Back in April you gave permission for me to use a modified version of your texture pack on a Steampunk themed Roleplay server. ( http://www.minecraft...0#entry14356503 )
We are still reliant on your amazing pack, and because of that, you also have my offer of help in updating where you need, whatever you decide to do with your pack!
Seriously, guys, I had a lump in my throat reading all those offers of help above. When I re-read what I'd written, before sadly sloping off to bed last night, I was more expecting to receive comments along the lines of "pull yerself together, man!". I shouldn't be so surprised though, when I think back on how lucky I've been with those who've passed through this thread over the years. The reason I've continued to support this pack with updates, is as much down to you excellent gadget loving Minecraftians and your enthusiasm, as it is with my passion for MC and my quirky steampunk vision for it.
I would be very happy to accept your incredibly generous offers of help with animation conversion, but now I feel guilty! If I was more organised with my files, I probably wouldn't be contemplating conversion with such dread, and you wonderful guys wouldn't have to offer to pick up the dirty work, but organisation is not one of my best qualities, as is plain to see all around. Neither is my attention span after RL, family and work...especially when it comes down to trying to figure new ways of doing 'old' things on top of having an open relaxed mind for making 'new' stuff. So I would be immensely grateful for any help with my pesky animations.
I'm not sure how you'd organise this, but would someone be able to oversee everyone's offers of help when converting the anim .properties files to the new format? That would certainly be an immense help, however, until we know how kahr of MC Patcher and Optifine are going to tackle things, it might be better to take a holding stance and wait and see what will be needed to make things work for a separate Mojang and Patcher version, if indeed that's necessary.
Although we might not get as many calls of "Why's there fire on everything!" with a HD animated Mojang version, I'm sure there will be just as many, if not more, confusing issues for newcomers and old alike when they see videos showing other stuff that only the Patchers can do. Things like BetterSkies and CTM, etc. The large pessimistic side of my brain is telling me that's going to be a real minefield for the future, unless the Patchers work a miracle.
Sorry to be such a moaner, but with the hectic nature of the Festive and New Year season, getting pretty ill and tired late last year, currently changing ISPs and getting behind on the latest update, whilst another more complicated one looms, doesn't get one in the best frame of mind. Last night it was late here in the UK and I got pretty frustrated with Fraps/Minecraft/Windows glitching in the rush to make my update vids, I was feeling like the proverbial overburdened camel and spitting just as much, when the camel breaking 'straw' of Snapshot 13w02a and 1.5 clouded my vision!
So for now I'll carry on bashing Fraps and MC to get these vids started and the MC1.4.7 GSv10 update out, then I'll look at working slowly on the new textures needed for 1.5 and see what you guys and the Patchers come up with. I just need to slowly absorb all the new ways of doing things and be honest with you if things take longer to finish.
Once again, my sincere and heartfelt thanks to one and all.
I'm getting the fire / nether again on the regular bricks when using MCPatcher. This doesn't happen with Optifine. Never really did figure this out during the Beta days. Hope the new animations methods will eliminate this problem. I've noticed the MCPatcher has been a bit more responsive than Optifine on my new Steampunk world and would like to use it more.
If you do not update mcpatcher you may have noticed some options turn grey, this means they are out of date. So if you just stick with one MCpatcher then you will eventually lose the needed mods for HD textures. Try updateing you patcher, and if not make sure all the hd parts are selected.
Given the number of people that have stated that they are willing to help with the conversion process, it would probably be a good idea to get some sort of organization going on to figure out who will work on what. As such, here's a Google Docs spreadsheet that we can use to try to organize things with. I'm not sure if vanilla will allow for animations of GUIs, and what that would entail if it did, nor do I know if they will have CTM, so we'll have to wait until we get word from MCPatcher or Optifine, but we should at the very least be able to get a jump start on the animated blocks and items.
This issue with getting fire, water, and portal animations on bricks, netherrack and blocks of gold has been ongoing for me since BETA (I've been playing Minecraft since ALPHA). I normally use OPTIFINE since this allows a more granular control of the rendering. Glimmar's pack seems to slow down my PC more than John Smith's or Dokucraft when using Optifine.
The texture issue occurs only with MCPatcher. I have tried changing a number of the options to patch MC but have not been able to correct the issue. Looking for any suggestions.
Probably the wisest choice, especially since this is only the first of probably several snapshots before the next update. Very likely based on previous updates that things will get adjusted.
And since one of the main points of snapshots is to get feedback, I could see reasonable complaints/comments from texturepack-makers be taken into consideration.
Having got stung with changes in snapshots for the last couple of updates, I kind of view them with curiosity and some measure of preparedness, hence why the last snapshot got me in a mood. However, things like GUIs are a big investment of time and although it would be nice to be ready on day one with an update, last minute changes to a gui is probably no big deal for Mojang or many other packs, but for me it can spell a whole day or two's re-think to make it work like a machine.
I hope some measure of the effort it will require for texture pack artists to convert will filter through. I just feel sorry for the likes of kahr as he's well and truly stuck in the middle of it all.
Given the number of people that have stated that they are willing to help with the conversion process, it would probably be a good idea to get some sort of organization going on to figure out who will work on what. As such, here's a Google Docs spreadsheet that we can use to try to organize things with. I'm not sure if vanilla will allow for animations of GUIs, and what that would entail if it did, nor do I know if they will have CTM, so we'll have to wait until we get word from MCPatcher or Optifine, but we should at the very least be able to get a jump start on the animated blocks and items.
Many thanks for starting the ball rolling, sheep. Your input is always much appreciated.
You've also touched on those areas that where causing me concern, because Mojang, as far as I know, haven't made any mention about being able to animate other textures, aside from items and blocks, and I'm not sure how MC Patcher or Optifine will deal with CTM and the new individual file format. Does it mean all the ctm sheets have to be split up too! I don't even want to go there, lol...even though I do need to get a grip on how I've haphazardly organized that side of things.
I can see that in the long run splitting blocks and items up is a godsend for those who like to mix and match textures from alts and between packs, and I would think make handling textures for mods a lot easier for a mod api to handle, but I'll kind of miss the old terrain and item sheets, they were a wonderful way of quickly being able scan over your work and also check if everything was were it should be for another update.
Should help with customizing the pack. I would always invariably end up finding that I placed a texture a pixel to the left of where it should have been when tinkering around with this pack. Glad to see that you guys are able to jump on this.
I guess Notch originally design MC with a Texture Atlas (packed textures). This allows loading of all the texture images once. It would have provided a significant speed increase for unoptimized code. Since Jens and Dinnerbone have tuned up the rendering engine over the last 6 months, they probably decided to rethink how the textures are loaded. I guess the iOS version doesn't have issues with loading multiple images that Android does (texture atlas is the accepted way to load images on Android).
Perhaps this upcoming change is their way of providing HD support to MC in the future.
I'll help out too, heck I'll do more than just that, I'll get most of the work done.
This should be all of the images needed in the textures directory for 1.5 for your pack.
I'd be surer if I could actually test it in the game, but it's going to be another hour before I can get home so this is all based on the documentation and a bit of luck and bailing wire.
Basically I just wrote a pair of scripts to explode the terrain.png and items.png and then copy the animation images out of the anim folder into the proper spots. I didn't do anything to convert .properties files but it doesn't look like you had any .properties files for those animations so I think it might work as-is. (Writing a converter for .propterties files is on my to-do list but it's a bit more involved than just moving images around and renaming files.)
Oh and for the curious, the reason I wrote a script to explode stuff is that I'm working remotely logged into my system. The converter dinnerbone had doesn't really work on a command line. I use his same data files from the converter so it should have all the right filenames and such.
For the really curious who want to see the scripts, here is a tarball (I'm a unix person) with them: converter.tgz
Usage: ./converter.sh <Pack Folder>
(This is just a stupid shell script that first runs exploder.php and then conv_anims.pl)
It's meant to work on an unzipped pack and it requires that you have PHP and PERL installed on your system and usable from the command line. (So, yes, if you know what you are doing, you CAN run this on a windows machine. You would need to replace the shell script with a batch file, or just run the two other scripts by hand.)
I provide this purely for imformative purposes, if you manage to open a portal into some unknowable dimension that eats your cat don't blame me.
Edit: Meh, it's come to my attention that the game has default .txt files for the fire,water,lava,and portal animations that are limited to 16 frames. I haven't looked how many frames your animations are but we might need to make .txt files for those if they happen to be longer than that.
Edit #2: IT WORKS! Muahaahahaha!
Here is Glimmar's steampunk running on an unmodified copy of snapshot 13w02b.
(And yes, the animations are working too though I think the frame count might be off for the water and lava (see my previous edit). Also, the compass and clock look like they will need some fixing.)
Granted we will still want CTM stuff for all the other sexy sexy texture goodness it brings like the random textures but it's so nice to see that even people who don't do mods at all will be able to enjoy this pack.
Edit #3: I went ahead and put some placeholder .txt files into the .zip I have up. Just as a quick test, flowing water is animated at 1/2 speed and lava at 1/4 speed. Oh and I removed the blank images for the fireworks stuff from the zip so those should show up with the default textures. (No explosions though as the sprites for that are missing from the particles.png, just in case anyone asks.)
Now if you will excuse me, I need to take a break from being a benefit to humanity and go use the new hoppers to create a sheep processing facility. (For automatically gathering and sorting colored wool.)
Good to hear the optimistic attitude Glimmar, no one hear would have this pack dieing off anytime soon
I hope that you feel better once this update is out and over with, 1.5 does seem like a monster for McPatcher users.
Man! I didnt even get a chance to start and you already have so much done Fool! Love the work and appreciate the big headstart, but what else does there need to be done? Id like to know if I could help with anything but it seems (to my knowledge) that you have done everything that can be done so far (i.e. working animations, ported to 1.5). Thanks again.
Fool! You sure you're not some kind of trans-dimensional fairy godmother or something?!! Though I'm sure I must be running out of my fair quota of three wishes or something by now! Amazing work as always from you and very much appreciated.
Does the link above include the .txt files for the lava and water timing, and what resolution did you choose to convert? Sorry I'm just being lazy and should just download, but I'm currently still bashing Fraps footage into some kind of order! I'm assuming animations outside of terrain and items will not be possible with vanilla and that it will still be necessary to have MC Patcher for those? So many questions and 'what ifs' just now.
So am I correct in thinking that currently as things stand, and until we find out for sure how the Patchers will tackle things, it will be necessary to have 'two' distinct versions of the pack (aside from 32x and 64x), one for everyone coming from vanilla without any knowledge of modding and the original with ctm, better skies, etc.? Meaning the version which requires no further modification will perhaps have to be seen as the first port of call in my OP and when offered through curse, etc., with my pack as it now stands for 1.4.6 (and a future modded 1.5 version) as a secondary enhanced version?
Until kahr decides how he will deal with animation in the future, each anim strip I make will have to have a .txt and a .properties file made for each version? I'll get used to it, but it'll slow my old brain down for sure...especially having to triple check I've got the same bits and bobs in each pack.
Thanks everyone for your much appreciated support...you're a damn fine set of Minecrafters!
@ Deepblue686: hehe, I think we have the same pessimistic streak!
@ All: My sincere apologies for the delay on updating and I have a busy rl weekend ahead...bear with me!
Oh, that's the 64x one. Gimme a sec and I can do the other one too. All done! Glimmars_32x_textures.zip
As for the .txt files, I did include them in that .zip I just auto-generated a file (yet another quick script) for any image that has more than one frame and then edited the ones for water and lava to slow them down a bit.
As for what else needs to be done for native 1.5...
(some of this I assume you are already working on or have done since it's from the latest release version - fireworks in particular)
Bare minimum stuff to have everything in the game at least working with no missing or broken textures:
The compass.png and clock.png both need 'animating'. The nice thing though is that now you can make them whatever steampunk idea you might have as you are no longer restricted in how they behave. For an example here is Jens' sample clock:
The zombie pigmen file needs to be made double it's current height. (I see the regular zombie is already the right size)
particles.png needs textures for the fireworks particles. (Kinda wondering why they didn't give the particles the same treatment as the terrain.png and items.png)
Stuff that will need new art eventually (has the default textures in the game): /textures/blocks
activatorRail.png
activatorRail_powered.png
blockRedstone.png
comparator.png
comparator_lit.png
daylightDetector_side.png
daylightDetector_top.png
hopper_inside.png
hopper_top.png
netherquartz.png
quartzblock_bottom.png
quartzblock_chiseled.png
quartzblock_chiseled_top.png
quartzblock_lines.png
quartzblock_lines_top.png
quartzblock_side.png
quartzblock_top.png
I think that's everything.
(And before anyone goes nuts over me doing this list, I had to do this anyway so I knew what I needed to update in my own packs )
Oh, that's the 64x one. Gimme a sec and I can do the other one too. All done! Glimmars_32x_textures.zip
As for the .txt files, I did include them in that .zip I just auto-generated a file (yet another quick script) for any image that has more than one frame and then edited the ones for water and lava to slow them down a bit.
As for what else needs to be done for native 1.5...
(some of this I assume you are already working on or have done since it's from the latest release version - fireworks in particular)
Bare minimum stuff to have everything in the game at least working with no missing or broken textures:
The compass.png and clock.png both need 'animating'. The nice thing though is that now you can make them whatever steampunk idea you might have as you are no longer restricted in how they behave. For an example here is Jens' sample clock:
The zombie pigmen file needs to be made double it's current height. (I see the regular zombie is already the right size)
particles.png needs textures for the fireworks particles. (Kinda wondering why they didn't give the particles the same treatment as the terrain.png and items.png)
Stuff that will need new art eventually (has the default textures in the game):
I think that's everything.
(And before anyone goes nuts over me doing this list, I had to do this anyway so I knew what I needed to update in my own packs )
Blimey! You move fast, mate. Just nipped out to the shops and you've done the 32x texture conversion and made a really handy check-list for me! Some of the things are done, as you'll see when I upload vids, but most of that list will be very useful, so very many thanks.
Which makes me think that all my alternative textures will need converting to a much more useful individual format (which I assure you isn't a not too subtle hint, Fool, honestly!), which should be fun trying to decide how best to organise them so that new non-graphics familiar users can wade through and pick and choose what takes their fancy. I'd be grateful for any suggestions from anyone how this might best be organised in the different packs.
well with the new nether quartz blocks you can the pillers designs that you had on the stone (whiter of corse)
Haha! Good point! Any new blocks are always a highlight of any update for the basic pack, but it takes me a while to assimilate them!
In my v10 update, which will still very much be an MC Patcher version, the new blocks I was working, again thanks to The_Fool will be available to all from the command line via the ctm feature, but it won't stop anyone from using the textures in other slots in the new 1.5 textures folder. Or switching them to wool or other block slots.
Back in April you gave permission for me to use a modified version of your texture pack on a Steampunk themed Roleplay server. ( http://www.minecraft...0#entry14356503 )
We are still reliant on your amazing pack, and because of that, you also have my offer of help in updating where you need, whatever you decide to do with your pack!
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Curse PremiumSeriously, guys, I had a lump in my throat reading all those offers of help above. When I re-read what I'd written, before sadly sloping off to bed last night, I was more expecting to receive comments along the lines of "pull yerself together, man!". I shouldn't be so surprised though, when I think back on how lucky I've been with those who've passed through this thread over the years. The reason I've continued to support this pack with updates, is as much down to you excellent gadget loving Minecraftians and your enthusiasm, as it is with my passion for MC and my quirky steampunk vision for it.
I would be very happy to accept your incredibly generous offers of help with animation conversion, but now I feel guilty! If I was more organised with my files, I probably wouldn't be contemplating conversion with such dread, and you wonderful guys wouldn't have to offer to pick up the dirty work, but organisation is not one of my best qualities, as is plain to see all around. Neither is my attention span after RL, family and work...especially when it comes down to trying to figure new ways of doing 'old' things on top of having an open relaxed mind for making 'new' stuff. So I would be immensely grateful for any help with my pesky animations.
I'm not sure how you'd organise this, but would someone be able to oversee everyone's offers of help when converting the anim .properties files to the new format? That would certainly be an immense help, however, until we know how kahr of MC Patcher and Optifine are going to tackle things, it might be better to take a holding stance and wait and see what will be needed to make things work for a separate Mojang and Patcher version, if indeed that's necessary.
Although we might not get as many calls of "Why's there fire on everything!" with a HD animated Mojang version, I'm sure there will be just as many, if not more, confusing issues for newcomers and old alike when they see videos showing other stuff that only the Patchers can do. Things like BetterSkies and CTM, etc. The large pessimistic side of my brain is telling me that's going to be a real minefield for the future, unless the Patchers work a miracle.
Sorry to be such a moaner, but with the hectic nature of the Festive and New Year season, getting pretty ill and tired late last year, currently changing ISPs and getting behind on the latest update, whilst another more complicated one looms, doesn't get one in the best frame of mind. Last night it was late here in the UK and I got pretty frustrated with Fraps/Minecraft/Windows glitching in the rush to make my update vids, I was feeling like the proverbial overburdened camel and spitting just as much, when the camel breaking 'straw' of Snapshot 13w02a and 1.5 clouded my vision!
So for now I'll carry on bashing Fraps and MC to get these vids started and the MC1.4.7 GSv10 update out, then I'll look at working slowly on the new textures needed for 1.5 and see what you guys and the Patchers come up with. I just need to slowly absorb all the new ways of doing things and be honest with you if things take longer to finish.
Once again, my sincere and heartfelt thanks to one and all.
The texture issue occurs only with MCPatcher. I have tried changing a number of the options to patch MC but have not been able to correct the issue. Looking for any suggestions.
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Curse PremiumHaving got stung with changes in snapshots for the last couple of updates, I kind of view them with curiosity and some measure of preparedness, hence why the last snapshot got me in a mood. However, things like GUIs are a big investment of time and although it would be nice to be ready on day one with an update, last minute changes to a gui is probably no big deal for Mojang or many other packs, but for me it can spell a whole day or two's re-think to make it work like a machine.
I hope some measure of the effort it will require for texture pack artists to convert will filter through. I just feel sorry for the likes of kahr as he's well and truly stuck in the middle of it all.
Many thanks for starting the ball rolling, sheep. Your input is always much appreciated.
You've also touched on those areas that where causing me concern, because Mojang, as far as I know, haven't made any mention about being able to animate other textures, aside from items and blocks, and I'm not sure how MC Patcher or Optifine will deal with CTM and the new individual file format. Does it mean all the ctm sheets have to be split up too! I don't even want to go there, lol...even though I do need to get a grip on how I've haphazardly organized that side of things.
I can see that in the long run splitting blocks and items up is a godsend for those who like to mix and match textures from alts and between packs, and I would think make handling textures for mods a lot easier for a mod api to handle, but I'll kind of miss the old terrain and item sheets, they were a wonderful way of quickly being able scan over your work and also check if everything was were it should be for another update.
Perhaps this upcoming change is their way of providing HD support to MC in the future.
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Curse PremiumThis should be all of the images needed in the textures directory for 1.5 for your pack.
I'd be surer if I could actually test it in the game, but it's going to be another hour before I can get home so this is all based on the documentation and a bit of luck and bailing wire.
Glimmars_textures.zip
Basically I just wrote a pair of scripts to explode the terrain.png and items.png and then copy the animation images out of the anim folder into the proper spots. I didn't do anything to convert .properties files but it doesn't look like you had any .properties files for those animations so I think it might work as-is. (Writing a converter for .propterties files is on my to-do list but it's a bit more involved than just moving images around and renaming files.)
Oh and for the curious, the reason I wrote a script to explode stuff is that I'm working remotely logged into my system. The converter dinnerbone had doesn't really work on a command line. I use his same data files from the converter so it should have all the right filenames and such.
For the really curious who want to see the scripts, here is a tarball (I'm a unix person) with them: converter.tgz
Usage: ./converter.sh <Pack Folder>
(This is just a stupid shell script that first runs exploder.php and then conv_anims.pl)
It's meant to work on an unzipped pack and it requires that you have PHP and PERL installed on your system and usable from the command line. (So, yes, if you know what you are doing, you CAN run this on a windows machine. You would need to replace the shell script with a batch file, or just run the two other scripts by hand.)
I provide this purely for imformative purposes, if you manage to open a portal into some unknowable dimension that eats your cat don't blame me.
Edit: Meh, it's come to my attention that the game has default .txt files for the fire,water,lava,and portal animations that are limited to 16 frames. I haven't looked how many frames your animations are but we might need to make .txt files for those if they happen to be longer than that.
Edit #2: IT WORKS! Muahaahahaha!
Here is Glimmar's steampunk running on an unmodified copy of snapshot 13w02b.
Granted we will still want CTM stuff for all the other sexy sexy texture goodness it brings like the random textures but it's so nice to see that even people who don't do mods at all will be able to enjoy this pack.
Edit #3: I went ahead and put some placeholder .txt files into the .zip I have up. Just as a quick test, flowing water is animated at 1/2 speed and lava at 1/4 speed. Oh and I removed the blank images for the fireworks stuff from the zip so those should show up with the default textures. (No explosions though as the sprites for that are missing from the particles.png, just in case anyone asks.)
Now if you will excuse me, I need to take a break from being a benefit to humanity and go use the new hoppers to create a sheep processing facility. (For automatically gathering and sorting colored wool.)
I hope that you feel better once this update is out and over with, 1.5 does seem like a monster for McPatcher users.
Man! I didnt even get a chance to start and you already have so much done Fool! Love the work and appreciate the big headstart, but what else does there need to be done? Id like to know if I could help with anything but it seems (to my knowledge) that you have done everything that can be done so far (i.e. working animations, ported to 1.5). Thanks again.
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Curse PremiumDoes the link above include the .txt files for the lava and water timing, and what resolution did you choose to convert? Sorry I'm just being lazy and should just download, but I'm currently still bashing Fraps footage into some kind of order! I'm assuming animations outside of terrain and items will not be possible with vanilla and that it will still be necessary to have MC Patcher for those? So many questions and 'what ifs' just now.
So am I correct in thinking that currently as things stand, and until we find out for sure how the Patchers will tackle things, it will be necessary to have 'two' distinct versions of the pack (aside from 32x and 64x), one for everyone coming from vanilla without any knowledge of modding and the original with ctm, better skies, etc.? Meaning the version which requires no further modification will perhaps have to be seen as the first port of call in my OP and when offered through curse, etc., with my pack as it now stands for 1.4.6 (and a future modded 1.5 version) as a secondary enhanced version?
Until kahr decides how he will deal with animation in the future, each anim strip I make will have to have a .txt and a .properties file made for each version? I'll get used to it, but it'll slow my old brain down for sure...especially having to triple check I've got the same bits and bobs in each pack.
Thanks everyone for your much appreciated support...you're a damn fine set of Minecrafters!
@ Deepblue686: hehe, I think we have the same pessimistic streak!
@ All: My sincere apologies for the delay on updating and I have a busy rl weekend ahead...bear with me!
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Curse PremiumGimme a sec and I can do the other one too.All done!Glimmars_32x_textures.zip
As for the .txt files, I did include them in that .zip I just auto-generated a file (yet another quick script) for any image that has more than one frame and then edited the ones for water and lava to slow them down a bit.
As for what else needs to be done for native 1.5...
(some of this I assume you are already working on or have done since it's from the latest release version - fireworks in particular)
Bare minimum stuff to have everything in the game at least working with no missing or broken textures:
The compass.png and clock.png both need 'animating'. The nice thing though is that now you can make them whatever steampunk idea you might have as you are no longer restricted in how they behave. For an example here is Jens' sample clock:
The zombie pigmen file needs to be made double it's current height. (I see the regular zombie is already the right size)
particles.png needs textures for the fireworks particles. (Kinda wondering why they didn't give the particles the same treatment as the terrain.png and items.png)
Stuff that will need new art eventually (has the default textures in the game):
/textures/blocks
activatorRail.png
activatorRail_powered.png
blockRedstone.png
comparator.png
comparator_lit.png
daylightDetector_side.png
daylightDetector_top.png
hopper_inside.png
hopper_top.png
netherquartz.png
quartzblock_bottom.png
quartzblock_chiseled.png
quartzblock_chiseled_top.png
quartzblock_lines.png
quartzblock_lines_top.png
quartzblock_side.png
quartzblock_top.png
/textures/items
comparator.png
fireworks.png
fireworksCharge.png
fireworksCharge_overlay.png
hopper.png
minecartTnt.png
netherbrick.png
netherquartz.png
/gui
hopper.png
/item/chest
trap_large.png
trap_small.png
I think that's everything.
(And before anyone goes nuts over me doing this list, I had to do this anyway so I knew what I needed to update in my own packs
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Curse PremiumBlimey! You move fast, mate.
Which makes me think that all my alternative textures will need converting to a much more useful individual format (which I assure you isn't a not too subtle hint, Fool, honestly!), which should be fun trying to decide how best to organise them so that new non-graphics familiar users can wade through and pick and choose what takes their fancy. I'd be grateful for any suggestions from anyone how this might best be organised in the different packs.
Haha! Good point! Any new blocks are always a highlight of any update for the basic pack, but it takes me a while to assimilate them!
In my v10 update, which will still very much be an MC Patcher version, the new blocks I was working, again thanks to The_Fool will be available to all from the command line via the ctm feature, but it won't stop anyone from using the textures in other slots in the new 1.5 textures folder. Or switching them to wool or other block slots.
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Curse Premium