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?
Screenshots do not prove your solution was valid--only that you had a problem that ceased to be a problem at some point. This is something I never denied. There really wouldn't have been too much embarrassment. If anything a little might've come from my regular response posts where I'd have to point out that there's nothing really wrong with my compass. As you initiated the private message, I was simply trying to do you a favor (zipper-check) when I told you you might want to edit out your post as people who have made a mistake on forum posts like to correct it with something along the lines of, "Edit: My mistake. Problem resolved," to prevent people from trying to respond to it. More than likely though your post would've gone completely unnoticed had you not decided to take my PM response to yours personally and go public with it. I now have to clear things up to avoid confusion.
Here is the entire PM exchange:
I've really nothing to add in regard to the exchange as I think it's all self-explanatory.
As to where the embarrassment comes in, I'm not really the one to make that call in the end.
I use optifine instead of MC patcher, and it has alot of cool options you could impliment like optional connected glass that doesnt look all gridy, and would make the it look really good.
It'd be possible but not really practical. My bandwidth is pretty slow, and having to upload two packs would be a huge hassle for something that's not really necessary to begin with. Chances are if you're merging two texture packs, you shouldn't have too much trouble deleting the files from my pack that you don't want in there beforehand. I'd be happy to give you a list of files you'd need to remove or edit to accomplish whatever it is you're trying to do if you explain in detail what it is that you don't want from my pack. In regards to editing textures on a grid you might want to look into figuring out the grid tool, and especially a snap-to-grid option. It makes tile replacement much easier. (I don't use GIMP, myself, but I'm fairly sure it has such an option.)
I would appreciate that very much. Thank you Misa. Also, what program do you use to make your textures? If it's Photoshop, I'll just have to reinstall it. When I have the time, I'll make a compilation pack, uploaded it and ask you via PM to review it to get permission to upload it to the public. And the dimensions for the "Snap to Grid" would be VERY helpful.
Rollback Post to RevisionRollBack
Life is a Learning Curve.... Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
Well, I guess I am able to test textures, but yeah, still gotta wait on MCPatcher before I can safely update my pack and claim that it's fully working with the latest version. And naturally, the next update has more than just the new block art for the new blocks. I have a couple other things I've worked on on my own I want to get into this update which will need to be working on the current game version before I can upload them. It really would've been nice if Jeb had given us a head's up that this 'bug fix' patch actually added new blocks so we could've been prepared for it.
Well, I guess I am able to test textures, but yeah, still gotta wait on MCPatcher before I can safely update my pack and claim that it's fully working with the latest version. And naturally, the next update has more than just the new block art for the new blocks. I have a couple other things I've worked on on my own I want to get into this update which will need to be working on the current game version before I can upload them. It really would've been nice if Jeb had given us a head's up that this 'bug fix' patch actually added new blocks so we could've been prepared for it.
Also not a "He."
Love those planks and the new sandstone. Especially with planks; the variation on birch ones (if that's what they are) kind of looking like a countertop and what not.
Keep up the great work!
The pack's been updated. As always, be sure to check the patch notes to see what's been added or changed.
Edit: Also note that HD fonts and custom font colors temporarily do not work. This is something that'll be fixed soon by MCPatcher. Everything else should be functioning properly though.
I use optifine instead of MC patcher, and it has alot of cool options you could impliment like optional connected glass that doesnt look all gridy, and would make the it look really good.
Yeah, it also eliminates a ton of other features my pack specifically supports which as I've mentioned is a waste of my effort and sort of a slap to my face whenever people come here to praise Optifine over MCPatcher.
Quote from Furious1964 »
I would appreciate that very much. Thank you Misa. Also, what program do you use to make your textures? If it's Photoshop, I'll just have to reinstall it. When I have the time, I'll make a compilation pack, uploaded it and ask you via PM to review it to get permission to upload it to the public. And the dimensions for the "Snap to Grid" would be VERY helpful.
I still need to know exactly what you're trying to accomplish before I can give you a file list. And as mentioned previously, I mostly use Jasc Paint Shop Pro 9--though surprisingly I do use MS Paint for some things! As far as the dimensions for the grid go. The obvious would be the resolution of the pack's tiles. 64x64. Though any power of 2 below that (32x32, 16x16, 8x8, 4x4, 2x2) should work. I personally use a 32x32 grid with snap when placing tiles on my pack.
Quote from Global TNT »
Anyone knows how to get a greyscale torch lightmap?
You can open my light map and simply convert it to greyscale with most graphics editors. Deleting my light maps will revert to the default ones which are fairly close to greyscale, though if you want a true vanilla greyscale lightmap to work with, your best bet would be to check the MCPatcher thread's first post for a template image of the default torch's light map (bottom half of the image is the torch), and if it's not greyscale enough, convert it as mentioned above.
Quote from W0LF911 »
new favorite texture, although an abundance of cobblestone from a distance looks staticy, hurts my eyes. i dun use cobble anyways but just saying
Chalk it up to Minecraft not having proper 3D hardware rendering support. If it had that, you could just force hardware mip-maps to clean that up instantly. The only way to help alleviate this in texture packs is to go with lower resolutions or have textures with very little detail and kinda soft-fuzzy color blending. I know hardware mip-maps, AA, and AF used to work on really old ATI drivers on my machine though, so I guess it's still possible on some outdated video drivers for some graphics cards.
And before anyone pops up here to say that Optifine supports this--it doesn't. Optifine has software "mip-mapping" with a really poor algorithm that has some nasty effects on things with binary transparency (like tall grass). Anyone who's ever tweaked their video card for games to force hardware mip-mapping and adjust the anisotropic-filtering sampling rate knows there's a huge difference between the effects of true mip-mapping and what Optifine has.
I still need to know exactly what you're trying to accomplish before I can give you a file list. And as mentioned previously, I mostly use Jasc Paint Shop Pro 9--though surprisingly I do use MS Paint for some things! As far as the dimensions for the grid go. The obvious would be the resolution of the pack's tiles. 64x64. Though any power of 2 below that (32x32, 16x16, 8x8, 4x4, 2x2) should work. I personally use a 32x32 grid with snap when placing tiles on my pack.
I'm trying to take the BEST parts of your pack and combine it with LB Photo realism. They have great textures for terrain and other items and your pack has the best textures for randomobs, potion bottles and other stuff including armor....but that's all moot now as they updated the game again and EVERYTHING's being updated. so will have to wait on that project.
Rollback Post to RevisionRollBack
Life is a Learning Curve.... Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
Screenshots do not prove your solution was valid--only that you had a problem that ceased to be a problem at some point. This is something I never denied. There really wouldn't have been too much embarrassment. If anything a little might've come from my regular response posts where I'd have to point out that there's nothing really wrong with my compass. As you initiated the private message, I was simply trying to do you a favor (zipper-check) when I told you you might want to edit out your post as people who have made a mistake on forum posts like to correct it with something along the lines of, "Edit: My mistake. Problem resolved," to prevent people from trying to respond to it. More than likely though your post would've gone completely unnoticed had you not decided to take my PM response to yours personally and go public with it. I now have to clear things up to avoid confusion.
Here is the entire PM exchange:
As to where the embarrassment comes in, I'm not really the one to make that call in the end.
I would appreciate that very much. Thank you Misa. Also, what program do you use to make your textures? If it's Photoshop, I'll just have to reinstall it. When I have the time, I'll make a compilation pack, uploaded it and ask you via PM to review it to get permission to upload it to the public. And the dimensions for the "Snap to Grid" would be VERY helpful.
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
I think it's PaintShop Pro 9.
So excited :D:D:D:D:D
Woohoo!
http://Youtube.com/HarriPlays
I can't really do much testing without it.
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Curse Premium*cheers!* keep up the great work!
He can't until MCPatcher updates first..we just need to be patient
Well, I guess I am able to test textures, but yeah, still gotta wait on MCPatcher before I can safely update my pack and claim that it's fully working with the latest version. And naturally, the next update has more than just the new block art for the new blocks. I have a couple other things I've worked on on my own I want to get into this update which will need to be working on the current game version before I can upload them. It really would've been nice if Jeb had given us a head's up that this 'bug fix' patch actually added new blocks so we could've been prepared for it.
Also not a "He."
Love those planks and the new sandstone. Especially with planks; the variation on birch ones (if that's what they are) kind of looking like a countertop and what not.
Keep up the great work!
Edit: Also note that HD fonts and custom font colors temporarily do not work. This is something that'll be fixed soon by MCPatcher. Everything else should be functioning properly though.
Yeah, it also eliminates a ton of other features my pack specifically supports which as I've mentioned is a waste of my effort and sort of a slap to my face whenever people come here to praise Optifine over MCPatcher.
I still need to know exactly what you're trying to accomplish before I can give you a file list. And as mentioned previously, I mostly use Jasc Paint Shop Pro 9--though surprisingly I do use MS Paint for some things! As far as the dimensions for the grid go. The obvious would be the resolution of the pack's tiles. 64x64. Though any power of 2 below that (32x32, 16x16, 8x8, 4x4, 2x2) should work. I personally use a 32x32 grid with snap when placing tiles on my pack.
You can open my light map and simply convert it to greyscale with most graphics editors. Deleting my light maps will revert to the default ones which are fairly close to greyscale, though if you want a true vanilla greyscale lightmap to work with, your best bet would be to check the MCPatcher thread's first post for a template image of the default torch's light map (bottom half of the image is the torch), and if it's not greyscale enough, convert it as mentioned above.
Chalk it up to Minecraft not having proper 3D hardware rendering support. If it had that, you could just force hardware mip-maps to clean that up instantly. The only way to help alleviate this in texture packs is to go with lower resolutions or have textures with very little detail and kinda soft-fuzzy color blending. I know hardware mip-maps, AA, and AF used to work on really old ATI drivers on my machine though, so I guess it's still possible on some outdated video drivers for some graphics cards.
And before anyone pops up here to say that Optifine supports this--it doesn't. Optifine has software "mip-mapping" with a really poor algorithm that has some nasty effects on things with binary transparency (like tall grass). Anyone who's ever tweaked their video card for games to force hardware mip-mapping and adjust the anisotropic-filtering sampling rate knows there's a huge difference between the effects of true mip-mapping and what Optifine has.
I'm trying to take the BEST parts of your pack and combine it with LB Photo realism. They have great textures for terrain and other items and your pack has the best textures for randomobs, potion bottles and other stuff including armor....but that's all moot now as they updated the game again and EVERYTHING's being updated. so will have to wait on that project.
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.