Suggestion: Rain
Increase the transparency a bit and maybe make it less blue.
Rain shouldn't obscure your view that much and even when it does, it isn't because it's blue.
I understand the rain splash will still be biome coloured but then the rain currently doesn't match colours such as from the swamp biome anyway. Maybe MC Patcher will have a custom particle colour feature sometime (or does it have that already?)
Suggestion: Oak and Birch leaves.
They don't need to be redone but fill in the edges and corners because currently they have an obvious border of nothing and this stops it from tiling well. Plus, even when you have one on it's own it still doesn't look too good because the sides don't join together because of the border of transparency.
Now that there are Zombie Villagers being added to the game, now might be a good time to reconsider redoing the villager textures to make them into something more unique, so that the zombie villagers aren't just copies of the existing zombies. Just a thought.
Yes, I know I'm once again pestering you about the villagers, but I just can't help myself. I'm actually working on a mockup of a more "realistic" take on the vanilla villager appearance, and I think that taking the texture upgrade into consideration, the design actually works. It certainly doesn't in regular Minecraft, but utilizing the higher-quality textures to give more character and unique designs to each villager, I think it's something you could really make work very well.
Regardless, I think the current updates make for a decent excuse to look into doing something new with them, whatever that may be.
One of the only realistic packs I love. I have been using this alot in versions 1.5-1.7, and I still look back for updates every once in a while. Infact, for a long time this has been my favorite realistic pack, which is why I have saved it for my 500th post.
hi!
ahh thx god you dislike DOF, I do too (well I hate it..)
btw, finally I am being able to run 256x tex packs now with my new machine,
I wonder you may have high quality original textures that you just adjust to be 64x?
I see that enlarging 64x to 256x will just get me a low quality blurred result.. no magic gimp can do... (calm, personal use only :))
so it would be cool to have them in 256x too! (with bump maps xD)
thx!
Misa, I have another idea for CTM stuff: connected ladders.
So that they connect horizontally and look like one big ladder. That would be more realistic.
Thanks for your great work!
FHX
I'm not sure, but I don't think CTM works for ladders. I'll have to take a look at it when I have some free time.
@Misa: You really shouldn't have referred to our private conversation since I wrote a new question. Post what ever you like but I'd like to get an answer to the question I posted here.
Why not? I didn't post it, I politely asked permission. Your question was nearly a direct copy paste of your original question minus some key things I responded to, and the answer to your second question I thought was already covered pretty well in my original responses. Randomobs is all about variety, some mobs just have more potential for variety than others. The art style is consistent all the way through, the content is the only thing that's varied. Anyway, I assume by "Post whatever you like," you're giving permission to share the PM exchange. Here it is for anyone interested:
[spoiler]
I think with an extendet connect=block command you could be able to solve such problems. All it must do is to allow to set a specific metadata for the connecting blocks. Wrote kahr some pm's about this, no reaction since. Maybe you have a better uplink to him.
I'd need a lot more info on the inner workings of this. As it is, things like stair blocks split and shift the top half of the texture on the sides. So even if you were able to connect similar textured stairs to their block of origin, you'd still have issues. I don't think this is as easy to solve of a problem as you suspect it to be.
Suggestion: Rain
Increase the transparency a bit and maybe make it less blue.
Rain shouldn't obscure your view that much and even when it does, it isn't because it's blue.
I understand the rain splash will still be biome coloured but then the rain currently doesn't match colours such as from the swamp biome anyway. Maybe MC Patcher will have a custom particle colour feature sometime (or does it have that already?)
Suggestion: Oak and Birch leaves.
They don't need to be redone but fill in the edges and corners because currently they have an obvious border of nothing and this stops it from tiling well. Plus, even when you have one on it's own it still doesn't look too good because the sides don't join together because of the border of transparency.
Jungle and Pine leaves are perfect.
The rain adjustment's already been suggested and planned. Splashes I can do very little about at the moment. Oak and birch leaves I've already addressed a couple times. Use the search feature.
I was playing around with the Better Skies textures, and it's nice, but not nearly as vibrant as the pictures you have on the OP. Other than the mushroom biome, I'm always just getting a default blue sky with some light clouds.
EDIT: The overall sky color is changing color from biome to biome, but the skybox itself isn't changing.
The screens on my thread are old and not of the BetterSkies mod. Those particular screens are of custom colors and the clouds are normal clouds in my pack, not part of a skybox. The colors of skies and fog for each biome hasn't changed much since. During the day, all BetterSkies does is adds a few ambient clouds in the distance (in addition to my normal clouds which vary widely depending on where you are), as well as a more dynamic sun. The sun has flare dynamics that vary at sunrise and sunset, and the sun itself will appear larger in things like desert biomes in comparison to the standard plains/water biomes. As it is there is currently no dynamic biome support for skyboxes. So you should still be able to get results identical to my screenshots with the added bonus of some distant, faded ambient clouds and a more dynamic sun with proper flaring.
Now that there are Zombie Villagers being added to the game, now might be a good time to reconsider redoing the villager textures to make them into something more unique, so that the zombie villagers aren't just copies of the existing zombies. Just a thought.
Yes, I know I'm once again pestering you about the villagers, but I just can't help myself. I'm actually working on a mockup of a more "realistic" take on the vanilla villager appearance, and I think that taking the texture upgrade into consideration, the design actually works. It certainly doesn't in regular Minecraft, but utilizing the higher-quality textures to give more character and unique designs to each villager, I think it's something you could really make work very well.
Regardless, I think the current updates make for a decent excuse to look into doing something new with them, whatever that may be.
I'm not going to redo many hours of hard work just to match Notch's terrible vanilla design of villagers. If I didn't emphasize this enough, I absolutely hate Notch's design for villagers.
[rant]Anyway I'm pretty sure no one realizes this yet, but 1.4 at the moment is the death of the zombies of many texture packs--provided Mojang doesn't change the way zombie villagers are handled or MCPatcher doesn't come up with a workaround. Their implementation has absolutely no regard for texture packs and will completely **** up things like Randomobs as well as any zombie that uses the helmet overlay. I had a checklist of tests I had to run to see if the current system was implemented in a way that I'd be able to work around or remedy on my end, and their implementation managed to be the worst possible in every test imaginable. Not only will this mess up any pack that has randomobs for zombies, randomobs for villagers, villagers with unique looks for each class, or zombies that make use of the overlay helmet/hair texture, it'll destroy all backwards compatibility with texture packs. The latest version of my pack I've worked hard to keep backwards compatible with older versions so everyone (regardless of version) can always enjoy the most up-to-date features on my pack.
I really don't know what the hell Mojang was thinking with this implementation. The solution to any texture pack artist would've been obvious: Add a new texture file specifically for villager zombies--leave the old zombie texture alone. I really wish they'd hire a dedicated artist for this game or even something in a more limited capacity as a design consultant with an awareness of the texture pack community.[/rant]
I don't think I can handle a zombie version of Oprah or Harry Potter.... *shutters*
How's your summer going Misa? Thanks for all the hard work, here's to 1.4!
Cheers.
Don't worry, you probably won't see them if nothing is done about the problem mentioned in the big rant I posted above...
Considering I've been lacking any sort of steady imployment for years and I can't afford to go to school, summer is going about as well as any other time of the year. (Could be a lot better.) This 1.4 zombie issue has definitely not helped my mood.
If you have Optifine you don't have to use McPatcher, Optifine takes care of everything Mcpatcher does.
He said he had problems with Optifine, and I've really no solutions for him in regard to using Forge. However it is simply false that Optifine takes care of everything MCPatcher does. It does not have fully implemented functionality of Custom Colors (which my pack relies on), last I checked CTM support from MCPatcher wasn't fully implemented either (which this pack also relies on), and it lacks support for better skies (optional, but a nice feature of my pack I've worked hard to support).
It's not like I'm not going out of my way to ensure my texture pack doesn't work on Optifine or anything. It simply does not provide the level of customizability of texture pack design that MCPatcher does. Personally, I'd probably still be using Optifine AND MCPatcher had Optifine not tried--and continue to fall short of taking over the role of MCPatcher. The current author of MCPatcher updates quickly for snapshots (ESSENTIAL for any texture pack artist.) and is willing to contact and work with texture pack authors like me to implement much-desired features and fix the problems Mojang has caused in regards to hard-coded graphical elements. I've never once had the author of Optifine contact me, and their updates alway seem pretty slow. Otherwise things might've turned out differently.
Does the texture pack have Natural Textures? If so, I will use it.
It actually has something vastly superior--extensive CTM support. This allows for dynamic connected textures, randomized (but fully-customizable) textures, and large textures that extend over multiple blocks. I'm pretty sure Natural Textures doesn't require any added support, it's something that's automatically applied to any texture pack. Though realistically, mods like Natural Textures would only work well on low-resolution packs with a lot of noise as they don't properly take seam tiling into account. (Seams are the edges between two textures as they touch each other.) Higher resolution textures or any textures with proper shading will look terrible on the Natural textures mod. I'll illustrate the principals behind all three supported CTM methods versus Natural Textures' rendering methods:
You'll notice that there are visible seams on Natural Textures and it comes across in some cases as if the grass were woven into tiles. With Random CTM though there's a lot more variety allowed and any decent artist can ensure there are no seams at all between each tile used.
One of the big purposes of Natural Textures is to eliminate the repeated tiling over large areas of blocks. However it still has seam issues and the grain variety in some textures may not come across as realistic if it's going in multiple directions. The Large texture support in CTM though clearly out-performs it in regards to the elimination of excessive tiling by simply increasing the texture size and having it span a larger area of blocks. This is more along the lines of what you'd expect to see in any modern 3D game. Minecraft mostly has tiling issues due to the nature of the blocks.
This is standard CTM and is pretty self-explanatory. I only included this for the sake of completion and to further illustrate the method by which Natural Textures works. CTM is a much more dynamic texture process so really can't be easily compared to something meant just to randomize the angles of textures.
In summary I think this is more or less just a gimmick mod that can be completely ignored if you plan to use any high resolution texture packs, as CTM comes standard on both high-res patchers (MCPatcher and Optifine) that make them work to begin with. Unless of course, your texture packs of choice don't support CTM. For these and low resolution texture packs it may be a usable alternative for some people, but that's about it.
hi!
ahh thx god you dislike DOF, I do too (well I hate it..)
btw, finally I am being able to run 256x tex packs now with my new machine,
I wonder you may have high quality original textures that you just adjust to be 64x?
I see that enlarging 64x to 256x will just get me a low quality blurred result.. no magic gimp can do... (calm, personal use only )
so it would be cool to have them in 256x too! (with bump maps xD)
thx!
I don't dislike DOF itself so much as I did the GLSL Shader mod's implementation of it in this game. The effect does have its uses for things like zoomed aiming in first person shooters, but yeah. It looks terrible when it's applied to everything in relation to what block the crosshair is touching in Minecraft. Static, distant DOF would work well with increased draw distances on Minecraft though.
I don't have larger source art for all the textures I've made, so 256x256 is kinda out of the question as I've mentioned many, many times (with more explanation) throughout my thread and even on the FAQ. I'm not in the camp for this game of Higher resolution = Better-looking. I HAVE mentioned in the past though that higher resolution textures would work fairly well for this game if bump maps were adequately supported. However there are currently no mods that do this well enough while remaining compatible with the current features of my pack (All forms of CTM are pretty much essential at this point.)
I did support the GLSL shader mod for awhile but it went absolutely nowhere. None of the problems with its lighting were ever addressed and to this day remain unaddressed. At this point it's just so far behind in support for the current standards of texture packs that I can't imagine ever supporting it again at this point. We'd pretty much need to have bump map and dynamic lighting support to be implemented in a completely new mod written from scratch to work with the advanced features of high resolution texture packs or for it to be directly incorporated into the high-res texture patchers.
Anyway if you're looking to get the most, graphically out of your new machine, play a real PC game designed by a large, well-funded team of specialists that actually include artists in their development team. Minecraft is not and likely never will be a paragon of the limitations of what can be done with computer graphics.
I don't know if it's a render thing because I started a new server and it's trying to build the land etc. but my skies look almost lke a blinding white with your barely able to see the clouds. When I set the time to night the skies are the same but less bright. I also noticed the sides of the grass doesnt look like it use to. I have and used the current 1.3.1 MCPatcher and have done everything I have always done but am getting these weird looks. Will try to take pics later as I have to head out now but thought I would post this for some "guesses" on what may be wrong.
Edit: Here's that shot, this is actually from my main fully rendered server so it's not a render thing on the new world.
Well, it seems even with the so called new 2.4.1_02 of MCPatcher released today that this is still an issue... assuming as it was suggested to be a MCPatcher thing is still true.
Well, it seems even with the so called new 2.4.1_02 of MCP released today that this is still an issue... assuming as it was suggested to be a MCP thing is still true.
Did you not read my response to you that I posted a few days ago? Also you might not want to refer to MCPatcher as "MCP," as you might be met with some confusion.
Did you not read my response to you that I posted a few days ago? Also you might not want to refer to MCPatcher as "MCP," as you might be met with some confusion.
The white texture problem is typically an insufficient resource issue. Read and follow the guide on the first article of my FAQ. If none of that helps, you may just have to uncheck Better Skies on MCPatcher. :/ Regarding the grass, nothing was changed on my end. It sounds like you checked/unchecked the optional Better Grass feature. If you want it to go back to the way it was the last time you used my pack, you know what to do.
But I've never had resource issues til now, asuming that's what the problem is. I'll go back and read the FAQ again though for the sake of argument. As for unchecking better skies, it's also something I've always use along with better grass etc. As for my grass issue, you may be right on that one or I coulda have mistakn the endge of two commected biomes.
The screens on my thread are old and not of the BetterSkies mod. Those particular screens are of custom colors and the clouds are normal clouds in my pack, not part of a skybox. The colors of skies and fog for each biome hasn't changed much since. During the day, all BetterSkies does is adds a few ambient clouds in the distance (in addition to my normal clouds which vary widely depending on where you are), as well as a more dynamic sun. The sun has flare dynamics that vary at sunrise and sunset, and the sun itself will appear larger in things like desert biomes in comparison to the standard plains/water biomes. As it is there is currently no dynamic biome support for skyboxes. So you should still be able to get results identical to my screenshots with the added bonus of some distant, faded ambient clouds and a more dynamic sun with proper flaring.
Ah, thank you, that makes more sense. Is it possible to have biome-specific skymaps? If not, it would be a cool addition to Better Skies.
You've also probably never ran a texture pack that makes use of multipleblended textures at once that are each 3,072 x 2,048 in resolution. Better Skies is pretty demanding, resource-wise. Fortunately it's also completely optional--no other parts of the pack will look off with it deactivated if necessary.
Misa, do you think you will beable to get in touch with Dinnerbone like what you did before and get him to correct the zombie and villager textures.
Hell if I know. I wasn't the one who contacted him. He just showed up. It would be nice though to have Mojang at least aware of the problem this causes.
...isnt there a texture for the ender chest, written books etc.? 'cause on google it said this mod was updated to 1.3.1 o_e"
Enderchests and written books have been in my pack since long before even the current version of my pack. Hell, the Enderchest even has one of the most complicated animation setups of all of my animated blocks. Are you sure you installed everything correctly? Is Misa420 selected in the game with MCPatcher installed?
Wasn't there another post like this in regards to the new chest model and texture?
Not sure if it was you....or maybe SteelFeathers? It was a while ago.
Anyway, didn't it all die down and it was all just fine?
Even if nothing changes, I'm pretty sure the combination of your work and McPatcher will do just fine.
I'm not familiar with the post you're referring to. I don't recall having any issue with the Enderchest--possibly the normal chest when it got an animated model. Still I'd be willing to go out on a limb and say that you're arguing apples and oranges. I don't think you really realize just how badly this implementation of zombie villagers messes things up. I'm at a point right now where my hands are completely tied. I literally cannot do anything at all to update the pack for the new zombies without completely redoing all of my zombies and villagers from scratch, and removing many of the current randomobs variants. And then the compromises required would greatly dumb down the features of randomobs and the design of villagers. I'm not going to scrap that many hours worth of work and extra features just because Mojang ****ed things up for texture packs on a snapshot. My best hope is that this was just a temporary solution.
I'm also not easily consoled by your reassurances that everything will turn out just fine. I need actual, workable solutions at this point to ease my concerns. I cannot always expect Kahr to be able to fix every single mistake they make. By doing so, the compatibility with other mods diminishes as more class files need to be altered. My pack will not be the only one affected by this, and expecting everyone to look into the ever-growing MCPatcher feature list to see how they can get their pack to work with this mess is a bit unrealistic. Right now the best thing I can do is wait and hope someone at Mojang realizes the massive problem this implementation of zombie villagers poses to the texture pack community.
This problem affects any texture pack with any one the following (mine has every single one):
-Any zombies that make use of the helmet layer for things like hair, hats, etc.
-Widely varied villager art that reflects the nature of their occupation. (IE, they don't all have the same face.)
-Randomobs for zombies
-Randomobs for villagers
The latter two can possibly be ignored by Mojang as this is part of a third party mod, and thus the responsibility of the mod-maker to work around, but the former two are standard, supported features of vanilla Minecraft texture packs.
You've also probably never ran a texture pack that makes use of multipleblended textures at once that are each 3,072 x 2,048 in resolution. Better Skies is pretty demanding, resource-wise. Fortunately it's also completely optional--no other parts of the pack will look off with it deactivated if necessary.
I've been running your TP ever since I opened my MC account though without isue til now ;-/
I got my account like a yr ago or somethin, it's been a good long while
Rollback Post to RevisionRollBack
Proud BETA tester of the newest & greatest thing to hit Minecraft since Redstone !
That doesn't make any difference. She's talking about the sky texture which is very new.
Well that shows what I pay attention to lol... I usually dont bother reading whats new. I just go for the updates to mods / TP's I really love like Misa's ;-)
Rollback Post to RevisionRollBack
Proud BETA tester of the newest & greatest thing to hit Minecraft since Redstone !
There are some Alternate leaves
Yes, I know I'm once again pestering you about the villagers, but I just can't help myself. I'm actually working on a mockup of a more "realistic" take on the vanilla villager appearance, and I think that taking the texture upgrade into consideration, the design actually works. It certainly doesn't in regular Minecraft, but utilizing the higher-quality textures to give more character and unique designs to each villager, I think it's something you could really make work very well.
Regardless, I think the current updates make for a decent excuse to look into doing something new with them, whatever that may be.
How's your summer going Misa? Thanks for all the hard work, here's to 1.4!
Cheers.
ahh thx god you dislike DOF, I do too (well I hate it..)
btw, finally I am being able to run 256x tex packs now with my new machine,
I wonder you may have high quality original textures that you just adjust to be 64x?
I see that enlarging 64x to 256x will just get me a low quality blurred result.. no magic gimp can do... (calm, personal use only :))
so it would be cool to have them in 256x too! (with bump maps xD)
thx!
"truth is a pathless land" - Jiddu Krishnamurti
Which thing? The general ambient lighting in my pack or the full screen film grain effect that darkens the edges?
Why not? I didn't post it, I politely asked permission. Your question was nearly a direct copy paste of your original question minus some key things I responded to, and the answer to your second question I thought was already covered pretty well in my original responses. Randomobs is all about variety, some mobs just have more potential for variety than others. The art style is consistent all the way through, the content is the only thing that's varied. Anyway, I assume by "Post whatever you like," you're giving permission to share the PM exchange. Here it is for anyone interested:
[spoiler]
I'd need a lot more info on the inner workings of this. As it is, things like stair blocks split and shift the top half of the texture on the sides. So even if you were able to connect similar textured stairs to their block of origin, you'd still have issues. I don't think this is as easy to solve of a problem as you suspect it to be.
The rain adjustment's already been suggested and planned. Splashes I can do very little about at the moment. Oak and birch leaves I've already addressed a couple times. Use the search feature.
The screens on my thread are old and not of the BetterSkies mod. Those particular screens are of custom colors and the clouds are normal clouds in my pack, not part of a skybox. The colors of skies and fog for each biome hasn't changed much since. During the day, all BetterSkies does is adds a few ambient clouds in the distance (in addition to my normal clouds which vary widely depending on where you are), as well as a more dynamic sun. The sun has flare dynamics that vary at sunrise and sunset, and the sun itself will appear larger in things like desert biomes in comparison to the standard plains/water biomes. As it is there is currently no dynamic biome support for skyboxes. So you should still be able to get results identical to my screenshots with the added bonus of some distant, faded ambient clouds and a more dynamic sun with proper flaring.
I'm not going to redo many hours of hard work just to match Notch's terrible vanilla design of villagers. If I didn't emphasize this enough, I absolutely hate Notch's design for villagers.
[rant]Anyway I'm pretty sure no one realizes this yet, but 1.4 at the moment is the death of the zombies of many texture packs--provided Mojang doesn't change the way zombie villagers are handled or MCPatcher doesn't come up with a workaround. Their implementation has absolutely no regard for texture packs and will completely **** up things like Randomobs as well as any zombie that uses the helmet overlay. I had a checklist of tests I had to run to see if the current system was implemented in a way that I'd be able to work around or remedy on my end, and their implementation managed to be the worst possible in every test imaginable. Not only will this mess up any pack that has randomobs for zombies, randomobs for villagers, villagers with unique looks for each class, or zombies that make use of the overlay helmet/hair texture, it'll destroy all backwards compatibility with texture packs. The latest version of my pack I've worked hard to keep backwards compatible with older versions so everyone (regardless of version) can always enjoy the most up-to-date features on my pack.
I really don't know what the hell Mojang was thinking with this implementation. The solution to any texture pack artist would've been obvious: Add a new texture file specifically for villager zombies--leave the old zombie texture alone. I really wish they'd hire a dedicated artist for this game or even something in a more limited capacity as a design consultant with an awareness of the texture pack community.[/rant]
Don't worry, you probably won't see them if nothing is done about the problem mentioned in the big rant I posted above...
Considering I've been lacking any sort of steady imployment for years and I can't afford to go to school, summer is going about as well as any other time of the year. (Could be a lot better.) This 1.4 zombie issue has definitely not helped my mood.
He said he had problems with Optifine, and I've really no solutions for him in regard to using Forge. However it is simply false that Optifine takes care of everything MCPatcher does. It does not have fully implemented functionality of Custom Colors (which my pack relies on), last I checked CTM support from MCPatcher wasn't fully implemented either (which this pack also relies on), and it lacks support for better skies (optional, but a nice feature of my pack I've worked hard to support).
It's not like I'm not going out of my way to ensure my texture pack doesn't work on Optifine or anything. It simply does not provide the level of customizability of texture pack design that MCPatcher does. Personally, I'd probably still be using Optifine AND MCPatcher had Optifine not tried--and continue to fall short of taking over the role of MCPatcher. The current author of MCPatcher updates quickly for snapshots (ESSENTIAL for any texture pack artist.) and is willing to contact and work with texture pack authors like me to implement much-desired features and fix the problems Mojang has caused in regards to hard-coded graphical elements. I've never once had the author of Optifine contact me, and their updates alway seem pretty slow. Otherwise things might've turned out differently.
It actually has something vastly superior--extensive CTM support. This allows for dynamic connected textures, randomized (but fully-customizable) textures, and large textures that extend over multiple blocks. I'm pretty sure Natural Textures doesn't require any added support, it's something that's automatically applied to any texture pack. Though realistically, mods like Natural Textures would only work well on low-resolution packs with a lot of noise as they don't properly take seam tiling into account. (Seams are the edges between two textures as they touch each other.) Higher resolution textures or any textures with proper shading will look terrible on the Natural textures mod. I'll illustrate the principals behind all three supported CTM methods versus Natural Textures' rendering methods:
You'll notice that there are visible seams on Natural Textures and it comes across in some cases as if the grass were woven into tiles. With Random CTM though there's a lot more variety allowed and any decent artist can ensure there are no seams at all between each tile used.
In summary I think this is more or less just a gimmick mod that can be completely ignored if you plan to use any high resolution texture packs, as CTM comes standard on both high-res patchers (MCPatcher and Optifine) that make them work to begin with. Unless of course, your texture packs of choice don't support CTM. For these and low resolution texture packs it may be a usable alternative for some people, but that's about it.
I don't dislike DOF itself so much as I did the GLSL Shader mod's implementation of it in this game. The effect does have its uses for things like zoomed aiming in first person shooters, but yeah. It looks terrible when it's applied to everything in relation to what block the crosshair is touching in Minecraft. Static, distant DOF would work well with increased draw distances on Minecraft though.
I don't have larger source art for all the textures I've made, so 256x256 is kinda out of the question as I've mentioned many, many times (with more explanation) throughout my thread and even on the FAQ. I'm not in the camp for this game of Higher resolution = Better-looking. I HAVE mentioned in the past though that higher resolution textures would work fairly well for this game if bump maps were adequately supported. However there are currently no mods that do this well enough while remaining compatible with the current features of my pack (All forms of CTM are pretty much essential at this point.)
I did support the GLSL shader mod for awhile but it went absolutely nowhere. None of the problems with its lighting were ever addressed and to this day remain unaddressed. At this point it's just so far behind in support for the current standards of texture packs that I can't imagine ever supporting it again at this point. We'd pretty much need to have bump map and dynamic lighting support to be implemented in a completely new mod written from scratch to work with the advanced features of high resolution texture packs or for it to be directly incorporated into the high-res texture patchers.
Anyway if you're looking to get the most, graphically out of your new machine, play a real PC game designed by a large, well-funded team of specialists that actually include artists in their development team. Minecraft is not and likely never will be a paragon of the limitations of what can be done with computer graphics.
MCPatcher = Minecraft Patcher
MCP = Minecraft Coder Pack
But I've never had resource issues til now, asuming that's what the problem is. I'll go back and read the FAQ again though for the sake of argument. As for unchecking better skies, it's also something I've always use along with better grass etc. As for my grass issue, you may be right on that one or I coulda have mistakn the endge of two commected biomes.
P.S The pigs are awesome
An experiment went terribly wrong. Can you escape?
Ah, thank you, that makes more sense. Is it possible to have biome-specific skymaps? If not, it would be a cool addition to Better Skies.
Hell if I know. I wasn't the one who contacted him. He just showed up. It would be nice though to have Mojang at least aware of the problem this causes.
Enderchests and written books have been in my pack since long before even the current version of my pack. Hell, the Enderchest even has one of the most complicated animation setups of all of my animated blocks. Are you sure you installed everything correctly? Is Misa420 selected in the game with MCPatcher installed?
I'm not familiar with the post you're referring to. I don't recall having any issue with the Enderchest--possibly the normal chest when it got an animated model. Still I'd be willing to go out on a limb and say that you're arguing apples and oranges. I don't think you really realize just how badly this implementation of zombie villagers messes things up. I'm at a point right now where my hands are completely tied. I literally cannot do anything at all to update the pack for the new zombies without completely redoing all of my zombies and villagers from scratch, and removing many of the current randomobs variants. And then the compromises required would greatly dumb down the features of randomobs and the design of villagers. I'm not going to scrap that many hours worth of work and extra features just because Mojang ****ed things up for texture packs on a snapshot. My best hope is that this was just a temporary solution.
I'm also not easily consoled by your reassurances that everything will turn out just fine. I need actual, workable solutions at this point to ease my concerns. I cannot always expect Kahr to be able to fix every single mistake they make. By doing so, the compatibility with other mods diminishes as more class files need to be altered. My pack will not be the only one affected by this, and expecting everyone to look into the ever-growing MCPatcher feature list to see how they can get their pack to work with this mess is a bit unrealistic. Right now the best thing I can do is wait and hope someone at Mojang realizes the massive problem this implementation of zombie villagers poses to the texture pack community.
This problem affects any texture pack with any one the following (mine has every single one):
-Any zombies that make use of the helmet layer for things like hair, hats, etc.
-Widely varied villager art that reflects the nature of their occupation. (IE, they don't all have the same face.)
-Randomobs for zombies
-Randomobs for villagers
The latter two can possibly be ignored by Mojang as this is part of a third party mod, and thus the responsibility of the mod-maker to work around, but the former two are standard, supported features of vanilla Minecraft texture packs.
I got my account like a yr ago or somethin, it's been a good long while
i would be really glad if I could