There's really not too much to do with it... It's a pretty bland model with not much required variety to the texturing. Anvils in reality are pretty much all one simplistic texture all over: a dark casted iron texture.
So I don't know if you are aware of this yet I have seen other posts with no answers on the forums about weird lighting problems. We couldn't figure it out for a bit but I traced it back to the texture pack seeing as the problem is not present in the basic texture pack. I reverted to an older version of your TP and the lighting errors are not there either.
My guess is that it's probably some form of conflict between optifine and the TP.
The weird part is that we used the TP for at least a day with out any trouble before this randomly popped up.
Just figured I would post something about it since I didn't see anything.
On a side note I love your texture pack it has been my favorite from when I started playing in Alpha (tho if I remember right at that time I think it was a dead texture pack). Keep up the amazing work <3
There's really not too much to do with it... It's a pretty bland model with not much required variety to the texturing. Anvils in reality are pretty much all one simplistic texture all over: a dark casted iron texture.
I guess I was thinking that if anyone could find a way to spruce it up a bit it would be you
So I don't know if you are aware of this yet I have seen other posts with no answers on the forums about weird lighting problems. We couldn't figure it out for a bit but I traced it back to the texture pack seeing as the problem is not present in the basic texture pack. I reverted to an older version of your TP and the lighting errors are not there either.
My guess is that it's probably some form of conflict between optifine and the TP.
The weird part is that we used the TP for at least a day with out any trouble before this randomly popped up.
Just figured I would post something about it since I didn't see anything.
On a side note I love your texture pack it has been my favorite from when I started playing in Alpha (tho if I remember right at that time I think it was a dead texture pack). Keep up the amazing work <3
Well, the texture pack WAS made for MCPatcher, not Optifine. Also might be an Optifine bug.
Amazing texture pack, 90% of the textures in my custom pack have now been replaced and my game looks so much cooler. I only had to retexture your ores as my artstyle is different and the random ones I added didn't fit in very well.
In my eyes, the only thing it needs now is more ordered textures (for cobblestone in particular), and some more random block and ore textures (for people who can't add them/prefer your style), just to give the game some more variety (even just small details, cracked bits of stone here and there, a random hollow hole in a few tree trunks, and so on).
On a slightly different note, I am looking for someone who knows how to retain texture information for block updates on randomly textured blocks. For example, I have a random texture on a redstone ore. I then jump on the ore and it resets the texture to the default (in the terrain file) or a new random texture (if I specify randomness for the glowing block ID [74?] as well). Is there any way to keep it the same?
Anyway, fantastic work Misa, I look forward to watching this develop and grow in the future XD
Amazing texture pack, 90% of the textures in my custom pack have now been replaced and my game looks so much cooler. I only had to retexture your ores as my artstyle is different and the random ones I added didn't fit in very well.
In my eyes, the only thing it needs now is more ordered textures (for cobblestone in particular), and some more random block and ore textures (for people who can't add them/prefer your style), just to give the game some more variety (even just small details, cracked bits of stone here and there, a random hollow hole in a few tree trunks, and so on).
On a slightly different note, I am looking for someone who knows how to retain texture information for block updates on randomly textured blocks. For example, I have a random texture on a redstone ore. I then jump on the ore and it resets the texture to the default (in the terrain file) or a new random texture (if I specify randomness for the glowing block ID [74?] as well). Is there any way to keep it the same?
considering I know there is a lit and unlit version of redsone AND your using random textures it means than the minute you change something on the block to make it lit it will almost guaranteed change due to the fact it randomizes for the lit block. It would be an extremely small percentage chance it would stay the dame
Is the semi-transparency available on all blocks that support transparency? Maybe you could produce a more "cob-webby" web texture. It would certainly make the texture look more realistic and would look great in places like strongholds, make them look older and dustier.
The translucency doesn't work that way with the rendering method I am using. The method I use for translucency on my glass takes colors darker than #808080 and multiplies them while taking colors lighter than #808080 and screening or adding them to the colors behind them. It's not a standard varying alpha blending method as say ice blocks are. Essentially cobwebs would appear to glow in the dark--providing it were even possible to apply the better glass rendering to them to begin with.
So what is different than the 420 version? I did notice a oval now when I use the 430 version goes away when during the daytime.( I am not using any type of armor its just the stock skin you get when you play MC)
What has been changed?...
Going by your image, I can safely say that that oval vignette is not mine. My pack has an animated filmgrain effect replacing the vignette. I notice you have a mini-map and some items in your item bar that clearly aren't textured by me either. I'd say it's safe to say that mods are what's causing that prominent oval vignette. As far as what's new in my pack from the previous version, there's really too many things to list. Just view the Patch notes/Changelog on my main thread or in the changelog.txt file in my pack.
Misa, you once said you would think about making new lava textures if there were textures bigger than one block.
They exist now. So if it is possible to use the large textures of CTM for lava it would be awesome if you made use of it.
I don't know if its possible but that just came to my mind when I walked through the nether today.
Unfortunately, the way I'd have to go about it would involve adding multiple animation files
Misa, you once said you would think about making new lava textures if there were textures bigger than one block.
They exist now. So if it is possible to use the large textures of CTM for lava it would be awesome if you made use of it.
I don't know if its possible but that just came to my mind when I walked through the nether today.
I'm not really sure CTM works with liquid blocks at the moment, but saying for the sake of argument that it did, If I were to scale a new animated lava or water texture to the same scale my ice uses, I would have to make 64 animation files. As my current lava has 77 animation frames, that's literally 4,928 frames I'd need to create to maintain the look of my current lava at a higher resolution to CTM. If I were to scale it down to say my current stone, it would still take 1,232 frames. And this is not even counting the properties files that would be required to make this work. Combining CTM and animation is not an easy process at all. At the moment I currently only have one block that makes use of this combination of features (the command block). We pretty much need a better method of doing larger resolution/area animations for liquids. Given the limitations of the render engine the game uses though, I unfortunately don't see this being really feasible anytime soon. Better Skies is already a huge enough resource hog as it is. At this point I kinda have to tip-toe in regards to adding features that could potentially make this pack unplayable on most machines that can currently handle it.
I need some help:
I tried editing the color of my sheep wool (not the block, the sheep when you dye it).
I managed to change it in the color.properties file in the last versions but in your snapshot version 12w38 it doesn't work anymore. The sheep still have the default misa color and I have no idea how to change it. It worked before...
I need some help:
I tried editing the color of my sheep wool (not the block, the sheep when you dye it).
I managed to change it in the color.properties file in the last versions but in your snapshot version 12w38 it doesn't work anymore. The sheep still have the default misa color and I have no idea how to change it. It worked before...
This is a bug in MCPatcher. Kahr is aware of it and will be fixing it. At default Minecraft recycles the same hard-coded colors for things like sheep, leather dyes, and dog collars--despite having different values defined for these. Kahr attempted to split them to actually use these separate values, and yeah, considering what he's up against, it's very easy to make mistakes.
Why doesn't better skies work for me!!!!!!! I want it SOOOO BAD!
Better Skies is an extremely resource-demanding feature. Not everyone's computer will be able to handle it, this is why it's listed as an optional feature. Best I can say is to check the first issue posted on my FAQ for a guide to improve general performance.
Hey Misa!
Can I use your TexturePack for my Let's Play??
Yeah, just credit me for my pack in the video description with a link to the thread. The only time this is a problem on videos is if people are redistributing the download link, rehosting the download link, using ad links to link to this pack, or claiming the texture pack as their own personal work.
...I can't help but feel that with just a few more randomized blocks this could be even better, perhaps some randomized ore textures, an ordered cobblestone texture, a range of stone textures with scratches and imperfections, maybe just some cobblestone blocks with dodged/burnt cobbles/cracks giving the surface a little bit more feeling and variety. Who knows, maybe you could add something like a hollow hole in the occasional wooden logs and tree trunk, there are so many possibilities that it's making my head hurt...
I do have a lot of things on a to-do list. It's all just a matter of when I get around to it. The pack at this point is a bit of a balancing act between performance and features though. I have experimented with an ordered version of cobblestone, but got less than desirable results... I think I almost did too good of a job on the last remake of cobblestone that it's hard to replicate the same look over a larger area. Another limitation you should probably be aware of is that you can't use large textures AND random textures at the same time for a texture being replaced. It's pretty much one or the other. I do write down all suggestions though and do a cost-benefit analysis of them before adding them to the to-do list though, so I'm always open to new ideas of ways to make use of CTM.
I haven't posted here in a looooong time. (For a time, didn't have a computer to even play MC... much less do anything else)
Just have to say: it is sooooo good that I can use your texture pack in both 1.3.2 & the snapshots (I have a reason I need separate versions of the game) & keep up the AWESOME work.
PS - gave up trying to resize the sun (moon worked fine) with your latest release as I had done over a year ago (thank you again for your help at the time for the sun/moon to be more realistic to my personal preferences *thumbs up*). Since my computer mishaps, I will use the current sun/moon sizes (I like the glow the sun has) and just wanted to say (again) keep up the AWESOME work.
Thanks. If you noticed, I actually did shrink the moon and sun a bit with the release of Better Skies. It wasn't to the level you had it, but you did pop into memory as I was doing it.
random textures for coal and iron would be nice (the iron ore animation is hardly noticeable anyway) but it would be a lot of work for Misa to do the others since they have animations.
This would mean CTM files for each block, and then several animation files for each and every block design in each CTM file.
This is a lot of work, a lot of files, and would increase the filesize by a lot.
The thing I'm worried about here is internal inconsistency. First off, the source working files from the ore textures are pretty much gone considering how old they are. I'd essentially have to redo many of my ores from scratch to match a new look for any that I changed or do a hack job at editing the current ones. The other thing is considering that some ores do have animation, randomizing only some ores and not others would get somewhat noticeable very quickly. Ideally I'd have random ores for all ores, and animations for a few of them.. But as stated earlier, animation and CTM is a somewhat complicated affair. So yeah, if I ever do address this feature for ores, it'll likely have to be an entire overahaul of the current ores for the sake of internal consistency. As this will require time and planning, it may take awhile before I'm able to address it.
Wow, never realised, that apart from diamonds and redstone, the other ores also have animation. Just checked the folder, and indeed, the textures are there (can't see an obvious .properties file though). I'm going to have to study the ores closely.
I think though that unanimated random faces would be more effective, but that's just personal opinion.
Yeah, other long-time users of my pack would probably notice the lack of animation in some ores pretty instantly. Considering all the compliments I've gotten over things like the redstone ore animation, I'd hate to replace it with something if this functionality is lost. Had CTM support come out before custom animations, things probably would've gone differently.
I follow your instructions...
Patched the Texturepack looking good xD
But,
I freezes me game and it takes forever to load a world or to play a server
N yes my Java heap size is 256+
I don't know whats going on D:
Check the guide on the first issue in my FAQ, also 256 is pretty low as a heap size for this pack.
So I don't know if you are aware of this yet I have seen other posts with no answers on the forums about weird lighting problems. We couldn't figure it out for a bit but I traced it back to the texture pack seeing as the problem is not present in the basic texture pack. I reverted to an older version of your TP and the lighting errors are not there either.
My guess is that it's probably some form of conflict between optifine and the TP.
The weird part is that we used the TP for at least a day with out any trouble before this randomly popped up.
Just figured I would post something about it since I didn't see anything.
On a side note I love your texture pack it has been my favorite from when I started playing in Alpha (tho if I remember right at that time I think it was a dead texture pack). Keep up the amazing work <3
There is nothing in this pack that directly affects lighting on its own. Without being patched, my pack cannot do anything at all to mess up lighting. This actually was posted about a few pages back. The weird lighting issue seems to be a problem with either Optifine or another mod on a certain version of Minecraft--possibly a snapshot. Dinnerbone has made many changes to lighting in the snapshots, and how the patchers and certain mods adapt to it will probably require some updates to anything that affects lighting. There isn't really anything I can do in my pack to affect this one way or the other--it contains no code.
Also I don't think my pack ever really was 'dead.' Being the first pack ever to be in 64x64 and to have edited every single piece of art in the game that even Painterly hadn't yet covered, as well as the first pack with high resolution mobs, AND being one of the first packs updated for the highly-anticipated Halloween update it literally became popular overnight. I haven't stopped updating it since then. The only thing I sometimes miss updates for these days are snapshots due to the unpredictable nature of them.
...I am looking for someone who knows how to retain texture information for block updates on randomly textured blocks. For example, I have a random texture on a redstone ore. I then jump on the ore and it resets the texture to the default (in the terrain file) or a new random texture (if I specify randomness for the glowing block ID [74?] as well). Is there any way to keep it the same?...
Why not just use texture ID (terrainXXX.properties) instead of block ID for the properties file? Regardless of the block ID changes, Redstone ore always uses that one texture, so just have CTM affect the texture itself and don't worry about the block.
will this work with the latest snapshots?.
thanks.
Yes it does. However I believe it is missing the texture for the anvil which they just added to the latest snapshot, which is understandable. And there may be a few "glitches" on some textures with some of the changes they have made.
Hey I'm kinda new to this but i dowloaded the pack and when i opened it its multiple files such as: achievement, anim, armor, art, ctm, environment, ect. I cant figure out to move the whole file itself to texture packs. Please help!
Hey I'm kinda new to this but i dowloaded the pack and when i opened it its multiple files such as: achievement, anim, armor, art, ctm, environment, ect. I cant figure out to move the whole file itself to texture packs. Please help!
The downloaded pack should be in a zip file. Do not unzip. Move the whole file to the texture pack folder in your username/appdata/.minecraft folder (note: appdata is a hidden folder; either show hidden files/folders or search for %appdata%)
That's because Mojang changed the zombie texture size in a recent snapshot build, and the texture pack was updated to support features from the snapshots. You just need to use the latest version of MCPatcher, it has a 'zombie texture compatibility fix' on the Options tab which fixes this for people still running 1.3.2.
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Curse PremiumThere's really not too much to do with it... It's a pretty bland model with not much required variety to the texturing. Anvils in reality are pretty much all one simplistic texture all over: a dark casted iron texture.
Misa isn't a man
My guess is that it's probably some form of conflict between optifine and the TP.
The weird part is that we used the TP for at least a day with out any trouble before this randomly popped up.
Just figured I would post something about it since I didn't see anything.
On a side note I love your texture pack it has been my favorite from when I started playing in Alpha (tho if I remember right at that time I think it was a dead texture pack). Keep up the amazing work <3
I guess I was thinking that if anyone could find a way to spruce it up a bit it would be you
Well, the texture pack WAS made for MCPatcher, not Optifine. Also might be an Optifine bug.
Are you threatening us?
http://www.planetminecraft.com/member/spejs/
In my eyes, the only thing it needs now is more ordered textures (for cobblestone in particular), and some more random block and ore textures (for people who can't add them/prefer your style), just to give the game some more variety (even just small details, cracked bits of stone here and there, a random hollow hole in a few tree trunks, and so on).
On a slightly different note, I am looking for someone who knows how to retain texture information for block updates on randomly textured blocks. For example, I have a random texture on a redstone ore. I then jump on the ore and it resets the texture to the default (in the terrain file) or a new random texture (if I specify randomness for the glowing block ID [74?] as well). Is there any way to keep it the same?
Anyway, fantastic work Misa, I look forward to watching this develop and grow in the future XD
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
considering I know there is a lit and unlit version of redsone AND your using random textures it means than the minute you change something on the block to make it lit it will almost guaranteed change due to the fact it randomizes for the lit block. It would be an extremely small percentage chance it would stay the dame
Going by your image, I can safely say that that oval vignette is not mine. My pack has an animated filmgrain effect replacing the vignette. I notice you have a mini-map and some items in your item bar that clearly aren't textured by me either. I'd say it's safe to say that mods are what's causing that prominent oval vignette. As far as what's new in my pack from the previous version, there's really too many things to list. Just view the Patch notes/Changelog on my main thread or in the changelog.txt file in my pack.
Unfortunately, the way I'd have to go about it would involve adding multiple animation files
I'm not really sure CTM works with liquid blocks at the moment, but saying for the sake of argument that it did, If I were to scale a new animated lava or water texture to the same scale my ice uses, I would have to make 64 animation files. As my current lava has 77 animation frames, that's literally 4,928 frames I'd need to create to maintain the look of my current lava at a higher resolution to CTM. If I were to scale it down to say my current stone, it would still take 1,232 frames. And this is not even counting the properties files that would be required to make this work. Combining CTM and animation is not an easy process at all. At the moment I currently only have one block that makes use of this combination of features (the command block). We pretty much need a better method of doing larger resolution/area animations for liquids. Given the limitations of the render engine the game uses though, I unfortunately don't see this being really feasible anytime soon. Better Skies is already a huge enough resource hog as it is. At this point I kinda have to tip-toe in regards to adding features that could potentially make this pack unplayable on most machines that can currently handle it.
Use one of the alternate download links or suggest a free filehost that can support the massive amounts of traffic that this pack generates.
This is a bug in MCPatcher. Kahr is aware of it and will be fixing it. At default Minecraft recycles the same hard-coded colors for things like sheep, leather dyes, and dog collars--despite having different values defined for these. Kahr attempted to split them to actually use these separate values, and yeah, considering what he's up against, it's very easy to make mistakes.
Better Skies is an extremely resource-demanding feature. Not everyone's computer will be able to handle it, this is why it's listed as an optional feature. Best I can say is to check the first issue posted on my FAQ for a guide to improve general performance.
Does no one read changelogs anymore?
Yeah, just credit me for my pack in the video description with a link to the thread. The only time this is a problem on videos is if people are redistributing the download link, rehosting the download link, using ad links to link to this pack, or claiming the texture pack as their own personal work.
I do have a lot of things on a to-do list. It's all just a matter of when I get around to it. The pack at this point is a bit of a balancing act between performance and features though. I have experimented with an ordered version of cobblestone, but got less than desirable results... I think I almost did too good of a job on the last remake of cobblestone that it's hard to replicate the same look over a larger area. Another limitation you should probably be aware of is that you can't use large textures AND random textures at the same time for a texture being replaced. It's pretty much one or the other. I do write down all suggestions though and do a cost-benefit analysis of them before adding them to the to-do list though, so I'm always open to new ideas of ways to make use of CTM.
Thanks.
The thing I'm worried about here is internal inconsistency. First off, the source working files from the ore textures are pretty much gone considering how old they are. I'd essentially have to redo many of my ores from scratch to match a new look for any that I changed or do a hack job at editing the current ones. The other thing is considering that some ores do have animation, randomizing only some ores and not others would get somewhat noticeable very quickly. Ideally I'd have random ores for all ores, and animations for a few of them.. But as stated earlier, animation and CTM is a somewhat complicated affair. So yeah, if I ever do address this feature for ores, it'll likely have to be an entire overahaul of the current ores for the sake of internal consistency. As this will require time and planning, it may take awhile before I'm able to address it.
Yeah, other long-time users of my pack would probably notice the lack of animation in some ores pretty instantly. Considering all the compliments I've gotten over things like the redstone ore animation, I'd hate to replace it with something if this functionality is lost. Had CTM support come out before custom animations, things probably would've gone differently.
Check the guide on the first issue in my FAQ, also 256 is pretty low as a heap size for this pack.
There is nothing in this pack that directly affects lighting on its own. Without being patched, my pack cannot do anything at all to mess up lighting. This actually was posted about a few pages back. The weird lighting issue seems to be a problem with either Optifine or another mod on a certain version of Minecraft--possibly a snapshot. Dinnerbone has made many changes to lighting in the snapshots, and how the patchers and certain mods adapt to it will probably require some updates to anything that affects lighting. There isn't really anything I can do in my pack to affect this one way or the other--it contains no code.
Also I don't think my pack ever really was 'dead.'
Why not just use texture ID (terrainXXX.properties) instead of block ID for the properties file? Regardless of the block ID changes, Redstone ore always uses that one texture, so just have CTM affect the texture itself and don't worry about the block.
thanks.
Yes it does. However I believe it is missing the texture for the anvil which they just added to the latest snapshot, which is understandable. And there may be a few "glitches" on some textures with some of the changes they have made.
I have a mac and the zip file isn't decompressing
Can someone help
The downloaded pack should be in a zip file. Do not unzip. Move the whole file to the texture pack folder in your username/appdata/.minecraft folder (note: appdata is a hidden folder; either show hidden files/folders or search for %appdata%)