Thanks for the birthday wishes, I am also in Cali not sure where you are but I would invite you to my party today ;), Turning 21 going camping and the festivities will be awesome.
Anyways great textures, I love the update. Can anyone please post pictures of the new Items in her pack, I refuse to download snapshots (mostly because I am stubborn, and lazy). Like the Witch, Wither, Bat...etc. I have been very interested in what way she was going to go with them.
It wasn't entirely the content of the message I took issue with it was the way you expressed it. It was rude. However, given the language used in this follow-up I'm guessing English is not your native tongue. A lot might just be getting lost in translation. If that was the case with your previous message, I'm sorry if my response was needlessly defensive.
That said, the fact still remains that I already recently addressed the painting and beam textures in previous posts. Please read the thread a little before posting--it's just common netiquette. You don't need to edit these files for me or show me anything. I'm already well-aware of the issues.
Misa is not you and I have to apologize! I was rude to you! And I apologize to the legendary artist Misa! But still I hope that
soon you draw these textures. Good luck with the textures! I texture.
Misa just wanted to say i've been using your pack for a long time now and i think minecraft is not the same without it. Keep up the good work and thanks.
so here is what i
found: Do you see the black pixels at the tall grass? I find them really annoying, but i don't want to stop using your pack...i just want to say.
I have noticed these as well and I'm guessing it's just a few stray transparent pixels. Also, your image is broken.
Love this pack. Only one comment, don't know if this is a texture pack issue, or just a Minecraft code issue. But the Command Blocks are always facing the same direction (see image) no matter how they are placed, so some we can see the cool flashing lights, and others just the wooden side.
I have a problem with the texture pack. Mostly everything is just okay, but items in my hands (and other mobs'/players' hands) have some edge curves on them. How can I solve this problem?
Are you using MCPatcher? If so, are you using the correct version? Are you in the snapshot or 1.3.2? But, it may not be one of those, so if not, it may be Rei's minimap. Also, sorry if it seems like a lot of questions, those are the main things you really have to look at.
Also, Misa I'm not sure if this is a problem with your betterglass textures, but everytime I place a glass pane inbetween 2 blocks, I always get a white pixel in the top left of the glass pane
Misa, I just wanted to say thank you for releasing the update to the texture pack. You really seem to have went the extra mile with this update and I greatly appreciate all the work you put into it. Also, thank you for running OptiPNG on the textures as well, I have noticed I'm getting slightly better performance and my friend is now finally able to use BetterSkies without issues.
The new leather armor is looking really snappy, though I noticed a hilarious incompatibility between your armor and my skin.
Apparently, my eyes are 1 pixel too low for your texture pack.
Oh well. Maybe I'll modify the file on my computer to lower the cross piece.
The eyeholes are designed to line up with the default face proportions of 'Steve.' The majority of skins out there will be compatible with this armor if using the default as a template for proportions. All my other armors with 'goggles' will probably also give you some trouble unless you move your character skin's eyes up a bit.
Thanks for the birthday wishes, I am also in Cali not sure where you are but I would invite you to my party today , Turning 21 going camping and the festivities will be awesome.
Anyways great textures, I love the update. Can anyone please post pictures of the new Items in her pack, I refuse to download snapshots (mostly because I am stubborn, and lazy). Like the Witch, Wither, Bat...etc. I have been very interested in what way she was going to go with them.
Probably a good ways away. I'm in SoCal near LA. Anyway I'm long over-due for an update to my screenshots, so I'll probably get on that soon, and I'll cover as much of the new stuff as I can through those.
First: I realy love you pack and using it since beta 1.2. It's now even more beautiful. But i found a little bug at the Grass,my Gamma settings are okay, i have no shader mod nothing and i use the Newest MC Patcher, i tried to fix it myself but i failed... so here is what i
found: Do you see the black pixels at the tall grass? I find them really annoying, but i don't want to stop using your pack...i just want to say.
I actually had to turn my gamma way up to see those. Your gamma settings may seem okay, but they're probably still a bit on the high side if these are standing out big time. It could also just be your monitor. Either way I've blasted my gamma and removed the offending black pixels for the next update.
Perfect work as usual ... the new bats look sooo realistic, they're really cute
Besides, brilliant idea to change the witches nose to a tongue, looks great in-game !
I've a question about the new Zombie Villagers:
You made several Random Mob skins for them, showing Smith Zombies, Farmer Zombies, Priest Zombies ....
Do special villager types already change into the respective zombie villager (e.g. Farmer Villager to Farmer Zombie) when infected ?
Or is that a completely random thing (e.g. Farmer Villager changing into Priest Zombie) ?
Completely random. And there's nothing Kahr or I can do to change it without altering the gameplay rules. The game uses one zombie villager texture, and there's no designation as to what villager role it'll assume if cured. Inversely, villagers of a specific role will lose their role when turned into a zombie villager--curing a priest-turned-zombie will not necessarily yield a zombie-turned-priest. Any zombie villager when cured will randomly select a villager type and spawn it from scratch the moment they're cured.
As far as my pack goes, I didn't want to make a generic single-role zombie villager, because honestly how would I even go about doing that? My villagers are designed to look humanoid and the elongated head was dealt with by adding hats 'n' such. Making a generalized zombie villager with a hat wouldn't help much because what hat would I give it? And if I had discovered a good neutral look, my zombie villagers would all look the same and lack the variety the rest of my mobs have.
The ultimate decision was just to make a zombie variant of one of each job and sex, so I'd still have the variety of randomobs. Given that the curing process will never make much sense, this just seemed the best choice than the alternatives.
Love this pack. Only one comment, don't know if this is a texture pack issue, or just a Minecraft code issue. But the Command Blocks are always facing the same direction (see image) no matter how they are placed, so some we can see the cool flashing lights, and others just the wooden side.
I can't change how orientations of blocks are. And it seemed like it'd make little sense to have the blinking lights on all 4 sides of the block. I guess I could use the randomization feature, but I'm not sure that'd look good. Ultimately, despite the fact that this was one of the most complicated blocks I've ever created(CTM + animation), it's intended to be used as a behind-the-scenes block.
I like this texture pack, but great reduction of fps. Due to texture animations.
Actually the animations don't use up that many resources. The Better Skies uses up the most, and then CTM probably comes in second. Be sure to check out the performance guide on my FAQ.
...Misa I'm not sure if this is a problem with your betterglass textures, but everytime I place a glass pane inbetween 2 blocks, I always get a white pixel in the top left of the glass pane
This is a remnant of a diagnostic test I was running to ensure the proper CTM tiles were being used. It'll be gone in the next version.
I am using mcpatcher 2.4.1_03 (newer versions doesn't work with me at all) with minecraft version 1.3.2
And the only mod I have installed, is Rei's minimap.
There's your problem right there. You're using a pretty ancient version of MCPatcher. My pack is always taking advantage of the latest features of MCPatcher (Hell, I helped design a good bit of them. :P). Though your problem is actually due to a version mismatch. You're using a later version of Minecraft than the version of MCPatcher you're using supports. You always need to use the very latest version. I don't really accept that the latest version simply doesn't work with you at all. There has to be something else you've done to your installation that is conflicting with it. I'd suggest following my cleaning instructions on the first post. Try installing the latest MCPatcher on a clean version of the game with no mods. If it works, then you know the problem is not with MCPatcher, and is definitely not with my pack. If you do genuinely have issues that crop up, please report them to Kahr on the MCPatcher thread.
Probably a good ways away. I'm in SoCal near LA. Anyway I'm long over-due for an update to my screenshots, so I'll probably get on that soon, and I'll cover as much of the new stuff as I can through those.
Yea, Kinda far, I am in the Central Valley. Oh, and about the textures, I couldn't wait so I got Magic Launcher and downloaded the latest snapshot just to see your textures, I love them all. Putting up more recent screenshots will probably be a good idea. Keep on creating, I am ganna go recover from my hangover now
I can't change how orientations of blocks are. And it seemed like it'd make little sense to have the blinking lights on all 4 sides of the block. I guess I could use the randomization feature, but I'm not sure that'd look good. Ultimately, despite the fact that this was one of the most complicated blocks I've ever created(CTM + animation), it's intended to be used as a behind-the-scenes block.
Don't get me wrong, I love the look of your block, much better than the default block. And I do realise the block is meant to be "behind-the-scenes"... I just liked the style of your block so much that I wanted it to be visible. Please do not change this block at all, its perfect, I will work around this design flaw (Mojang's fault).
misa said I created a sparkling loop animation entirely from scratch, and then blend (Usually with Screen or Dodge) it with the blocks that require sparkles.
Misa as I understand you have a template that highlights you mix with the unit as layers in a graphics editor. You can throw them to me please.
It is necessary for me for mods such as red power 2. there is a silver ingot, and I want him to glare flickered and then I'll post the texture mods Misa with animations.
Anyone who's heard me go on rants about what I'd change about the game will attest to the fact that I've been saying for years that fish need to be a visible mob with varying sizes. Fishing one out will have it flop around on the land and you should be able to use a bucket to catch it or a weapon attack to kill it for dropped meat. A caught fish would be place-able in water and would be kept alive wherever you put it, or it could be crafted with wool for a trophy block. I never liked that the caught fish art was also treated as the food item. I would've preferred something more along the lines of the other meat-producing animals.
Uhmm... yeah... Screw my original idea. This one's better. XD
Anyways great textures, I love the update. Can anyone please post pictures of the new Items in her pack, I refuse to download snapshots (mostly because I am stubborn, and lazy). Like the Witch, Wither, Bat...etc. I have been very interested in what way she was going to go with them.
Misa is not you and I have to apologize! I was rude to you! And I apologize to the legendary artist Misa! But still I hope that
soon you draw these textures. Good luck with the textures!
I don't think this can be done with the way CTM deals with sideways logs.
I have noticed these as well and I'm guessing it's just a few stray transparent pixels. Also, your image is broken.
Are you using MCPatcher? If so, are you using the correct version? Are you in the snapshot or 1.3.2? But, it may not be one of those, so if not, it may be Rei's minimap. Also, sorry if it seems like a lot of questions, those are the main things you really have to look at.
Also, Misa I'm not sure if this is a problem with your betterglass textures, but everytime I place a glass pane inbetween 2 blocks, I always get a white pixel in the top left of the glass pane
Oh, okay.
Probably a good ways away. I'm in SoCal near LA. Anyway I'm long over-due for an update to my screenshots, so I'll probably get on that soon, and I'll cover as much of the new stuff as I can through those.
I actually had to turn my gamma way up to see those. Your gamma settings may seem okay, but they're probably still a bit on the high side if these are standing out big time. It could also just be your monitor. Either way I've blasted my gamma and removed the offending black pixels for the next update.
Completely random. And there's nothing Kahr or I can do to change it without altering the gameplay rules. The game uses one zombie villager texture, and there's no designation as to what villager role it'll assume if cured. Inversely, villagers of a specific role will lose their role when turned into a zombie villager--curing a priest-turned-zombie will not necessarily yield a zombie-turned-priest. Any zombie villager when cured will randomly select a villager type and spawn it from scratch the moment they're cured.
As far as my pack goes, I didn't want to make a generic single-role zombie villager, because honestly how would I even go about doing that? My villagers are designed to look humanoid and the elongated head was dealt with by adding hats 'n' such. Making a generalized zombie villager with a hat wouldn't help much because what hat would I give it? And if I had discovered a good neutral look, my zombie villagers would all look the same and lack the variety the rest of my mobs have.
The ultimate decision was just to make a zombie variant of one of each job and sex, so I'd still have the variety of randomobs. Given that the curing process will never make much sense, this just seemed the best choice than the alternatives.
Currently not possible with CTM.
I can't change how orientations of blocks are. And it seemed like it'd make little sense to have the blinking lights on all 4 sides of the block. I guess I could use the randomization feature, but I'm not sure that'd look good. Ultimately, despite the fact that this was one of the most complicated blocks I've ever created(CTM + animation), it's intended to be used as a behind-the-scenes block.
Actually the animations don't use up that many resources. The Better Skies uses up the most, and then CTM probably comes in second. Be sure to check out the performance guide on my FAQ.
I created a sparkling loop animation entirely from scratch, and then blend (Usually with Screen or Dodge) it with the blocks that require sparkles.
This is a remnant of a diagnostic test I was running to ensure the proper CTM tiles were being used. It'll be gone in the next version.
There's your problem right there. You're using a pretty ancient version of MCPatcher. My pack is always taking advantage of the latest features of MCPatcher (Hell, I helped design a good bit of them. :P). Though your problem is actually due to a version mismatch. You're using a later version of Minecraft than the version of MCPatcher you're using supports. You always need to use the very latest version. I don't really accept that the latest version simply doesn't work with you at all. There has to be something else you've done to your installation that is conflicting with it. I'd suggest following my cleaning instructions on the first post. Try installing the latest MCPatcher on a clean version of the game with no mods. If it works, then you know the problem is not with MCPatcher, and is definitely not with my pack. If you do genuinely have issues that crop up, please report them to Kahr on the MCPatcher thread.
Yea, Kinda far, I am in the Central Valley. Oh, and about the textures, I couldn't wait so I got Magic Launcher and downloaded the latest snapshot just to see your textures, I love them all. Putting up more recent screenshots will probably be a good idea. Keep on creating, I am ganna go recover from my hangover now
Don't get me wrong, I love the look of your block, much better than the default block. And I do realise the block is meant to be "behind-the-scenes"... I just liked the style of your block so much that I wanted it to be visible. Please do not change this block at all, its perfect, I will work around this design flaw (Mojang's fault).
I created a sparkling loop animation entirely from scratch, and then blend (Usually with Screen or Dodge) it with the blocks that require sparkles.
Misa as I understand you have a template that highlights you mix with the unit as layers in a graphics editor. You can throw them to me please.
It is necessary for me for mods such as red power 2. there is a silver ingot, and I want him to glare flickered and then I'll post the texture mods Misa with animations.
Uhmm... yeah... Screw my original idea. This one's better. XD