Is there any way to change to color of the swamp area waters? looks like sewerage. Which is fine....except when I was using a different texture set, the water was blue, and my entire build set is based on swamp (I didn't realise at the time), and whilst i LOVE your textures, I just need the swamp water blue again. I don't want to fiddle with the files without knowing how to change it myself. Help please =)
I have been thinking about the connected textures, and I just do not have the time to read thru 280+ pages of post to see if this would even be possible or addressed previously, so I will just ask!!!
Would it be possible to surround 4 Netherack Blocks with say Stone, Brick or Cobble Stone and cause only those 4 Netherack blocks to render as a campfire? Or would this just destroy the Nether?
Dear Misa,
I got this texture pack because Keralis (An amazing builder) uses it and his builds look great with the pack. But I noticed one difference between your texture pack on my minecraft and his minecraft, and that is his leaves are more see through, and mine are not transparent at all. The only reason I care is because sometimes he puts glowstone under bushes and your able to see the light source from the glowstone still. I have MC Patcher and everything. Is it the texture pack or something else?
I'm not sure what the zombie problem everyone is having, but I do know that when I play with this pack, my zombies textures are all messed up. I've already pinpointed the problem as to why they don't fit the model correctly. It would appear that if you open the base zombie texture from the game's minecraft.jar file and compare it to the texture in the pack, the base zombie texture also has the villager zombie texture, but this pack doesn't yet. I don't see why Mojang had to go and put two textures together instead of just making a new texture for them, but whatever.
So as far as fixing the textures for the zombies, they just need the textures for the villager zombies included in the zombie textures as well. Then all should be well again for zombies and villager zombies textures fitting correctly. n_n
Is there any way to change to color of the swamp area waters? looks like sewerage. Which is fine....except when I was using a different texture set, the water was blue, and my entire build set is based on swamp (I didn't realise at the time), and whilst i LOVE your textures, I just need the swamp water blue again. I don't want to fiddle with the files without knowing how to change it myself. Help please =)
I think you need to edit misc/watercolorX.png in texture pack archive, although not sure.
Well...no
Because you'll notice that Misa's villagers have randommobs too and all have occupations and such.
So one minute a villager might have a certain face and then become a zombie with a completely different villager face.
I suppose the only way to fix it would have been to have zombie villagers as their own mob and have it work the same way as wolves do (I'm assuming here that tame, angry and passive wolves are slightly different mobs that replace each other) since wolves stay the same colour regardless of state.
Plus in it's current state, Misa would have to make several random variants for each of the several random variants of zombie textures. And that's a lot of textures.
This feature would work fine in texture packs but not ones that use random mobs.
I know that Misa's has random mobs which is another reason why I love this pack over any other out there. Yeah it'd take time to make all those extra textures to place in the random zombie textures. As far as the tame, angry, and wild wolf reference goes, I think I understand why they chose this setup over that. It sort of cleans up the clutter of textures and makes it a little bit more organized, but at the same time becomes a real headache to all texture pack artists because it ends up messing up textures and causing them to not fit the models correctly.
Misa, I'm having a problem. I like your random mobs, but I have HD textures for everything else. When I edited your texture pack for just the mobs, I got a strange darkening of the upper left of my cross-hairs.
Can you possible make a download of the Random Mobs Texture Pack?
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Life is a Learning Curve.... Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
Hey, everyone, I'm using Optifine for Misa's pack, and I'm getting transparent lines in stone blocks. I know I'm supposed to report to Optifine, which I did, but I was hoping to post here as well to get an answer faster. Has anyone run into this? Every block is fine but stone.
Hey, everyone, I'm using Optifine for Misa's pack, and I'm getting transparent lines in stone blocks. I know I'm supposed to report to Optifine, which I did, but I was hoping to post here as well to get an answer faster. Has anyone run into this? Every block is fine but stone.
Turn anti-aliasing and Anisotropic Filtering off. That works for me. Hope this helps you
So I finally created an account to ask you a few things.
First of all thank you for this great texture pack and all those cool features it has.
But there is one thing I do not like and that are the Connected Textures of bookshelves. For me they seem too repetitive (Much more than without CTM). I think that's because of the row of light-blue books with red marks. Maybe you can look at it again and make an improvement.
Another thing I would like to see are Connected Textures for the side of grass blocks although I am not sure if it works the way I imagine it. In any case you could get rid of the ugly border between grass and dirt bloks by making CTM somehow like this
[dirt] \_[grass]_/ [dirt] and if it is possible to connect the side of the grass block with the top of the grass block beneath it would also be a good alternative to better grass which I do not like at all because of it's edges that would be gone with this idea (if it works).
Just another question: Any progress with random Ghasts?
And finally I am excited about what you will do with biome specific random mobs once there is a fix for the 1.4 zombies.
Sorry I missed y our post on the previous response post. Anyway I'll take a look at the white books to see what I can do to decrease the tiling. Sidegrass CTM isn't anything that's remotely easy to address--especially if BetterGrass is used. They almost need their own special set of rules as logs currently have. With Better Grass, in some cases you'd almost want the complete inverse for the edges(angling downward). So yeah, I'm kinda just leaving the grass alone for now.
Randomobs for Ghasts are on the list, but very low priority at the moment. And biome-specific mobs I still have to take a look at the properties for, but I would like to do something with snowy biome variants at the very least.
can i make a review about this texture pack and upload to youtube? does it have copyrights or something?
i would be really glad if I could
Not sure how many times I have to say this but if you want permission for something, PM me for record-keeping purposes. The thread is not the place for permission requests.
Is there any way to change to color of the swamp area waters? looks like sewerage. Which is fine....except when I was using a different texture set, the water was blue, and my entire build set is based on swamp (I didn't realise at the time), and whilst i LOVE your textures, I just need the swamp water blue again. I don't want to fiddle with the files without knowing how to change it myself. Help please =)
Open the zip of the pack, go into the misc folder and open the watercolorx.png (MSPaint works fine) and use an eyedropper and fill tool to customize the colors of water for each biome. Here's the guide to show what means what: http://www.minecraftforum.net/topic/870780-. You can also use the template there if you prefer to keep it labeled.
I have been thinking about the connected textures, and I just do not have the time to read thru 280+ pages of post to see if this would even be possible or addressed previously, so I will just ask!!!
Would it be possible to surround 4 Netherack Blocks with say Stone, Brick or Cobble Stone and cause only those 4 Netherack blocks to render as a campfire? Or would this just destroy the Nether?
Thanks for any consideration.
SteveIDusa
Not possible. If multiple block interactions were taken into account, I could have stuff like grass that smoothly and roundly blends into things like sand, dirt, gravel, etc. Though that'd be a LOT of work even if such a feature existed.
Misa, I have informed my friend Joe (yofreke) that you want alpha glass transparency and the ability to see all sides of glass at the same time. He has gotten in touch with the developers of MCpatcher and is going to start coding it in the very little spare time he has. Hopefully he can work it out without any unwanted side effects. He may even look into bump mapping.
I appreciate the sentiment, though you don't need to contact Kahr on my behalf. We're friends and keep in touch over instant messenger. I actually already tested some glass alpha stuff he was working on many months ago, and already knew about the shader map stuff on the back-burner. The full alpha range for glass is not as easy to implement as you'd think. From what I gathered, shaders are not referenced for blending, which means he might have to write blending modes from scratch for glass to work properly where you can see other translucent textures when looking through it. it isn't something as simple as just making glass blocks behave as ice blocks for rendering purposes.
Yesterday I thought about the problem with the new zombie textures and I think you could solve the problem with the new biome based Randommobs from the newest MCPatcher. If Zombies and Zombie Villagers are handeled as different mobs you could just use a properties file to let Zombies in all biomes spawn with the existing skins and Zombie Villagers with new skins.
That would of course not solve the backward-compability problem but this way you could atleast let the random Zombie skins untouched and make new ones for the Zombie Villagers.
They're not handled differently though. That's functionality that'd have to be added later. Though it'd make more sense to just add a properties file value that enables all villager zombies to be treated as using a different skin file and enables zombies to use the old format skin. Something along the lines of zombieX.png or zombie_villager.png
I'm not sure what the zombie problem everyone is having, but I do know that when I play with this pack, my zombies textures are all messed up. I've already pinpointed the problem as to why they don't fit the model correctly. It would appear that if you open the base zombie texture from the game's minecraft.jar file and compare it to the texture in the pack, the base zombie texture also has the villager zombie texture, but this pack doesn't yet. I don't see why Mojang had to go and put two textures together instead of just making a new texture for them, but whatever.
So as far as fixing the textures for the zombies, they just need the textures for the villager zombies included in the zombie textures as well. Then all should be well again for zombies and villager zombies textures fitting correctly. n_n
It's not a problem everyone is having with the zombies in the pack. It's a problem that ****s up the way zombies and zombie villagers work on this pack and any pack that uses helmet overlays, Randomobs, or unique designs for the occupation of each villager. I've been doing this for over 3 years now and the change in skin format for zombies was the first thing I noticed. It's how those skins are handled in-game and in relation to actual villager skins that poses the real problems. There is no current fix for the multitude of real problems this format change causes. Fixing the way zombies look on the pack is easy as Hell. It's adding the villager zombie support that's not as simple and it's not just a matter of time. I could add a villager head to each randomob of my zombie, but what villager head? What do I do with the cameo zombies? Does zombie Michael Jackson have a female farmer head or male librarian head? What about every single zombie with a helmet overlay? Pumpkin headed zombies, headcrab zombies, all the zombies with hair--as soon as a villager head is applied to them, this overlay is not removed. So you have a villager's head sticking out of the top of a Pumpkin or Headcrab. The whole situation is still a huge damn mess with no solution, even if you understand why the zombies currently look bugged on my released version of the pack.
Could i get the old obsidian textures it isnt provided in ur pack. Also i need the old fences + preasure plates + button And the old light white wood. Could u give me that?
Greetz, Tony.
All the old textures are still there, all the blocks you listed have CTM support to customize them. Simply delete the CTM properties files for them. Follow the instructions on post #5638 .
Misa, I'm having a problem. I like your random mobs, but I have HD textures for everything else. When I edited your texture pack for just the mobs, I got a strange darkening of the upper left of my cross-hairs.
(Posted Image)
Can you possible make a download of the Random Mobs Texture Pack?
Your problem is not caused by my mobs. There is no way physically possible for Randomobs files to interfere with the crosshair or any screen overlay. You've got a lot of mods on there, and what you're working with doesn't seem to even remotely resemble my pack. I'm not sure why you're coming to me with the problem or why you'd think it has anything to do with Randomobs...
Me adding a separate download for Randomobs would not solve your problem. It'd only be adding to my current list of problems. I already tried having randomobs posted separately from my pack and with my slow connection it got to be way too much work to keep updating and posting both the pack and the mob pack every single update.
Hi Misa. I love your texture pack and I read all FAQ's and I just want to inform you thatSonic Ether is making a GLSL mod that has dynamic shadows and will suppord bump mapping. It's coled Sonic Ether's Unbelievable Shaders. So what i'm saying is that could you place make your texture pack support bump maps. I think it would loock awsome. Thank you. You are awsome
Making? I thought it's been out for ages. Anyway it requires Optifine for some unexplained reason. I'm not going to give up all the other features I've worked hard on on this pack just to do more work on something I'm not even sure addresses any of the issues I had with the old GLSL shader mod. If you've been following my posts at all, right now I've got way more immediate concerns. Like whether or not my pack will even be updated for 1.4.
Your problem is not caused by my mobs. There is no way physically possible for Randomobs files to interfere with the crosshair or any screen overlay. You've got a lot of mods on there, and what you're working with doesn't seem to even remotely resemble my pack. I'm not sure why you're coming to me with the problem or why you'd think it has anything to do with Randomobs...
Me adding a separate download for Randomobs would not solve your problem. It'd only be adding to my current list of problems. I already tried having randomobs posted separately from my pack and with my slow connection it got to be way too much work to keep updating and posting both the pack and the mob pack every single update.
Your mobs are not causing the problem, it's something in the pack. I've tested it by not using your pack and I don't get that problem. As I stated before, I edited your pack and removed the textures that conflicted with the 512x HD textures. Will have to see what I can do to keep your random mobs, otherwise I'll have to live without them.
Rollback Post to RevisionRollBack
Life is a Learning Curve.... Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
Can you make me one with a better target cursor? I have trouble seeing the cursor in the middle of the screen. This is the only complaint I have. This is my favorite texture pack.
Hey, that worked! Thanks, man. Appreciate the kindness.
I'm glad it worked! Also, I can see why you would say thank you for being kind. This forum is full of people insulting others for tiny things. It makes me really sad honestly. I'm just glad I could help though!
I appreciate the sentiment, though you don't need to contact Kahr on my behalf...
Hello, also a fan of your work with MC. Figured I would leave a message because my name had been mentioned. The issue with backface culling would be a simple fix still. I was under the initial impression that you just wanted something along the lines of ice blocks. I will still look into things a bit and do a bit of poking around to see what I can come up with. On a side note, I am actually emailing a bit with pclewis as he was the original github trunk. He seems to be pretty able to help me out with an issue I was having getting the project all set up.
As I said, no idea if I will be able to help any with the full range transparency, but I always like to try and give something back.
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Tutorials and Mods and Things and Stuff - blog.yofreke.com
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I have been thinking about the connected textures, and I just do not have the time to read thru 280+ pages of post to see if this would even be possible or addressed previously, so I will just ask!!!
Would it be possible to surround 4 Netherack Blocks with say Stone, Brick or Cobble Stone and cause only those 4 Netherack blocks to render as a campfire? Or would this just destroy the Nether?
Thanks for any consideration.
SteveIDusa
I got this texture pack because Keralis (An amazing builder) uses it and his builds look great with the pack. But I noticed one difference between your texture pack on my minecraft and his minecraft, and that is his leaves are more see through, and mine are not transparent at all. The only reason I care is because sometimes he puts glowstone under bushes and your able to see the light source from the glowstone still. I have MC Patcher and everything. Is it the texture pack or something else?
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Curse PremiumI do textures... Hit me if you want some... They are all free and vanilla quality like...
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I'm ashamed. I completely forgot I still had that selected. Thanks
So as far as fixing the textures for the zombies, they just need the textures for the villager zombies included in the zombie textures as well. Then all should be well again for zombies and villager zombies textures fitting correctly. n_n
I think you need to edit misc/watercolorX.png in texture pack archive, although not sure.
http://www.planetminecraft.com/member/spejs/
http://www.minecraftforum.net/topic/69354-64x131-misas-realistic-texture-pack-updated-1aug2012/page__view__findpost__p__16942374
http://www.planetminecraft.com/member/spejs/
I know that Misa's has random mobs which is another reason why I love this pack over any other out there. Yeah it'd take time to make all those extra textures to place in the random zombie textures. As far as the tame, angry, and wild wolf reference goes, I think I understand why they chose this setup over that. It sort of cleans up the clutter of textures and makes it a little bit more organized, but at the same time becomes a real headache to all texture pack artists because it ends up messing up textures and causing them to not fit the models correctly.
Can you possible make a download of the Random Mobs Texture Pack?
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
Turn anti-aliasing and Anisotropic Filtering off. That works for me. Hope this helps you
Randomobs for Ghasts are on the list, but very low priority at the moment. And biome-specific mobs I still have to take a look at the properties for, but I would like to do something with snowy biome variants at the very least.
Not sure how many times I have to say this but if you want permission for something, PM me for record-keeping purposes. The thread is not the place for permission requests.
Open the zip of the pack, go into the misc folder and open the watercolorx.png (MSPaint works fine) and use an eyedropper and fill tool to customize the colors of water for each biome. Here's the guide to show what means what: http://www.minecraftforum.net/topic/870780-. You can also use the template there if you prefer to keep it labeled.
Not possible. If multiple block interactions were taken into account, I could have stuff like grass that smoothly and roundly blends into things like sand, dirt, gravel, etc. Though that'd be a LOT of work even if such a feature existed.
I appreciate the sentiment, though you don't need to contact Kahr on my behalf. We're friends and keep in touch over instant messenger. I actually already tested some glass alpha stuff he was working on many months ago, and already knew about the shader map stuff on the back-burner. The full alpha range for glass is not as easy to implement as you'd think. From what I gathered, shaders are not referenced for blending, which means he might have to write blending modes from scratch for glass to work properly where you can see other translucent textures when looking through it. it isn't something as simple as just making glass blocks behave as ice blocks for rendering purposes.
They're not handled differently though. That's functionality that'd have to be added later. Though it'd make more sense to just add a properties file value that enables all villager zombies to be treated as using a different skin file and enables zombies to use the old format skin. Something along the lines of zombieX.png or zombie_villager.png
Follow all of the installation instructions.
It's not a problem everyone is having with the zombies in the pack. It's a problem that ****s up the way zombies and zombie villagers work on this pack and any pack that uses helmet overlays, Randomobs, or unique designs for the occupation of each villager. I've been doing this for over 3 years now and the change in skin format for zombies was the first thing I noticed. It's how those skins are handled in-game and in relation to actual villager skins that poses the real problems. There is no current fix for the multitude of real problems this format change causes. Fixing the way zombies look on the pack is easy as Hell. It's adding the villager zombie support that's not as simple and it's not just a matter of time. I could add a villager head to each randomob of my zombie, but what villager head? What do I do with the cameo zombies? Does zombie Michael Jackson have a female farmer head or male librarian head? What about every single zombie with a helmet overlay? Pumpkin headed zombies, headcrab zombies, all the zombies with hair--as soon as a villager head is applied to them, this overlay is not removed. So you have a villager's head sticking out of the top of a Pumpkin or Headcrab. The whole situation is still a huge damn mess with no solution, even if you understand why the zombies currently look bugged on my released version of the pack.
All the old textures are still there, all the blocks you listed have CTM support to customize them. Simply delete the CTM properties files for them. Follow the instructions on post #5638 .
Your problem is not caused by my mobs. There is no way physically possible for Randomobs files to interfere with the crosshair or any screen overlay. You've got a lot of mods on there, and what you're working with doesn't seem to even remotely resemble my pack. I'm not sure why you're coming to me with the problem or why you'd think it has anything to do with Randomobs...
Me adding a separate download for Randomobs would not solve your problem. It'd only be adding to my current list of problems. I already tried having randomobs posted separately from my pack and with my slow connection it got to be way too much work to keep updating and posting both the pack and the mob pack every single update.
Making? I thought it's been out for ages. Anyway it requires Optifine for some unexplained reason. I'm not going to give up all the other features I've worked hard on on this pack just to do more work on something I'm not even sure addresses any of the issues I had with the old GLSL shader mod. If you've been following my posts at all, right now I've got way more immediate concerns. Like whether or not my pack will even be updated for 1.4.
Hey, that worked! Thanks, man. Appreciate the kindness.
Your mobs are not causing the problem, it's something in the pack. I've tested it by not using your pack and I don't get that problem. As I stated before, I edited your pack and removed the textures that conflicted with the 512x HD textures. Will have to see what I can do to keep your random mobs, otherwise I'll have to live without them.
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
I'm glad it worked! Also, I can see why you would say thank you for being kind. This forum is full of people insulting others for tiny things. It makes me really sad honestly. I'm just glad I could help though!
Hello, also a fan of your work with MC. Figured I would leave a message because my name had been mentioned. The issue with backface culling would be a simple fix still. I was under the initial impression that you just wanted something along the lines of ice blocks. I will still look into things a bit and do a bit of poking around to see what I can come up with. On a side note, I am actually emailing a bit with pclewis as he was the original github trunk. He seems to be pretty able to help me out with an issue I was having getting the project all set up.
As I said, no idea if I will be able to help any with the full range transparency, but I always like to try and give something back.
Tutorials and Mods and Things and Stuff - blog.yofreke.com