You may have heard this already, but I noticed that during night time, everything gets VERY dark. I though I installed incorrectly at first, but upon re-installing I noticed no change.The first thing I noticed was the stone texture appearing clay-like at night, even with a torch on it.
During the day however, it looks fine.
I got rid of the lightmaps, but this still occurs.
hey misa, i was wondering if there was any way to change the swamp-biome water to match the waters that surround it. although it looks a lot more realistic than it used to, i was never really a fan of notch making it discolored D:
I'm assuming that is possible if you change the texture of the swamp water in the terrain.png
Are you by any chance thinking about making swamp water less "dirty"?
I noticed in vanilla 1.1 the swampwater seems to be a more dark blue now, but in Misa it really stands out that its swamp water lol
This is a realistic texture pack and swamp water is dirty. It seems weird to me that people using a realistic texture pack would complain about a more realistic swamp water....
The only problem I have is the 'use latest mc patcher' tile on water and lava. I've got the latest version of MCP, and the pack looks perfect in ssp, but when I launch with spout it gives the error. I really don't know how the two are connected, but it may have to do with spout needing to update? \o.O/ I unno~
I guess I should probably catch up on some responses here before I get too far behind. Here goes!
Quote from PolaroidGirl »
Thanks for the help on tinychat XD
No problem! Sorry if I don't recall who exactly you were on there. I'm pretty terrible with names in general. I've had conversations on there that lasted for hours with people who later came back and I didn't even recognize.
Quote from Kakita87 »
are you planing to do a 2nd pack at some point? and if so or if one is in the works what kind of theam dose it have?
Short answer: Probably not. I'm way too focused on keeping my realistic pack fresh.
Long answer: I actually have worked on a few alternate packs that have become largely outdated due to game patches pushing partially-completed work further and further away from completion. I'm mostly focused on my realistic pack because that's the one I use on a regular basis and I'm always looking for ways to improve it. Here's a few of the other works in progress that haven't been finished but MAY be finished one day:
-Last Halloween I was working on a 64x64 pack that was themed to look like a cross between a blacklight painting and a funhouse. Basically it was my realistic pack, but in the dark and everything painted with fluorescent paint and lit by blacklight--Much like you'd see in a haunted house ride at a theme park. It also had a decidedly 'DÃa de los Muertos' theme going on with the paintings and paint styles on the blocks. I started it a bit late though and being a perfectionist, I didn't want to release a work in progress, so it ended up not getting finished and is now behind.
-WAAAY long ago, like before I even released my realistic pack to the public I also had a work in progress that was 128x128, and had a realistic candyland type theme. Basically it had a fantasy setting where everything was like made of cakes, cookies, frosting, sprinkles, chocolate, candycanes, etc. But it was all done to look as realistic as possible rather than being cartoony. I've gone back to messing with it occasionally and have contemplated updating it and replacing the link to my pack with it on April Fool's Day (Which is also my birthday) and pass it off as joke for a day--a supposedly new direction I've decided to take for my realistic texture pack. Thought I'd call it Misa's Birthday Cake or something. But yeah, that one is so horribly outdated that for me to adapt it to the current version of the game, I'd almost have to redo it from scratch.
-When I was into GLSL I worked on an NES-themed pack that was 64x64, but still used 8-bit art that with shader maps was rendered to look really 3D and blocky. I lost interest in that with the lack of progress in GLSL though and many of the things I wanted to do with that pack almost required an experienced modder to create a mod to go with it to make it work well.
-A bit more recently I've toyed with the idea of a Tron-themed (or maybe instead an 80's electronica/VR-themed) pack. Though it's been done before so it's nothing I've put as much work into as I have the other two. This wouldn't be based at all on the Tron Legacy art style (Which I'm not that big of a fan of.) but the 80's Tron theme where everything has kind of a weird fake-CG look to it Lots of muted greyish colors with glowing lines that look rotoscoped in. With parts fading to black on edges. A general soft glow to things as well. The problem with this one is that the blocks and textures in Minecraft aren't exactly well-suited to such a theme--Especially in regards to survival mode.
-An then of course I've mentioned before experimenting with a 256x256 realistic pack that I wasn't at all happy with and would require shader maps and proper mip-mapping in order to properly pull off. Not much to say about that one.
I've shown off the two former ones several times on my Tinychat and everyone seemed to like them. The canyland one in particular. (Apparently not many people I run into even know what a (UV) blacklight is anymore to even understand the theme behind the Halloween pack. Thanks for making me feel old, kids. :P.) Though if I get a REALLY good idea that I like for a pack, who knows what I'll do in my boredom one of these days? In the foreseeable future though I don't have much of anything planned other than ensuring my 64x64 realistic pack is up to date and improved wherever it can be improved. (How's that for a long answer? :P)
Quote from 2Latee »
And what about with Optifine? Is there a way to get randomobs work with that, bcz last time I tried Optifine and patcher at the same time I just got blackscreen...
I don't use Optifine. I only use MCPatcher. This is a question better posted on Optifine's thread.
Quote from David184 »
what i want to this texture pack is more realistic lights. this means that lava´s light will be red and something like this
Unfortunately that's not currently possible due to engine limitations. Minecraft could really benefit greatly from a proper 3D lighting engine. As it is though, all light sources share the same lighting palette. So for instance, by making redstone torches glow red, that means that torches, glowstone, lava, and jack-o-lanterns will give off some red light when fading out. This is because redstone torches are just the dimmest form of torch/glowstone/jack-o-lantern/lava light.
I've often fantasized what I could do with a proper lighting engine with true colored lighting and control over which blocks got which. I've always liked the idea of making mushrooms bioluminescent 'n' such. Mushrooms with glow maps that activate at night and give off two unique colors of light. It would add so much more atmosphere to the game I think. Alas it's just a dream at this point.
Quote from Vikezor »
If you would have looked closer, you would have seen I'm using 1.0.
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I don't like the leaves. They look ugly.
Your version of Minecraft is irrelevant to this issue. Optifine is currently not updated to support the features of the latest MCPatcher which my pack relies on. You need to wait for it to update to support the anim folder or use MCPatcher instead.
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Constructive criticism failure has occured. Please try again.
I'd like to help but I really can't work with 'They look ugly.' I need a lot more to go off of than that. What aspect of them do you think needs to be improved upon and what suggestions would you provide for doing so?
Quote from seishinryoku »
hey misa, i was wondering if there was any way to change the swamp-biome water to match the waters that surround it. although it looks a lot more realistic than it used to, i was never really a fan of notch making it discolored D:
This is very easy to change even with MSPaint. Simply open my texture pack's zip, go into the 'misc' folder and open 'watercolorX.png' In Paint you can just use the eyedropper tool on the normal blue water areas, then using any tool of your choice color in the whole image with that one color. Save it and ensure it ends up back in my texture pack, et voilà . Your water is now all one color. You can do the same with all the other color palettes too if you wish.
Quote from By_Standard »
why is it so dark??????
Because firelight is not equal to the incandescent or fluorescent light simulated in the default pack. As this is not 'Misa's Bright Happy Fun Cartoony Pack' it's dark to maintain some degree of realism. Also I'm a big fan of caves feeling incredibly dangerous to explore, and nignts being scary to be outside during. It adds a lot to the atmosphere and challenge for me.
Quote from Malth »
The lighting at dusk is kind of weird. I dunno how to describe it really, it just feels off.
Also, the color for torches seems to be better now, but they also seem a lot dimmer.
edit: I'm kind of iffy on the different colored light between the biomes. Seems like a bit much. Is there a way that I could just tweak it myself?
This game really needs something that gives off bright, white light.
-I need a bit more to go off of if I'm to have a chance of correcting it.
-The dimness is somewhat intentional. It's actually a pretty complex balancing act to get torch light balanced properly with daylight. It's very easy to make torches brighter, but then they can start lighting up areas that are exposed to direct sunlight which just looks weird and horribly unrealistic
-I love them personally. They add much more variety to the biomes, but yeah, as mentioned in the previous response, the colors are very easy to tweak. And if you don't like them at all you can simply just delete skycolor.png and fogcolor.png. Same with lighting. Don't like that? Go into the environment folder and delete the lightmap png's.
-And yes, I agree, but probably only glowstone. Unfortunately that's not really feasable with my current torch design given limitations to how lighting works on this game.
Quote from Deepblue686 »
Misa, are you going to do random mobs support for the other mobs that don't have them?
Pigzombie
Silverfish
Magma cube
These three come in large numbers so it would be awesome to see that they're not all the same.
Ghast and Blaze
These last two I'm not so sure if it's possible to do random textures for these.
The only other texture packs I've seen have random mobs are Isabella and Sphaxcraft and they don't have alts for them.
Mob skins, like animations, are something that usually takes a good bit of time so they're typically lower priority on my to-do list, but they're still there. Mainly what I need are good ideas for how to implement them that I can run with and then the time to make them. If they're just palette swaps or something that's not too difficult, but anything more requires a good bit of time and effort. I'll go through each of the mobs you mentioned to give my thoughts on them.
-Pigzombie: This one's kinda tricky. When I first made it, the resource working file wasn't designed with expanded designs in mind. So in order to keep a uniform look I'll probably almost have to redo it. Realistic deas for alts are mostly limited to different scarring patterns and possibly clothing... Being a humanoid mob, they definitely should have some variety either way. When I have some time to work on the pack I'll see what I can do with them.
-Silverfish: It's based on an insect that in reality doesn't have much variety other than size. Couple this with the fact that they're fairly rare and small. I'm not seeing much I could do with these. And considering they like to swarm when attacked, a hive-like uniform look might be best on these. I mean when you see a bunch of cockroaches scattering in reality, you don't really notice color/pattern variety among them as much as you do their movements--Same with ants. So unless I get some really clever ideas for these I don't see it happening. To me, they're just zergy clone bugs.
-Magma Cube: These are kinda featureless as they are. They barely have a face. Their variants would simply be things like different arrangements of the stone/lava pattern. This would be pretty boring to work on and wouldn't provide much in the way of variety so much as it would increase the pack's filesize. Like with the silverfish I'd need to hear some really clever ideas before I messed with these guys.
-Ghast: It is possible and I have considered it. They were actually the next mob on my list when I put my Randomobs work on hold for other features. Around the time I was working on the techniques used for the Enderdragon I was testing much of it on Ghast skins. Nothing was saved or made intentionally for randomobs, but some of the results were promising. So right now it's kind of a toss-up between these and Pigzombies in terms of high priority.
-Blaze:Flaming skulls. Not sure what I'd do with these. I need ideas.
Quote from IronThunder77 »
...I got rid of the lightmaps, but this still occurs.
Double-check the texture pack that you have selected in-game is the one you're using and that there are no lightmap png files in the environment folder. There is no way physically possible for my warmer lighting to still occur if the lightmaps are deleted.
Quote from "Nuttyprot" »
Deeply Sorry I hope you can forgive me.
No problem. Though a single PM would've sufficed. I've received this message in like 6 places now.
Quote from Con_Number_1 »
Hey Misa, I made a video showing all of the awsome special effects because I love this texture pack so much!
Looks great! I may post it in the media section of my main thread post if you're fine with me doing so.
Quote from Faenix1 »
Are you by any chance thinking about making swamp water less "dirty"?
I noticed in vanilla 1.1 the swampwater seems to be a more dark blue now, but in Misa it really stands out that its swamp water lol
Nope. Swamps are muddy-looking in reality and this is a realistic pack. Also I love the visual variety it adds to the look of biomes. Since my 1.1 update I've actually grown to LOVE the swamp biome which I initially hated. So much so that I was able to peel myself away from other games to actually sit down and play Minecraft Survival again--with my home in a swamp biome!
Quote from Salvation1973 »
After pouring over 230 hours into Skyrim I stumbled back to see a new texture pack update!
Love the new clouds and colour tweaks... looks like Minecraft has dragged me back in.
With your help of course!
Hey, me too! Initially I was just updating to keep on top of things and to keep my pack fresh for the community but I found myself being pulled away from Skyrim to actually just sit down and play Minecraft again to see the new atmospheric stuff in action. It's been ages since I've just sat down and played Minecraft.
Quote from Tiagobr6 »
Misa who copyed ? you or LB photo realism ? your pack is , the mobs , the texture is like his pack , (no offense or accusing , just wondering )
LB Photo Realism is using my mobs. All of the content in my pack is original to my pack. Nothing in it is used from any other texture pack. I let Scuttles use my mobs under the assumption that he was going to eventually get around to making his own, but I guess it never happened. I kinda regret it a little with all the hatemail I actually get from people accusing me of stealing his work, when he clearly states on his thread that he's using my mobs. If you even look at the Enderdragon skin in his pack you should be able to see the 'Misa's' logo on it. But yeah, somehow a lot of people still seem to think I'm stealing his and other people's work. I've even been reported to moderators on some sites for theft of another's work. Though in most cases I can legally challenge them if they're using adf.ly links and haven't credited me. I've even had fan videos of my pack on Youtube downvoted and commented on about how I'm a thief... Every time this comes up it's really a big source of stress in my life to see my own work used against me like this.
Quote from Deepblue686 »
...I've noticed a bug with the mobs.
Misa you best check all the pig and chicken textures because big asses are upside-down and chicken feet are backwards.
Dammit Jeb. Not again! I don't know how many times I've had to flip my chicken's feet around at this point (well, probably 3 times or so). Not too long ago I had to flip all my cow butts upside-down to fix them too. I really wish they'd make up their mind about the mob texture mappings already.
Quote from Hene »
nice texturepack only the cobblestone could be better...
Seems I'm getting a lot of nonconstructive criticism lately. Not very encouraging. :/ I can't help you if you don't help me by being specific with what the problem is and providing suggestions for how to improve the situation. Also have you checked ALTERNATES.png for one that may be better suited to your tastes?
Quote from Maiavel »
...The only problem I have is the 'use latest mc patcher' tile on water and lava. I've got the latest version of MCP, and the pack looks perfect in ssp, but when I launch with spout it gives the error. I really don't know how the two are connected, but it may have to do with spout needing to update? \o.O/ I unno~
Yeah, the problem is with Spout. Spout basically overrides a lot of client-side stuff. MCPatcher will not work with it active.
Quote from MrDerpatron »
Other than it has a term of use...
Er... What's wrong with my terms of use? Should I just let everyone use all my work without credit and slowly fade away because no one knows who the original artist is anymore? This is pretty standard stuff for any artist who doesn't want their work being stolen. There's a lot of people out there who steal the work of others just to redistribute it for easy money. It's not like I'm fighting fair use and saying no one can use my art--in fact I encourage it. There's just some very simple conditions that need to be met to ensure no one is hogging all the credit for work they did not do.
And now I must go take a nap to make up for the lost sleep caused by a certain pet tortoise who decided he wasn't sleepy last night.
So even if spout is updated to 1.1 recommended build it still wont play nice with your texture pack? I dunno.. maybe I'm missing something, but I don't understand how Spout and HDPatcher interact with each other. I haven't had issues in the past with the two, but maybe I just didn't know it was happening?
I suppose it's really only a problem if I log onto a server that has Spout related features that I wouldn't be able to see without using the Spout launcher.
I LOVE this texture pack i remember using it a while back and i loved it, so now i found it again and the new updates blow me away. Please keep up the good work :smile.gif:
actually he can thanks to Kahr's patcher allowing people to edit the water gradients (including swamps). Fiddle with watercolorX.png in the misc folder of the texture pack (edit out the brown bit)
It is unfortunately not possible to get rid of brown water there without getting rid of it everywhere though
I went to use the alternate textures for a few different blocks. Opened up the terrain.png and the alternates.png in paint.net, made my changes, saved the terrain.png copy, dragged the edited terrain.png into the misa402.rar file to overwrite the old one, and nothing.
It all shows up with the 'default' Misa terrain.png textures. So far the only two ways I've gotten the edited terrain.png to work is by putting it in a different pack (doku was my test pack), and the other way was forcing an update of the game. After I forced an update I launched, without running MCPatcher, and the alternate textures showed up along with all the HD pack graphic errors.
Ran HDPatcher to fix the errors, and the old textures popped up again. On HDPatcher I've got HD Textures, HD Fonts, random mobs, and custom colors checked, and I'm using the latest MCPatcher version.
Minecraft, why you hate me~
EDIT:
Launched my game with Spout, instead of with the normal .exe, and the alternate textures show up... but I've got the "use latest MCPatcher" tiles on water and lava. Fuuuu~
I went to use the alternate textures for a few different blocks. Opened up the terrain.png and the alternates.png in paint.net, made my changes, saved the terrain.png copy, dragged the edited terrain.png into the misa402.rar file to overwrite the old one, and nothing.
It all shows up with the 'default' Misa terrain.png textures. So far the only two ways I've gotten the edited terrain.png to work is by putting it in a different pack (doku was my test pack), and the other way was forcing an update of the game. After I forced an update I launched, without running MCPatcher, and the alternate textures showed up along with all the HD pack graphic errors.
Ran HDPatcher to fix the errors, and the old textures popped up again. On HDPatcher I've got HD Textures, HD Fonts, random mobs, and custom colors checked, and I'm using the latest MCPatcher version.
Minecraft, why you hate me~
EDIT:
Launched my game with Spout, instead of with the normal .exe, and the alternate textures show up... but I've got the "use latest MCPatcher" tiles on water and lava. Fuuuu~
if the textures you are trying to replace are animated, they are not taken from terrain.png (how would you get multiple frames of animation from a static terrain.png?) You see them before you use the HD patcher since it is the HD patcher that enables the animation - without it no animation, so the tiles are read from terrain.png.
To use the alternates, replace them in the terrain.png, then delete the default misa animated versions so HD patched minecraft falls back to terrain.png. Look in the anim folder
actually he can thanks to Kahr's patcher allowing people to edit the water gradients (including swamps). Fiddle with watercolorX.png in the misc folder of the texture pack (edit out the brown bit)
It is unfortunately not possible to get rid of brown water there without getting rid of it everywhere though
When i tried to edit it, the texture pack would load, it just showed the default theme when i had it selected
then you're doing it wrong. Not saving as png, not keeping the same directory structure, uncompressed the whole thing to a directory and didn't recompress it to a zip, who knows (not me, since you aren't giving any details. I don't really feel like prying them out of you either)
then you're doing it wrong. Not saving as png, not keeping the same directory structure, uncompressed the whole thing to a directory and didn't recompress it to a zip, who knows (not me, since you aren't giving any details. I don't really feel like prying them out of you either)
All i did was extracted the zip so i can edit the file, then recompressed it into a zip. Patched it and loaded the game. Ill try to see if i saved as .png but im sure i did
EDIT: I did save it right.. it might not be compressing right but i dont see how it wont.
During the day however, it looks fine.
I got rid of the lightmaps, but this still occurs.
I noticed in vanilla 1.1 the swampwater seems to be a more dark blue now, but in Misa it really stands out that its swamp water lol
This is a realistic texture pack and swamp water is dirty. It seems weird to me that people using a realistic texture pack would complain about a more realistic swamp water....
0\
Love the new clouds and colour tweaks... looks like Minecraft has dragged me back in.
With your help of course! :wink.gif:
The only problem I have is the 'use latest mc patcher' tile on water and lava. I've got the latest version of MCP, and the pack looks perfect in ssp, but when I launch with spout it gives the error. I really don't know how the two are connected, but it may have to do with spout needing to update? \o.O/ I unno~
It's amazing.It's AWESOME!.I love it, you're a GREAT artist.I've used it for so long!!!!
No problem! Sorry if I don't recall who exactly you were on there. I'm pretty terrible with names in general. I've had conversations on there that lasted for hours with people who later came back and I didn't even recognize.
Short answer: Probably not. I'm way too focused on keeping my realistic pack fresh.
Long answer: I actually have worked on a few alternate packs that have become largely outdated due to game patches pushing partially-completed work further and further away from completion. I'm mostly focused on my realistic pack because that's the one I use on a regular basis and I'm always looking for ways to improve it. Here's a few of the other works in progress that haven't been finished but MAY be finished one day:
-Last Halloween I was working on a 64x64 pack that was themed to look like a cross between a blacklight painting and a funhouse. Basically it was my realistic pack, but in the dark and everything painted with fluorescent paint and lit by blacklight--Much like you'd see in a haunted house ride at a theme park. It also had a decidedly 'DÃa de los Muertos' theme going on with the paintings and paint styles on the blocks. I started it a bit late though and being a perfectionist, I didn't want to release a work in progress, so it ended up not getting finished and is now behind.
-WAAAY long ago, like before I even released my realistic pack to the public I also had a work in progress that was 128x128, and had a realistic candyland type theme. Basically it had a fantasy setting where everything was like made of cakes, cookies, frosting, sprinkles, chocolate, candycanes, etc. But it was all done to look as realistic as possible rather than being cartoony. I've gone back to messing with it occasionally and have contemplated updating it and replacing the link to my pack with it on April Fool's Day (Which is also my birthday) and pass it off as joke for a day--a supposedly new direction I've decided to take for my realistic texture pack. Thought I'd call it Misa's Birthday Cake or something. But yeah, that one is so horribly outdated that for me to adapt it to the current version of the game, I'd almost have to redo it from scratch.
-When I was into GLSL I worked on an NES-themed pack that was 64x64, but still used 8-bit art that with shader maps was rendered to look really 3D and blocky. I lost interest in that with the lack of progress in GLSL though and many of the things I wanted to do with that pack almost required an experienced modder to create a mod to go with it to make it work well.
-A bit more recently I've toyed with the idea of a Tron-themed (or maybe instead an 80's electronica/VR-themed) pack. Though it's been done before so it's nothing I've put as much work into as I have the other two. This wouldn't be based at all on the Tron Legacy art style (Which I'm not that big of a fan of.) but the 80's Tron theme where everything has kind of a weird fake-CG look to it Lots of muted greyish colors with glowing lines that look rotoscoped in. With parts fading to black on edges. A general soft glow to things as well. The problem with this one is that the blocks and textures in Minecraft aren't exactly well-suited to such a theme--Especially in regards to survival mode.
-An then of course I've mentioned before experimenting with a 256x256 realistic pack that I wasn't at all happy with and would require shader maps and proper mip-mapping in order to properly pull off. Not much to say about that one.
I've shown off the two former ones several times on my Tinychat and everyone seemed to like them. The canyland one in particular. (Apparently not many people I run into even know what a (UV) blacklight is anymore to even understand the theme behind the Halloween pack. Thanks for making me feel old, kids. :P.) Though if I get a REALLY good idea that I like for a pack, who knows what I'll do in my boredom one of these days? In the foreseeable future though I don't have much of anything planned other than ensuring my 64x64 realistic pack is up to date and improved wherever it can be improved. (How's that for a long answer? :P)
I don't use Optifine. I only use MCPatcher. This is a question better posted on Optifine's thread.
Unfortunately that's not currently possible due to engine limitations. Minecraft could really benefit greatly from a proper 3D lighting engine. As it is though, all light sources share the same lighting palette. So for instance, by making redstone torches glow red, that means that torches, glowstone, lava, and jack-o-lanterns will give off some red light when fading out. This is because redstone torches are just the dimmest form of torch/glowstone/jack-o-lantern/lava light.
I've often fantasized what I could do with a proper lighting engine with true colored lighting and control over which blocks got which. I've always liked the idea of making mushrooms bioluminescent 'n' such. Mushrooms with glow maps that activate at night and give off two unique colors of light. It would add so much more atmosphere to the game I think. Alas it's just a dream at this point.
Your version of Minecraft is irrelevant to this issue. Optifine is currently not updated to support the features of the latest MCPatcher which my pack relies on. You need to wait for it to update to support the anim folder or use MCPatcher instead.
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Constructive criticism failure has occured. Please try again.
I'd like to help but I really can't work with 'They look ugly.' I need a lot more to go off of than that. What aspect of them do you think needs to be improved upon and what suggestions would you provide for doing so?
This is very easy to change even with MSPaint. Simply open my texture pack's zip, go into the 'misc' folder and open 'watercolorX.png' In Paint you can just use the eyedropper tool on the normal blue water areas, then using any tool of your choice color in the whole image with that one color. Save it and ensure it ends up back in my texture pack, et voilà . Your water is now all one color. You can do the same with all the other color palettes too if you wish.
Because firelight is not equal to the incandescent or fluorescent light simulated in the default pack. As this is not 'Misa's Bright Happy Fun Cartoony Pack' it's dark to maintain some degree of realism. Also I'm a big fan of caves feeling incredibly dangerous to explore, and nignts being scary to be outside during. It adds a lot to the atmosphere and challenge for me.
-I need a bit more to go off of if I'm to have a chance of correcting it.
-The dimness is somewhat intentional. It's actually a pretty complex balancing act to get torch light balanced properly with daylight. It's very easy to make torches brighter, but then they can start lighting up areas that are exposed to direct sunlight which just looks weird and horribly unrealistic
-I love them personally. They add much more variety to the biomes, but yeah, as mentioned in the previous response, the colors are very easy to tweak. And if you don't like them at all you can simply just delete skycolor.png and fogcolor.png. Same with lighting. Don't like that? Go into the environment folder and delete the lightmap png's.
-And yes, I agree, but probably only glowstone. Unfortunately that's not really feasable with my current torch design given limitations to how lighting works on this game.
Mob skins, like animations, are something that usually takes a good bit of time so they're typically lower priority on my to-do list, but they're still there. Mainly what I need are good ideas for how to implement them that I can run with and then the time to make them. If they're just palette swaps or something that's not too difficult, but anything more requires a good bit of time and effort. I'll go through each of the mobs you mentioned to give my thoughts on them.
-Pigzombie: This one's kinda tricky. When I first made it, the resource working file wasn't designed with expanded designs in mind. So in order to keep a uniform look I'll probably almost have to redo it. Realistic deas for alts are mostly limited to different scarring patterns and possibly clothing... Being a humanoid mob, they definitely should have some variety either way. When I have some time to work on the pack I'll see what I can do with them.
-Silverfish: It's based on an insect that in reality doesn't have much variety other than size. Couple this with the fact that they're fairly rare and small. I'm not seeing much I could do with these. And considering they like to swarm when attacked, a hive-like uniform look might be best on these. I mean when you see a bunch of cockroaches scattering in reality, you don't really notice color/pattern variety among them as much as you do their movements--Same with ants. So unless I get some really clever ideas for these I don't see it happening. To me, they're just zergy clone bugs.
-Magma Cube: These are kinda featureless as they are. They barely have a face. Their variants would simply be things like different arrangements of the stone/lava pattern. This would be pretty boring to work on and wouldn't provide much in the way of variety so much as it would increase the pack's filesize. Like with the silverfish I'd need to hear some really clever ideas before I messed with these guys.
-Ghast: It is possible and I have considered it. They were actually the next mob on my list when I put my Randomobs work on hold for other features. Around the time I was working on the techniques used for the Enderdragon I was testing much of it on Ghast skins. Nothing was saved or made intentionally for randomobs, but some of the results were promising. So right now it's kind of a toss-up between these and Pigzombies in terms of high priority.
-Blaze:Flaming skulls. Not sure what I'd do with these. I need ideas.
Double-check the texture pack that you have selected in-game is the one you're using and that there are no lightmap png files in the environment folder. There is no way physically possible for my warmer lighting to still occur if the lightmaps are deleted.
No problem. Though a single PM would've sufficed. I've received this message in like 6 places now.
Looks great! I may post it in the media section of my main thread post if you're fine with me doing so.
Nope. Swamps are muddy-looking in reality and this is a realistic pack. Also I love the visual variety it adds to the look of biomes. Since my 1.1 update I've actually grown to LOVE the swamp biome which I initially hated. So much so that I was able to peel myself away from other games to actually sit down and play Minecraft Survival again--with my home in a swamp biome!
Hey, me too! Initially I was just updating to keep on top of things and to keep my pack fresh for the community but I found myself being pulled away from Skyrim to actually just sit down and play Minecraft again to see the new atmospheric stuff in action. It's been ages since I've just sat down and played Minecraft.
LB Photo Realism is using my mobs. All of the content in my pack is original to my pack. Nothing in it is used from any other texture pack. I let Scuttles use my mobs under the assumption that he was going to eventually get around to making his own, but I guess it never happened. I kinda regret it a little with all the hatemail I actually get from people accusing me of stealing his work, when he clearly states on his thread that he's using my mobs. If you even look at the Enderdragon skin in his pack you should be able to see the 'Misa's' logo on it. But yeah, somehow a lot of people still seem to think I'm stealing his and other people's work. I've even been reported to moderators on some sites for theft of another's work. Though in most cases I can legally challenge them if they're using adf.ly links and haven't credited me. I've even had fan videos of my pack on Youtube downvoted and commented on about how I'm a thief... Every time this comes up it's really a big source of stress in my life to see my own work used against me like this.
Dammit Jeb. Not again! I don't know how many times I've had to flip my chicken's feet around at this point (well, probably 3 times or so). Not too long ago I had to flip all my cow butts upside-down to fix them too. I really wish they'd make up their mind about the mob texture mappings already.
Seems I'm getting a lot of nonconstructive criticism lately. Not very encouraging. :/ I can't help you if you don't help me by being specific with what the problem is and providing suggestions for how to improve the situation. Also have you checked ALTERNATES.png for one that may be better suited to your tastes?
Yeah, the problem is with Spout. Spout basically overrides a lot of client-side stuff. MCPatcher will not work with it active.
Er... What's wrong with my terms of use? Should I just let everyone use all my work without credit and slowly fade away because no one knows who the original artist is anymore? This is pretty standard stuff for any artist who doesn't want their work being stolen. There's a lot of people out there who steal the work of others just to redistribute it for easy money. It's not like I'm fighting fair use and saying no one can use my art--in fact I encourage it. There's just some very simple conditions that need to be met to ensure no one is hogging all the credit for work they did not do.
And now I must go take a nap to make up for the lost sleep caused by a certain pet tortoise who decided he wasn't sleepy last night.
I suppose it's really only a problem if I log onto a server that has Spout related features that I wouldn't be able to see without using the Spout launcher.
You don't. Welcome to Minecraft.
It is unfortunately not possible to get rid of brown water there without getting rid of it everywhere though
It all shows up with the 'default' Misa terrain.png textures. So far the only two ways I've gotten the edited terrain.png to work is by putting it in a different pack (doku was my test pack), and the other way was forcing an update of the game. After I forced an update I launched, without running MCPatcher, and the alternate textures showed up along with all the HD pack graphic errors.
Ran HDPatcher to fix the errors, and the old textures popped up again. On HDPatcher I've got HD Textures, HD Fonts, random mobs, and custom colors checked, and I'm using the latest MCPatcher version.
Minecraft, why you hate me~
EDIT:
Launched my game with Spout, instead of with the normal .exe, and the alternate textures show up... but I've got the "use latest MCPatcher" tiles on water and lava. Fuuuu~
if the textures you are trying to replace are animated, they are not taken from terrain.png (how would you get multiple frames of animation from a static terrain.png?) You see them before you use the HD patcher since it is the HD patcher that enables the animation - without it no animation, so the tiles are read from terrain.png.
To use the alternates, replace them in the terrain.png, then delete the default misa animated versions so HD patched minecraft falls back to terrain.png. Look in the anim folder
When i tried to edit it, the texture pack would load, it just showed the default theme when i had it selected
All i did was extracted the zip so i can edit the file, then recompressed it into a zip. Patched it and loaded the game. Ill try to see if i saved as .png but im sure i did
EDIT: I did save it right.. it might not be compressing right but i dont see how it wont.