I have toomanyitems and used this pack, didn't see any glaring incompatibilities (although I did not check crafting table or oven/whatever-it's-called yet).
@Misa: Can you make textures for Nethercraft mod? This pack looks awesome and lovely. I think I like it better than painterly :smile.gif:
Ye i used MCPatcher 1.0.0 the water and lava texture was failed, it was a blue block sayin to use the latest MCPatcher :sad.gif:
Rollback Post to RevisionRollBack
If Facebook, Myspace, and Twitter were all destroyed, 99% of teens would go insane. If you're one of the 1% that would be laughing at them, copy this into your signature and hope it happens.
Oh never mind ive installed Too Many Itens again and it worked, but Misa, does your texture supports the Herobrine Mod, even though it havent come for 1.0.0 yet?
Rollback Post to RevisionRollBack
If Facebook, Myspace, and Twitter were all destroyed, 99% of teens would go insane. If you're one of the 1% that would be laughing at them, copy this into your signature and hope it happens.
Oh never mind ive installed Too Many Itens again and it worked, but Misa, does your texture supports the Herobrine Mod, even though it havent come for 1.0.0 yet?
I made a Herobrine Skin: (Just coloring the eyes white (:smile.gif:
Her name is Lovely Lucy. She is a Battlemage specialized in Bartering, Mysticism, Acrobatics and Ladies Professional Golf.
Actually it's a level 50-something Redguard, mostly passive thief type. Maxed stealth, pickpocketing, lockpicking, speech, etc. No magic, very little combat. Bow and dual daggers only when needed.
Very nice. I recently decided Heavy Armor was a stupid idea and switched to light; much faster now.
I made a Herobrine Skin: (Just coloring the eyes white (:smile.gif:
Lol i like "HIM"
Rollback Post to RevisionRollBack
If Facebook, Myspace, and Twitter were all destroyed, 99% of teens would go insane. If you're one of the 1% that would be laughing at them, copy this into your signature and hope it happens.
Nice! I've been using this texture pack for a few updates. I LOVE the new custom animations! Enchanting Tables look AWESOME! I also like the randomobs zombies. I lol'd at the Michael Jackson and the I Like Turtles Zombie skin. When I was the creeper zombie skin in a cave, i was like "oh shi-" until i found out it was a zombie. Again, I LOVE THIS PACK! Keep up the good work, and I hope to see GLSL support soon!
PS: Have you thought about making a 128X128 or 256X256 version? That would be AWESOME! If not, I'll still love this texture pack.
Hey, you wouldn't wanna try your skilled hand at texture for Pchan3's airship, would ya? I would reward you with a monetary denomination if you will consider it... though it'll only be like 5 bucks lol.
Okay, first of all, to all the people spamming something along the lines of, "GLSL Shader's been updated! GIVE BUMPMAPS NAO!" Knock it off and learn to use a search thread feature or read my last few posts (especially my giant response posts) to see if I already addressed this.*
*I already addressed this.
Quote from Misa »
...As far as GLSL goes, I'll have to wing it. It'll likely be some time before I can fully catch up and get my old shaders working with the new version. But yeah, the plan is to add bumpmapping again if the lighting issues have been worked out. I would like to do a proper release with my recommended shader properties files though and the proper settings for getting my bump maps to look as good or better than they did. Just a heads up though, I likely will not make use of the 'god rays' or depth of field in my combined shader properties files, as I find them horribly unrealistic and just a plain pain on the eyes. Things I'd like to have a return of will be long-distance STATIC DOF, some minor world curvature, and waving vegetation. But yeah, if I can get things all working the way I want, I'll have official normal maps, height maps, and specular maps out there again...
And now for an update regarding that: The Lighting issues have not been worked out. So for all intents and purposes you can consider the GLSL shader mod in pretty much the same state it's been for a long time and not actually updated in terms of what is required for proper bump map support. It doesn't matter that Daxnitro was the one to perform the update. As far as bump-maps are concerned, it's not enough of an improvement for it to really matter. Also some new problems have arisen in the latest version that didn't exist in the outdated versions. Here's a list of my current issues with the bump map support:
-The light underground seems to be partially unaffected by sunlight now, but it's still buggy.
-Placed light source still do not interact with speculars.
-Held light sources stop working after awhile, requiring a client restart to resume function. (New bug.)
-Some transparent blocks now have a weird hall of mirrors effect at certain angles, even with corrective shader maps. (New bug.)
-Translucency on specular maps still have no effect on transparent surfaces.
-Chests can no longer have shader maps due to the limitations of shader maps only on terrain.png. (More of a personal gripe.)
Believe me, I was really looking forward to updating my pack for this and even had a few new textures finished for that, but yeah, it's incredibly crippling to find out that you're working on something with no real progress. I'm too much of a perfectionist that I have great difficulty finding motivation to keep up with the support of things that are just so horribly unfinished that I can't bring myself to continue to use them. So I must go back and parrot my official stance and wait for this mod to be somewhat polished before I continue to provide support for it. If you want to see me support this again, bring up such issues on the GLSL shader thread. Hopefully someone there will be able to help polish this mod to where it's actually something worth supporting and not just a promising mod that's eternally in the developmental limbo.
Now to catch up on a few response posts:
Quote from Cannabin0l »
...That being said, if you could maybe pm me the x256 file so I could see how it looks and possibly use it myself, or if by all means necessary, you could attempt something like Scuttles is working on with his pack.
You raise points that are high in validity, but the fact that Scuttles has done such an astonishing job making his x256 pack look clean, and neat; and not to mention less then grainy, I'm led to believe that you are easily capable of creating the same work of art you have in x64 resolution in the aforementioned higher schemes...
I don't like releasing unfinished work. And I'm not going to make an exception for one person who I really don't even know. I'd also disagree that Scuttles has a clean, neat, and less-than-grainy pack. My 256 thing was less grainy on average, but it was still far too grainy by my standards for me to be comfortable with publishing it. The grain I'm referring to is the distant noise produced by a lack of proper hardware mip-mapping. All texture packs have it, and it's more noticeable and random the higher you go in resolution for a realistic-themed pack. It's only partially avoidable on things that use lots of solid, smooth colors. No realistic pack I know does this.
Quote from XtfiwsX »
I do have a question though, how is the color of the swamp water handled in minecraft? The normal color of swamp water tends to be a very dark brown due to the tannins leaching from rotting vegetation and the green being used just looks horrible imo. Perhaps a slightly darker and brown color would lend itself to a more realistic feel?
Swamp water color is currently hard-coded and nothing can be done to change it without changing the default water, and even then the changes would be extremely limited. There may be a way to get around this though in future updates to MCPatcher though. And in that case I'd probably tone down the color altogether. I don't care much for the static transition that separated swamps from everything else. I'd prefer if it were more smoothly blended and subtle. Unfortunately, due to the way that'd have to work brown water would not be possible because it contains too much of a hue that when multiplied with the hue of my water would produce a grey or black. Only way around this would be for me to make all my water grey, then have color data for the water in various biomes. But that'd limit the variance of hues and lightness in my current water. Long story short: There's not much I can do with it at this point due to physical limitations.
Quote from Anyone making a request for mod support »
(Insert message here requesting texture pack support for a mod.)
Please refer to the FAQ or use the search thread feature. Your questions have already been answered multiple times.
Quote from AntonioTheMiner »
Does this texture pack support any mod, i tried with Too Many Itens but it didnt worked very well
Depends on what you mean by this pack supporting mods. Judging by the example you give, no added support is needed and I've been able to install that mod with my pack with no trouble. This is a high resolution texture pack, and like all high resolution packs requires MCPatcher (Or Optifine if your computer sucks and you don't want to take advantage of the features my pack offers. Though you can install BOTH if you want.). Most mods will work just fine so long as you follow the installation instructions on my thread and clean your installation first, run MCPatcher as usual, and then install any other mods after the pack is working in-game. If a mod adds new art, so long as it doesn't edit any of the existing art files, my pack should be compatible with it. It just will have a different resolution of art for the new objects.
Quote from Furry_Lover »
is there any way you can make a wooden door to match stone texture so that it blends? i succesfully did so but i was using paint and it doesnt support transparency.
Go download Paint.NET. It's free, supports transparency and has an interface very similar to MS Paint. There are plenty of tutorials out there that should be able to help you accomplish whatever you'd like to do with it. As much as I love MS Paint, I do not recommend trying to make texture packs with it (Just pieces of it that you can copy and paste into another graphics editor. :P).
Quote from AntonioTheMiner »
Ye i used MCPatcher 1.0.0 the water and lava texture was failed, it was a blue block sayin to use the latest MCPatcher
Did you touch the 'Force Update' button that should never be touched when you have mods installed (MCPatcher included)? Or try to install it over a dirty installation? One of the most common issues I used to troubleshoot in my Tinychat.
Quote from name"AntonioTheMiner" »
Oh never mind ive installed Too Many Itens again and it worked, but Misa, does your texture supports the Herobrine Mod, even though it havent come for 1.0.0 yet?
Oops, too late, already responded. But this is a good excuse for me to give my thoughts on Herobrine:
Herobrine is the stupidest memetic-propagated result of what was originally a lousy troll post. I'm sure most of you may not have been around long enough to realize it, but Herobrine started off as a shitty hoax thread. Some people at the time actually fell for it as a real thing. The author of the post even admitted shortly afterward that he was just trolling. But for some reason, instead of letting this dull troll post die, a bunch of morons (Who probably initially fell for the thing) tried to keep it alive as something that was really true (Possibly as a way to feel better about their gullibility by passing it onto others.). Thus the trolls were fed and a shitty meme was born! Notch commenting on it only further cemented its status as as a possibly-true legend. And don't even get me started on the word "Herobrine." Etymologically what the hell is that even supposed to mean? Ugh. Terrible. They could've come up with something more creative than the combination of heroes and salt water. And to think the gullibility of people and a shitty troll post are what started it all. Herobrine just plain sucks and I never want anything to do with it. That should also help answer those who ask why I don't have a Herobrine zombie in my Randomobs support.
Quote from Hageshii01 »
Very nice. I recently decided Heavy Armor was a stupid idea and switched to light; much faster now.
I just did the opposite recently. Got bored with my redguard thief type thing, and felt way too powerful around level 60-ish, so grabbed a mod that slowed leveling progression and rolled something completely different. This time I'm actually playing some sort of battlemage, heavy armor, weapon, shield, and lightning magic. Oh, and I made it look like Hulk Hogan. I typically play a passive stealth type in nearly every game. Decided it was time to try something a bit different to keep things fresh. Also Hulk Hogan, brother!
Quote from Mekakadu »
PS: Have you thought about making a 128X128 or 256X256 version? That would be AWESOME! If not, I'll still love this texture pack.
I just did a massive post on this. Go back a page or two, look for the wall of blue text.
Quote from Lucid_Assailant »
I just noticed the "lol" on the the quiver. hehehe
I was thinking about deleting it altogether, since it's not at all used, and to my knowledge, never was in any public release of the game. But it's been around since day 1 of the release of my pack, so I left it in there for nostalgic purposes.
Well that about wraps thins up. I apologize if I came across as grumpy today, but my sleep schedule has been crazy, and I've just been really busy lately. Know that I harbor no ill will towards anyone...
Except Herobrine...
Because he sucks...
A lot...
Dammit, I don't know why I'm even bothering to dignify it with as much mention as I have...
Swamp water color is currently hard-coded and nothing can be done to change it without changing the default water, and even then the changes would be extremely limited. There may be a way to get around this though in future updates to MCPatcher though. :wink.gif: And in that case I'd probably tone down the color altogether. I don't care much for the static transition that separated swamps from everything else. I'd prefer if it were more smoothly blended and subtle. Unfortunately, due to the way that'd have to work brown water would not be possible because it contains too much of a hue that when multiplied with the hue of my water would produce a grey or black. Only way around this would be for me to make all my water grey, then have color data for the water in various biomes. But that'd limit the variance of hues and lightness in my current water. Long story short: There's not much I can do with it at this point due to physical limitations.
Thanks for the reply, I figured it was something hard coded or it would have probably been fixed already. Wonder who had the bright idea to code it that way instead of making it available as a texture like nearly everything else.
As for the GLSL shaders, I have to agree 100%. I am not totally unfamiliar with bumpmapping and lighting having done some limited 3d stuff in the past. I spent a good part of a day messing with the shaders and actually created a bump map for your textures(not perfect but was good enough to test with) and realized how bad the GLSL mod really is. Other then killing frame rate there is no real gain from it. The lighting is horrid in this game as well and I have not found a really good fix for that. Most likely the limitations to using a really old version of opengl. Though the waving grass is pretty cool it isn't cool enough to justify killing my fps. :smile.gif:
Basically I am back to just using optifine and your texture pack as is and am perfectly happy with it.
I just did the opposite recently. Got bored with my redguard thief type thing, and felt way too powerful around level 60-ish, so grabbed a mod that slowed leveling progression and rolled something completely different. This time I'm actually playing some sort of battlemage, heavy armor, weapon, shield, and lightning magic. Oh, and I made it look like Hulk Hogan. I typically play a passive stealth type in nearly every game. Decided it was time to try something a bit different to keep things fresh. Also Hulk Hogan, brother!
Oh God... that is awesome and terrifying at the same time. Battlemages are kickass though.
Lvl 60? Jeeze; I'm lvl 35 atm, and haven't even gotten that horn the Greybeards told me to grab; been doing too much sidequesting/adventuring. Smithing already at 100 though; rocking Dragonscale armor.
I feel bad for kinda-almost-not-really derailing the thread with Skyrim talk, but I figure you might like the change of pace. XD But let's see what I could talk about. You know what might be interesting? A skeleton or zombie based off the dragon priests (how I hate those things).
Rollback Post to RevisionRollBack
We dig dig dig dig dig dig dig in our mine the whole day through!
To dig dig dig dig dig dig dig is what we like to do!
Thanks for the reply, I figured it was something hard coded or it would have probably been fixed already. Wonder who had the bright idea to code it that way instead of making it available as a texture like nearly everything else....
Bit of an update. I've got some experimental new water effects working that will allow for good-looking brown water in swamps as well as lighter partially frozen water in cold areas, mineral deposits around mountains, and deeper blues in deep water. However this will be MCPatcher exclusive. My pack will no longer properly work on Optifine by itself (unless you like grey water). Which personally I'm fine with, since I hate Optifine anyway. But yeah, just a heads-up: If you're currently just using Optifine and cannot live without it, you'll need to use both MCPatcher and Optifine (Which you should be using for the animations and Randomobs anyway. :P). But yeah, the results look extremely promising. My next update will mostly have a lot of environmental improvements: Biome colors, water, lighting, etc.
Bit of an update. I've got some experimental new water effects working that will allow for good-looking brown water in swamps as well as lighter partially frozen water in cold areas, mineral deposits around mountains, and deeper blues in deep water. However this will be MCPatcher exclusive. My pack will no longer properly work on Optifine by itself (unless you like grey water). Which personally I'm fine with, since I hate Optifine anyway. But yeah, just a heads-up: If you're currently just using Optifine and cannot live without it, you'll need to use both MCPatcher and Optifine (Which you should be using for the animations and Randomobs anyway. :tongue.gif:). But yeah, the results look extremely promising. My next update will mostly have a lot of environmental improvements: Biome colors, water, lighting, etc.
Ye i used MCPatcher 1.0.0 the water and lava texture was failed, it was a blue block sayin to use the latest MCPatcher :sad.gif:
I made a Herobrine Skin: (Just coloring the eyes white (:smile.gif:
Very nice. I recently decided Heavy Armor was a stupid idea and switched to light; much faster now.
To dig dig dig dig dig dig dig is what we like to do!
Lol i like "HIM"
PS: Have you thought about making a 128X128 or 256X256 version? That would be AWESOME! If not, I'll still love this texture pack.
*I already addressed this.
And now for an update regarding that: The Lighting issues have not been worked out. So for all intents and purposes you can consider the GLSL shader mod in pretty much the same state it's been for a long time and not actually updated in terms of what is required for proper bump map support. It doesn't matter that Daxnitro was the one to perform the update. As far as bump-maps are concerned, it's not enough of an improvement for it to really matter. Also some new problems have arisen in the latest version that didn't exist in the outdated versions. Here's a list of my current issues with the bump map support:
-The light underground seems to be partially unaffected by sunlight now, but it's still buggy.
-Placed light source still do not interact with speculars.
-Held light sources stop working after awhile, requiring a client restart to resume function. (New bug.)
-Some transparent blocks now have a weird hall of mirrors effect at certain angles, even with corrective shader maps. (New bug.)
-Translucency on specular maps still have no effect on transparent surfaces.
-Chests can no longer have shader maps due to the limitations of shader maps only on terrain.png. (More of a personal gripe.)
Believe me, I was really looking forward to updating my pack for this and even had a few new textures finished for that, but yeah, it's incredibly crippling to find out that you're working on something with no real progress. I'm too much of a perfectionist that I have great difficulty finding motivation to keep up with the support of things that are just so horribly unfinished that I can't bring myself to continue to use them. So I must go back and parrot my official stance and wait for this mod to be somewhat polished before I continue to provide support for it. If you want to see me support this again, bring up such issues on the GLSL shader thread. Hopefully someone there will be able to help polish this mod to where it's actually something worth supporting and not just a promising mod that's eternally in the developmental limbo.
Now to catch up on a few response posts:
I don't like releasing unfinished work. And I'm not going to make an exception for one person who I really don't even know. I'd also disagree that Scuttles has a clean, neat, and less-than-grainy pack. My 256 thing was less grainy on average, but it was still far too grainy by my standards for me to be comfortable with publishing it. The grain I'm referring to is the distant noise produced by a lack of proper hardware mip-mapping. All texture packs have it, and it's more noticeable and random the higher you go in resolution for a realistic-themed pack. It's only partially avoidable on things that use lots of solid, smooth colors. No realistic pack I know does this.
Swamp water color is currently hard-coded and nothing can be done to change it without changing the default water, and even then the changes would be extremely limited. There may be a way to get around this though in future updates to MCPatcher though.
Please refer to the FAQ or use the search thread feature. Your questions have already been answered multiple times.
Depends on what you mean by this pack supporting mods. Judging by the example you give, no added support is needed and I've been able to install that mod with my pack with no trouble. This is a high resolution texture pack, and like all high resolution packs requires MCPatcher (Or Optifine if your computer sucks and you don't want to take advantage of the features my pack offers. Though you can install BOTH if you want.). Most mods will work just fine so long as you follow the installation instructions on my thread and clean your installation first, run MCPatcher as usual, and then install any other mods after the pack is working in-game. If a mod adds new art, so long as it doesn't edit any of the existing art files, my pack should be compatible with it. It just will have a different resolution of art for the new objects.
Go download Paint.NET. It's free, supports transparency and has an interface very similar to MS Paint. There are plenty of tutorials out there that should be able to help you accomplish whatever you'd like to do with it. As much as I love MS Paint, I do not recommend trying to make texture packs with it (Just pieces of it that you can copy and paste into another graphics editor. :P).
Did you touch the 'Force Update' button that should never be touched when you have mods installed (MCPatcher included)? Or try to install it over a dirty installation? One of the most common issues I used to troubleshoot in my Tinychat.
Oops, too late, already responded.
Herobrine is the stupidest memetic-propagated result of what was originally a lousy troll post. I'm sure most of you may not have been around long enough to realize it, but Herobrine started off as a shitty hoax thread. Some people at the time actually fell for it as a real thing. The author of the post even admitted shortly afterward that he was just trolling. But for some reason, instead of letting this dull troll post die, a bunch of morons (Who probably initially fell for the thing) tried to keep it alive as something that was really true (Possibly as a way to feel better about their gullibility by passing it onto others.). Thus the trolls were fed and a shitty meme was born! Notch commenting on it only further cemented its status as as a possibly-true legend. And don't even get me started on the word "Herobrine." Etymologically what the hell is that even supposed to mean? Ugh. Terrible. They could've come up with something more creative than the combination of heroes and salt water. And to think the gullibility of people and a shitty troll post are what started it all. Herobrine just plain sucks and I never want anything to do with it. That should also help answer those who ask why I don't have a Herobrine zombie in my Randomobs support.
I just did the opposite recently. Got bored with my redguard thief type thing, and felt way too powerful around level 60-ish, so grabbed a mod that slowed leveling progression and rolled something completely different. This time I'm actually playing some sort of battlemage, heavy armor, weapon, shield, and lightning magic. Oh, and I made it look like Hulk Hogan. I typically play a passive stealth type in nearly every game. Decided it was time to try something a bit different to keep things fresh. Also Hulk Hogan, brother!
I just did a massive post on this. Go back a page or two, look for the wall of blue text.
I was thinking about deleting it altogether, since it's not at all used, and to my knowledge, never was in any public release of the game. But it's been around since day 1 of the release of my pack, so I left it in there for nostalgic purposes.
Well that about wraps thins up. I apologize if I came across as grumpy today, but my sleep schedule has been crazy, and I've just been really busy lately. Know that I harbor no ill will towards anyone...
Except Herobrine...
Because he sucks...
A lot...
Dammit, I don't know why I'm even bothering to dignify it with as much mention as I have...
I suck too apparently!
Thanks for the reply, I figured it was something hard coded or it would have probably been fixed already. Wonder who had the bright idea to code it that way instead of making it available as a texture like nearly everything else.
As for the GLSL shaders, I have to agree 100%. I am not totally unfamiliar with bumpmapping and lighting having done some limited 3d stuff in the past. I spent a good part of a day messing with the shaders and actually created a bump map for your textures(not perfect but was good enough to test with) and realized how bad the GLSL mod really is. Other then killing frame rate there is no real gain from it. The lighting is horrid in this game as well and I have not found a really good fix for that. Most likely the limitations to using a really old version of opengl. Though the waving grass is pretty cool it isn't cool enough to justify killing my fps. :smile.gif:
Basically I am back to just using optifine and your texture pack as is and am perfectly happy with it.
Oh God... that is awesome and terrifying at the same time. Battlemages are kickass though.
Lvl 60? Jeeze; I'm lvl 35 atm, and haven't even gotten that horn the Greybeards told me to grab; been doing too much sidequesting/adventuring. Smithing already at 100 though; rocking Dragonscale armor.
I feel bad for kinda-almost-not-really derailing the thread with Skyrim talk, but I figure you might like the change of pace. XD But let's see what I could talk about. You know what might be interesting? A skeleton or zombie based off the dragon priests (how I hate those things).
To dig dig dig dig dig dig dig is what we like to do!
Bit of an update. I've got some experimental new water effects working that will allow for good-looking brown water in swamps as well as lighter partially frozen water in cold areas, mineral deposits around mountains, and deeper blues in deep water. However this will be MCPatcher exclusive. My pack will no longer properly work on Optifine by itself (unless you like grey water). Which personally I'm fine with, since I hate Optifine anyway. But yeah, just a heads-up: If you're currently just using Optifine and cannot live without it, you'll need to use both MCPatcher and Optifine (Which you should be using for the animations and Randomobs anyway. :P). But yeah, the results look extremely promising. My next update will mostly have a lot of environmental improvements: Biome colors, water, lighting, etc.
Yes can't wait!