Another thing: The new potato/carrot plants use the same textures in terrain.png for the first 3 growth stages. Is there any way to give them different textures using some CTM magic (block ID, metadata, ...) ... I already tried something like this with 16x16 textures, but it didn't worked ... any idea if this is possible with the current MCPatcher versions?
If Minecraft uses the same model to render both of them, then there isn't anything simple that can be done. MCPatcher *could*, in theory, implement a modification so that an artist could specify an optional alternate texture for potatoes or carrots, but right now, the only way she *might* make it work is if she implemented an animated texture for carrots and potatoes (since MCPatcher handles those by block id) that made them look different.
Having already worked hard on getting what I currently have to look decent enough to be workable, I'm not too keen on tackling this. Even if someone were to provide all the data I needed, I'd still have to redo all of them from scratch as the method I use for drawing crops is very ordered and requires that later stages build upon previous stages. I may revisit this at a much later time, but for now everyone will just have to be content with the job I've already done.
I have a problem when I install the last mcpatcher connectet textures doesn't work, but if I unpatch it and install the previous mcpatcher they work fine.
Hey guys, sorry for being so noobish,but how do you save the files into the texture packs folder? I know how to do it through extraction, but he says to save it, not extract it. I don't know how to do that. Sorry again for being a noob.
Just copy and paste the zip file to the texturepack folder. You don't need to extract, just "save" / copy the zip to there.
There's no copy option. I have all the files like they are right after you download them. Am I supposed to do something with them after I download them, or...?
If you can't tell, I'm terrible with computers, sorry
There's no copy option. I have all the files like they are right after you download them. Am I supposed to do something with them after I download them, or...?
If you can't tell, I'm terrible with computers, sorry
Try searching youtube for step-by-step tutorial on how to apply hd texture packs.
hey misa, do you have a terrain.png with the old chest textures? My friends and i are playing in 1.7.3 on my server and we need to see the chests.
You can add them yourself, use default texture for reference on where you need to paste them. Don't know if new textures of chest any different, but there are old ones in alternates,png.
Having already worked hard on getting what I currently have to look decent enough to be workable, I'm not too keen on tackling this. Even if someone were to provide all the data I needed, I'd still have to redo all of them from scratch as the method I use for drawing crops is very ordered and requires that later stages build upon previous stages. I may revisit this at a much later time, but for now everyone will just have to be content with the job I've already done.
Here ya go:
The block ID for carrots is 141 / 0x8d and for potatoes 142 / 0x8e.
The data values go from 0 (freshly planted) to 7 (ready to harvest)
I couldn't figure out how the 4 textures of each crop are mapped exactly to the data values, I assume 0/1 first stage, 2/3 second stage up to 6/7 last stage.
Try searching youtube for step-by-step tutorial on how to apply hd texture packs.
You can add them yourself, use default texture for reference on where you need to paste them. Don't know if new textures of chest any different, but there are old ones in alternates,png.
I can't find anything that isn't outdated, so I'm just going to explain my situation. I just downloaded the texture pack, and all of the folders like achievement and anim and armor and art are in a vertical line. However, the guy says not to extract, and since that's what I usually do with texture packs, I don't know what to do next.
This is my problem. Think you, or anyone, could help me?
If you haven't already, you first need to patch the game to support HD texture packs, using either MCPatcher or Optifine (preferably the former). Then, do the following:
1. Copy or move Misa420.zip to .minecraft\texturepacks\
2. Run Minecraft, click Texture Packs button, click Misa420.zip, click Done
3. ????
4. PROFIT
I can't find anything that isn't outdated, so I'm just going to explain my situation. I just downloaded the texture pack, and all of the folders like achievement and anim and armor and art are in a vertical line. However, the guy says not to extract, and since that's what I usually do with texture packs, I don't know what to do next.
This is my problem. Think you, or anyone, could help me?
If you are on windows, when downloading texture pack - right click on the link, then choose "save as" and you should get archive itself. Also, I think method of installing texture packs with MCPatcher haven't changed since the beginning, so, aside from number of additional options, tutorials should still be fine.
If you are on windows, when downloading texture pack - right click on the link, then choose "save as" and you should get archive itself. Also, I think method of installing texture packs with MCPatcher haven't changed since the beginning, so, aside from number of additional options, tutorials should still be fine.
Not a bug. That's just how the texture file is set up.
That is not how the file is set up, actually. If you look at the vanilla allitems.png you'll notice that the 3rd row of tabs has a space of transparent pixels below them before the 4th row starts, whereas yours does not, and by moving the 3rd row of your allitems.png to match up with Vanilla's I am able to get the proper effect of only focused tabs on the bottom being longer instead of all of them.
Im sorry, Im a vegue person XD , what I meant was: I know your tring to make a "realistic pack" but emerald blocks seem a little more "Realalistic" than the rest of the pack, in 100% spicificness the bottom left corner (When just looking staight at it) seems off from the rest of the block (the corner is a lighter green). I dont know how else to explain it XD.
(unnecessary smarm culled)...I'm assuming (conjecturing, deducing, theorizing) that what you're trying to say is that the lime-green corner looks jarring, compared to the rest of the block, right? Well, I agree. If I were in charge of this texture pack, I'd probably darken that corner a little, to make it look more like the other corners.
Actually, as long as we're on the subject of the Emerald Blocks, I have a different criticism: I'm not convinced that the animation of the block looks good. The subtle shimmering of the block looks good, but the "swirl" of light around the block (occurring once every few seconds) is very jarring.
Did either of you even bother to test to see if that corner was intentionally lighter for a reason? It should become blatantly obvious as soon as you place a 2x2 arrangement of the emerald block. The light source for all of my blocks is from the upper left corner. You'll notice on the inner emerald piece that the upper left corner is brightest compared to the other three. This is because it's tapered outward and catches most of the light. The corner pieces are also tapered outward and make up a second smaller emerald when a bunch of the blocks are placed together.
The big sparkle of light all has proper dynamic lighting for the shape of the block, this should also be a dead giveaway as to why that lower right corner is supposed to be lighter. (Did neither of you notice that the upper left corner was darker than the remaining two sides either?) If anyone's still confused, I've whipped up this quick image in MS Paint to illustrate the lighting dynamics of this block if it were made of a solid, matte grey material instead of a reflective, green glassy material:
Still think the bottom right corner shouldn't be lighter?
In regards to the color and the big sparkle being out of place, I'd have to disagree. Color-wise, it's consistent with the other emerald items in my pack. And the color itself it's still heavily desaturated. It's not as desaturated as green cloth blocks, but there's a completely different logic to those. They're dyed from cacti which are already very muted in my pack (Except in giant mushroom biomes!). Emerald's a completely different material--it's a solid, glossy mineral which normally has a vibrant color. My gold and diamond blocks both have the same big shining effect every so often--all of which are actually timed to go off around the same time together. The difference between the pronouncement of the effects is that gold is pitted and the light from the diamond block is heavily scattered to begin with while the emerald has a lot of straight edges. All three blocks use the same method/intensity for the 3D lighting effects, it's just more noticeable when your effect isn't broken up by noise. (Similar 3D lighting effects with varying intensities/colors were used for the animated furnace and dispenser blocks.)
As it is, a lot of people really love the look of this block so it's not likely I'll be changing it anytime soon. If you don't like the animation it's a matter of simply going into the anim folder and deleting it. If you don't like the color, it's a matter of editing the hue, saturation, and lightness of the block in terrain.png. Neither of these options require much of any artistic skill whatsoever.
Are you going to make a version for the latest snapshots?
It's hard to say. These days the snapshots tend to vary widely in the art department. Things implemented one way in one snapshot are completely changed in another. Having to change something every single snapshot that was implemented in the pack during a previous snapshot is just way too tedious. If this was a 16x16 pack and it was just a matter of changing a few pixels and uploading a small pack every time I needed to update, none of this would be an issue. But with my pack I have to use the snapshots as a guide more than anything permanent. I set up rigs of resources I can use for things that are being added to the game, then I don't implement them fully until I have a good idea that they've been finalized.
The armor and zombies/zombie villagers are excellent examples of why it would've been stupid for me to update for each snapshot that's come out. At the moment neither are finalized. Next snapshot many are expecting the default zombie skins to be restored to the old format, and the armor is expected to have overlay files to work with for dyes. Then there's the beacon block.. If you haven't noticed by now, I try to ensure that the recipe for each block is reflected in the final look of the block. We currently have no crafting recipe for the beacon block, and the GUI for it likely isn't finalized. It'd be horribly pointless for me to update my pack to have support for its current incarnation without knowing any of the final details about it.
This isn't to say I'm against updating for any of the snapshots though. If this week's snapshot has more finalized implementations of current and upcoming features, it's possible I could update for it. It also depends on how far away the official release is for the next major patch. Last time I did update around the last snapshot because Mojang was taking too long on their official release and not much had changed from previous snapshots. So yeah, I kinda just have to wing it every cycle now.
Here ya go:
The block ID for carrots is 141 / 0x8d and for potatoes 142 / 0x8e.
The data values go from 0 (freshly planted) to 7 (ready to harvest)
I couldn't figure out how the 4 textures of each crop are mapped exactly to the data values, I assume 0/1 first stage, 2/3 second stage up to 6/7 last stage.
--
Kumasasa
I'll keep it in mind, but again, I'm probably not going to touch this stuff for awhile. Look how long it took me to bother redoing my wheat. And practically no one seemed to even notice--that is, I didn't get much of any feedback after all the work put into it, so yeah, I'm guessing crops aren't too big of a priority for most people.
That is not how the file is set up, actually. If you look at the vanilla allitems.png you'll notice that the 3rd row of tabs has a space of transparent pixels below them before the 4th row starts, whereas yours does not, and by moving the 3rd row of your allitems.png to match up with Vanilla's I am able to get the proper effect of only focused tabs on the bottom being longer instead of all of them.
Then it was changed recently because the overlay of the default texture I had edited on my working file doesn't have that. The original design on mine was intended to remove the tab movement, but apparently was broken by an update as the method of reading the file was altered. I've since again removed all of the vanilla tab shifting as it was poorly-designed to begin with. (Ugly hard-coded labels not shifting with the tabs 'n' whatnot.)
Misa, I'll just say this right now. Your new wheat is beautiful. I love having long stretches of wheat fields on the outskirts of my towns, and it really looks amazing now. If I didn't give any feedback on it before, let me just say now that it is probably my favorite part of your pack, next to the incredibly humerous slime faces. Speaking of which, is there a creeper slime? Cause that'd be both awesome and scary. I don't see slimes very often so I'm sure I haven't seen all the varities.
As far as updates for the new snapshots... I don't care about the armor/zombie stuff, but I'd love to see what you do with the carrots and potatoes.
I finally got it to work, but now I have a new problem. After a while of playing with the texture pack, my game will just close itself. Any fix to this? Is it something on my end, or is it the pack's fault?
The Meaning of Life, the Universe, and Everything.
Join Date:
7/10/2011
Posts:
59
Member Details
Love your work Misa, glad to have someone that enjoys this sort of thing.
I do have a question though. I noticed that in some texture packs, the glass blocks blend together to form a single large glass block with a border, but yours does not. Is there a specific reason you do glass this way or is it something that I can put in a request for?
Just so you know, I do love all of your textures, though for personal reasons I may change one or two as I play with it to get a different effect, but so far yours is top shelf.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
If Minecraft uses the same model to render both of them, then there isn't anything simple that can be done. MCPatcher *could*, in theory, implement a modification so that an artist could specify an optional alternate texture for potatoes or carrots, but right now, the only way she *might* make it work is if she implemented an animated texture for carrots and potatoes (since MCPatcher handles those by block id) that made them look different.
Also I don't want everyone to think that every single texture problem can be fixed by the CTM trick--it can't. Not all blocks even can be edited this way. Block that use more than one texture for instance cannot be touched by this trick, and I'm sure everyone knows by now that things like CTM beds are just currently not possible. The trick I used for unique fences, pressure plates, buttons, etc. requires that I know the block ID and meta data of each instance of the block that I'm trying to edit. In the case of the potato and carrot crops, I'd need to know the meta tags for all stages of growth if I'm even to attempt this. I have no idea where to get this info short of poking through class files which is not my forté.
Having already worked hard on getting what I currently have to look decent enough to be workable, I'm not too keen on tackling this. Even if someone were to provide all the data I needed, I'd still have to redo all of them from scratch as the method I use for drawing crops is very ordered and requires that later stages build upon previous stages. I may revisit this at a much later time, but for now everyone will just have to be content with the job I've already done.
Oh, looks like my computer is on fire
Help would be greatly appreciated
Just copy and paste the zip file to the texturepack folder. You don't need to extract, just "save" / copy the zip to there.
There's no copy option. I have all the files like they are right after you download them. Am I supposed to do something with them after I download them, or...?
If you can't tell, I'm terrible with computers, sorry
Try searching youtube for step-by-step tutorial on how to apply hd texture packs.
You can add them yourself, use default texture for reference on where you need to paste them. Don't know if new textures of chest any different, but there are old ones in alternates,png.
http://www.planetminecraft.com/member/spejs/
Here ya go:
The block ID for carrots is 141 / 0x8d and for potatoes 142 / 0x8e.
The data values go from 0 (freshly planted) to 7 (ready to harvest)
I couldn't figure out how the 4 textures of each crop are mapped exactly to the data values, I assume 0/1 first stage, 2/3 second stage up to 6/7 last stage.
--
Kumasasa
I can't find anything that isn't outdated, so I'm just going to explain my situation. I just downloaded the texture pack, and all of the folders like achievement and anim and armor and art are in a vertical line. However, the guy says not to extract, and since that's what I usually do with texture packs, I don't know what to do next.
This is my problem. Think you, or anyone, could help me?
1. Copy or move Misa420.zip to .minecraft\texturepacks\
2. Run Minecraft, click Texture Packs button, click Misa420.zip, click Done
3. ????
4. PROFIT
If you are on windows, when downloading texture pack - right click on the link, then choose "save as" and you should get archive itself. Also, I think method of installing texture packs with MCPatcher haven't changed since the beginning, so, aside from number of additional options, tutorials should still be fine.
http://www.planetminecraft.com/member/spejs/
Ok, it worked, thanks man. Appreciate it
That is not how the file is set up, actually. If you look at the vanilla allitems.png you'll notice that the 3rd row of tabs has a space of transparent pixels below them before the 4th row starts, whereas yours does not, and by moving the 3rd row of your allitems.png to match up with Vanilla's I am able to get the proper effect of only focused tabs on the bottom being longer instead of all of them.
Did either of you even bother to test to see if that corner was intentionally lighter for a reason? It should become blatantly obvious as soon as you place a 2x2 arrangement of the emerald block. The light source for all of my blocks is from the upper left corner. You'll notice on the inner emerald piece that the upper left corner is brightest compared to the other three. This is because it's tapered outward and catches most of the light. The corner pieces are also tapered outward and make up a second smaller emerald when a bunch of the blocks are placed together.
The big sparkle of light all has proper dynamic lighting for the shape of the block, this should also be a dead giveaway as to why that lower right corner is supposed to be lighter. (Did neither of you notice that the upper left corner was darker than the remaining two sides either?) If anyone's still confused, I've whipped up this quick image in MS Paint to illustrate the lighting dynamics of this block if it were made of a solid, matte grey material instead of a reflective, green glassy material:
In regards to the color and the big sparkle being out of place, I'd have to disagree. Color-wise, it's consistent with the other emerald items in my pack. And the color itself it's still heavily desaturated. It's not as desaturated as green cloth blocks, but there's a completely different logic to those. They're dyed from cacti which are already very muted in my pack (Except in giant mushroom biomes!). Emerald's a completely different material--it's a solid, glossy mineral which normally has a vibrant color. My gold and diamond blocks both have the same big shining effect every so often--all of which are actually timed to go off around the same time together. The difference between the pronouncement of the effects is that gold is pitted and the light from the diamond block is heavily scattered to begin with while the emerald has a lot of straight edges. All three blocks use the same method/intensity for the 3D lighting effects, it's just more noticeable when your effect isn't broken up by noise. (Similar 3D lighting effects with varying intensities/colors were used for the animated furnace and dispenser blocks.)
As it is, a lot of people really love the look of this block so it's not likely I'll be changing it anytime soon. If you don't like the animation it's a matter of simply going into the anim folder and deleting it. If you don't like the color, it's a matter of editing the hue, saturation, and lightness of the block in terrain.png. Neither of these options require much of any artistic skill whatsoever.
It's hard to say. These days the snapshots tend to vary widely in the art department. Things implemented one way in one snapshot are completely changed in another. Having to change something every single snapshot that was implemented in the pack during a previous snapshot is just way too tedious. If this was a 16x16 pack and it was just a matter of changing a few pixels and uploading a small pack every time I needed to update, none of this would be an issue. But with my pack I have to use the snapshots as a guide more than anything permanent. I set up rigs of resources I can use for things that are being added to the game, then I don't implement them fully until I have a good idea that they've been finalized.
The armor and zombies/zombie villagers are excellent examples of why it would've been stupid for me to update for each snapshot that's come out. At the moment neither are finalized. Next snapshot many are expecting the default zombie skins to be restored to the old format, and the armor is expected to have overlay files to work with for dyes. Then there's the beacon block.. If you haven't noticed by now, I try to ensure that the recipe for each block is reflected in the final look of the block. We currently have no crafting recipe for the beacon block, and the GUI for it likely isn't finalized. It'd be horribly pointless for me to update my pack to have support for its current incarnation without knowing any of the final details about it.
This isn't to say I'm against updating for any of the snapshots though. If this week's snapshot has more finalized implementations of current and upcoming features, it's possible I could update for it. It also depends on how far away the official release is for the next major patch. Last time I did update around the last snapshot because Mojang was taking too long on their official release and not much had changed from previous snapshots. So yeah, I kinda just have to wing it every cycle now.
I'll keep it in mind, but again, I'm probably not going to touch this stuff for awhile. Look how long it took me to bother redoing my wheat.
Then it was changed recently because the overlay of the default texture I had edited on my working file doesn't have that. The original design on mine was intended to remove the tab movement, but apparently was broken by an update as the method of reading the file was altered. I've since again removed all of the vanilla tab shifting as it was poorly-designed to begin with. (Ugly hard-coded labels not shifting with the tabs 'n' whatnot.)
As far as updates for the new snapshots... I don't care about the armor/zombie stuff, but I'd love to see what you do with the carrots and potatoes.
Edit: ah I knew I gave you feedback: http://www.minecraftforum.net/topic/69354-64x132-misas-realistic-texture-pack-updated-1aug2012/page__st__5660#entry17022376
I do have a question though. I noticed that in some texture packs, the glass blocks blend together to form a single large glass block with a border, but yours does not. Is there a specific reason you do glass this way or is it something that I can put in a request for?
Just so you know, I do love all of your textures, though for personal reasons I may change one or two as I play with it to get a different effect, but so far yours is top shelf.