I noticed another issue with the creative inventory. In the survival tab, you have the crafting inventory there, which has since been removed from the survival tab in the creative inventory.
I've warned her about that already but she didn't give a damn, or maybe she's waiting for MC 1.4 to update
_zombiehunter, on 05 August 2012 - 05:38 PM, said:
Hi, Misa !
The crafting grid of the creative mode GUI is no longer available in MC 1.3.1, but still shown in your pack. Maybe you should remove it to not confuse people ...
(Image removed)
About the new logs:
Amazing work, as usual ... but is there any way to change the hand-held log top/bottom textures ?
Don't double-post. I read your comment the first time. If you don't get an immediate answer, and the problem you've reported with the pack is something that's easy to fix on my end, just expect that I've already fixed it on my end for the next update. If you have a question that you feel demands an answer, PM me. Regarding the logs, no, there's nothing I can do about the tops when held.
Much like many texture pack authors, I put a lot of thought into the designs and colors of my armor sets.
Not only that, but none of the color areas are a single hue. Instead, there is a hue shift from the lightest to the darkest color. This is absolutely essential for creating a pleasant look to the colors. Using just different shades of the same hue looks very flat and stale.
I think my armor sets are the best feature of my pack, and I spent around 16 hours on every single one of them. Multiplied colors would ruin the look of these armor sets, and I would be greatly upset.
Perhaps you could solve it by having both options available:
Automatic recoloring by default, but the game uses the unique textures if present. The uniquely colored item sprites could be on their own PNG as well, and the game would use it if it's present.
This would let us crazy artsy fartsy people make those 16 million textures. I definitely would.
Anyway, there's a simpler compromise for this dyed leather feature if multiplied coloring is to be used. At least make a texture overlay for components to be colored by dyes. Say a pair of pants had a belt on the texture, when you dyed it, you wouldn't expect it to change the color of the belt and its buckle. That'd only be two more armor texture files, and 4 item icons. Basically leave default leather armor alone, and have a custom overlay skin for the colored leather armor for uniforms.
Something similar has already been done with Redstone dust in response to the massive outcry caused when Jeb hard-coded the colors of Redstone wiring.
Regarding the color range, the 16 million-ish range is just a bit much... If you were to recycle the color values used for dyed sheep wool, that'd at least be easy to salvage by MCPatcher's Custom Colors support. Though I'm guessing I'm not going to win on this one.
Also thanks for separating the zombie villager skins.
you speak to the mighty bone! the others work on textures, he Obviously does not! jeez... should stop minecraft-foruming whilst half- drunlk amd tired....,.
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
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.
Yeah I can agree there. It would be easier if they added a properties file value to enable all villager zombies so that there wouldn't be any mess ups with textures. As far as the michael jackson and such specific zombies, those I'd give them male heads, but what kind of male head I'm not really sure. All this zombie/villager zombie texture mess up Mojang has caused will probably take them a little while until enough people complain and then they finally change something to make texturing them easier. Anyways, I'm not too worried about it, just thought I'd make sure everyone else knew instead of bugging you so much about why the textures weren't working correctly. n_o I've been playing this pack and ignoring the mess up from Mojang's new setup with zombies/zombie villagers.
*EDIT*
Disregard this, didn't realize they had finally fixed the texture issue. lol Anyways, keep up the awesome work. n_n
Misa, stupid question, but do you know if using a HD 512x texture pack installed into the .jar AND using a modified version of your pack just to get random mobs would downgrade the quality of the 512x textures to match that of your modified pack?
Also, noticed something funny. Every time I leave the chunk I'm in and then return, the animals undergo a random skin change. Odd.
Mines not working. I dont know maybe i'm doing it wrong. I deleted the minecraft bin and let it patch. Then i installed the latest MC Patcher. Then i downloaded the texture pack and moved it to the minecraft directory and stored it in the Texture packs file. I then ran minecraft, selected texture packs, selected yours and all it'll let me do is open it and view what the compressed folder contains
I'm running windows and i'm new to the whole PC gaming world. and right now im running MC on an ASUS laptop with a wireless keyboard and mouse. I've been at this all day and i have work tomorrow. Can somebody please help me out?
...selected yours and all it'll let me do is open it and view what the compressed folder contains...
Just click on the icon of texture pack in the menu, don't press "Open texture pack folder" button. It may take some time to apply, so wait a little and you should notice how textures of menu changes. Unless I misunderstood what you did, let me know, will try to help.
I'm aware that you added a different texture to the bottom and top of wooden planks as well as the tops of pressure plates, and for a short moment I could see them. But I had to patch MC due to the 1.3.2, and those added new textures are gone. What could the reason be for that?
I may have missed someone else posting about this, but I've noticed randommobs is now causing the textures to be changed on my dogs when the chunks are reloaded each time. As in, if I leave the area and come back while playing the game, they'll now be different.
Is this an issue with MCPatcher, the current texture pack, or the current version of Minecraft?
I may have missed someone else posting about this, but I've noticed randommobs is now causing the textures to be changed on my dogs when the chunks are reloaded each time. As in, if I leave the area and come back while playing the game, they'll now be different.
Is this an issue with MCPatcher, the current texture pack, or the current version of Minecraft?
I'm pretty sure that's normal, since Random Mobs changes through the textures/skins of mobs when they spawn/are loaded. It happens to me too, and I'm assuming that since the mobs (the wolves/dogs) are being re-loaded, the skin changes as if they were brand new.
I've warned her about that already but she didn't give a damn, or maybe she's waiting for MC 1.4 to update
#5729
http://www.planetminecraft.com/member/spejs/
Hiya Dinnerbone! Thanks for swinging by and addressing the concerns of the texture community.
Feel free to check out the armor sets I have designed for my own pack: https://dl.dropbox.c...armor_sets2.jpg
Much like many texture pack authors, I put a lot of thought into the designs and colors of my armor sets.
Not only that, but none of the color areas are a single hue. Instead, there is a hue shift from the lightest to the darkest color. This is absolutely essential for creating a pleasant look to the colors. Using just different shades of the same hue looks very flat and stale.
I think my armor sets are the best feature of my pack, and I spent around 16 hours on every single one of them. Multiplied colors would ruin the look of these armor sets, and I would be greatly upset.
Perhaps you could solve it by having both options available:
Automatic recoloring by default, but the game uses the unique textures if present. The uniquely colored item sprites could be on their own PNG as well, and the game would use it if it's present.
This would let us crazy artsy fartsy people make those 16 million textures. I definitely would.
thanks
You know, we'll be able to dye them, and this will mean a change in the textures.
Yeah I can agree there. It would be easier if they added a properties file value to enable all villager zombies so that there wouldn't be any mess ups with textures. As far as the michael jackson and such specific zombies, those I'd give them male heads, but what kind of male head I'm not really sure. All this zombie/villager zombie texture mess up Mojang has caused will probably take them a little while until enough people complain and then they finally change something to make texturing them easier. Anyways, I'm not too worried about it, just thought I'd make sure everyone else knew instead of bugging you so much about why the textures weren't working correctly. n_o I've been playing this pack and ignoring the mess up from Mojang's new setup with zombies/zombie villagers.
*EDIT*
Disregard this, didn't realize they had finally fixed the texture issue. lol Anyways, keep up the awesome work. n_n
Also, noticed something funny. Every time I leave the chunk I'm in and then return, the animals undergo a random skin change. Odd.
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
It wouldn't cause that lag. It would only be as laggy as a block of water.
Sooo, maybe she's waiting for MC 1.4 to update
This pack is for MCPatcher, not Optifine...
I didn't hear that you'd be able to dye collars
I'm running windows and i'm new to the whole PC gaming world. and right now im running MC on an ASUS laptop with a wireless keyboard and mouse. I've been at this all day and i have work tomorrow. Can somebody please help me out?
Just click on the icon of texture pack in the menu, don't press "Open texture pack folder" button. It may take some time to apply, so wait a little and you should notice how textures of menu changes. Unless I misunderstood what you did, let me know, will try to help.
http://www.planetminecraft.com/member/spejs/
I'm aware that you added a different texture to the bottom and top of wooden planks as well as the tops of pressure plates, and for a short moment I could see them. But I had to patch MC due to the 1.3.2, and those added new textures are gone. What could the reason be for that?
I just noticed that I'm using 2.4.1_3 of the MC patcher. Need to get 2.4.2. My mistake. Hopefully that'll work.
Edit: Oka, downloaded the correct version of the MCpatcher, dropped the bin folder for a clean update. Re-patched after updating, and still nothing.
Is this an issue with MCPatcher, the current texture pack, or the current version of Minecraft?
I'm pretty sure that's normal, since Random Mobs changes through the textures/skins of mobs when they spawn/are loaded. It happens to me too, and I'm assuming that since the mobs (the wolves/dogs) are being re-loaded, the skin changes as if they were brand new.
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