I downloaded the pack and i used the latest MC Patcher and all the checks were checkedbut the inventory background still requests me to use MC Patcher.
Hey Misa, long time no see. I found out that you let Duchy use your normal mob textures, and Bebopvox really liked them. I wonder if he'll ever find your extra randomobs textures hehe.
I downloaded the pack and i used the latest MC Patcher and all the checks were checkedbut the inventory background still requests me to use MC Patcher.
I have never had a problem with a hi-res texture pack's gui for inventory even on an unpatched game. If you are using the creative inventory, there are 2 files called allitems and allitemsx. Allitemsx is the gui for the old creative inventory, while allitems is the one for the creative inventory in 1.3. Switch the file names and rezip the pack and you should not have any problems.
...I'm playing with your pack on a 24 inch monitor, so the stars look quite pixelated. Also the big nebula thing is a bit too big in my opinion ... so my suggestion: What about increasing the resolution of the night sky textures ?
Think of the bunch of additional details you could add (even more smaller stars, more realistic and less pixelated big stars, more smaller nebulas, the big nebula shown now would also be smaller without loss of details). Another interesting idea: Use MCPatcher's animate everything feature to let a very small meteor shoot over the night sky (once every night)...
Okay. I'm not really sure where to begin on this... First off monitor size has nothing to do with how pixelated something looks--that would be your desktop resolution. Also if the stars look pixellated, so should the rest of my pack. The skybox was built to the scalar of my other textures. Upsizing it by a power of 2 would put it into 128x128 territory and would cripple some machines that are just able to run my 64x64 pack.
Also it took many hours just to get my skybox to work properly and look as good as it does. It's not just about placing dots. I had to mathematically convert an inverted cube into a sphere on the source images I created to prevent it from looking like 6 walls of dots. The images themselves cannot be easily upscaled at all--neither can ANY texture for that matter. Upscaling is not an easy process and given that upscaling the current skybox would cause more harm than good, I'm not going to do it.
Also nebula? Really? What star system are you from? The one I'm from resides on the inside of an arm of a spiral galaxy with one outer arm beyond it. On a moonless night in an area with low light pollution, this galaxy is easily viewed from its side. Being on the inside of a arm that's positioned before a second outer arm its band extends across the entire sky in 360 degrees. Y'know, kinda like I have in my star skybox.
Sorry if this came across as a rant but this is a subject pretty dear to me. Just a couple weeks ago I was on a stargazing trip in the desert and despite the mild light pollution and lack of new moon, the galaxy was still visible to the naked eye. If you have never seen the galaxy in person, I'd suggest planning a small stargazing trip to do so. If you're new to the scene you don't need any expensive telescopes--a cheap set of decent binoculars will serve you well for simple stargazing. Then all you need to do is find a place with low light pollution and preferably high elevation.
As far as the shooting star idea goes, I'm already trying to work on a way to more efficiently and dynamically allow such a thing that wouldn't require pasting animations to sections of the skybox. Things like planetary orbits are also a thought along similar lines being worked on.
Looking forward to the new mushroom islands design! I've been trying to make Mycelium that had the Mycelium look on the sides, instead of dirt, and glad to see that you did it! I couldn't figure out how to do it myself with Mycelium but I 'fixed' my own grass.
I haven't anything in the current unreleased version of the pack that edits mushroom biomes. I haven't touched them in ages, unless the mooshrooms and random tiny mushroom textures count. And those are already released to the public in the latest version. If you're referring to just the mycelium on the sides of the blocks, that's not my work. That's simply the BetterGrass mod which comes included with MCPatcher--the patcher required to make my pack even work in the first place.
I'm trying to make my own skybox mod so it looks like Minecraft is taking place on a Halo, from the Halo franchise. However I, for some reason, can't get any skybox mod to actually take, are there any tips or tricks for making one?
Much appreciated, thank you.
MCPatcher's main post should have an example properties file to use with explanations behind everything on the section for texture pack authors. You can also grab the template for the shape of skyboxes from there. A checklist of a few things to ensure you've got in the properties are:
-The source. You need to tell Minecraft what file to use as a skybox (case-sensitive). Both must be in /terrain/sky0/
-Fade. You need to specify three fade times or set fade to false.
-Blend mode. This is something you'll need to experiment with. The default sun and moon use additive (add) blending. You can experiment with blend modes in nearly every image editor that has layer support.
-Rotation. You need to specify if you want it to rotate or not.
If you're still confused, look at my pack in the terrain/sky0/ folder for working examples.
I downloaded the pack and i used the latest MC Patcher and all the checks were checkedbut the inventory background still requests me to use MC Patcher.
Follow the cleaning instructions. If you're installing MCPatcher over existing mods, you may get conflicts. Many mods can be installed WITH MCPatcher or immediately afterwards with little issue.
Hey Misa, long time no see. I found out that you let Duchy use your normal mob textures, and Bebopvox really liked them. I wonder if he'll ever find your extra randomobs textures hehe.
I'm sure they have, but they've probably also read my terms of use or accepted the conditions established upon obtaining permission. I currently do not allow redistribution of Randomobs. If you want them in these packs, you'll have to manually add them yourself from my pack. Just keep in mind this is fine so long as it's for private use only.
Great texture pack, but I seem to be having a problem. A long time ago I was able to run Misa no problem, no lag, no bugs, everything ran smoothly. Now, it lags a lot, my FPS drops by 20 frames, and it freezes and jumps a lot, but when I look at the ground or the sky everything goes back to normal, like I'm not supposed to be looking at anything to maintain a decent amount of FPS. I know its not my computer because when I run an older version of Misa (Misa404 or less) it runs at a great 60 FPS and no lag spikes. I'd really like to enjoy Misa like I used to, you've added so much great stuff to it.
omg PLEEEEEASE help :C my creative inv is messed up and please tell me what misa/creative_inv/search is =P i wanna search bar look this is my inventory
|
| Edit: i do have Optifine installed before it didn't have the install MCpatcher but i redownloaded the
V TP and it was there
to fix it delete allitems in gui and rename allitemsx to allitems.
the problem was caused by the new guis in 1.3 and they
changed file names. also the search is part of 1.3 and all the
others in creative_inv =P sooo
I actually found the "Semi-Solution" to my problem, although the Support section didn't help (no offense Misa)
Turns out I had to patch Misa but UNCHECK connected textures. It seems all that texture connecting was really rough on my computer, and it normally runs 60 FPS on everything, even 1080p...so yeah, it rose back up to 60 FPS but goes down to 50 FPS when I bring up the lagometer...
As long as Misa is smooth and I can enjoy everything but connecting textures, izalgewd :3
MCPatcher's main post should have an example properties file to use with explanations behind everything on the section for texture pack authors. You can also grab the template for the shape of skyboxes from there. A checklist of a few things to ensure you've got in the properties are:
-The source. You need to tell Minecraft what file to use as a skybox (case-sensitive). Both must be in /terrain/sky0/
-Fade. You need to specify three fade times or set fade to false.
-Blend mode. This is something you'll need to experiment with. The default sun and moon use additive (add) blending. You can experiment with blend modes in nearly every image editor that has layer support.
-Rotation. You need to specify if you want it to rotate or not.
Well I mean I even tried yours, the template, and TDWP's Dokucraft skyboxes, in addition to screwing around with a hot pink sky with red dots on it (just to see if it in the background or noticeable in ANY way) and none of them actually stuck. Like with yours, I never saw the nebula in the night sky, ever. I have Better Skies checked and custom colors for fog and sky checked in the Options tab of MCpatcher so I don't know what I'm missing.
@98Trax98 & Geevancraft
Both of the issues in these posts could've been simply solved by just following the installation instructions. This pack is not fully compatible with Optifine and likely never will be. This is clearly stated on the first post. If you want ALL of the features of my pack to show up or function properly you need to use MCPatcher.
@dittofire1
Did you check out and follow the performance guide on my FAQ? I've had people who had performance issues with CTM that were solved by that guide.
@FlameSama1 Are the skyboxes showing up when you use my pack? If so, check to make sure that all filenames and folder names are in lower case and are correctly spelled in your pack.
@FlameSama1 Are the skyboxes showing up when you use my pack? If so, check to make sure that all filenames and folder names are in lower case and are correctly spelled in your pack.
Well just to make it easy to check I took your terrain folder and isolated into a .zip called MisaSky and installed that by itself with MCpatcher. All the files were supposedly in there but I don't see in night nebulas. Say I took one of your files for the sky and made them pitch black-that would make the overworld black for the time the text file says that texture is on screen, right? Or am I misunderstanding something.
How to set up correct sky with new Better Skies feature of MCPatcher? OptiFine is installed, sky is cut off.
Turn the sky off in Optifine (it's in details i think)
Sounds crazy, but it works like a charm.
Unfortunately, it results in a bit of a grey sky during the day, but i feel it's worth it.
Misa, are there any plans to release a connected glass texture? I posted one in here earlier that I had modified between two of your glass textures.
Absolutely LOVE the new sky by the way. Makes me so glad I built the back balcony facing the sunset.
I wouldn't mind if you included the glass texture and properties file in the alternate section or whatever.
Let me know, and I'll upload them.
EDIT:
I went ahead and uploaded them anyway for anybody else who wanted access to the glass http://cl.ly/1u180r051Y07
Just unzip it and place both items in your ctm folder.
I had uploaded something similar a while ago, but I believe this is a newer version (I decreased the thickness of the streaks to increase visibility through glass)
Im having a weird problem that I cannot explain: After installing the latest MCPatcher (2.4.0) to the unmodified minecraft.jar and mounting this Misa's texture pack, my screen turns completely white after the loading screen of the world. It just turns white like boom! And then it says nothing anymore. I dont hear game sounds and I cant move or anything. When I take this texture pack off and change it to somewhat else texture pack, it works fine.
Add edit: I activated all the possible features in MCPatcher.
Are you running the snap-shot release of minecraft or just 1.2.5? Better skies was not intended for 1.2.5 (I don't think), and it has crashed my game several times with this feature added. It works just fine in the snap-shot for me.
@FlameSama1
That didn't really answer my question.
As for turning one of my files pitch black, that depends on the blend method used. If the blend is set to add, screen, or dodge, it won't do anything. You can't use those blend modes with black, you can however use it with multiplication and replace. Also you don't specify which file. All skyboxes require TWO files, the png and the properties.
@WhiskeyPapaTango
I've already given my position on CTM glass many times now. Use the search feature.
@CaptainReaper
Read the very first issue on my FAQ. I've gone into great detail on how to remedy the white texture problem and general bad performance.
@Dragon_Tamerz
The live version ALWAYS takes precedence over any snapshot version on my pack. I even delayed an update for the snapshot when they added the new GUI for creative until MCPatcher made a fix for it to be backwards-compatible in all versions. All of the new extra features of MCPatcher that are supported by my pack should work on every version of the game--including the new skyboxes.
@FlameSama1
That didn't really answer my question.
As for turning one of my files pitch black, that depends on the blend method used. If the blend is set to add, screen, or dodge, it won't do anything. You can't use those blend modes with black, you can however use it with multiplication and replace. Also you don't specify which file. All skyboxes require TWO files, the png and the properties.
I did answer your question. I said I never saw any nebulae at night, just stars, and my understanding is that the nebula would be a nightly in-game occurrence. So since I didn't, I assume your skyboxes didn't work. (Looking back at that post, I made a typo and it changed the meaning of what I was trying to say-so my bad on that one...)
I used replace and it didn't take.
Not sure what you mean by specifying which file, in regards to what? I used two files in every attempt at making a skybox or adding one thus far.
@dittofire1
Did you check out and follow the performance guide on my FAQ? I've had people who had performance issues with CTM that were solved by that guide.
Yeah, I did all the things that were on there: Increasing the Heap size in MCPatcher, updating my Java (it was already up to date, and I use 64-bit on my 64-bit iMac), and updating my video card and all that stuff (my system was up to date all the time). I don't think I need to upgrade my Mac, since it's already OK at everything it does EXCEPT run Misa
I really want to know why this is, I run x128 texture packs at 60 FPS all the time, I dont see why x64 Misa wouldn't work properly :((((((
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I have never had a problem with a hi-res texture pack's gui for inventory even on an unpatched game. If you are using the creative inventory, there are 2 files called allitems and allitemsx. Allitemsx is the gui for the old creative inventory, while allitems is the one for the creative inventory in 1.3. Switch the file names and rezip the pack and you should not have any problems.
Yep. Checked it out and fixed it. It'll be in the next update.
Okay. I'm not really sure where to begin on this... First off monitor size has nothing to do with how pixelated something looks--that would be your desktop resolution. Also if the stars look pixellated, so should the rest of my pack. The skybox was built to the scalar of my other textures. Upsizing it by a power of 2 would put it into 128x128 territory and would cripple some machines that are just able to run my 64x64 pack.
Also it took many hours just to get my skybox to work properly and look as good as it does. It's not just about placing dots. I had to mathematically convert an inverted cube into a sphere on the source images I created to prevent it from looking like 6 walls of dots. The images themselves cannot be easily upscaled at all--neither can ANY texture for that matter. Upscaling is not an easy process and given that upscaling the current skybox would cause more harm than good, I'm not going to do it.
Also nebula? Really? What star system are you from?
This is not a nebula, it's a spiral galaxy--one of which you're a part of in my pack. It's supposed to encircle the sky almost completely as it does on this planet. It is in no way too big and I'm not going to scale it down because that'd be unrealistic. Still not convinced? Have a small wealth of photographic evidence that can be easily found all over the Internet:
http://www.eso.org/public/archives/images/screen/epod-cc-rf18284.jpg
http://astrobob.areavoices.com/astrobob/images/MilkyWay_June8_08.jpg
http://kevdieenglesman.files.wordpress.com/2011/08/milky-way.jpg
http://www.astropics.com/images/products/916.jpg
http://www.astropix.com/IMAGES/SHOW_DIG/Milky_Way_Cherry_Springs.JPG
http://digitaljournal.com/img/1/7/0/5/i/4/2/1/o/milkyway2.jpg
http://gallery.gmayfield.com/albums/scenic/milkyway52905.jpg
http://ih0.redbubble.net/image.4889197.6782/flat,550x550,075,f.jpg
http://apod.nasa.gov/apod/image/0703/3772-84mcnaught_druckmuller.jpg
None of these photos are shopped or edited to alter the size of the galaxy in relation to the skyline. They were all simply taken with a camera set to a high exposure time to pick up as much light as possible for the desired duration. Any photo editing done was just to adjust the light and color levels.
Sorry if this came across as a rant but this is a subject pretty dear to me. Just a couple weeks ago I was on a stargazing trip in the desert and despite the mild light pollution and lack of new moon, the galaxy was still visible to the naked eye. If you have never seen the galaxy in person, I'd suggest planning a small stargazing trip to do so. If you're new to the scene you don't need any expensive telescopes--a cheap set of decent binoculars will serve you well for simple stargazing. Then all you need to do is find a place with low light pollution and preferably high elevation.
As far as the shooting star idea goes, I'm already trying to work on a way to more efficiently and dynamically allow such a thing that wouldn't require pasting animations to sections of the skybox. Things like planetary orbits are also a thought along similar lines being worked on.
Very carefully.
Not a bad idea, I'll do it if I have the time.
I haven't anything in the current unreleased version of the pack that edits mushroom biomes. I haven't touched them in ages, unless the mooshrooms and random tiny mushroom textures count. And those are already released to the public in the latest version. If you're referring to just the mycelium on the sides of the blocks, that's not my work. That's simply the BetterGrass mod which comes included with MCPatcher--the patcher required to make my pack even work in the first place.
MCPatcher's main post should have an example properties file to use with explanations behind everything on the section for texture pack authors. You can also grab the template for the shape of skyboxes from there. A checklist of a few things to ensure you've got in the properties are:
-The source. You need to tell Minecraft what file to use as a skybox (case-sensitive). Both must be in /terrain/sky0/
-Fade. You need to specify three fade times or set fade to false.
-Blend mode. This is something you'll need to experiment with. The default sun and moon use additive (add) blending. You can experiment with blend modes in nearly every image editor that has layer support.
-Rotation. You need to specify if you want it to rotate or not.
If you're still confused, look at my pack in the terrain/sky0/ folder for working examples.
Follow the cleaning instructions. If you're installing MCPatcher over existing mods, you may get conflicts. Many mods can be installed WITH MCPatcher or immediately afterwards with little issue.
I'm sure they have, but they've probably also read my terms of use or accepted the conditions established upon obtaining permission. I currently do not allow redistribution of Randomobs. If you want them in these packs, you'll have to manually add them yourself from my pack. Just keep in mind this is fine so long as it's for private use only.
|
| Edit: i do have Optifine installed before it didn't have the install MCpatcher but i redownloaded the
V TP and it was there
i fixed the iventory problem
to fix it delete allitems in gui and rename allitemsx to allitems.
the problem was caused by the new guis in 1.3 and they
changed file names. also the search is part of 1.3 and all the
others in creative_inv =P sooo
UR WELCOME
Turns out I had to patch Misa but UNCHECK connected textures. It seems all that texture connecting was really rough on my computer, and it normally runs 60 FPS on everything, even 1080p...so yeah, it rose back up to 60 FPS but goes down to 50 FPS when I bring up the lagometer...
As long as Misa is smooth and I can enjoy everything but connecting textures, izalgewd :3
Well I mean I even tried yours, the template, and TDWP's Dokucraft skyboxes, in addition to screwing around with a hot pink sky with red dots on it (just to see if it in the background or noticeable in ANY way) and none of them actually stuck. Like with yours, I never saw the nebula in the night sky, ever. I have Better Skies checked and custom colors for fog and sky checked in the Options tab of MCpatcher so I don't know what I'm missing.
Both of the issues in these posts could've been simply solved by just following the installation instructions. This pack is not fully compatible with Optifine and likely never will be. This is clearly stated on the first post. If you want ALL of the features of my pack to show up or function properly you need to use MCPatcher.
@dittofire1
Did you check out and follow the performance guide on my FAQ? I've had people who had performance issues with CTM that were solved by that guide.
@FlameSama1 Are the skyboxes showing up when you use my pack? If so, check to make sure that all filenames and folder names are in lower case and are correctly spelled in your pack.
Well just to make it easy to check I took your terrain folder and isolated into a .zip called MisaSky and installed that by itself with MCpatcher. All the files were supposedly in there but I don't see in night nebulas. Say I took one of your files for the sky and made them pitch black-that would make the overworld black for the time the text file says that texture is on screen, right? Or am I misunderstanding something.
Turn the sky off in Optifine (it's in details i think)
Sounds crazy, but it works like a charm.
Unfortunately, it results in a bit of a grey sky during the day, but i feel it's worth it.
Misa, are there any plans to release a connected glass texture? I posted one in here earlier that I had modified between two of your glass textures.
Absolutely LOVE the new sky by the way. Makes me so glad I built the back balcony facing the sunset.
I wouldn't mind if you included the glass texture and properties file in the alternate section or whatever.
Let me know, and I'll upload them.
EDIT:
I went ahead and uploaded them anyway for anybody else who wanted access to the glass
http://cl.ly/1u180r051Y07
Just unzip it and place both items in your ctm folder.
I had uploaded something similar a while ago, but I believe this is a newer version (I decreased the thickness of the streaks to increase visibility through glass)
and its too the most beatiful and realistic texture ever ! congratulations
Are you running the snap-shot release of minecraft or just 1.2.5? Better skies was not intended for 1.2.5 (I don't think), and it has crashed my game several times with this feature added. It works just fine in the snap-shot for me.
That didn't really answer my question.
As for turning one of my files pitch black, that depends on the blend method used. If the blend is set to add, screen, or dodge, it won't do anything. You can't use those blend modes with black, you can however use it with multiplication and replace. Also you don't specify which file. All skyboxes require TWO files, the png and the properties.
@WhiskeyPapaTango
I've already given my position on CTM glass many times now. Use the search feature.
@CaptainReaper
Read the very first issue on my FAQ. I've gone into great detail on how to remedy the white texture problem and general bad performance.
@Dragon_Tamerz
The live version ALWAYS takes precedence over any snapshot version on my pack. I even delayed an update for the snapshot when they added the new GUI for creative until MCPatcher made a fix for it to be backwards-compatible in all versions. All of the new extra features of MCPatcher that are supported by my pack should work on every version of the game--including the new skyboxes.
I did answer your question. I said I never saw any nebulae at night, just stars, and my understanding is that the nebula would be a nightly in-game occurrence. So since I didn't, I assume your skyboxes didn't work. (Looking back at that post, I made a typo and it changed the meaning of what I was trying to say-so my bad on that one...)
I used replace and it didn't take.
Not sure what you mean by specifying which file, in regards to what? I used two files in every attempt at making a skybox or adding one thus far.
Yeah, I did all the things that were on there: Increasing the Heap size in MCPatcher, updating my Java (it was already up to date, and I use 64-bit on my 64-bit iMac), and updating my video card and all that stuff (my system was up to date all the time). I don't think I need to upgrade my Mac, since it's already OK at everything it does EXCEPT run Misa
I really want to know why this is, I run x128 texture packs at 60 FPS all the time, I dont see why x64 Misa wouldn't work properly :((((((