Great job, Misa, really like a lot of your work here, and it surprisingly doesn't bog down my machine much at all.
My only gripe as others have stated is that coal looks too much like sand, but I see you are in the process of fixing that, so that's awesome.
One more minor gripe is that the grass looks too dull now, but I know your reasons for it. That's easy to fix though, I'll just up the saturation; tweak the tint on the terrain gradient file.
Otherwise, this is definitely one of the best and most complete HD packs on the forums yet. The mob skins are right on, and peacefully exist along with the textures. Your trees also look really nice with the new biome forms.
You should flip the shovels to face the left so it actually looks like your digging with them. Well I already did it for you. :smile.gif: You can post it on the main page, I don't need any credit, it was like a quick 5 min job in Paint.net.
the gravel in your pack has grown on me. Making it easy to distinguish from stone is a good goal. It does look more like conglomerate than gravel ATM so maybe some room for change. It doesn't bother me nearly as much as before though, I think that was due in large part to me reacting to something different.
On the other hand, staying close-ish to vanilla so people's buildings and such don't look totally different is also a good goal. Look forward to seeing what you come up with.
Quote from Misa »
I'll be releasing 3 alternate versions of the next pack with different types of glass:
-The current grey lattice
-A Wooden window frame.
-A nearly fully transparent block with thin, glassy edges.
I edited it to remove the crosshatching, leaving the frame in place. Seemed ideal to me, not too much not too little - a good compromise between domes and single pane windows
Quote from Misa »
And for water, you wouldn't expect to see surface caustics casually cascading down a vertical surface of a waterfall.
clearly, no. where it bothers me is when there is outflow from a pool, and that flow is nowhere near vertical. or when someone has removed a shore block and the water is not still at the edge - it makes for a jarring transition. Differing degrees would be ideal, from still to flowing to falling. I can live with how you have it though, and can always edit uniformity back in otherwise.
That goes for a lot of little things. A lot of little quibbles can be alleviated with some quick editing, without needing those changes to be applied in the pack itself.
In another thread some guys figured out just what part of the trianlge pic that is the overlay for grass and leaves corresponds to which biome.
Here is a relevant picture and explanation so that you can customize the color for each biome:
While I wasn't too far off in my estimates to begin with this REALLY came in handy for setting up borders around the general forest foliage. Arboreal diversity is much more pronounced now. Thanks. Here's a bit of a preview of what's coming in regards to biome optimization:
(Click for larger)
Currently trees are my big focus as grass still poses a bit of an issue which is summed up as such: Basically the biome gradient for grass does not affect the overhang of grass from the sides, and with the Better Grass mod installed It's even more dramatically crappy-looking. So I have to figure out a way to strike a balance similar to the way I am with trees. Currently my base tree color is a brownish, dead leaf color, so when you break it, the particles will be that color instead of an unrealistic GREY like it is on the official pack. As soon as Notch fixes the way grass is handled, I'll be jumping all over a way to make it much more diverse. For now though it seems as though grass color change will be mostly subtle. The tree diversity will have to make up for it for now.
Quote from City Builder »
Thanks for the pack, the only thing I didn't like was the glass, but I replaced it with some glass that I really do like and now I love your texture pack. Amazing job.
Next version should address that to everyone's tastes.
Quote from mikeydoom1988 »
You should flip the shovels to face the left so it actually looks like your digging with them.
Very interesting effect! Though I sadly have a couple issues with it. While it does look closer to actual digging than the default, it's still not quite right. Usually one digs away from themselves outside of knelt entrenching. Maybe we just need to ask Notch to fix the whole animation altogether? The other issue I had was that in third person and multiplayer mode, the shovel appears to be attached to the player's shoulder rather than it appearing to be held. For these reasons I'll probably just stick with the default standard, but you're more than welcome to flip them for me. I'll post links to the file in the main thread under each version modified. I'm sure there are many people less picky than I who would enjoy the better digging animation.
Quote from Enjay »
This is an excellent pack and really looks stunning. Excellent job. I don't suppose that there is a version of char.png kicking around anywhere that gives the player appearance a similar treatment to that of the mobs is there?
If Notch adds support for higher resolution armor, I'll definitely do this. As it is, it'd just clash with the current armor too much for me to bother with it.
Quote from Royaltramp »
Awesome texture pack, I'm normally a very picky person but my only two complaints are: Where's the male armour pack? and the grass looks a little repetitive, everything else is perfect though, downloading now.
It's coming next version probably. Basically it's just an issue of me flattening the boobs once I stop messing around with biomes and ores and glass and all the other stuff I'm working on. As for grass, there's very little I can do to remove the repetitiveness without also removing some of the detail. It's just the nature of the game. :/ I'll play with it a bit though and see if there's a compromise I can come to with it.
Quote from Urthman »
I love your items.png shovels and picks. Your axes look a little more like weapons (almost like a polearm) than tools. I really like that big fancy diamond too.
And I just noticed your Richard Scarry's Big Book of Creepers. Very funny.
The axes were based on medieval weaponry, but I did try to get one that would also function as well as a hatchet. Basically if you want to attack pigs with an axe, you can feel more awesome when doing so. Smite them piggehs!
Ahh, the Creepernomicon! With that, the creeper-carved pumpkin, and the creeper in the moon, one must ask, "Just where will Misa be hiding a creeper face next?"
Quote from MamiyaOtaru »
where it bothers me is when there is outflow from a pool, and that flow is nowhere near vertical. or when someone has removed a shore block and the water is not still at the edge - it makes for a jarring transition. Differing degrees would be ideal, from still to flowing to falling.
Amen to that! I'd love for there to be more variety in the way water is handled texture-wise. I'm confident I could do a much nicer transition if I wasn't stuck with the binary situation. I really hope animated liquid is addressed by Notch when he adds the full texture pack support he announced recently. I'd LOVE to be able to actually animate my own water caustics. Even if they still just had the two degrees of water, realistic liquid movement would totally mask the lack of transition between the two.
Another user had a similar problem this was the advice I gave them that worked:
-Delete the "version" file in your ".../minecraft/bin" folder
-Load up the game, let it repatch.
-Exit the game completely.
-Run the HD texture fix installer (Linked in the first post)
-Select 64x64, and patch.
-Finally drag my files back into your minecraft.jar.
Thanks for the reply. I thought that hi-res armour was already supported though. I have definitely used a texture pack that has 128x64 armour graphics (versus the usual 64x32) and it worked just fine. Or did you mean higher resolution than that?
Damn, you're absolutely right. Last time I tried it I got weird artifacts, but that was awhile ago. Online skins still only support the standard resolutions, but I guess you could use a custom high res skin as char.png and just play offline for it to not clash with high res armor... I guess my next version might just have to be delayed from the planned Monday release date due to some extra additions! Thanks for bringing this all to my attention.