Please read before you download, the update for my pack was for 12w21a, not 12w21b. I just woke up and this is the first I've even heard about 12w21b. Not sure how you can possibly expect me to have updated for that yesterday...
I'll probably post a second update sometime today since I messed up on the icon for my pack and need to fix that--it says 4.1.3 instead of 4.1.4.
Upon further consideration, I've decided to scrap my plan to post a second update today with the new GUI window. All previous versions (including the LIVE version) would be broken by this update. Live versions take the highest priority over snapshots. As I do not want to clutter my thread with multiple versions, yesterday's update will have to hold those using today's snapshot over until an official live release of the next version of Minecraft.
As far as my error on the pack.png version number goes, it's such an inconsequential error, it's not worth posting an update over. To prevent this from happening again in the future, the next version will have a proper logo for my pack.png that won't require a version number to be posted in the image itself.
Hey, Misa !
Could you please post the new creative GUI here ?
So that people can manually move it in your pack ?
Testing the new snapshot 12w21b features without it is a bit hard ...
THX
:-)
The new GUI is a mess and has tiling issues as well as un-editable hard-coded ********. It was not designed at all with texture packs in mind, so I'm not comfortable releasing what I have at the moment. Simply delete the allitems.png file from my texture pack so it'll use the default. Problem solved.
Can someone tell me what went wrong i install it right but it mess up and yes i used the most up to date mcpatcher
There's only one answer and that's that you didn't follow the directions. Unless your Minecraft normally looks messed up like that (indicating a graphics card issue), it will simply just work...if you follow the directions correctly.
OK, thanks for response. Please post it, as soon you have some useful results on that ... ********. (Don't wanna rush you ... )
Another thing:
I found some issues ...
1.) You forgot to add the ID of emerald ore to color.properties (no biome specific color !). Tested in desert biome ...
2.) Ore texture tiles do not properly fit with repeating stone textures when playing with CTM. The only way to fix this seems to be adding repeating textures support for all ore blocks ...
3.) Your emeralds (incl. emerald ore) should be more "emerald green", also decrease the number of emeralds shown in the ore and make them a bit larger (the ore doesn't drop much loot, similar to diamond ore). Just a suggestion ...
1. Whoops. That's what me and my tester get for testing the new stuff on superflat maps for a couple hours prior to release. I've added it in for next update. If anyone else wants to fix this for themselves in the meantime, open color.properties in notepad and change this:
2. I think I've already addressed this. If not, I know I've discussed it with my tester. Anyway, adding ores to CTM wouldn't work because most of my ores are animated. You can't have animated CTM stuff as far as I'm aware. And if you can, it'd likely be a pain in the ass to pull off and just waste a ton of space. I worked hard to ensure that the new stone texture at least matched up well enough that most of the time the seams are not at all noticeable. It makes sense that stone bits with ore in them would be more rough-looking anyway. So long as the colors and edge patterns are close enough that the seams aren't immediately apparent, I didn't see it as a problem. It's ore anyway. You mostly encounter it in the dark underground and it's usually immediately mined on sight, so I don't see this as a big issue.
3.If by that you mean darker and with less yellow, I'd have to disagree. Emeralds have a range of valid hues and my pack has a very specific color scheme I try to stick to. All (non-light-related) colors are muted to some degree to match a low saturation color scheme. A dark, highly saturated common emerald green would be a bit visually jarring when compared to other similar blocks. You'll notice that greens in general on my pack don't tend to be super vibrant (Compare the cacti, melons, bed, and green cloth blocks to a true green)--this is by design. As far as the texture for the ore block goes, you could say the same thing about coal. I didn't think it was that big of a deal, I just made something that I thought looked good, and made sure that the dropped emeralds matched the ore in color. I'm pretty happy with the end result, and given that it's an animated block, I'm probably not going to consider altering the design at this point.
Congratulations, I think you're the first person ever to make this claim against any texture pack! Anyway, it'd help if you actually provided constructive criticism, and mentioned what exactly you think is wrong with any of the 40-or-so zombie skins in my pack, so I can actually attempt to do something about it if there is indeed a problem with them. I really can't work at all with something along the lines of, "Your pack is ruined because of this one texture." You need to explain why and provide suggestions for improvement if you're to come across as anything but insulting.
Can someone tell me what went wrong i install it right but it mess up and yes i used the most up to date mcpatcher
(image snipped)
It's likely just the memory allocation bug that's been cropping up since around beta v1.8. My pack has a lot of graphic resources and if Java finds inconsistencies while allocating the amount of memory required to load them, it will either fail to load everything (causing white textures--or colored plain textures in the case of blocks affected by biome palettes) or cause the game to crash and give you an error message. To resolve this, check out the first issue addressed on my FAQ for a comprensive guide on how to help alleviate the problem and improve general performance.
Yes we have heard of texturepacks, and yes we know some people don't like the standard resolution. I haven't hardcoded any textures or colours (it's not really possible for us to, regardless), it just reuses a part of the tabs image to cover up corners. I was made aware of this not being easy to use with texturepacks shortly after the snapshot came out and I am changing it to use its own section in the image.
The new creative UI is incomplete also. I still have a few more things to add to it which may change the allitems.png around a little again.
I hate to contradict you as I'm very happy to see you're making a good effort to take community feedback into account, but there are in fact colors and graphical elements that will clash with texture packs and cannot be edited by texture pack authors. The black search bar was the main hard-coded element I struggled with. It's color/design was not at all editable as it made use of no graphical elements in any of the png files. The other 'hard-coded' element was the lack of internal consistency with the labels (see \gui\slot.png for an example of in-game button labels that texture pack authors can edit). Instead the labels recycled existing item and block art, which on some texture packs may look a bit overly-colorful and cluttered and may not fade properly into the design of the tabs when not active.
Apart from those hard-coded issues, the main problem was the tabs recycling art from a limited-space graphic. It'd be nice if each selected tab overlay was individually editable (If that's what you already had planned, color me happy! ). This was my concept art for the GUI based on the screens released before 12w21b:
The actual compromise I had to go with for 12w21b was very bland and buggy by comparison. I had to darken the tabs instead of having the nice individual shading for the top and bottom tabs. The repeated art for every tab made for some nasty tiling issues. And of course the hard-coded text input bar clashed with the rest of everything. That about sums up the issues I had with the GUI. I hope my feedback may provide itself to be useful to you. I can't wait to see how this turns out in the end. I really do love the concept of this new window for creative over the old one and hope you keep up the great work.
On a side note, I also have just one design suggestion that's not related to texture pack compatibility. Feel free to disregard it as it's more of a personal preference thing than anything that's absolutely necessary. The thing I noticed was a missed opportunity in regards to function of the creative GUI--this big blank spot here:
It seemed kind of inconsistent with other GUI's where the player inventory is hugging the hotbar inventory. The big empty space is kind of a large gap to cross when organizing active and inactive inventory. The missed opportunity here would've been a way to incorporate the features of the survival inventory screen--namely equipment, as there's currently no way to remove equipment from the player in creative without changing game modes. This is a quick, sloppy edit of the above screenshot to illustrate what could be done with this blank space:
The paperdoll and crafting boxes wouldn't be as necessary as the equipment slots, but they'd seem to make good use of the space. Again this is just a personal suggestion and not at all crucial to making this GUI play well with texture packs.
@_zombiehunter
Read the rest of what I wrote though. In principal it may be possible and simple simple, in practice it's tedious and impractical. I still feel the negatives outweigh the positives. The filesize of the animations would greatly increase the size of the texture pack for visual gains that are pretty marginal. I'd rather keep this simple for the sakes of the KISS principal, my sanity, downloaders of my pack, and room for potential simpler edits/workarounds in the future.
Y'see, if at any point Kahr was able to figure out how to get translucency to be taken into account from animation files and to overlap existing coordinate selections instead of replace them, I'd have a vastly simpler and more design-efficient way to pull off animated ores on CTM stone.
Yes we have heard of texturepacks, and yes we know some people don't like the standard resolution. I haven't hardcoded any textures or colours (it's not really possible for us to, regardless), it just reuses a part of the tabs image to cover up corners. I was made aware of this not being easy to use with texturepacks shortly after the snapshot came out and I am changing it to use its own section in the image.
The new creative UI is incomplete also. I still have a few more things to add to it which may change the allitems.png around a little again.
Hi! I love the idea of the new GUI, but unfortunately the current setup looks horrible with a GUI style that is shaded and not perfectly square.
As you can see, it looks... odd.....
is it possible that the new section you implement could cover up about half of the selected tab image, and more of the main window?
Maybe it would help the behind corner tabs if the tabs were 2 pixels taller (not in relation to how it is placed), and placed 1 pixel lower? Or possibly had their own cover texture.
Just something so we don't need perfectly square-cornered GUIs.....
Also, are you planning on trying to implement something that would allow artists to
change derivative textures (buttons, fences, pressure plates, ect.) or anything other texturing features like that? Sorry for asking here, I don't have a twitter, and other places might just go filtered as spam or deleted.....
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
we still have to come up with a "search" icon and that of course won't be easy to do if they just used items (this is where everyone replies to me saying "add magnifying glasses and ant-hills!")
How about a scanning eye?
Like this:
Did you see the post above yours?
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Wow, so much about contacting the Mojang staff ... that was unexpected ...
What should I say ?
At least: Thanks, Dinnerbone !!!
Great work ! Can't wait to play the next snapshot
I mentioned the problem on the reddit thread about the new release, and included a link to this thread. That's probably how he got here.
I have an issue I couldn't find on the post. When I use Misa's TP for a couple of MC days (I think 20 minutes? I forget), my frames go down by like 10. I know it's Misa because I switch to Default and the frames are back to my norm of 59-61 fps. I've tried other Texture Packs and they run fine for weeks. I don't what the problem could be, I patch everything correctly, and I test on brand new worlds and it still begins to lag after a bit of playing. Help would be appreciated, I just want to enjoy Misa like I used to
Rollback Post to RevisionRollBack
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Edit: I spoke too soon, going into the game and the the block ui is all screwed up, following picture shows it.
http://www.flickr.com/photos/[email protected]/7267306420/in/photostream
http://www.minecraftforum.net/topic/1297167-surv125-the-snow-challenge-v1/
Please read before you download, the update for my pack was for 12w21a, not 12w21b. I just woke up and this is the first I've even heard about 12w21b. Not sure how you can possibly expect me to have updated for that yesterday...
I'll probably post a second update sometime today since I messed up on the icon for my pack and need to fix that--it says 4.1.3 instead of 4.1.4.As far as my error on the pack.png version number goes, it's such an inconsequential error, it's not worth posting an update over. To prevent this from happening again in the future, the next version will have a proper logo for my pack.png that won't require a version number to be posted in the image itself.
The new GUI is a mess and has tiling issues as well as un-editable hard-coded ********. It was not designed at all with texture packs in mind, so I'm not comfortable releasing what I have at the moment. Simply delete the allitems.png file from my texture pack so it'll use the default. Problem solved.
There's only one answer and that's that you didn't follow the directions. Unless your Minecraft normally looks messed up like that (indicating a graphics card issue), it will simply just work...if you follow the directions correctly.
To this:
2. I think I've already addressed this. If not, I know I've discussed it with my tester. Anyway, adding ores to CTM wouldn't work because most of my ores are animated. You can't have animated CTM stuff as far as I'm aware. And if you can, it'd likely be a pain in the ass to pull off and just waste a ton of space. I worked hard to ensure that the new stone texture at least matched up well enough that most of the time the seams are not at all noticeable. It makes sense that stone bits with ore in them would be more rough-looking anyway. So long as the colors and edge patterns are close enough that the seams aren't immediately apparent, I didn't see it as a problem. It's ore anyway. You mostly encounter it in the dark underground and it's usually immediately mined on sight, so I don't see this as a big issue.
3.If by that you mean darker and with less yellow, I'd have to disagree. Emeralds have a range of valid hues and my pack has a very specific color scheme I try to stick to. All (non-light-related) colors are muted to some degree to match a low saturation color scheme. A dark, highly saturated common emerald green would be a bit visually jarring when compared to other similar blocks. You'll notice that greens in general on my pack don't tend to be super vibrant (Compare the cacti, melons, bed, and green cloth blocks to a true green)--this is by design. As far as the texture for the ore block goes, you could say the same thing about coal. I didn't think it was that big of a deal, I just made something that I thought looked good, and made sure that the dropped emeralds matched the ore in color. I'm pretty happy with the end result, and given that it's an animated block, I'm probably not going to consider altering the design at this point.
Congratulations, I think you're the first person ever to make this claim against any texture pack! Anyway, it'd help if you actually provided constructive criticism, and mentioned what exactly you think is wrong with any of the 40-or-so zombie skins in my pack, so I can actually attempt to do something about it if there is indeed a problem with them. I really can't work at all with something along the lines of, "Your pack is ruined because of this one texture." You need to explain why and provide suggestions for improvement if you're to come across as anything but insulting.
It's likely just the memory allocation bug that's been cropping up since around beta v1.8. My pack has a lot of graphic resources and if Java finds inconsistencies while allocating the amount of memory required to load them, it will either fail to load everything (causing white textures--or colored plain textures in the case of blocks affected by biome palettes) or cause the game to crash and give you an error message. To resolve this, check out the first issue addressed on my FAQ for a comprensive guide on how to help alleviate the problem and improve general performance.
Next step for 12w21b:
New Inventory Creative GUI.
Read the previous page please.
Oh, sorry!
I missed that one
Apart from those hard-coded issues, the main problem was the tabs recycling art from a limited-space graphic. It'd be nice if each selected tab overlay was individually editable (If that's what you already had planned, color me happy!
The actual compromise I had to go with for 12w21b was very bland and buggy by comparison. I had to darken the tabs instead of having the nice individual shading for the top and bottom tabs. The repeated art for every tab made for some nasty tiling issues. And of course the hard-coded text input bar clashed with the rest of everything. That about sums up the issues I had with the GUI. I hope my feedback may provide itself to be useful to you. I can't wait to see how this turns out in the end. I really do love the concept of this new window for creative over the old one and hope you keep up the great work.
On a side note, I also have just one design suggestion that's not related to texture pack compatibility. Feel free to disregard it as it's more of a personal preference thing than anything that's absolutely necessary. The thing I noticed was a missed opportunity in regards to function of the creative GUI--this big blank spot here:
It seemed kind of inconsistent with other GUI's where the player inventory is hugging the hotbar inventory. The big empty space is kind of a large gap to cross when organizing active and inactive inventory. The missed opportunity here would've been a way to incorporate the features of the survival inventory screen--namely equipment, as there's currently no way to remove equipment from the player in creative without changing game modes. This is a quick, sloppy edit of the above screenshot to illustrate what could be done with this blank space:
The paperdoll and crafting boxes wouldn't be as necessary as the equipment slots, but they'd seem to make good use of the space. Again this is just a personal suggestion and not at all crucial to making this GUI play well with texture packs.
@_zombiehunter
Read the rest of what I wrote though. In principal it may be possible and simple simple, in practice it's tedious and impractical. I still feel the negatives outweigh the positives. The filesize of the animations would greatly increase the size of the texture pack for visual gains that are pretty marginal. I'd rather keep this simple for the sakes of the KISS principal, my sanity, downloaders of my pack, and room for potential simpler edits/workarounds in the future.
Y'see, if at any point Kahr was able to figure out how to get translucency to be taken into account from animation files and to overlap existing coordinate selections instead of replace them, I'd have a vastly simpler and more design-efficient way to pull off animated ores on CTM stone.
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Retired StaffHi! I love the idea of the new GUI, but unfortunately the current setup looks horrible with a GUI style that is shaded and not perfectly square.
As you can see, it looks... odd.....
is it possible that the new section you implement could cover up about half of the selected tab image, and more of the main window?
Maybe it would help the behind corner tabs if the tabs were 2 pixels taller (not in relation to how it is placed), and placed 1 pixel lower? Or possibly had their own cover texture.
Just something so we don't need perfectly square-cornered GUIs.....
Also, are you planning on trying to implement something that would allow artists to
change derivative textures (buttons, fences, pressure plates, ect.) or anything other texturing features like that?
Sorry for asking here, I don't have a twitter, and other places might just go filtered as spam or deleted.....
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
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View Posts
-
Send Message
Retired StaffHow about a scanning eye?
Like this:
Did you see the post above yours?
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Of course, Misa will come up with a much better solution.
There are seam glitches and other problems so watch out now, beware
I mentioned the problem on the reddit thread about the new release, and included a link to this thread. That's probably how he got here.