Hey i love your texture pack iv been using for at least 1 year know but the one thing is i really want you to make the gold pick like the diamond pick it would make that pick way cooler. That is the one thing i want in your pack.
Can you make a full tutorial about how to use MCpatcher's resoucres to our advantage (for those of us who are aspiring texture pack makers)? I only ask because of the complete lack of any such gude anywhere on the internet. I've spent days looking but to no avail. I have been able to figure out how the majority of the properties files work with the exception of the "weight" lables for certain textures via ctm.
For this I don't understand the duration declaration or the tile=x declaration. I'm assuming that the tile.2 means the second tile in the source image. I'm also assuming that the duration.4 declaration means that the following tiles are supposed to be applied for 4 ticks.
If you get a chance, can you throw me a bone on this subject?
I edited the terrain.png file to change mycelium and when i restarted minecraft it had my version for a half second and then went back to yours. how do i fix this?
EDIT: tried this with grass and it worked, still no luck with mycelium- as before it goes to my settings for half a second and then switches to yours
In the gui file in the texture pack zip, there is two files called 'allitems' and 'allitemsx.' All you have to do is change the names so that 'allitemsx' is 'allitems' and 'allitems' is 'allitemsx.'
Can you make a full tutorial about how to use MCpatcher's resoucres to our advantage (for those of us who are aspiring texture pack makers)? I only ask because of the complete lack of any such gude anywhere on the internet. I've spent days looking but to no avail. I have been able to figure out how the majority of the properties files work with the exception of the "weight" lables for certain textures via ctm.
For this I don't understand the duration declaration or the tile=x declaration. I'm assuming that the tile.2 means the second tile in the source image. I'm also assuming that the duration.4 declaration means that the following tiles are supposed to be applied for 4 ticks.
If you get a chance, can you throw me a bone on this subject?
Did you check MCPatcher's thread, more specifically the section on the first post for texture pack authors? There should be plenty of information there on the subject. But just to sum up:
tile.X=Y
duration.X=Z
X = Key frame number. This determines the chronological order of the frames displayed, it has nothing to do with the animation image's frame numbers. It always starts at 0.
Y = Tile number on an animation file. Again 0 is the first frame. If you had an animation file with four frames of animation and you wanted them to oscillate or throb it'd look like this:
tile.0=0
tile.1=1
tile.2=2
tile.3=3
tile.4=2
tile.5=1
Z = Delay frame count. So for example: duration.3=20 would mean that frame 4 of the animation will pause for 20 frame counts.
And now for another completely unrelated teaser screenshot of what I just spent hours trying to get to work that'll be instantly ripped off and copied by other texture packs whenever my texture pack updates.
There's about 4 new textures here and a bunch of property file magic just to make the sun and the sky behave the way that they are.
Both new skies and the sun look amazing! However, don't you think the Mooshroom's mushrooms are ridiculously big? Or there isn't how to fix it?
And also, now that you managed to take the pumpkins from the golems (how?), can we expect a non-carved pumpkin?
And now for another completely unrelated teaser screenshot of what I just spent hours trying to get to work that'll be instantly ripped off and copied by other texture packs whenever my texture pack updates.
There's about 4 new textures here and a bunch of property file magic just to make the sun and the sky behave the way that they are.
Looks amazing! Will this work with the 1.2.5 or does it require the latest snapshot?
Love the texture pack but even with Custom colors and the latest mcpatcher my sky looks grey at random parts of the world everything else is perfect though plz help? and without custom colors the sky is ok but the water is grey or gray idk whatever u prefer lol
Edit: fixed the prob unchecked sky and fog in custom colors
Should be just fine.
The sun textures and such have nothing to do with the latest snapshot but with MC Patcher.
The only thing that required you to use the latest snapshot was the menu and even that's been fixed with MC Patcher so it wouldn't matter.
It's all based on the size of the mushroom textures.
Misa could shrink them (because terrain mushrooms are rather big too) but there are some problems.
-Too small and they can be partially hidden behind the numbers in the inventory and GUI
-Smaller means less detail too.
However you never know with Misa, she could have the ability thanks to MC Patcher to make mooshroom mushrooms smaller than terrain mushrooms but this would be unrealistic in either case.
In version 4.1.5, they are normal sized, and don't look strange.
Wasn't expecting there to be so much confusion over the Mooshroom picture... I redesigned them. I thought Notch's design looked horribly stupid--with the random mushrooms placed all over their backs. So I edited them to where they only have a big mushroom cap on their head, and their faces are shaded to reflect the fact that what is essentially a giant fungus-based afro would cast a shadow. This has no effect on normal mushrooms which now have random texture variants.
Wasn't expecting there to be so much confusion over the Mooshroom picture... I redesigned them. I thought Notch's design looked horribly stupid--with the random mushrooms placed all over their backs. So I edited them to where they only have a big mushroom cap on their head, and their faces are shaded to reflect the fact that what is essentially a giant fungus-based afro would cast a shadow. This has no effect on normal mushrooms which now have random texture variants.
I love that concept! Makes a lot more sense (even though the whole mooshroom thing is rather nonsensical) than their original design.
Also, the sun textures are brilliant (no pun intended), this pack just keep getting better and better!
of course the mooshrooms are meant to be creepy and, I can't tell since I've not encountered a mooshroom but I hope they don't blink or maybe their eyes just twitch.
And now for another completely unrelated teaser screenshot of what I just spent hours trying to get to work that'll be instantly ripped off and copied by other texture packs whenever my texture pack updates.
There's about 4 new textures here and a bunch of property file magic just to make the sun and the sky behave the way that they are.
Wasn't expecting there to be so much confusion over the Mooshroom picture... I redesigned them. I thought Notch's design looked horribly stupid--with the random mushrooms placed all over their backs. So I edited them to where they only have a big mushroom cap on their head, and their faces are shaded to reflect the fact that what is essentially a giant fungus-based afro would cast a shadow. This has no effect on normal mushrooms which now have random texture variants.
Hm... Well... I guess... It's O.K but... Not really by cup of tea. I hate you automatic capitalization! And you too spell check. I mean, capitalisation with an s not z.
So Misa, I am curious, the font you use in your pack, did you make it yourself from scratch, is it based on an existing type face? I guess I just want to know the history of it... I am a big type nerd, so yeah...
"
source=/ctm/misarandom.png
method=random
tiles=224-227
weights=40 30 20 1
metadata=0
"
For your animations you have the following:
"
tile.0=3
tile.1=4
duration.1=5
tile.2=0
tile.3=1
tile.4=2
duration.4=2
"
For this I don't understand the duration declaration or the tile=x declaration. I'm assuming that the tile.2 means the second tile in the source image. I'm also assuming that the duration.4 declaration means that the following tiles are supposed to be applied for 4 ticks.
If you get a chance, can you throw me a bone on this subject?
EDIT: tried this with grass and it worked, still no luck with mycelium- as before it goes to my settings for half a second and then switches to yours
In the gui file in the texture pack zip, there is two files called 'allitems' and 'allitemsx.' All you have to do is change the names so that 'allitemsx' is 'allitems' and 'allitems' is 'allitemsx.'
tile.X=Y
duration.X=Z
X = Key frame number. This determines the chronological order of the frames displayed, it has nothing to do with the animation image's frame numbers. It always starts at 0.
Y = Tile number on an animation file. Again 0 is the first frame. If you had an animation file with four frames of animation and you wanted them to oscillate or throb it'd look like this:
tile.0=0
tile.1=1
tile.2=2
tile.3=3
tile.4=2
tile.5=1
Z = Delay frame count. So for example: duration.3=20 would mean that frame 4 of the animation will pause for 20 frame counts.
And now for another completely unrelated teaser screenshot of what I just spent hours trying to get to work that'll be instantly ripped off and copied by other texture packs whenever my texture pack updates.
There's about 4 new textures here and a bunch of property file magic just to make the sun and the sky behave the way that they are.
And also, now that you managed to take the pumpkins from the golems (how?), can we expect a non-carved pumpkin?
Looks amazing! Will this work with the 1.2.5 or does it require the latest snapshot?
Edit: fixed the prob unchecked sky and fog in custom colors
In version 4.1.5, they are normal sized, and don't look strange.
I love that concept! Makes a lot more sense (even though the whole mooshroom thing is rather nonsensical) than their original design.
Also, the sun textures are brilliant (no pun intended), this pack just keep getting better and better!
Bad news: they blink.
I love you Misa. Donated 5 Dollar.
.
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