That looks kinda like a custom colors issue. Have you tried doing a complete clean reinstall with just MCPatcher and Misa's? Maybe provide a list of possible mods that are conflicting to help others troubleshoot the cause?
This isn't going to be a huge response post, just one to show that I'm still alive. I've just been really busy with other things lately.
Quote from lambda7462 »
No, check the forum post...
...It's a remix pack.
One that's illegally using my Randomobs files which are prohibited by the terms of use of my pack. I've contacted them to inform them that they need to remove the Randomobs files immediately.
Quote from fabischreck »
This is amazing!
But if it is possible to animate the textures of blocks, is it possible to animate PAINTINGS too?
How? (alpha channels and stuff? I suck at it...)
Yes, it's possible. Check the MCPatcher thread's main post for details on how to set it up. It requires usage of properties files to specify dimensions of the animation frames and the position offset on the default image you are replacing with the animation. It's the exact same system I used for making blinking eyes and the animated screen effects. See my files for practical examples of these properties files.
Quote from JesusHadAnkh »
Hmm I'm really sorry but don't you think that, with your pack activated, the lights are way too dark? and they're flickering oddly. can't remember that from former versions...
It's been that way since five versions ago. (Like around mid-December of last year.) And no, they're not too dark, they're realistic. Torch light flickers in reality and doesn't give off purely white light. As I've addressed in the past, torches are what my lighting model was based around as they are the most common. Other light sources unfortunately share the same lighting palette. Until a more dynamic lighting system is in place, there's not much I can do about it. But as I've stated many times in the past, if you don't like the more realistic lighting, you can simply delete the lightmap files in the environment folder in my pack.
Quote from AfroSquirrel »
I am making my own texture pack I want to understand how to use the color.properties file to change the colour of xp orbs if that is even possible ... can you or anyone reading this help me because I have looked for a ong time and havnt found anything ...
Not possible in the current version of Custom Colors. Try suggesting it to Kahr if you want a chance to see it added in a later version.
... i got and issue with those cave spiders. their head seems like it is invisible. u can look like through in the radius of a small block. i already tried deactivating random mobs and reinstalling the pack+re-patching minecraft.
anyone else got that issue, too? if yes, someone knows how to fix it or is this a known bug?
This isn't exactly a bug per se. It's just how I decided to handle cave spiders. Since I have randomobs for spiders, I needed a way to make cave spiders look different from the normal jumping spiders. So I made their heads invisible and drew their heads on their middle segment (Technically this is how ALL spider should be as spiders only have two segments in reality--a cephalothorax and abdomen). My rationale behind this and my skin choices are that all the "headless" spiders are mostly araneids and theridiids (Cobweb/Orb-weavers), and the normal ones are species of mostly lycosids, theraphosoids and salticids (Hunters/Jumpers).
The issue with the invisible head rendering things it shouldn't is such a rare encounter I didn't think it'd matter much. Typically you'll only notice it if a spider is in water, you're attacking a spider, or you're staring at a spider's shadow. Just try to ignore it. It's nothing I can really fix without giving cave spiders big, clunky heads that would make them very hard to distinguish from normal spiders. (Unless you're a complete nerd about the species behind each spider in my pack like I am--of course if you are, you'd probably also think the orb-weaver look is a good solution despite the conditional rendering issues. )
who thinks misa should start making the pack in higher resolutions?
i do!
Who is sick and tired after nearly a year of hearing people who for some odd reason have it stuck in their mind that 'higher resolution = better-looking' bugging Misa about higher resolutions for her pack when she's repeatedly explained the many reasons why this is is a terrible idea and never going to happen?
I certainly am!
Quote from shadow18715 »
I heard you can use photoshop to make hd text packs. How did you make yours?
You can use any graphics editor that supports transparency. I mostly use Jasc Paint Shop Pro 9, myself. Though I do occasionally use some other graphics editors on the side. MS Paint for instance. I use that for perfectly-measured greyscale pixel height maps. I then paste them into PSP9 and edit them there to turn things like smooth stone into stone bricks, slabs, furnaces, dispensers, etc. For parts of the Enderdragon and Enderstone I used some standalone program called filter forge to generate some of the visceral texture sources which I overlayed on my existing textures. I don't like to rely on that program too much though, it's pretty limited with what it can do. And really that's just a resource creator, most of the real work all gets done in PSP9.
Quote from Renok »
Could someone tell me why the "stones" are looking green in my game? I did everything just like you said but I can't get it fixed
Someone help please
Because you're in a jungle or swamp. If you don't like the biome-colored stones it's a simple matter of opening my pack, going into the misc folder and deleting stonecolor.png
I loove this pack, amazing work and time misa...... great work. This was my primary pack until my computer started its anoying an problems, but I still use it. I hope you keep up the greaat work!
Misa, would it be possible for you to upload a texture pack that doesn't include terrain (i.e. the biomes)? I use LB Photo Realism and would like to continue using their terrain textures and your textures for everything else.
If you know how to use a packing-programm (winzip, winrar, 7zip, whatever) you can combine the packs yourself.
I think it would be easiest to drag the parts from misa that you want to use into LBP.
Trying that now, but just deleting that items I don't want in Misa's zip. Problem is when I use Gimp to edit the items.png file to keep what I want, I always get a piece of something dangling off the end of the tools. Don't know what that is, so I'll try just using Misa's.
Rollback Post to RevisionRollBack
Life is a Learning Curve.... Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
(replace the items.png file in the gui folder with this png and it will work beautifully) <3 peace
So she says noone has ever mentioned this problem before me, and I should delete my post to avoid embarrassment. No. At the very least, this is a conversation you haven't had about your texture pack yet. Would you prefer another kid who can't read instructions asking your for the umpteenth time where to extract the zip file to or when you're going to create and release a more detailed, higher resolution pack so they can come back to whine to you after their laptop explodes in their face trying to render 6 weeks worth of animal planet everytime the sun goes down in-game? I had a legitimate problem, screenshots to prove it, now the problem is gone. I came and described what I did between noticing the problem and it being solved. ^So where does being embarrassed fit into that?
Rollback Post to RevisionRollBack
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That looks kinda like a custom colors issue. Have you tried doing a complete clean reinstall with just MCPatcher and Misa's? Maybe provide a list of possible mods that are conflicting to help others troubleshoot the cause?
NVM: Conflict between the custom Colors of Optifine and MC Patcher
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
kannste ja selber machen. Mal ALTERNATES.png anschauen
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
http://www.minecraftdl.com/premaidercraft-texture-pack/
It looks like a direct copy of this texture pack
No, check the forum post.
http://www.minecraftforum.net/topic/627537-123-premaidercraft-the-best-of-texturepack-x64-remix-55000-downloads/
It's a remix pack.
One that's illegally using my Randomobs files which are prohibited by the terms of use of my pack. I've contacted them to inform them that they need to remove the Randomobs files immediately.
Yes, it's possible. Check the MCPatcher thread's main post for details on how to set it up. It requires usage of properties files to specify dimensions of the animation frames and the position offset on the default image you are replacing with the animation. It's the exact same system I used for making blinking eyes and the animated screen effects. See my files for practical examples of these properties files.
It's been that way since five versions ago. (Like around mid-December of last year.) And no, they're not too dark, they're realistic. Torch light flickers in reality and doesn't give off purely white light. As I've addressed in the past, torches are what my lighting model was based around as they are the most common. Other light sources unfortunately share the same lighting palette. Until a more dynamic lighting system is in place, there's not much I can do about it. But as I've stated many times in the past, if you don't like the more realistic lighting, you can simply delete the lightmap files in the environment folder in my pack.
Not possible in the current version of Custom Colors. Try suggesting it to Kahr if you want a chance to see it added in a later version.
The issue with the invisible head rendering things it shouldn't is such a rare encounter I didn't think it'd matter much. Typically you'll only notice it if a spider is in water, you're attacking a spider, or you're staring at a spider's shadow. Just try to ignore it. It's nothing I can really fix without giving cave spiders big, clunky heads that would make them very hard to distinguish from normal spiders. (Unless you're a complete nerd about the species behind each spider in my pack like I am--of course if you are, you'd probably also think the orb-weaver look is a good solution despite the conditional rendering issues.
i do!
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Curse PremiumI certainly am!
You can use any graphics editor that supports transparency. I mostly use Jasc Paint Shop Pro 9, myself. Though I do occasionally use some other graphics editors on the side. MS Paint for instance. I use that for perfectly-measured greyscale pixel height maps. I then paste them into PSP9 and edit them there to turn things like smooth stone into stone bricks, slabs, furnaces, dispensers, etc. For parts of the Enderdragon and Enderstone I used some standalone program called filter forge to generate some of the visceral texture sources which I overlayed on my existing textures. I don't like to rely on that program too much though, it's pretty limited with what it can do. And really that's just a resource creator, most of the real work all gets done in PSP9.
Because you're in a jungle or swamp. If you don't like the biome-colored stones it's a simple matter of opening my pack, going into the misc folder and deleting stonecolor.png
asdff
Good thing I'll be getting a computer from a friend sometime soon.
Your compass no work. Here, give to me... *examines, bangs on rock* Okie dokie work good now.
(replace the items.png file in the gui folder with this png and it will work beautifully) <3 peace
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
Trying that now, but just deleting that items I don't want in Misa's zip. Problem is when I use Gimp to edit the items.png file to keep what I want, I always get a piece of something dangling off the end of the tools. Don't know what that is, so I'll try just using Misa's.
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
So she says noone has ever mentioned this problem before me, and I should delete my post to avoid embarrassment. No. At the very least, this is a conversation you haven't had about your texture pack yet. Would you prefer another kid who can't read instructions asking your for the umpteenth time where to extract the zip file to or when you're going to create and release a more detailed, higher resolution pack so they can come back to whine to you after their laptop explodes in their face trying to render 6 weeks worth of animal planet everytime the sun goes down in-game? I had a legitimate problem, screenshots to prove it, now the problem is gone. I came and described what I did between noticing the problem and it being solved. ^So where does being embarrassed fit into that?