That obsidian looks amazing, I now wont have to edit out the current one for the one in the alt file
Also I must be blind, can someone point me in the direction of the Misa CTM glass? I looked and didnt see it lol I cant wrap my head around making the image for that. x.x
Also I must be blind, can someone point me in the direction of the Misa CTM glass? I looked and didnt see it lol I cant wrap my head around making the image for that. x.x
I've finally gotten a chance to see villagers in action with this texture pack (as opposed to screenshots), and I'll admit that, for the most part, they don't look as awkward as I first thought. The static lifelike faces on square heads still takes some getting used to, but the clothing designs are well done and make each profession clear.
Still, I'm curious how the decision was made to change the vanilla villagers into the ones in the texture pack. Their vanilla apperance has a rather "inhuman" look to them; tall, robed figures with long heads, protuding brows, and big noses.
In the redesign, though, they're now simple rural folk, clearly human and matching the player and zombies in appearance. I can't help but wonder what it would be like to have a "realistic" take that was closer to their vanilla design. Would you ever consider this?
This texture pack is absolutely amazing in every way, it keeps all of the classic elements of minecraft but, better than ever. This texture pack also makes the nether absolutely amazing (the lighting, the textures, etc.) unlike many HD texture packs I've tried out. Absolutely amazing texture pack Misa.
There is no sandstone texture. Or my Minecraft is just wrong...
MC 1.2.5 with Optifine (has HD patch included).
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I've updated the trading GUI until Misa can get it updated, just download it and rename it "trading.png" and put it in the GUI folder in the pack. http://imgur.com/UMk8W,BhtBk
...And did you change the colored lighting a bit? If you did, it looks amazing compared to default, nice job on that!!!
Yep. I was actually the first person to do so. (I was the one that initially brought up the idea to Kahr.) The default game lighting wasn't very realistic. Houses with windows would still be really dark inside during the day, torches would give off a unrealistic white glow, and the transition between day and night wouldn't match the colors of the sky. Thanks to Kahr, I was able to fix all that for my pack.
what it your prediction on the packs update day. Your pics look great and i cant wait for the connected textures support. keep up the good work and i hope you respond with a prediction
Providing they don't cram in a ton of new game art at the last minute, my update should be out a few hours after the game officially updates (providing I haven't gone to sleep just as it updates).
How did you change the wool top? CTM? And the buttons and fences? Weren't they coded to be
PS: Your endstone was just made to change the ugly looking vanilla block to something that resembles marble, right?
I edited them by using the facing options on CTM as well as switching some of the CTM ID's from texture ID to block ID. The end stone in the screen shot is already in the current version of the pack, you can see it in its entirety there. I did not intend for it to resemble marble, that's just how it sorta came out in some applications. It actually uses a fractal pattern of the original end stone texture I made. Every four blocks has the same general pattern as one block, and every 16 blocks has the same general pattern as well. Did this to sorta fit the alien nature of the material.
...I wondered if you're going to put that ctm technology to the emerald block, it would be fantastic (emerald city )
No plans for it at the moment as it is currently animated and that'd take up a lot of space as well as require an absurd amount of effort. I think most people will be pretty pleased with the look of the block in action. My private tester couldn't stop praising it. And it does tile well enough on its own for an emerald city. Also with the changes to vibrancy of certain colors in mushroom biomes, this will be the ideal place to build an Emerald City as the two green cloth blocks are altered to match the hue of emeralds in this biome. (And of course the whole look of that biome is very Oz-like to begin with.)
...Can we get a Beta pack for the new patch? And i found some Black ugly flies on your CTM Grass:
(And no its not cuz i have the shader mod, tested it without too.)
(image snipped)
No. I've already stated I'm not updating until the official update due to the lack of backwards compatibility with the live pack and not wanting to deal with the hassle of posting multiple downloads. As far as the black pixels on the CTM grass goes, I'd beg to differ. The screenshot you posted has unrealistic light levels not intended for the art on my pack--the look goes completely against the intended design of my pack. Though even when you tested without this mod your monitor's gamma may be too high or the contrast too low when not using it. I'll look into these pixels, but it's not a high priority thing or anything since when you're using the pack properly on a standard-callibrated monitor, those pixels should not be noticeable at all.
...I'm curious how the decision was made to change the vanilla villagers into the ones in the texture pack. Their vanilla apperance has a rather "inhuman" look to them; tall, robed figures with long heads, protuding brows, and big noses.
In the redesign, though, they're now simple rural folk, clearly human and matching the player and zombies in appearance. I can't help but wonder what it would be like to have a "realistic" take that was closer to their vanilla design. Would you ever consider this?
The design decision was simple. Notch is programmer, not an artist. His NPC designs were hideous to me and a huge nuisance when I first had the misfortune to edit their skins. A second reinforcement to my decision to scrap his designs was that this, being a realistic pack, needed something a bit more down-to-Earth. The last reinforcement was that I wanted the roles of the NPC's to be easily recognizable without even needing to be subjected to learning some new color scheme (Randomob variation also required that I drop the color scheme to improve visual variety.) I've never really considered doing my take on the existing vanilla designs because I simply cannot stand them. If I were to take a less human approach to them, it'd still be something unique.
I've updated the trading GUI until Misa can get it updated, just download it and rename it "trading.png" and put it in the GUI folder in the pack. http://imgur.com/UMk8W,BhtBk
Pretty damn close! My input boxes are one pixel higher and my arrow's like 3 pixels lower (and of course the background texture tiles differently). But yeah, pretty much the same design I have set up for this. Good job.
Just out of curiosity, is it possible that the diamond sword can be changed into a solid sort of sword (maybe a Fire Emblem style of sword)? The gap in the middle kind of makes the sword very pixely in game which kind of makes it off from the very well refined textures for everything else. I personally love your texture pack, it's just that the diamond sword just seems a bit off to me. Everything else in the pack is very well polished and makes MC feel like a better game overall.
Pretty damn close! My input boxes are one pixel higher and my arrow's like 3 pixels lower (and of course the background texture tiles differently). But yeah, pretty much the same design I have set up for this. Good job.
Thank you I'm surprised I got the input boxes as close as I did, all I had to go on was the standard texture packs version of it haha.
just upgraded from 4.1.2 to 4.1.4 with the latest MCPatcher to check out the connected textures. holy crap, this is some cool stuff, lots of subtle variations to see and some are hard to pick up on. really adds life to the game. the new smoothstone texture is great, has such a faux 3D effect that it might fool someone.
as always, awesome work Misa. Mojang should really hire you to do the art and just support 64x resolution by default.
an idea/suggestion tho. for cobblestone, are you considering doing a connected texture for that as well? some exta color/size/contrast variation in the stones would be interesting to see.
Hello, i just wanted to ask where i can get older versions of this texturepack.
i don't think any older versions of Misa's pack are are available. although, with any texture pack, they're backwards compatible to any version of Minecraft, extra textures that support the newrt content just sit unused. Misa also usually puts in an alternate texture file with some of the older texture revisions. to swap out for the alternates, i believe some file renaming has to be done. i usually don't mess with it.
So I searched in the thread for the word "cat" and I found that you originally had plans for multiple skins for cats in February. I know that you have been busy with all the new textures being added for 1.3 and all the new CTM features I just wanted to know if you still plan on doing more cat skins after 1.3 is out or if its been put on the back burner? I remember seeing about 20 types of dogs which is really nice but there is only 1 type for each cat.
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I wondered if you're going to put that ctm technology to the emerald block, it would be fantastic (emerald city
That obsidian looks amazing, I now wont have to edit out the current one for the one in the alt file
Also I must be blind, can someone point me in the direction of the Misa CTM glass? I looked and didnt see it lol I cant wrap my head around making the image for that. x.x
There's no CTM glass in this pack.
It's not possible. Emerald blocks are animated, and animated blocks can't use CTM. Maybe in the future?
Still, I'm curious how the decision was made to change the vanilla villagers into the ones in the texture pack. Their vanilla apperance has a rather "inhuman" look to them; tall, robed figures with long heads, protuding brows, and big noses.
In the redesign, though, they're now simple rural folk, clearly human and matching the player and zombies in appearance. I can't help but wonder what it would be like to have a "realistic" take that was closer to their vanilla design. Would you ever consider this?
End stone
Edit: oops, didn't see that was answered already.
MC 1.2.5 with Optifine (has HD patch included).
Do you maintain a mod and you would like me to translate it? Contact me at [email protected]!
Yep. I was actually the first person to do so. (I was the one that initially brought up the idea to Kahr.) The default game lighting wasn't very realistic. Houses with windows would still be really dark inside during the day, torches would give off a unrealistic white glow, and the transition between day and night wouldn't match the colors of the sky. Thanks to Kahr, I was able to fix all that for my pack.
Providing they don't cram in a ton of new game art at the last minute, my update should be out a few hours after the game officially updates (providing I haven't gone to sleep just as it updates).
I edited them by using the facing options on CTM as well as switching some of the CTM ID's from texture ID to block ID. The end stone in the screen shot is already in the current version of the pack, you can see it in its entirety there. I did not intend for it to resemble marble, that's just how it sorta came out in some applications. It actually uses a fractal pattern of the original end stone texture I made. Every four blocks has the same general pattern as one block, and every 16 blocks has the same general pattern as well. Did this to sorta fit the alien nature of the material.
No plans for it at the moment as it is currently animated and that'd take up a lot of space as well as require an absurd amount of effort. I think most people will be pretty pleased with the look of the block in action. My private tester couldn't stop praising it.
No it wouldn't, and I've explained exactly why many times before. (Use the search thread feature, I'm tired of answering this. :P)
No. I've already stated I'm not updating until the official update due to the lack of backwards compatibility with the live pack and not wanting to deal with the hassle of posting multiple downloads. As far as the black pixels on the CTM grass goes, I'd beg to differ. The screenshot you posted has unrealistic light levels not intended for the art on my pack--the look goes completely against the intended design of my pack. Though even when you tested without this mod your monitor's gamma may be too high or the contrast too low when not using it. I'll look into these pixels, but it's not a high priority thing or anything since when you're using the pack properly on a standard-callibrated monitor, those pixels should not be noticeable at all.
The design decision was simple. Notch is programmer, not an artist. His NPC designs were hideous to me and a huge nuisance when I first had the misfortune to edit their skins. A second reinforcement to my decision to scrap his designs was that this, being a realistic pack, needed something a bit more down-to-Earth. The last reinforcement was that I wanted the roles of the NPC's to be easily recognizable without even needing to be subjected to learning some new color scheme (Randomob variation also required that I drop the color scheme to improve visual variety.) I've never really considered doing my take on the existing vanilla designs because I simply cannot stand them. If I were to take a less human approach to them, it'd still be something unique.
Thanks.
Pretty damn close! My input boxes are one pixel higher and my arrow's like 3 pixels lower (and of course the background texture tiles differently). But yeah, pretty much the same design I have set up for this. Good job.
Thank you
as always, awesome work Misa. Mojang should really hire you to do the art and just support 64x resolution by default.
an idea/suggestion tho. for cobblestone, are you considering doing a connected texture for that as well? some exta color/size/contrast variation in the stones would be interesting to see.
i don't think any older versions of Misa's pack are are available. although, with any texture pack, they're backwards compatible to any version of Minecraft, extra textures that support the newrt content just sit unused. Misa also usually puts in an alternate texture file with some of the older texture revisions. to swap out for the alternates, i believe some file renaming has to be done. i usually don't mess with it.
they didn't add or change any art files for 12w24a so the texture pack doesn't need an update, although, MCPatcher might.
Misa already told us she's gonna update after 1.3 is launched.