So there's this guy, Creative_One, who did a texture that uses some textures from this and supports its theme, its just darker and more medieval. I think it would be teh greatest thing ever if you (or anybody) would find some spare time and combine THIS pack with the tools, wheat, and torches from THAT pack. I'm sure this sounds easy enough that you might think "why doesn't this guy do it himself?" The reason, is that i have no idea how. i tried looking it up but every result contained nothing but viruses, spam, or advertisements.
Well, I'm certainly not going to do it. I'm too busy working on my own stuff, and don't like working with someone else's content. As for doing it yourself, it's actually a pretty simple, though potentially time-consuming process:
1. Grab an image editor that supports transparency. (Paint.NET is free and easy to use for any beginner.)
2. Grab both texture packs and extract their files into different folders and pick one as the pack you're going to add stuff to.
3. Start opening same-name files then (in the editor) selecting, copying and pasting the stuff you want over the stuff you don't. Do this for every file you want to alter.
4. Save the files, select all the files and folders in the new folders you made and put them in a zip file.
There are many ways to do this. This way is just thorough. When personally editing stuff from my pack, if it doesn't have a large working file (like terrain.png) I'll simply extract that file, edit it, then drag it back into the zip of my pack for testing using WinRAR.
I'm just curious because it's the only texture I don't particularly like.
It doesn't really seem to match the other diamond tools in the way of colour (Like the gold mace does with the other gold tools) and it feels a bit....hollow...feathery or something. Like not as solid as the other tools. Mostly I think that's to do with the near white, fuzzy texture and the gap in the middle.
Feels a bit, "Meh"
When I say "What's the deal?", I mean like "How did this design come to you?" maybe get your own thoughts on it.
I'm not trying to get you to change it but maybe pointing it out, you may decide to change it....or not. I'd still use the pack either way.
The sword texture isn't that bad to make me not use the pack.
I do love the various designs for the other swords though.
I could've sworn I've answered this many times, but apparently not on this thread. Realistically, diamond tools (And some stone and gold tools) are stupid and make no sense. Diamond may be one of the hardest substances known to man, but it's also extremely brittle. A sword, axe, pickaxe or shovel made largely of diamond would shatter upon its first impact with anything hard. So I opted to go with a fantasy approach. Using fantasy logic to imply that a somehow hollow blade would be more structurally sound (and better use of limited material) for diamond with its ability to disperse vibrations without shattering (a tuning fork came to mind when designing this). Naturally, in reality this wouldn't do ****, any blade made of diamond, regardless of the shape would still shatter. So yeah, it's a fantasy blade. The white edges are just to imply that it's been finely ground (with magic!11) to achieve an ultimately sharp double-edge, and thus reflects more light.
Now I could've made an ultimately realistic diamond (and stone) sword, but it wouldn't have fit the general look (or construction recipes ) of Minecraft tools where the head of a tool is made almost entirely of the chief material. A real diamond (and stone) sword, using only wood and diamond as the materials would be mostly made of wood. It would've resembled a macuahuitl which is more of an edged club than a sword. I didn't want most of my swords to NOT look like swords though, and wanted each sword to have a drastically unique look. So I went with just a primitive-looking sword (better suited for iron than stone) for stone and a crazy fantasy-looking sword for diamond.
Anyway, it's not likely to be changed at this point. Many people have gotten used to it and for each one of those who have told me they don't like it, there are two who have told me it's their favorite-looking item in the game. Also being an animated item, it's not exactly a simple process to change it even if I were to come up with a design I perceived to be as better-looking and more realistic, while conforming to the 'logic' of Minecraft and my pack.
Hey Misa this texture pack is the best out there !!! I liked almost everything in this pack, most of all that it is not lagging my game at all!!! Wanna say thank you a lot finally I find a texture pack to move away from standard pack ))
one thing! I just didn't get the part in the instructions where you said that, why should I delete "bin" folder?? the whole game is there ))), anyways: Cleaning Your Installation (DO THIS BEFORE INSTALLING THE PACK) !!!???
I just didn't do this steps and moved directly to patching the points you mentioned and copied the texture pack in the proper folder, Works !!!!
another thing I would like to mention is the giant mushroom! I think in standard texture pack the red color looks better )) and the sword looks kinda out of context. Practically this is all, but of course I am gonna use the pack anyway
And I have seen some teaser shots of your pack and I have noticed that you are planing to cover the adages of the dirt with grass ((( pls don't, I think without is looks kinda more realistic! cuz in a real word you don't see growing a lot of grass on that parts of land shaft
All in all as I said above, so far the best texture pack!!! )) Are you updating it constantly ? And how can I be notified about the new update??
Thank you very much, keep it going ))
p.s. Misa is a girl's name ?? ))
Okay, let's see how many of these I can hit up in an orderly fashion:
1. The cleaning instructions are only to ensure that if you've never installed a high resolution texture pack before (but may have dabbled in mods) that you won't have anything conflicting with it. If it works without it, then ignore it. It's just there to make the installation dummy-proof.
2. The red mushroom's color is intended to emulate amanita muscaria. As this is a realistic pack, I'm not going to use the exact same color schemes as the default. In fact the reason I even started my pack was because the default textures' color saturation was too intense and hard on my eyes.
3. Not sure what you mean by out-of-context in regards to 'the sword.' Which sword?
4. Relax, I'm not covering the sides of grass blocks with grass. That's just Better Grass. If you don't like it, simply don't check it when you run MCPatcher. On the topic of realism though, considering it only works when it's one block high, to me it's a good feature to simulate rolling hills in a distance which minecraft desperately lacks.
5. I update every single time there's a major update to the game that adds new art. Snapshots, I may be a few days behind on, but I usually get those out in a timley fashion too. You can be notified of my texture pack's updates by either subscribing to this thread (I always post an announcement when I've updated.) Or subscribing to my Planet Minecraft listing. The latter, I think will only inform you of updates.
6. And yes, Misa is a female name. Though I've been somewhat recently made aware that it CAN be regarded a male's name in some countries. I'm not from one of those countries though.
Misa Could u please gimme the download link from the old texture pack from 1.5 if u have please!
Any particular reason? My current pack should be just as compatible with 1.5 as it was, and if any art was changed, you can easily change it back on your own using my ALTERNATES.png file.
Yes, probably. Currently my development version of the pack will not work with the latest MCPatcher. So the texture pack update will likely shortly follow the release of the next MCPatcher as it relies on some features that are not yet officially implemented into MCPatcher. MCPatcher's CTM support will have new rendering options and will improve upon random textures by fixing the randomization algorithm, allowing these to be applied to non-block blocks, and giving texture pack artists more control over frequency of random blocks that are encountered. It will also be adding support for very large textures that tile over multiple blocks--Something I've been dying to have for ages.
Why was the Blaze animation removed?
I like it better than the static fire rods of the non animated version.
Search Post is your friend. I already addressed this when it was first brought up. It was a file naming bug which will be corrected in the next update.
Alright, I'll post the current changelog as a teaser (be warned, it's pretty hefty):
[4.1.3]
-Added MCPatcher CTM support:
-Bookshelves now have more of a variety of books when more than one are placed next to each other.
-Circle stone blocks can now be used to construct pillars, archways, and all sorts of interesting geometric stone patterns.
-Tops of logs will now expand to form a large smooth tree ring surface when 4 or more are connected at right angles.
-Jungle tree logs will now be shaded dynamically based on width--other logs are unaffected for wall-building.
-Brick walls now have corner stones.
-Hieroglyphic sandstone blocks have more variety in how they tile and when placed alone or in groups.
-Smooth sandstone blocks now have a completely smooth surface everywhere except their edges.
-Light wooden planks now have CTM dynamics that allow better framing on the side with unique tops.
-Crafting workbenches can now form desks, shelves and drawers when placed adjacent to each other.
-Added MCPatcher Random Texture support:
-Flat grass now has much more variety with: clover patches, flowers, gopher holes, thistle, crabgrass, and leaf debris.
-Stone slabs now have random variation that matches the new look for Smooth stone.
-Stone blocks now have random block angles, where some blocks may jut out or sink in slightly more than others.
-Oak, Pine, and Jungle planks now have some minor random variation to their tiling pattern.
-Roses and yellow flowers now come in 9 various shapes and sizes each.
-Dead bushes now come in various stages.
-Tall grass has more variety to it now.
-Lilypads can now face in 8 possible directions as opposed to the previous 4.
-Watermelons have an incredibly rare chance to spawn in some locations with a creeper face.
-Smooth stone is now way smoother and doesn't have that weird diamond pattern in the distance.
-Gravel tiles much less obviously and makes for more rugged-looking roads.
-Clay is now more usable as a building material with its new variance.
-Dirt has a lot more character and detail than ever before.
-Sand is now slightly more granular and the dune-size has been realistically increased to tile better over large areas.
-The main font has been given a tiny bit of depth to make it look smoother and slightly more three dimensional.
-Custom sign color added.
-Decreased the view obstruction a bit when wearing the pumpkin. Nightvision effect is unchanged.
-Replaced the completely worthless sponge texture with a more useful bale of hay, due to similar properties/function.
-Modified the texture for light wooden planks to account for the new dynamics introduced by CTM. (may do the same for brick later)
-ALTERNATES.png has been updated to store any altered old versions of textures.
-Colored areas on terrain.png to water and lava colors so they work properly on mini-map mods.
-Fixed a stray pixel on the animated diamond shovel.
-Fixed the missing animated blaze texture.
-Fixed a missing snout on Pig12.png.
-Fixed a few stray pixels on inventory.png
You may notice that I have not done CTM support for glass. This is due to me thinking that it looks absolutely terrible on my texture--it's as if nothing is there at all. If translucent glass becomes possible in the future, I'll reconsider adding this, but for now, I think the default individual panes of glass looks best.
Alright, I'll post the current changelog as a teaser (be warned, it's pretty hefty):
[4.1.3]
-Added MCPatcher CTM support:
-Bookshelves now have more of a variety of books when more than one are placed next to each other.
-Circle stone blocks can now be used to construct pillars, archways, and all sorts of interesting geometric stone patterns.
-Tops of logs will now expand to form a large smooth tree ring surface when 4 or more are connected at right angles.
-Jungle tree logs will now be shaded dynamically based on width--other logs are unaffected for wall-building.
-Brick walls now have corner stones.
-Hieroglyphic sandstone blocks have more variety in how they tile and when placed alone or in groups.
-Smooth sandstone blocks now have a completely smooth surface everywhere except their edges.
-Light wooden planks now have CTM dynamics that allow better framing on the side with unique tops.
-Crafting workbenches can now form desks, shelves and drawers when placed adjacent to each other.
-Added MCPatcher Random Texture support:
-Flat grass now has much more variety with: clover patches, flowers, gopher holes, thistle, crabgrass, and leaf debris.
-Stone slabs now have random variation that matches the new look for Smooth stone.
-Stone blocks now have random block angles, where some blocks may jut out or sink in slightly more than others.
-Oak, Pine, and Jungle planks now have some minor random variation to their tiling pattern.
-Roses and yellow flowers now come in 9 various shapes and sizes each.
-Dead bushes now come in various stages.
-Tall grass has more variety to it now.
-Lilypads can now face in 8 possible directions as opposed to the previous 4.
-Watermelons have an incredibly rare chance to spawn in some locations with a creeper face.
-Smooth stone is now way smoother and doesn't have that weird diamond pattern in the distance.
-Gravel tiles much less obviously and makes for more rugged-looking roads.
-Clay is now more usable as a building material with its new variance.
-Dirt has a lot more character and detail than ever before.
-Sand is now slightly more granular and the dune-size has been realistically increased to tile better over large areas.
-The main font has been given a tiny bit of depth to make it look smoother and slightly more three dimensional.
-Custom sign color added.
-Decreased the view obstruction a bit when wearing the pumpkin. Nightvision effect is unchanged.
-Replaced the completely worthless sponge texture with a more useful bale of hay, due to similar properties/function.
-Modified the texture for light wooden planks to account for the new dynamics introduced by CTM. (may do the same for brick later)
-ALTERNATES.png has been updated to store any altered old versions of textures.
-Colored areas on terrain.png to water and lava colors so they work properly on mini-map mods.
-Fixed a stray pixel on the animated diamond shovel.
-Fixed the missing animated blaze texture.
-Fixed a missing snout on Pig12.png.
-Fixed a few stray pixels on inventory.png
You may notice that I have not done CTM support for glass. This is due to me thinking that it looks absolutely terrible on my texture--it's as if nothing is there at all. If translucent glass becomes possible in the future, I'll reconsider adding this, but for now, I think the default individual panes of glass looks best.
Wow. AWESOME, that is a giant Changelog. Cannot wait for it
The texture pack's been updated to support a bunch of new features of MCPatcher. There's a LOT of new stuff here, so be sure to check out the patch notes/changelog.
The texture pack's been updated to support a bunch of new features of MCPatcher. There's a LOT of new stuff here, so be sure to check out the patch notes/changelog.
Misa, you and Kahr have out done yourselves again! I just spent an hour loading worlds and just walking around. Amazing!
The latest update is awesome. I have one texture that I dislike like in large areas and that's ice. Any ideas or thoughts towards doing it with the new CTM feature?
The texture pack's been updated to support a bunch of new features of MCPatcher. There's a LOT of new stuff here, so be sure to check out the patch notes/changelog.
The update is wonderful however, do you plan to implement ctm for glass like most other packs?
The update is wonderful however, do you plan to implement ctm for glass like most other packs?
Read what she said about CTM Glass
Quote from misa »
You may notice that I have not done CTM support for glass. This is due to me thinking that it looks absolutely terrible on my texture--it's as if nothing is there at all. If translucent glass becomes possible in the future, I'll reconsider adding this, but for now, I think the default individual panes of glass looks best.
The new stuff is awesome. Love the circle stone. It just looks right, wherever someone happened to already have placed it. As a path, as random bits in a wall, splendid.
The one thing I'm not used to yet is the sand. Tiling over more than one block is great of course, but I am having to get used to the sand looking less detailed next to all the other blocks. I am used to everything being crammed in one block, and the sand (though there is of course plenty of detail in the grains) has such spread apart ripples now that it looks a bit flat next to other blocks when they are used close together. I'll probably get used to it, and if not I can put it back how it was, so no worries
You and kahr do great stuff. It only makes me sad Mojang will never be able to do this, and if they do it will be a half assed version, like what they did with better grass
The latest update is awesome. I have one texture that I dislike like in large areas and that's ice. Any ideas or thoughts towards doing it with the new CTM feature?
I was actually working on it before release but figured I needed to release what I had and wasn't too happy with the current results so they didn't make it into this release. Ice is one of those really obnoxious textures to do with the whole translucency thing. Using certain layering effects look good in tests, but then have issues when applied in-game, so there's a LOT of tweaking involved, and I often end up having to start over from scratch multiple times.
The update is wonderful however, do you plan to implement ctm for glass like most other packs?
I answered this like just a few posts above this. Also I don't really have time to follow other packs at this point. I've always seen my pack as more of a trend-setter than trend-follower anyway.
i love the ctm-support, but is it just me or does anybody else noticed that the new dirt an cleanstone textures are a little bit too smooth and blurry? especially when you have grasblocks with dirt unterneath or oreblocks close to cleanstone it jumps to my eye.
Will you sharpen these new ctm-textures a little bit up?
I'll take a look at it. Though making dirt a bit smoother, at least in parts, was part of the goal.
Could you add an additional alternate ctm.png version with frameless glass integrated maybe? I tried to created one myself, but for windows, that aren't rectangular, the corners look terrible. For normal windows it looks great I think, so there is no reason for false modesty
As much as I hate connected textures for glass, this came about after testing it, so yeah, I was considering including the test piece as an alt, but decided against it to save on space, and to not encourage that as a feature of my pack with the way my glass looks. CTM on my glass makes it look as though there's not even a block there--Which I find makes glass seem almost unnecessary as anything other than a way to block things from moving through something. I'll think about including the old ctm.png I made, but there are no promises.
I think the texture for pillar-corners needs some overhaul:
(snip)
as well as the custom-colors for birchtrees:
(snip)
The texture of the Netherrack Fence has a lack of color:
(snip)
Hello, uh nice to meet you too.
1. Uh, they were just released last night. Give 'em a second to get used to 'em, sheesh. The corner caps HAD to be put on there due to the pillar bases on the sides otherwise conflicting with them. I could remove them completely, but then you'll have tiling issues anytime you have a corner with a depth of one block. As far as tiling issues go on edges between textures, given the dynamics of CTM, this isn't exactly an easy task to pull off without creating some other, more noticeable tiling issues. I'll look over them, but I can't make many promises of a perfect remedy for the situation.
2. /facepalm The birch tree colors are fine. What you're posting a screen of is just the way biomes currently handle coloring on borders. It's a rendering issue. There's absolutely nothing I can do about this without homogenizing all my colors. And that's definitely not gonna happen. I'll talk to Kahr about it, if anyone can do anything to remedy this, it's him.
3. I'm guessing you're new to my pack, but this is not a bug. In fact it takes a lot of work to even make the netherrack fence a different color from the blocks. This has been a feature of my pack for a few patch cycles now as burgundy fences are completely stupid and fairly worthless as a block. Black fences however can be used to simulate dark, cast iron bars and be used above ground without looking out-of-place. They also add some variety to the color scheme of the Nether. (Red and black are a winning evil texture color combination afterall. )
The new stuff is awesome. Love the circle stone. It just looks right, wherever someone happened to already have placed it. As a path, as random bits in a wall, splendid.
The one thing I'm not used to yet is the sand. Tiling over more than one block is great of course, but I am having to get used to the sand looking less detailed next to all the other blocks. I am used to everything being crammed in one block, and the sand (though there is of course plenty of detail in the grains) has such spread apart ripples now that it looks a bit flat next to other blocks when they are used close together. I'll probably get used to it, and if not I can put it back how it was, so no worries
You and kahr do great stuff. It only makes me sad Mojang will never be able to do this, and if they do it will be a half assed version, like what they did with better grass
The new sand blocks really shine in large groups--like in deserts. There's a lot more visible depth there than on small coastal beaches. However all the new textures will likely be reviewed and undergo some minor changes and improvements over time. Smooth stone and dirt were the ones I put all my effort into given their prevalence--especially smooth stone. Getting the texture to not have the per-block tiling issues, while still resembling my old stone and being able to do an okay match job with ores, was no easy task. I'm very happy with how it turned out in the end though.
Oh, and to answer your question from awhile back (I think it was you who asked.), the Tinychat got to be too much to keep up. I'm unemployed (this texture pack sadly is what pays my bills at the moment) and keeping up a schedule where I put in so many hours on the tinychat was preventing me from trying to get my real life back on track. Also near the end, I was getting maybe two people in there per day (Both of which would be too scared to actually talk to me. ), and it was extremely frustrating and stressful to be setting aside all those hours just to be on call for no reason. So, the new Tinychat for any of the regulars that used to hang out there that I considered friends is pretty much just those who PM me for my screen name on AIM.
Though I've got some free time and I guess I could try hanging out on the old Tinychat for a bit today to answer any questions or talk about the new features on the pack or whatever.
*snip*
As much as I hate connected textures for glass, this came about after testing it, so yeah, I was considering including the test piece as an alt, but decided against it to save on space, and to not encourage that as a feature of my pack with the way my glass looks. CTM on my glass makes it look as though there's not even a block there--Which I find makes glass seem almost unnecessary as anything other than a way to block things from moving through something. I'll think about including the old ctm.png I made, but there are no promises.
*snip*
Honestly I would appreciate this mucho. I understand you're not here to cater to everyone's needs and I'm certainly not expecting you to, however I know I would like the ability to make my glass windows and floors look like one pane instead of multiple. I understand and respect your decision if you decide to not release an optional glass ctm though.
2. /facepalm The birch tree colors are fine. What you're posting a screen of is just the way biomes currently handle coloring on borders. It's a rendering issue. There's absolutely nothing I can do about this without homogenizing all my colors. And that's definitely not gonna happen. I'll talk to Kahr about it, if anyone can do anything to remedy this, it's him.
I think, OptiFine already have option to disable biome border smoothing.
I'm loving the new connected textures stuff. The pillars are so amazingly useful and good looking. And the wood top is pretty darn neat as well. Good job.
Suggestion for CTM glass panes: instead of having one giant frame, could you make a CTM pane have internal frames that are thinner than the normal frame? That would actually look nice, without making the glass disappear altogether.
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They are backward compatible.
1. Grab an image editor that supports transparency. (Paint.NET is free and easy to use for any beginner.)
2. Grab both texture packs and extract their files into different folders and pick one as the pack you're going to add stuff to.
3. Start opening same-name files then (in the editor) selecting, copying and pasting the stuff you want over the stuff you don't. Do this for every file you want to alter.
4. Save the files, select all the files and folders in the new folders you made and put them in a zip file.
There are many ways to do this. This way is just thorough. When personally editing stuff from my pack, if it doesn't have a large working file (like terrain.png) I'll simply extract that file, edit it, then drag it back into the zip of my pack for testing using WinRAR.
I could've sworn I've answered this many times, but apparently not on this thread. Realistically, diamond tools (And some stone and gold tools) are stupid and make no sense. Diamond may be one of the hardest substances known to man, but it's also extremely brittle. A sword, axe, pickaxe or shovel made largely of diamond would shatter upon its first impact with anything hard. So I opted to go with a fantasy approach. Using fantasy logic to imply that a somehow hollow blade would be more structurally sound (and better use of limited material) for diamond with its ability to disperse vibrations without shattering (a tuning fork came to mind when designing this). Naturally, in reality this wouldn't do ****, any blade made of diamond, regardless of the shape would still shatter. So yeah, it's a fantasy blade. The white edges are just to imply that it's been finely ground (with magic!11) to achieve an ultimately sharp double-edge, and thus reflects more light.
Now I could've made an ultimately realistic diamond (and stone) sword, but it wouldn't have fit the general look (or construction recipes ) of Minecraft tools where the head of a tool is made almost entirely of the chief material. A real diamond (and stone) sword, using only wood and diamond as the materials would be mostly made of wood. It would've resembled a macuahuitl which is more of an edged club than a sword. I didn't want most of my swords to NOT look like swords though, and wanted each sword to have a drastically unique look. So I went with just a primitive-looking sword (better suited for iron than stone) for stone and a crazy fantasy-looking sword for diamond.
Anyway, it's not likely to be changed at this point. Many people have gotten used to it and for each one of those who have told me they don't like it, there are two who have told me it's their favorite-looking item in the game. Also being an animated item, it's not exactly a simple process to change it even if I were to come up with a design I perceived to be as better-looking and more realistic, while conforming to the 'logic' of Minecraft and my pack.
Okay, let's see how many of these I can hit up in an orderly fashion:
1. The cleaning instructions are only to ensure that if you've never installed a high resolution texture pack before (but may have dabbled in mods) that you won't have anything conflicting with it. If it works without it, then ignore it. It's just there to make the installation dummy-proof.
2. The red mushroom's color is intended to emulate amanita muscaria. As this is a realistic pack, I'm not going to use the exact same color schemes as the default. In fact the reason I even started my pack was because the default textures' color saturation was too intense and hard on my eyes.
3. Not sure what you mean by out-of-context in regards to 'the sword.' Which sword?
4. Relax, I'm not covering the sides of grass blocks with grass. That's just Better Grass. If you don't like it, simply don't check it when you run MCPatcher. On the topic of realism though, considering it only works when it's one block high, to me it's a good feature to simulate rolling hills in a distance which minecraft desperately lacks.
5. I update every single time there's a major update to the game that adds new art. Snapshots, I may be a few days behind on, but I usually get those out in a timley fashion too. You can be notified of my texture pack's updates by either subscribing to this thread (I always post an announcement when I've updated.) Or subscribing to my Planet Minecraft listing. The latter, I think will only inform you of updates.
6. And yes, Misa is a female name. Though I've been somewhat recently made aware that it CAN be regarded a male's name in some countries. I'm not from one of those countries though.
Any particular reason? My current pack should be just as compatible with 1.5 as it was, and if any art was changed, you can easily change it back on your own using my ALTERNATES.png file.
Yes, probably. Currently my development version of the pack will not work with the latest MCPatcher. So the texture pack update will likely shortly follow the release of the next MCPatcher as it relies on some features that are not yet officially implemented into MCPatcher. MCPatcher's CTM support will have new rendering options and will improve upon random textures by fixing the randomization algorithm, allowing these to be applied to non-block blocks, and giving texture pack artists more control over frequency of random blocks that are encountered. It will also be adding support for very large textures that tile over multiple blocks--Something I've been dying to have for ages.
Search Post is your friend. I already addressed this when it was first brought up. It was a file naming bug which will be corrected in the next update.
-Added MCPatcher CTM support:
-Circle stone blocks can now be used to construct pillars, archways, and all sorts of interesting geometric stone patterns.
-Tops of logs will now expand to form a large smooth tree ring surface when 4 or more are connected at right angles.
-Jungle tree logs will now be shaded dynamically based on width--other logs are unaffected for wall-building.
-Brick walls now have corner stones.
-Hieroglyphic sandstone blocks have more variety in how they tile and when placed alone or in groups.
-Smooth sandstone blocks now have a completely smooth surface everywhere except their edges.
-Light wooden planks now have CTM dynamics that allow better framing on the side with unique tops.
-Crafting workbenches can now form desks, shelves and drawers when placed adjacent to each other.
-Stone slabs now have random variation that matches the new look for Smooth stone.
-Stone blocks now have random block angles, where some blocks may jut out or sink in slightly more than others.
-Oak, Pine, and Jungle planks now have some minor random variation to their tiling pattern.
-Roses and yellow flowers now come in 9 various shapes and sizes each.
-Dead bushes now come in various stages.
-Tall grass has more variety to it now.
-Lilypads can now face in 8 possible directions as opposed to the previous 4.
-Watermelons have an incredibly rare chance to spawn in some locations with a creeper face.
-Gravel tiles much less obviously and makes for more rugged-looking roads.
-Clay is now more usable as a building material with its new variance.
-Dirt has a lot more character and detail than ever before.
-Sand is now slightly more granular and the dune-size has been realistically increased to tile better over large areas.
-Custom sign color added.
-Decreased the view obstruction a bit when wearing the pumpkin. Nightvision effect is unchanged.
-Replaced the completely worthless sponge texture with a more useful bale of hay, due to similar properties/function.
-Modified the texture for light wooden planks to account for the new dynamics introduced by CTM. (may do the same for brick later)
-ALTERNATES.png has been updated to store any altered old versions of textures.
-Colored areas on terrain.png to water and lava colors so they work properly on mini-map mods.
-Fixed a stray pixel on the animated diamond shovel.
-Fixed the missing animated blaze texture.
-Fixed a missing snout on Pig12.png.
-Fixed a few stray pixels on inventory.png
You may notice that I have not done CTM support for glass. This is due to me thinking that it looks absolutely terrible on my texture--it's as if nothing is there at all. If translucent glass becomes possible in the future, I'll reconsider adding this, but for now, I think the default individual panes of glass looks best.
Everypony is awesome!
Misa, you and Kahr have out done yourselves again! I just spent an hour loading worlds and just walking around. Amazing!
The update is wonderful however, do you plan to implement ctm for glass like most other packs?
The one thing I'm not used to yet is the sand. Tiling over more than one block is great of course, but I am having to get used to the sand looking less detailed next to all the other blocks. I am used to everything being crammed in one block, and the sand (though there is of course plenty of detail in the grains) has such spread apart ripples now that it looks a bit flat next to other blocks when they are used close together. I'll probably get used to it, and if not I can put it back how it was, so no worries
You and kahr do great stuff. It only makes me sad Mojang will never be able to do this, and if they do it will be a half assed version, like what they did with better grass
I answered this like just a few posts above this. Also I don't really have time to follow other packs at this point. I've always seen my pack as more of a trend-setter than trend-follower anyway.
I'll take a look at it. Though making dirt a bit smoother, at least in parts, was part of the goal.
As much as I hate connected textures for glass, this came about after testing it, so yeah, I was considering including the test piece as an alt, but decided against it to save on space, and to not encourage that as a feature of my pack with the way my glass looks. CTM on my glass makes it look as though there's not even a block there--Which I find makes glass seem almost unnecessary as anything other than a way to block things from moving through something. I'll think about including the old ctm.png I made, but there are no promises.
Hello, uh nice to meet you too.
1. Uh, they were just released last night. Give 'em a second to get used to 'em, sheesh. The corner caps HAD to be put on there due to the pillar bases on the sides otherwise conflicting with them. I could remove them completely, but then you'll have tiling issues anytime you have a corner with a depth of one block. As far as tiling issues go on edges between textures, given the dynamics of CTM, this isn't exactly an easy task to pull off without creating some other, more noticeable tiling issues. I'll look over them, but I can't make many promises of a perfect remedy for the situation.
2. /facepalm The birch tree colors are fine. What you're posting a screen of is just the way biomes currently handle coloring on borders. It's a rendering issue. There's absolutely nothing I can do about this without homogenizing all my colors. And that's definitely not gonna happen. I'll talk to Kahr about it, if anyone can do anything to remedy this, it's him.
3. I'm guessing you're new to my pack, but this is not a bug. In fact it takes a lot of work to even make the netherrack fence a different color from the blocks. This has been a feature of my pack for a few patch cycles now as burgundy fences are completely stupid and fairly worthless as a block. Black fences however can be used to simulate dark, cast iron bars and be used above ground without looking out-of-place. They also add some variety to the color scheme of the Nether. (Red and black are a winning evil texture color combination afterall.
The new sand blocks really shine in large groups--like in deserts. There's a lot more visible depth there than on small coastal beaches. However all the new textures will likely be reviewed and undergo some minor changes and improvements over time. Smooth stone and dirt were the ones I put all my effort into given their prevalence--especially smooth stone. Getting the texture to not have the per-block tiling issues, while still resembling my old stone and being able to do an okay match job with ores, was no easy task. I'm very happy with how it turned out in the end though.
Oh, and to answer your question from awhile back (I think it was you who asked.), the Tinychat got to be too much to keep up. I'm unemployed (this texture pack sadly is what pays my bills at the moment) and keeping up a schedule where I put in so many hours on the tinychat was preventing me from trying to get my real life back on track. Also near the end, I was getting maybe two people in there per day (Both of which would be too scared to actually talk to me.
Though I've got some free time and I guess I could try hanging out on the old Tinychat for a bit today to answer any questions or talk about the new features on the pack or whatever.
Honestly I would appreciate this mucho. I understand you're not here to cater to everyone's needs and I'm certainly not expecting you to, however I know I would like the ability to make my glass windows and floors look like one pane instead of multiple. I understand and respect your decision if you decide to not release an optional glass ctm though.
I think, OptiFine already have option to disable biome border smoothing.
The problem is that they would look like they aren't there at all. THAT is the problem.
Member of the official ctm pillar club