I don't know if I'm the only one with this issue, but when viewing water from underneath blocks (glass for instance), in an underwater dome for example, the water touching the top block turns grayish-white, while the rest stays blue (sides).
The custom colors works fine everywhere else, just not in this specific situation.
Anyone else have this issue ? :/
That's an issue with MCPatcher, it'll be fixed on an upcoming update to the patcher.
Quote from AntonioTheMiner »
Well you dont need to downgrade, its for 1.0.0, it KEEPS 1.0.0 stuff such as potions and Enchantments, well, maybe i can just download the older version and add the texture for 1.0.0 stuff, but how would i play my 1.0.0 generated maps then?
I really don't know. I guess you'd just copy the biome color files over. There's really nothing I can do to my pack that'd make it compatible with that mod. You basically just have to to a chop-job and tweak stuff on your own to make it work.
Speaking of MCPatcher and biomes, I thought I'd post some of the current experimental progress on that front. It's still a bit of a work in progress, but you get the idea. ;):
Me like color.
That's an issue with MCPatcher, it'll be fixed on an upcoming update to the patcher.
I really don't know. I guess you'd just copy the biome color files over. There's really nothing I can do to my pack that'd make it compatible with that mod. You basically just have to to a chop-job and tweak stuff on your own to make it work.
Speaking of MCPatcher and biomes, I thought I'd post some of the current experimental progress on that front.
It's still a bit of a work in progress, but you get the idea. :wink.gif::
-Snip-
Me like color.
I love the sky in the snow biome. Looks overcast.
Keep going with those.
That's an issue with MCPatcher, it'll be fixed on an upcoming update to the patcher.
I really don't know. I guess you'd just copy the biome color files over. There's really nothing I can do to my pack that'd make it compatible with that mod. You basically just have to to a chop-job and tweak stuff on your own to make it work.
Speaking of MCPatcher and biomes, I thought I'd post some of the current experimental progress on that front. It's still a bit of a work in progress, but you get the idea. :wink.gif::
Me like color.
Screenshots look amazing. That swamp pic has to be the best pic of a swamp I have seen yet.
I would be more then happy to help test new stuff...... :biggrin.gif:
What do you mean by disappears?
Like you just lag a lot and you crash?
If soo, your computer may not be able to handle this texture pack.
Try looking for a mod that increases your fps, like optifine.
Eh i really love it and take cool pics with it but i hate restarting every 15 mins mayby misa will know
She won't. She says in the very post, you know, the one you have to read when you go to download the pack, that she doesn't handle technical issues. She just makes the art. Go bug the MCPatcher thread or someone else. It's not Misa's pack's fault and she's not going to fix it.
Hello Misa, i had send you a little private message for use a piece of your texture pack...
If you've PM'ed me for something regarding permissions, you don't need to also ask here. If you don't get an immediate answer, it's probably because I'm not near my computer or in a different part of the world that's mostly in bed.
Quote from Deepblue686 »
...Is there any chance you could make the ripples in the lava any larger? And maybe add a bit more saturation to it?
I'm just saying that the lava's animation isn't really that noticeable compared to water and it doesn't really look that hot.
It's the most realistic approach I could take while compromising between realistic exposed lava and super-heated magma. As far as rippling goes, lava shouldn't be rippling. Still lava is meant to look like non-moving molten rock. All you'd get in terms of a ripple effect would be heat refraction. You can find two more detailed responses regarding lava by searching this topic for "insulated" to get the response on lava realism, and "mirage" to get the response on the heat wave/ripple effect.
Quote from Xrazr28shootrX »
This texture pack made all my mods stop working, and even if I try to reinstall them they still don't work!
Clean your installation, then install MCPatcher, then reinstall your mods. Some mods may also be installed WITH MCPatcher. Check the MCPatcher and possibly the Modloader thread for more info on how to install mods with MCPatcher.
Quote from Semmelbaecker »
...I feel your pack is overshooting a little w.r.t. being a texture pack. As a programmer, I have a certain feeling that you are going to create a big mess in the near future because you begin to mix texture pack functionality with proper mod functionality. The problems many people have with grey water etc. and only be able to use MCPatcher is just the beginning if you keep going this way. So I like to give you a fair personal warning based on my experience as a programmer: keep it simple.
If you want to provide functionalities like: different torch light color, biome dependent ambiant color and distant fog color, biome dependent water color etc. create a second project for these functions and make it so that your texture pack looks good (even if not perfect) on default settings. If possible, make your second project independent of your texture pack.
That will make mean more work for you today, but I am sure will save you a lot of work later. I am not sure where exactly to draw the line between the functions, you should know that best...
For packs like mine, I don't feel the vanilla form of the game really completely suits the look of my pack anymore. Much of the functionality provided by custom colors is stuff that NEEDS to be editable in the game by default. Namely some of the newer hard-coded colored stuff that ruined many old texture packs. Basically any texture pack up to this point that strayed beyond radioactive blue water, pure red redstone, and had their biomes colored to something other than default have had their texture packs broken by recent additions. A lot of the stuff being added is basic old functionality that was around from the days of indev up to around beta but was destroyed due to changes in how colors were coded.
People seem to fail to realize that the very basic functionality of programs like MCPatcher and Optifine pretty much always did mod things outside of the scope of just providing a fix for high resolution textures. A prime example would be the custom animated water and lava that's been around for ages. Anyone using a high resolution texture pack is already using a mod that alters the way the the game is coded. I could understand overstepping boundaries as a texture pack if this was a standard 16x16 pack which works with the game without any kind of patcher. But as it is, high resolution texture packs and the patchers that make them work are by definition mods. Both are also very tightly bound to each other to the point where they're practically one mod with different configuration settings made by different authors.
As far as mod compatibility goes, I feel a lot of the whole situation with mods in general is just a huge damn mess. We have no official API to work around and more than one user-made API for clients and servers--things like Modloader, Forge, Bukkit, etc. Unfortunately without an official standard that's optimized for avoiding conflicts, mods for this game are going to conflict like crazy. That's just part of the territory of fan-based modding communities.
I basically have three options here though:
1.I can make a pack with very basic functionality that I think is broken and will still rely on some kind of a patcher to use.
2.I can do #1 and then try to find people with coding knowledge to make a bunch of mods to fix the problems my pack faces.
3.I can work with those who make the patch that my game relies on to optionally include the required fixes.
#1 is pretty much the old default position for high resolution texture packs. There's no way it can address my issues as it is. so it really mostly comes down to weighing out #2 and #3.
With #2 I'm still stuck with a pack that I feel is broken on a fundamental level. Not being a coder, I now have to seek out some aid from someone who knows how to fix the problems I have and then release them as separate mods. THEN I have to somehow inform everyone who finds my pack that they need to be using some extra mods in order for it to look the way I've intended it to look. In the case of the custom water color, I also now have to release TWO versions of my pack (or supplemental files that must be manually merged with my main files--a process some users have difficulty with) and update both of them and all their mirrors here and on any other site I distribute my pack through. This greatly diminishes convenience for both me and users of my pack. While those using the broken 'default' version of my pack will likely be still giving invalid criticism: "Can you fix the color of swamps? They're way too purple, dark and don't look realistic at all," "When water is dripping, the color doesn't match the normal water at all," and so on.
With #3 I'm able to work with someone whose work my pack already relies on and has a good feel for the territory. Those who want to use my pack still only have to download one of two programs to make it work as they always did. The features are completely optional for other packs, but my pack is optimized for them so their basic functionality and compatibility is unhindered. When the optional components are active, this can lead to conflicts with other mods. When not active, my texture pack will have grey water and lighter sand and gravel. The extra mods are purely graphical in nature and do not alter gameplay for those who still want a vanilla experience with the difference of improved visuals.
For me #3 is the less painful option. I never uploaded my pack to gain popularity, recognition, or money. For me it was always about improving the look of the game for myself and sharing it with others to receive criticism--allowing me to further improve my work. So I'm not too concerned if those who are relying on the shaky ground that mods rest upon find themselves having to use another pack to keep their footing. I've also noticed that unintentionally I've been one of the largest if not the largest trend-setter in texture packs. I imagine a lot more packs will be supporting these new features as standard, changing the definition of a texture pack as I did when I first uploaded a high resolution texture pack that edited every single piece of art in the game. Prior to that all an average texture pack was was a 'terrain.png' that you manually dragged into your minecraft.jar--Now look where they are. Given the mess that mods currently are, I think it's a bit futile to cater to mod compatibility until there is a standard everyone can rally and work around. At that point I'm sure MCPatcher and Optifine will likely adapt their code to the new API and conflicts with other mods will be greatly minimized. Hopefully that day is not too far off.
Quote from Liambro1110 »
I need help! When ever i use misa for around 15 mins i start lagging and every thing dissapears so i have to shut mc down and restart every 15 mins. Ive tryed clearing my bin, ive tryed alot of things (Ps i have everything clicked on mc patcher if that helps)
It sounds like you're having memory issues. A fairly common problem if you don't have a decent video card. There's a couple things you can do though to try to fix this without needing to buy a new video card:
-When running MCPatcher, go into the options tab and increase the Java heap size. The number must not exceed the amount of memory you have. To check your memory on Windows: Hit the Windows Key+R then type dxdiag and hit enter. You'll see a readout of your system information, including your Memory in MB.
-Update Java. Google is your friend here.
-Ensure that your video card or display device has the latest drivers. Again Google is your friend here.
-You may also try installing Optifine's texture support through MCPatcher. See MCPatcher's or Optifine's thread for posts on how to do this.
Quote from siride »
She won't. She says in the very post, you know, the one you have to read when you go to download the pack, that she doesn't handle technical issues.
Lies! I have been doing a live tech support chat for well over a year now. I know quite a few things. I just can't do anything with the posted error messages that used to be spammed constantly in my thread. That's the only thing that message refers to in my main post. In that main post I then go on to say that no one should post things like, "Your pack broke my Minecraft!!! GRR," or use PM's to ask for tech support since I reserve those for more serious/personal inquiries and permissions. A lot of that is just to prevent me from being bombarded with questions I've already provided multiple answers to. Any real technical issues that I have insight on though, I've always tried to provide support on. Ask anyone whose ever been to my Tinychat.
My favorite realistic texture pack. It has everything to please; full remake, updated to each versions, animations on many objects, compatible with a lot of mods, textures very nice and all that in a 64x64 resolution (so that's accessible to many players). What more? Very good work Misa.
Hello! I have recently tried to install your texture pack, and I love it. Sadly, I have a old laptop and have a hard time running Minecraft without Optifine. Optifine offers HD texture pack support so mcpatcher is not needed, but I have found that if I don't use Mcpatcher I get solid, grey water. Using mcpatcher would be fine, except when I do optifine does not work. I was wondering if you had and ideas or suggestions on how to resolve this. Thank you.
I like the texture pack, it's very cool. But the one thing that irks me is the intense red light that lava and torches emit. It makes exploring harder and is too exaggerated in my opinion. Lava should emit the red light, but torches should stay as they were, with the orange/yellow tint. I want to find out a way to bypass the light stuff and patch the TP without the light stuff. I've tried unchecking it and patching but it makes my water white. Any help? Thanks
Hello! I have recently tried to install your texture pack, and I love it. Sadly, I have a old laptop and have a hard time running Minecraft without Optifine. Optifine offers HD texture pack support so mcpatcher is not needed, but I have found that if I don't use Mcpatcher I get solid, grey water. Using mcpatcher would be fine, except when I do optifine does not work. I was wondering if you had and ideas or suggestions on how to resolve this. Thank you.
Blaze.
Not sure you can use both anymore now that Optifine has copied mcpatchers added custom color stuff. Before you could just use mcpatcher to install optifine but made sure to deselect the hd texture and font support. I know you HAVE to have mcpatcher to fully take advantage of Misa's pack but not sure if the custom color option will conflict with optifines custom color thing. It is also possible optifines custom color fully suports Misa's pack. I don't use optifine.
I would suggest install optifine and your mods using mcpatcher making sure to deselect the hd texture hd font and custom colors and see what happens. If you still have the grey water then do it again with the custom color option selected.
I like the texture pack, it's very cool. But the one thing that irks me is the intense red light that lava and torches emit. It makes exploring harder and is too exaggerated in my opinion. Lava should emit the red light, but torches should stay as they were, with the orange/yellow tint. I want to find out a way to bypass the light stuff and patch the TP without the light stuff. I've tried unchecking it and patching but it makes my water white. Any help? Thanks
From one of Misa's many post on this
"That is anything but off-topic. Also the torch light has no purple in it at all. There is some orangish red in the darker ends so that the redstone torches give off red light. The purple you're seeing is due to the darker ends of the torch light blending with night ambient light. It shouldn't be as noticeable if you're playing on the Moody setting (Which the lightmaps were optimized for). I've said all of this before and probably explained it in more detail around the time I released this latest patch. I also mentioned that the light maps are still a work in progress and will likely be desaturated a bit by the next patch. And as I've also said before, if you don't want the lighting for now, it's a simple matter of just opening the pack's zip file, going into the environment folder and deleting the lightmap pngs.
-1=Nether
0=Overworld
1=End"
You get used to it after awhile. In fact if I am not using the new torch effect now the caves and mines seem way to bright and unrealistic. Though I do agree it could be just a tad bit less red and slightly brighter.
You have addon for buildcraft 2.2.11, Industrial Craft 2 (1.43) or PowerConverters ?
She does not support game-changing mods. Please read the first post and the FAQ, or really, just any page in this thread. Someone asks this question nearly every day and people still don't get it.
As I'm sure you both found out, creating animations isn't as easy as standard texture editing. They really take a lot of time and effort to create even for me. Ensuring the animations still tile and loop properly is enough of a pain as it is. Prior to these animated tiles I really had no experience with creating animations and had no extra programs that'd help with simple lighting, distortion and fractal-based effects. Basically all of the animation effects you see are manually done by hand, frame by frame in a standard graphics editor without animation capabilities. You can probably see why I'd be somewhat reluctant to have alternate animated textures on that base alone. However I have a couple other concerns.
While alternate textures can be easily injected into my Terrain.png without affecting the pack's filesize much, animations cannot. Animations(especially those that require more frames for slow animations) can really start to take up a lot of space over time. I've been trying to decrease the filesize of my pack to make it more accessable and less of a pain to update. Just last patch or so I cleaned out the misc folder and all the old alternate biome palettes which no longer work as intended anyway. Prior to that I removed my Wild Grass Modloader files when that wasn't being updated. I've toyed with some png compression as well, but wasn't satisfied with the color loss in the results. Basically I'm always looking for unnecessary bits to trim.
My other big concern is theft. I've had a lot of my textures stolen my other packs lately without any credit given and oftentimes they're making money off of my work on top of it. Normally most of these get caught by people who recognize my work and report the theft to me and moderators of whatever the pack is being posted on. Many have taken to using only alternate files from my ALTERNATES.png and Randomobs with some mild edits. These packs tend to go unnoticed as stolen content for much longer. By not distributing these files with my main work it's harder to prove the work is stolen (tying back into the filesize issue). Basically adding alternate animations could make my more difficult work easier to steal.
In summary it's a lot of time and effort for something I won't use that could increase my filesize and make my work easier to steal. I'm not entirely opposed to the idea of alternate animated tiles though--at least the reasonable requests! I actually do a lot of alternate requests for textures that don't always make it into the ALTERNATES.png. This is usually because they're often things things that only the person requesting the texture would use. Most of these exchanges take place on my Tinychat for people who I've gotten to know a bit. It's much easier to discuss the details of such requests when you can have a bit of a back and forth. It also makes it easier for me to get to know the people I'm making the alts for and provides me with more assurance that this side-work will not be redistributed or used for profit.
As far as the hours on my Tinychat goes, I typically only stick to them on days that are slow or just plain dead. If there's enough of something going on in there, I've been known to stay in there for about 13 hours or so. I'm usually online even when I'm not in there and friends I've made through Tinychat I stay in contact with all day on AIM 'n' such. So there are other ways to be in contact with me. Basically I just don't like being on call for tech support all day. It's a free service I've been providing for over a year now, and there's only so much tech support you can deal with after awhile. :tongue.gif:
What I take from this is that if I bug you in TinyChat, I might be able to get a custom animation for glowstone. I may pop in this week. Alas, if I make this request, there's not much I can offer in return since my graphical skills are utterly lacking (save for the ability to do basic image manipulation with Paint.NET and such).
love the pack. except the custom lighting but i just deleted that(no offense but i like the default lighting) but my god everything else is beautiful I'm working on making my pack utilize the new patcher stuff to.
Rollback Post to RevisionRollBack
< HEY I MADE THAT
To post a comment, please login or register a new account.
I really don't know. I guess you'd just copy the biome color files over. There's really nothing I can do to my pack that'd make it compatible with that mod. You basically just have to to a chop-job and tweak stuff on your own to make it work.
Speaking of MCPatcher and biomes, I thought I'd post some of the current experimental progress on that front. It's still a bit of a work in progress, but you get the idea. ;):
Me like color.
I love the sky in the snow biome. Looks overcast.
Keep going with those.
Member of the official ctm pillar club
Why u no read FAQ?!
Member of the official ctm pillar club
Screenshots look amazing. That swamp pic has to be the best pic of a swamp I have seen yet.
I would be more then happy to help test new stuff...... :biggrin.gif:
Like you just lag a lot and you crash?
If soo, your computer may not be able to handle this texture pack.
Try looking for a mod that increases your fps, like optifine.
She won't. She says in the very post, you know, the one you have to read when you go to download the pack, that she doesn't handle technical issues. She just makes the art. Go bug the MCPatcher thread or someone else. It's not Misa's pack's fault and she's not going to fix it.
It's the most realistic approach I could take while compromising between realistic exposed lava and super-heated magma. As far as rippling goes, lava shouldn't be rippling. Still lava is meant to look like non-moving molten rock. All you'd get in terms of a ripple effect would be heat refraction. You can find two more detailed responses regarding lava by searching this topic for "insulated" to get the response on lava realism, and "mirage" to get the response on the heat wave/ripple effect.
Clean your installation, then install MCPatcher, then reinstall your mods. Some mods may also be installed WITH MCPatcher. Check the MCPatcher and possibly the Modloader thread for more info on how to install mods with MCPatcher.
For packs like mine, I don't feel the vanilla form of the game really completely suits the look of my pack anymore. Much of the functionality provided by custom colors is stuff that NEEDS to be editable in the game by default. Namely some of the newer hard-coded colored stuff that ruined many old texture packs. Basically any texture pack up to this point that strayed beyond radioactive blue water, pure red redstone, and had their biomes colored to something other than default have had their texture packs broken by recent additions. A lot of the stuff being added is basic old functionality that was around from the days of indev up to around beta but was destroyed due to changes in how colors were coded.
People seem to fail to realize that the very basic functionality of programs like MCPatcher and Optifine pretty much always did mod things outside of the scope of just providing a fix for high resolution textures. A prime example would be the custom animated water and lava that's been around for ages. Anyone using a high resolution texture pack is already using a mod that alters the way the the game is coded. I could understand overstepping boundaries as a texture pack if this was a standard 16x16 pack which works with the game without any kind of patcher. But as it is, high resolution texture packs and the patchers that make them work are by definition mods. Both are also very tightly bound to each other to the point where they're practically one mod with different configuration settings made by different authors.
As far as mod compatibility goes, I feel a lot of the whole situation with mods in general is just a huge damn mess. We have no official API to work around and more than one user-made API for clients and servers--things like Modloader, Forge, Bukkit, etc. Unfortunately without an official standard that's optimized for avoiding conflicts, mods for this game are going to conflict like crazy. That's just part of the territory of fan-based modding communities.
I basically have three options here though:
1.I can make a pack with very basic functionality that I think is broken and will still rely on some kind of a patcher to use.
2.I can do #1 and then try to find people with coding knowledge to make a bunch of mods to fix the problems my pack faces.
3.I can work with those who make the patch that my game relies on to optionally include the required fixes.
#1 is pretty much the old default position for high resolution texture packs. There's no way it can address my issues as it is. so it really mostly comes down to weighing out #2 and #3.
With #2 I'm still stuck with a pack that I feel is broken on a fundamental level. Not being a coder, I now have to seek out some aid from someone who knows how to fix the problems I have and then release them as separate mods. THEN I have to somehow inform everyone who finds my pack that they need to be using some extra mods in order for it to look the way I've intended it to look. In the case of the custom water color, I also now have to release TWO versions of my pack (or supplemental files that must be manually merged with my main files--a process some users have difficulty with) and update both of them and all their mirrors here and on any other site I distribute my pack through. This greatly diminishes convenience for both me and users of my pack. While those using the broken 'default' version of my pack will likely be still giving invalid criticism: "Can you fix the color of swamps? They're way too purple, dark and don't look realistic at all," "When water is dripping, the color doesn't match the normal water at all," and so on.
With #3 I'm able to work with someone whose work my pack already relies on and has a good feel for the territory. Those who want to use my pack still only have to download one of two programs to make it work as they always did. The features are completely optional for other packs, but my pack is optimized for them so their basic functionality and compatibility is unhindered. When the optional components are active, this can lead to conflicts with other mods. When not active, my texture pack will have grey water and lighter sand and gravel. The extra mods are purely graphical in nature and do not alter gameplay for those who still want a vanilla experience with the difference of improved visuals.
For me #3 is the less painful option. I never uploaded my pack to gain popularity, recognition, or money. For me it was always about improving the look of the game for myself and sharing it with others to receive criticism--allowing me to further improve my work. So I'm not too concerned if those who are relying on the shaky ground that mods rest upon find themselves having to use another pack to keep their footing. I've also noticed that unintentionally I've been one of the largest if not the largest trend-setter in texture packs. I imagine a lot more packs will be supporting these new features as standard, changing the definition of a texture pack as I did when I first uploaded a high resolution texture pack that edited every single piece of art in the game. Prior to that all an average texture pack was was a 'terrain.png' that you manually dragged into your minecraft.jar--Now look where they are. Given the mess that mods currently are, I think it's a bit futile to cater to mod compatibility until there is a standard everyone can rally and work around. At that point I'm sure MCPatcher and Optifine will likely adapt their code to the new API and conflicts with other mods will be greatly minimized. Hopefully that day is not too far off.
It sounds like you're having memory issues. A fairly common problem if you don't have a decent video card. There's a couple things you can do though to try to fix this without needing to buy a new video card:
-When running MCPatcher, go into the options tab and increase the Java heap size. The number must not exceed the amount of memory you have. To check your memory on Windows: Hit the Windows Key+R then type dxdiag and hit enter. You'll see a readout of your system information, including your Memory in MB.
-Update Java. Google is your friend here.
-Ensure that your video card or display device has the latest drivers. Again Google is your friend here.
-You may also try installing Optifine's texture support through MCPatcher. See MCPatcher's or Optifine's thread for posts on how to do this.
Lies! I have been doing a live tech support chat for well over a year now. I know quite a few things. I just can't do anything with the posted error messages that used to be spammed constantly in my thread. That's the only thing that message refers to in my main post. In that main post I then go on to say that no one should post things like, "Your pack broke my Minecraft!!! GRR," or use PM's to ask for tech support since I reserve those for more serious/personal inquiries and permissions. A lot of that is just to prevent me from being bombarded with questions I've already provided multiple answers to. Any real technical issues that I have insight on though, I've always tried to provide support on. Ask anyone whose ever been to my Tinychat.
TG: john is TG: im not
Blaze.
Not sure you can use both anymore now that Optifine has
copied mcpatchersadded custom color stuff. Before you could just use mcpatcher to install optifine but made sure to deselect the hd texture and font support. I know you HAVE to have mcpatcher to fully take advantage of Misa's pack but not sure if the custom color option will conflict with optifines custom color thing. It is also possible optifines custom color fully suports Misa's pack. I don't use optifine.I would suggest install optifine and your mods using mcpatcher making sure to deselect the hd texture hd font and custom colors and see what happens. If you still have the grey water then do it again with the custom color option selected.
From one of Misa's many post on this
"That is anything but off-topic. Also the torch light has no purple in it at all. There is some orangish red in the darker ends so that the redstone torches give off red light. The purple you're seeing is due to the darker ends of the torch light blending with night ambient light. It shouldn't be as noticeable if you're playing on the Moody setting (Which the lightmaps were optimized for). I've said all of this before and probably explained it in more detail around the time I released this latest patch. I also mentioned that the light maps are still a work in progress and will likely be desaturated a bit by the next patch. And as I've also said before, if you don't want the lighting for now, it's a simple matter of just opening the pack's zip file, going into the environment folder and deleting the lightmap pngs.
-1=Nether
0=Overworld
1=End"
You get used to it after awhile. In fact if I am not using the new torch effect now the caves and mines seem way to bright and unrealistic. Though I do agree it could be just a tad bit less red and slightly brighter.
She does not support game-changing mods. Please read the first post and the FAQ, or really, just any page in this thread. Someone asks this question nearly every day and people still don't get it.
What I take from this is that if I bug you in TinyChat, I might be able to get a custom animation for glowstone. I may pop in this week. Alas, if I make this request, there's not much I can offer in return since my graphical skills are utterly lacking (save for the ability to do basic image manipulation with Paint.NET and such).