Looking at the screenshots provided, it seems nearly all the textures are Misa's. And based on the fact that he doesn't attribute this in his description, it's probably safe to say he's attempting to plagiarize.
I love all of the textures, but I'm not a fan of the cobblestone (I don't like the vanilla cobblestone). I like to be able to make creations that aren't complete eyesores without having to make a ton of smooth stone. Still, even that is a minor problem. Great job!
As always, great work with the latest update! Cant wait to see your take on the new Mob.
On think: Would it be possible to make the jungle-green a little more vibrant? Compared to the vanilla color its a bit "dull" imho.
Totally agree in the vanilla texture jungles are a vibrant green that almost seems neon whereas in misa's it looks like your forest is sick or dying. Hopefully this is just the prerelease and its temporary.
She already made it, or it wouldn't be the "old cobblestone" would it? If you mean put it in as default, I don't think so. She made a new one she likes better. As always, you can fix it yourself. The old one is in the ALTERNATES.png file. YOUR WELCOME
If no one has seen them yet here is what the jungles look like now
even a slightly brighter shade of green like the beach or this random lake in my jungle would be welcome.
because it looks like a dead forest compared to vanilla
besides the colors the textures themselves are great :smile.gif: I also love that the map takes into account biomes now much easier to notice in the default pack but lovely with misa's I got a ss if anyone wants it.
Hey, I'm not sure if it's the texture pack or MCPatcher, but when I've got Misa's texture pack on, torches seem incredibly dim; I know the light level is the same behind the scenes, but it's incredibly hard to see stuff with how dim the torches are. Is there any way to increase the brightness, or is that something that MCPatcher causes with the custom colors and such?
Hey, I'm not sure if it's the texture pack or MCPatcher, but when I've got Misa's texture pack on, torches seem incredibly dim; I know the light level is the same behind the scenes, but it's incredibly hard to see stuff with how dim the torches are. Is there any way to increase the brightness, or is that something that MCPatcher causes with the custom colors and such?
Read the FAQ.
And to everyone else who's asking about the jungle color: I mentioned this last update was rushed. I'll be tweaking things a bit more by the next update. I had also initially intended to have some more randomobs for this update but too many people were bugging me about pre-release ****. I can either rush my updates and be always up to date with the latest EXPERIMENTAL stuff or I can take my time and release larger, more polished updates around official updates and just use the snapshots as a way to keep on top of things. I prefer the latter.
Anyway, expect jungles to be greener (Though not TOO green. This pack isn't about matching vanilla colors), about 20 randomobs alts for Zombie Pigmen (Maybe a few more if I'm not too burnt out from doing the cat skins.), and all the new textures introduced into the game by next major update.
And to everyone else who's asking about the jungle color: I mentioned this last update was rushed. I'll be tweaking things a bit more by the next update. I had also initially intended to have some more randomobs for this update but too many people were bugging me about pre-release ****. I can either rush my updates and be always up to date with the latest EXPERIMENTAL stuff or I can take my time and release larger, more polished updates around official updates and just use the snapshots as a way to keep on top of things. I prefer the latter.
Anyway, expect jungles to be greener (Though not TOO green. This pack isn't about matching vanilla colors), about 20 randomobs alts for Zombie Pigmen (Maybe a few more if I'm not too burnt out from doing the cat skins.), and all the new textures introduced into the game by next major update.
Sorry hadn't seen the post about it being rushed meant no disrespect. Hope you don't get burnt out since I do love all your different mob skins such as zombies and skeletons those are nice. As long as jungles don't look dead fine by me.
Got this pack and loved it from the very beginning. When i tried to go back to other texture packs i simply couldn't! This is the greatest texture pack available imo. You clearly put a lot of time and effort into making this. Pls don't ever stop updating it :biggrin.gif:
I have found a bug. I have been going through the 'many' possibilities as to why it could be occurring. This is what is happening:
(The ice under where the cave spider's head would be does not render.)
I believe it could be:
1. The cave spider model was changed.
2. The rendering of cave spiders has changed.
3. OpenGL is screwing with my game. >:I
It happens only with cave spiders, and not normal ones. I can't really remember if your cave spiders always had a massive abdomen, and no 'real' head, or not. And I am too lazy, or something, to check. I shall probably check if toggling OpenGL will fix this.
EDIT: Toggling Advanced OpenGL did nothing, meaning that I don't think Cave Spiders having no head will work, without causing render bugs. D:
Unless this has been here the whole time, and I just haven't had a cave spider on ice. o_O
The thing with the cave spider was known to me before I even released my cave spiders. The big abdomen/small head thing is 100% intentional. It is accomplished by not rendering a texture on the massive spider head. The bug only appears over translucent blocks and shadows if you look really closely (Probably clouds too). It's probably a good sign that it took THIS long for someone to notice. I figured the environment cave spiders are normally found in won't have easily visible translucent blocks so the bug wouldn't be noticeable. So unless you're playing on creative and spawning cave spiders on ice, the bug isn't likely to be noticed.
Of all of the real species I've skinned, the ones with the large abdomens and small heads are typically closer to being orb-weaving spider types, while the ones with the ant-like bodies (Notch doesn't know **** about spider anatomy apparently.) are intended to be more representative of salticids and various hunting spiders. The reasoning for this should be obvious to anyone who knows anything about spiders. Orb weavers are exclusively found around webs (As cave spiders are most commonly encountered around spawners covered in web). While Salticids and hunting spiders are typically found jumping or running around in search of prey to pounce. While the latter do not have three segments, they do typically have much larger heads in relation to their abdomen. Considering I have multiple skins for each, I let them keep their inaccurate default anatomy as a way to distinguish them from the cave spiders. I felt this was a better way to make them different than just going with the boring Mojang approach of: One is blue and one is brown.
I assumed it was something to do with incorrect rendering. Silly Notch. D:
Because I am impatient, I will probably try and tweak the colors, to make jungles more green for me. Since one of the things I loved about the Jungle was how GREEN it was.
there's more than one way to skin a cat. hur hur hur
The black and white one is modeled after one of my cats in reality, and yes her eyes are really that buggy.
I'll probably do more styles of them for randomobs. I've no shortage of ideas for them at the moment, but I'll probably do those a bit later.
I'm just kinda worn out from mob skinning at the moment.
Don't ask me when exactly I'll be releasing the next update, because I don't really know yet myself. Soon likely.
im not sure if this is possible, but i have a few suggestions. Lots of Rep as well for you.
When I saw the animated furnace for the first time, my eyes almost ran out of my skull towards the screen in excitement..and again with the absolutley beautiful biome specific textures, random mob textures and other little but really great additions. So Good Work no GREAT work, and keep it up, ill go through ad-fly every day if you updated it that often to show my support.
Now my ideas;
Weather/situation specific Animations for blocks
--When raining, the block will look flooded and wet, will have an animation that transitions from dry to wet, then back as a storm enters and leaves.
--Fire will make the block look Hot, with ash or have a glow to it until the fire ceases by our choice or natures
--Melting snow, when a torch, lava, fire, lightning strike, or the like is by snow, the snow takes a sec to disappear(if this damages the block then i think it would be possible to do. Over the course to melt to nothingness
--Grass/leaves to have a slight animation giving the user a feeling that wind is blowing (same direction as clouds) can be another way of identifying north)
Is it possible to show the ore or item within the furnace, as its smelting, from its raw form to the new form(a sort of item specific progress bar)..
Some of my other requests are for something as stated in your op is not likely, but i still would love a texture pack of the Main Forge Mods(Red Power 2, Industrial Craft 2, Build Craft 3.x.x, and Equivalent Exchange 6.x), possibly RailCraft and Thaum Craft used just as often as them. If it would be possible?
Rollback Post to RevisionRollBack
Check out my Suggestions Thread
World Seed: 3357710876112529152 An awesome natural world seed that took me a while to make it like this..
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Looking at the screenshots provided, it seems nearly all the textures are Misa's. And based on the fact that he doesn't attribute this in his description, it's probably safe to say he's attempting to plagiarize.
Wow. Yeah, he is. come on people let's show our support for Misa, and report the sh!t out of him.
Yay, it's gone.
Totally agree in the vanilla texture jungles are a vibrant green that almost seems neon whereas in misa's it looks like your forest is sick or dying. Hopefully this is just the prerelease and its temporary.
She already made it, or it wouldn't be the "old cobblestone" would it? If you mean put it in as default, I don't think so. She made a new one she likes better. As always, you can fix it yourself. The old one is in the ALTERNATES.png file. YOUR WELCOME
even a slightly brighter shade of green like the beach or this random lake in my jungle would be welcome.
because it looks like a dead forest compared to vanilla
besides the colors the textures themselves are great :smile.gif: I also love that the map takes into account biomes now much easier to notice in the default pack but lovely with misa's I got a ss if anyone wants it.
And to everyone else who's asking about the jungle color: I mentioned this last update was rushed. I'll be tweaking things a bit more by the next update. I had also initially intended to have some more randomobs for this update but too many people were bugging me about pre-release ****. I can either rush my updates and be always up to date with the latest EXPERIMENTAL stuff or I can take my time and release larger, more polished updates around official updates and just use the snapshots as a way to keep on top of things. I prefer the latter.
Anyway, expect jungles to be greener (Though not TOO green. This pack isn't about matching vanilla colors), about 20 randomobs alts for Zombie Pigmen (Maybe a few more if I'm not too burnt out from doing the cat skins.), and all the new textures introduced into the game by next major update.
Sorry hadn't seen the post about it being rushed meant no disrespect. Hope you don't get burnt out since I do love all your different mob skins such as zombies and skeletons those are nice. As long as jungles don't look dead fine by me.
Don't get burnt out, please, love you <3
Take your time, yours is one of my best 5 TPs :smile.gif:
(The ice under where the cave spider's head would be does not render.)
I believe it could be:
1. The cave spider model was changed.
2. The rendering of cave spiders has changed.
3. OpenGL is screwing with my game. >:I
It happens only with cave spiders, and not normal ones. I can't really remember if your cave spiders always had a massive abdomen, and no 'real' head, or not. And I am too lazy, or something, to check. I shall probably check if toggling OpenGL will fix this.
EDIT: Toggling Advanced OpenGL did nothing, meaning that I don't think Cave Spiders having no head will work, without causing render bugs. D:
Unless this has been here the whole time, and I just haven't had a cave spider on ice. o_O
Of all of the real species I've skinned, the ones with the large abdomens and small heads are typically closer to being orb-weaving spider types, while the ones with the ant-like bodies (Notch doesn't know **** about spider anatomy apparently.) are intended to be more representative of salticids and various hunting spiders. The reasoning for this should be obvious to anyone who knows anything about spiders. Orb weavers are exclusively found around webs (As cave spiders are most commonly encountered around spawners covered in web). While Salticids and hunting spiders are typically found jumping or running around in search of prey to pounce. While the latter do not have three segments, they do typically have much larger heads in relation to their abdomen. Considering I have multiple skins for each, I let them keep their inaccurate default anatomy as a way to distinguish them from the cave spiders. I felt this was a better way to make them different than just going with the boring Mojang approach of: One is blue and one is brown.
Because I am impatient, I will probably try and tweak the colors, to make jungles more green for me. Since one of the things I loved about the Jungle was how GREEN it was.
there's more than one way to skin a cat. hur hur hur
The black and white one is modeled after one of my cats in reality, and yes her eyes are really that buggy.
I'll probably do more styles of them for randomobs. I've no shortage of ideas for them at the moment, but I'll probably do those a bit later.
I'm just kinda worn out from mob skinning at the moment.
Don't ask me when exactly I'll be releasing the next update, because I don't really know yet myself. Soon likely.
When I saw the animated furnace for the first time, my eyes almost ran out of my skull towards the screen in excitement..and again with the absolutley beautiful biome specific textures, random mob textures and other little but really great additions. So
Good Workno GREAT work, and keep it up, ill go through ad-fly every day if you updated it that often to show my support.Now my ideas;
Weather/situation specific Animations for blocks
--When raining, the block will look flooded and wet, will have an animation that transitions from dry to wet, then back as a storm enters and leaves.
--Fire will make the block look Hot, with ash or have a glow to it until the fire ceases by our choice or natures
--Melting snow, when a torch, lava, fire, lightning strike, or the like is by snow, the snow takes a sec to disappear(if this damages the block then i think it would be possible to do. Over the course to melt to nothingness
--Grass/leaves to have a slight animation giving the user a feeling that wind is blowing (same direction as clouds) can be another way of identifying north)
Is it possible to show the ore or item within the furnace, as its smelting, from its raw form to the new form(a sort of item specific progress bar)..
Some of my other requests are for something as stated in your op is not likely, but i still would love a texture pack of the Main Forge Mods(Red Power 2, Industrial Craft 2, Build Craft 3.x.x, and Equivalent Exchange 6.x), possibly RailCraft and Thaum Craft used just as often as them. If it would be possible?
World Seed: 3357710876112529152 An awesome natural world seed that took me a while to make it like this..