably be pssed at seeing her textures butchered like this, lol.
Here's some other mod support I don't think I posted, for the Advanced Solars Mod that's used in FTB.
advsolar/adv_items.png
advsolar/advsolar_texture.png
The highest tier of solars are rather bright on top and look like they glow at night (they don't though).
A mod that is compatible with this texturepack without needed textures:
Click it!
"We knew the world would not be the same. A few people laughed, a few people cried. Most people were silent. I remembered the line from the Hindu scripture, the Bhagavad Gita; Vishnu is trying to persuade the Prince that he should do his duty and, to impress him, takes on his multi-armed form and says, 'Now I am become Death, the destroyer of worlds.' I suppose we all thought that, one way or another."
If the radiance of a thousand suns were to burst at once into the sky, that would be like the splendor of the mighty one.
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Curse PremiumThat said, with native HD support coming in 1.5 I expect that to change.
Without the HD support in the Curse Client, Planet Minecraft is almost a better choice. (Not that you have to chose one or the other but there is only so much free time to update things on various sites.) Once there is HD support in the Curse Client though, I'd strongly suggest going with Bukkit. (If for no other reason than having Curse premium is nice)