Misa, could you possibly do an animation for the center of the Iron Golem's chest, where it has the little light thing there? Have it flash a little, or if it isn't too much trouble, maybe even spin around? I'd greatly appreciate it, but I understand that animations are a lot of work and totally understand if you can't do it. Thanks.
Excellent texture pack. I hope you keep it up 'n' running. And please any features that pop out in MCP (I am still waiting for a random block texture feature), keep supporting them.
Excellent work once again. If i had money i would definitely donate.
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.
I wasn't assuming that these were mistakes on your part, or that you added those elements unintentionally. My contention is that what you intended to produce, and what resulted, are at odds.
Regarding the corner lighting: If that's the desired lighting, then there's nothing else I have to say about it. What I was trying to point out is that the yellow tint was offputting, and that were I to suggest an adjustment, I'd make it more of a light green, rather than a yellow-green. My apologies for not properly expressing that.
The reason the shimmer effect on the emerald block bothers me (and the same effects on the diamond/gold blocks don't) is that it's far more pronounced, and it looks like someone is very rapidly moving a light source over the block. It might be true that the same algorithm was used to produce these effects for the gold/diamond blocks, but it doesn't change the fact that the result is very different. Glimmar posted on the subject awhile ago (regarding why he wasn't adding animations to certain blocks) that when every block has a sudden change in its appearance, it looks uncanny; I largely agree with him on that subject. Noise animation (like the tiny sparkles), by comparison, doesn't cause this effect because it's only tiny nuances in the appearance.
If there were a way to "desynchronize" the animations from each block, then I think this effect might look better, but it would still have the problem of the entire block suddenly lighting up. Basically, what I'm trying to say is, if there were some kind of gameplay effect (like placing a torch nearby, activating redstone, etc.) that triggered this animation, then it would look great. Fantastic, even. It's in the absence of any identifiable triggering mechanism that makes this look weird.
I left for lunch before finishing this post, and had a thought: I have no idea how you would do this feasibly, but the glare effect might actually look really good if you slowed it down dramatically. Like, have the effect take a minute or two to complete, and have it running constantly. That way, it doesn't suddenly flash white, but still benefits from the lighting effect. I wouldn't expect you to try to do that, though: based only on my experience trying to add and modify textures, and texture animations for that matter, I'm trying to imagine a solution to that problem that doesn't require a single image file almost as big as the rest of the pack, and I'm not coming up with anything (I guess if there was functionality to add a semi-transparent overlay.....).
Whatever.
There's nothing wrong with the animation itself, it's just that the way it's applied is immersion breaking, and I can't think of a solution to that problem that isn't simply to remove it (or at least make it less dramatic). But if you want to keep it in, then that's your decision.
Misa plz plz plz respond I need help from an expert texture artist,I am making my self my own little personal texturepack but I have some trouble,It is 1.3.2 and the emerald block texture is based off the top of the chest texture in the terrain.png and since I need to make the chest into its own png file so it doesnt look like a half chest half emerald,my problem is I am a extreme amiture texture artist I am not able to resize my chest into the correct size for the chest.png file plz help.
I am going to assume your using 64x64 so you could use her texture as a size default from her texture pack. the chest i n the png file has not been used in a while except for the locked chest I believe. I know misa has had a chest png separate for awhile.
Actually it will work.
But the features in Optifine aren't as well implemented as the same ones in MC Patcher.
So basically it won't look as nice.
Plus if you have CTM activated, since Optifine forces you to use CTM for glass and Misa's doesn't have it, the glass will be CTM default textures.
MC Patcher only activates CTM for blocks that have the required textures.
That's what I meant. This texturepack NEEDS the full aesthetic that it can provide.
That's what I meant. This texturepack NEEDS the full aesthetic that it can provide.
It doesn't. One can certainly appreciate the better support from MC Patcher, but the texture pack works fine with Optifine. That is, there are no big glitches, no missing textures, no crashing. You just don't get as many of the nice colors. Some of the little special features are off or missing. Depending on how much you care about those things, it may not matter at all. For me, I can certainly appreciate playing with MC Patcher and the pack looks beautiful there. But it looks good enough in Optifine, and Optifine has the benefit of making the game playable on my computer. If the choice is between being able to play with the pack at all using Optifine, or not being able to play with the pack at all using MC Patcher, I think I'll get the most out of the pack by using Optifine.
It doesn't. One can certainly appreciate the better support from MC Patcher, but the texture pack works fine with Optifine. That is, there are no big glitches, no missing textures, no crashing. You just don't get as many of the nice colors. Some of the little special features are off or missing. Depending on how much you care about those things, it may not matter at all. For me, I can certainly appreciate playing with MC Patcher and the pack looks beautiful there. But it looks good enough in Optifine, and Optifine has the benefit of making the game playable on my computer. If the choice is between being able to play with the pack at all using Optifine, or not being able to play with the pack at all using MC Patcher, I think I'll get the most out of the pack by using Optifine.
Yeah, my quad core has kinda softened me. I can't even look at default now (You can tell I have become hopelessly addicted to the features and colors that MCPatcher adds.)
Sorry for the lack of activity. I've just been really busy lately--and that also includes on the pack. I don't have any teaser screens taken yet or anything, but here's the current changelog to give everyone an idea of what to look forward to so far.
-Completely redesigned leather armor from scratch to make use of the new dye overlays.
-Added textures and item icons for new potatoes and carrots and the plants that grow them.
-Added animated item icon for golden carrot.
-Added textures and item icon for new flowerpots.
-Added textures and item icon for new item frames.
-Added unique art to the new wooden button.
-Added unique and animated textures (three of them!) for new command block.
-Added 10 Randomobs textures for the new zombie villagers.
-Added particles for throwable healing and damage potions.
-Added item icon for the new blank maps.
-Added support for dyeable wolf collars.
-Added wither status icon to inventory.png.
-Added custom Nightvision palette to make the effect much more realistic.
-Added unique textures and CTM support for plain and mossy cobblestone walls.
-Added more sensible CTM support to birch slabs and stairs.
-Re-designed the sign art to clean it up a bit and to reflect the current look of oak planks in the pack.
-Altered the sign icon to reflect the new sign art.
-Slightly reduced the size of the painting icon and added a small hanger to match the item frame icon.
-Redesigned the look of emotion-based particles, and added particles for anger and new stock for villagers.
-Slightly altered potion colors--like Vanilla, speed potions are now sky blue, and harming potions are now purple.
-Smoothed out runic particles for enchantment tables surrounded by bookshelves.
-Added large texture support to Netherrack and slightly redesigned held texture to match.
-Extended CTM support for smooth standstone to the top and bottom of the blocks.
-Added 3 more random variants of Dead Shrubs.
-Slightly altered underside textures to chests.
-Slightly altered CTM support for bookshelves to hopefully address some of the tiling issues with the four white books.
-Fixed a bug with one of the gold bands from the Diamond helmet not lining up properly.
-Fixed the custom gate texture to align properly for stone walls.
-Toned down the enchantment effect (glint.png) a bit.
-Removed mini craft interface from creative inventory.
-Removed tab shifting from creative inventory as it made no sense without the icons shifting with tabs as well.
-Desaturated rain particles.
-Various optimizations to formatting to hopefully improve performance.
Hopefully we'll see a stable snapshot sometime soon. I REALLY hope they revert the skin format for zombies and pigzombies...
Misa can you post some screenshots of that, what you´re working now?
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I`m german, sorry for my bad english!
Your English seems fine other than the fact that you used an accent ( ` ) instead of an apostrophe ( ' )
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"Some may say I'm 10 pounds of crap, but I'd say it's more like 11 and a half..."
MISA I want to do for your texture mods but I ran into the same problem a link to the texture of the stone from the interface, I can not do without this basic gui mods mods will industrial craft ,red power 2 ,buildsraft and this is the first fashion but soon I will extend I like your texture pack and do thank you for mods if you got
No, I will not release a pack for the current snapshot. Some of the files in the pack are incompatible with the current snapshot as they're designed around future-planned/announced things that do not yet exist. As I cannot predict how well these will play out and do not feel like making proper placeholders for a playable version of the pack, you'll just have to wait. I'm hoping for a snapshot sometime soon, and if every one of my issues is corrected in the way that I predict and everything else is pretty stable, then I'll probably release an update.
Also I want some time to squeeze a few more things. Currently I'm working on some experimental stuff regarding glass, and the results are pretty promising. Don't want to say too much about it as it may or may not fully pan out and I don't want to get anyone's hopes up. However, anyone who's seen my thoughts posted on the subject of CTM glass should have a good idea where this is going--for those who haven't, you can just use the search feature.
Also I want some time to squeeze a few more things. Currently I'm working on some experimental stuff regarding glass, and the results are pretty promising. Don't want to say too much about it as it may or may not fully pan out and I don't want to get anyone's hopes up. However, anyone who's seen my thoughts posted on the subject of CTM glass should have a good idea where this is going--for those who haven't, you can just use the search feature.
My god, if you somehow add translucent glass.... It would be one of the greatest additions to this pack imo, and that's saying a LOT.
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Game designer, forum stalker.
I'm fairly certain those are connected textures and not random textures...
I believe you may be talking about Random Textures. If you are I would scroll down to that section and read Misa's responce.
http://www.minecraftforum.net/topic/69354-64x132-misas-realistic-texture-pack-updated-1aug2012/page__st__5760#entry17240228
I... spam.
I wasn't assuming that these were mistakes on your part, or that you added those elements unintentionally. My contention is that what you intended to produce, and what resulted, are at odds.
Regarding the corner lighting: If that's the desired lighting, then there's nothing else I have to say about it. What I was trying to point out is that the yellow tint was offputting, and that were I to suggest an adjustment, I'd make it more of a light green, rather than a yellow-green. My apologies for not properly expressing that.
The reason the shimmer effect on the emerald block bothers me (and the same effects on the diamond/gold blocks don't) is that it's far more pronounced, and it looks like someone is very rapidly moving a light source over the block. It might be true that the same algorithm was used to produce these effects for the gold/diamond blocks, but it doesn't change the fact that the result is very different. Glimmar posted on the subject awhile ago (regarding why he wasn't adding animations to certain blocks) that when every block has a sudden change in its appearance, it looks uncanny; I largely agree with him on that subject. Noise animation (like the tiny sparkles), by comparison, doesn't cause this effect because it's only tiny nuances in the appearance.
If there were a way to "desynchronize" the animations from each block, then I think this effect might look better, but it would still have the problem of the entire block suddenly lighting up. Basically, what I'm trying to say is, if there were some kind of gameplay effect (like placing a torch nearby, activating redstone, etc.) that triggered this animation, then it would look great. Fantastic, even. It's in the absence of any identifiable triggering mechanism that makes this look weird.
I left for lunch before finishing this post, and had a thought: I have no idea how you would do this feasibly, but the glare effect might actually look really good if you slowed it down dramatically. Like, have the effect take a minute or two to complete, and have it running constantly. That way, it doesn't suddenly flash white, but still benefits from the lighting effect. I wouldn't expect you to try to do that, though: based only on my experience trying to add and modify textures, and texture animations for that matter, I'm trying to imagine a solution to that problem that doesn't require a single image file almost as big as the rest of the pack, and I'm not coming up with anything (I guess if there was functionality to add a semi-transparent overlay.....).
Whatever.
There's nothing wrong with the animation itself, it's just that the way it's applied is immersion breaking, and I can't think of a solution to that problem that isn't simply to remove it (or at least make it less dramatic). But if you want to keep it in, then that's your decision.
NO. READ THE FIRST FREAKING PAGE.
This pack requires MCPatcher, and therefore the features supplied in Optifine will not work with it.
That's what I meant. This texturepack NEEDS the full aesthetic that it can provide.
It doesn't. One can certainly appreciate the better support from MC Patcher, but the texture pack works fine with Optifine. That is, there are no big glitches, no missing textures, no crashing. You just don't get as many of the nice colors. Some of the little special features are off or missing. Depending on how much you care about those things, it may not matter at all. For me, I can certainly appreciate playing with MC Patcher and the pack looks beautiful there. But it looks good enough in Optifine, and Optifine has the benefit of making the game playable on my computer. If the choice is between being able to play with the pack at all using Optifine, or not being able to play with the pack at all using MC Patcher, I think I'll get the most out of the pack by using Optifine.
Yeah, my quad core has kinda softened me. I can't even look at default now (You can tell I have become hopelessly addicted to the features and colors that MCPatcher adds.)
thank you for all the time and dedication to this pack. :3
-Added textures and item icons for new potatoes and carrots and the plants that grow them.
-Added animated item icon for golden carrot.
-Added textures and item icon for new flowerpots.
-Added textures and item icon for new item frames.
-Added unique art to the new wooden button.
-Added unique and animated textures (three of them!) for new command block.
-Added 10 Randomobs textures for the new zombie villagers.
-Added particles for throwable healing and damage potions.
-Added item icon for the new blank maps.
-Added support for dyeable wolf collars.
-Added wither status icon to inventory.png.
-Added custom Nightvision palette to make the effect much more realistic.
-Added unique textures and CTM support for plain and mossy cobblestone walls.
-Added more sensible CTM support to birch slabs and stairs.
-Re-designed the sign art to clean it up a bit and to reflect the current look of oak planks in the pack.
-Altered the sign icon to reflect the new sign art.
-Slightly reduced the size of the painting icon and added a small hanger to match the item frame icon.
-Redesigned the look of emotion-based particles, and added particles for anger and new stock for villagers.
-Slightly altered potion colors--like Vanilla, speed potions are now sky blue, and harming potions are now purple.
-Smoothed out runic particles for enchantment tables surrounded by bookshelves.
-Added large texture support to Netherrack and slightly redesigned held texture to match.
-Extended CTM support for smooth standstone to the top and bottom of the blocks.
-Added 3 more random variants of Dead Shrubs.
-Slightly altered underside textures to chests.
-Slightly altered CTM support for bookshelves to hopefully address some of the tiling issues with the four white books.
-Fixed a bug with one of the gold bands from the Diamond helmet not lining up properly.
-Fixed the custom gate texture to align properly for stone walls.
-Toned down the enchantment effect (glint.png) a bit.
-Removed mini craft interface from creative inventory.
-Removed tab shifting from creative inventory as it made no sense without the icons shifting with tabs as well.
-Desaturated rain particles.
-Various optimizations to formatting to hopefully improve performance.
Hopefully we'll see a stable snapshot sometime soon. I REALLY hope they revert the skin format for zombies and pigzombies...
Also I want some time to squeeze a few more things. Currently I'm working on some experimental stuff regarding glass, and the results are pretty promising. Don't want to say too much about it as it may or may not fully pan out and I don't want to get anyone's hopes up. However, anyone who's seen my thoughts posted on the subject of CTM glass should have a good idea where this is going--for those who haven't, you can just use the search feature.
My god, if you somehow add translucent glass.... It would be one of the greatest additions to this pack imo, and that's saying a LOT.