Misa has said that she won't do this, but I have been in touch with Misa for permission for a Misa-Sphax compilation for Tekkit, and she has agreed. Using Misa for the natural elements (with new ores, marble, basalt, rubber tree, etc all using Misa style textures), and Sphax for the machines actually works very well together. I should hopefully be posting a topic tonight about it.
Also I have support for IC2/BC and in progress for RP here
Your pack is the best, there are only 2 textures I'm not a fan off.
If there was a way to only make the corners of the tree rounded with the ctm stuff it wouldn't be bad but otherwise the normal trees are an eyesore for me. They just don't look right to me.
The other texture I'm not a huge fan of is the netherbrick. The fences bug me the most with how they don't match and are grey. Although I'm still not a huge fan of the texture your using for the bricks. I think it's mainly the texture of them doesn't feel right to me.
I would really appreaiciate you relooking at these textures but I do understand if you decided other wise. It is your pack after all. If you don't I can always replace them like a currently do.
PS. There is also an issue with the fence textures not tiling properly.
Kinda surprised no one's yet posted the simplest solution to getting old glass back... You just delete (or rename) misaglass.png from the ctm folder. That's it.
Well, yes. Lesson learned (But before I suggest s/o to delete s/t, I'll try not so drastic measures )
I'll probably make an alternate misaglass.png in the next pack for those who aren't into the current better glass to mess around with. I'm still not quite done tweaking the new glass. To me though, the whole point of translucent glass was that you didn't need a frame to show glass is there anymore. Glass blocks could just look like...well...glass. That's what they're supposed to be on vanilla anyway--the default art for them just looks like crap. I'm currently toying with the idea of having full CTM for either panes or blocks, and having individual squares for the other to have some degree of variance. I'm trying to see if there's a way to pull this off well without having to put actual frames on any of them. I'm not sure yet but I may even change the rendering method for glass. Whenever I get around to working on both the default and alt glass files, I'll probably hold a poll or two before I make anything official.
Oh, a poll would be quite cool. The current implementation of glass blocks and panes are yet a must-have with Better Glass, it's really looking amazing !
just a quick question.... ive been loving using this texture pack, but with the most recent update, i can't scare the crap out of people as intended with spiders unfortunately. Im an admin on a particular server and tend to hold gauntlets quite often, and noticed that when you splash potion of invis a spider or enderman, their eyes stay visible. Its very awesome looking and still gives them something to attack. While i realize that the texture pack im using doesn't affect what other people are experiencing, i was curious as to if there is a version of the spiders you have tucked away that has eyes that are lit up or not?
Another big problem is that my pack relies on CTM at this point and last I checked shader maps and CTM were incompatible. So even if the Optifine-reliance wasn't an issue and CTM worked alongside the shaders, the shader support would look pretty patchy--with only some textures having the shader maps. Apart from all this, I'm still not convinced this shader mod has fixed all of the issues I had with the original GLSL shader mod when I supported it. For a full list of the problems I've had, check my FAQ which should also link to a more detailed post on the subject.
Until there's a standalone version of such a shader mod that can be installed with and without Optifine or MCPatcher while also allowing you to create shader maps for ALL textures in the game, I cannot think of a good reason to spend time on recreating shader map support for my pack.
Correct me if I'm wrong, but I thought Machinima was a gaming media company and not something a texture pack for Minecraft could be in... I'm not a big fan of their content, so I'm guessing I'm missing something here.
Yeah. Others pointed this out earlier. It's really a bummer that Sonic Ether's shaders are incompatible with Connected Textures. CTM adds so much to the game, something a shader mod like Sonic Ether's would be incomplete without. I'd rather go for CTM without Sonic Ether's shaders than Sonic Ether's shaders without CTM.
And by "Machinima", he meant films made using video games. Machinima is a term used to refer to these films nowadays.
every download mirror the decompression failed and my dad says that means its corrupted....
This only seems to be a problem for people on a Mac or Linux--Files can be extracted and injected easily on Windows. I'll probably re-zip the whole thing though next version update.
For normal use though, you shouldn't need to decompress anything, just place the zip in the texturepacks folder. If however you absolutely need to view/edit the pack's files, I'd suggest grabbing a third party zip program. You may have better luck with that.
...carrots do occasionally stick out a bit above the ground. Third pic here. Or this. It doesn't happen all the time, but it's not unheard of. Concession to gameplay could perhaps be made there...
I actually grow my own carrots (among other things due to the good gardening weather in Southern California), and yeah, I've never seen it happen, so I'm guessing it's not a common thing. The way the default art has it just looks tacky to me... Personally though I think the current art I have stands out enough in the final stages when compared to the growing stages.
Can someone help me. I downloaded the pack (I have a Mac) and I clicked on it to open the zip file but it came up with error 20. What do i do. I tried downloading it again but that diddnt work either.
You don't need to open the zip file to use the pack. Just save it to the texture packs folder.
I love this texture pack! One odd thing I've noticed since upgrading to 1.4.2 and getting the latest pack, my zombies look odd. They have no faces and the backs of their heads are missing. I also was attacked by an invisible zombie once. Not sure what that was about.
Everything else looks great though!
Follow the installation instructions. This issue has been addressed many times already.
why am i having problems downloading i tried all the 3 links and it doesn't finish downloading.
It sounds like there may be a problem with your connection. This is a pretty big texture pack, and you may have problems getting it all if your downstream is unstable. The connection issue could also be a result of spyware. There isn't anything wrong with the download links as far as I can tell.
Hi. I don't have any glass frames . Restarting or switching to 430 didn't help. Any suggestions?
It's a feature. They're not supposed to have frames now that they're translucent. They're made of glass, therefore they're glass only. If you want the old frames back, check out the last post or so I made.
misa I saw a new crystal in end and I would like to ask to make a beam violet. Thanks in advance.
Actually I'll probably recycle the cyan-colored beacon beam for the enderdragon healing beam. I had redesigned the dragon crystals to match the nether star thing and the color scheme was Cyan, Magenta, and Yellow. Cyan for the energy given off by each, and Magenta for the End and Yellow for the Nether. Originally the beacon block used the Dragon crystal model (which I thought looked better anyway)so I wanted to have them related to each other. While the final design was changed, I was still able to make use of some of the originally-intended design.
I have a problem,
when i do install the latest version of this tp, everything is fine and everything works.
when im changing the pictures in the art png and install it in the same was,
the waterblocks tell me that i have to install the latest mcpatcher.
i do it both in the same way!
without changing the art, everything works.
after changing the art, i get this problem.
did someone got an idea whats the problem?
can somebody help me plz?
Sounds like you're forcing an update to the game or something when you start it. This would uninstall MCPatcher of course. The only way you'd see that text is if MCPatcher isn't properly installed.
Your pack is the best, there are only 2 textures I'm not a fan off.
If there was a way to only make the corners of the tree rounded with the ctm stuff it wouldn't be bad but otherwise the normal trees are an eyesore for me. They just don't look right to me.
The other texture I'm not a huge fan of is the netherbrick. The fences bug me the most with how they don't match and are grey. Although I'm still not a huge fan of the texture your using for the bricks. I think it's mainly the texture of them doesn't feel right to me.
I would really appreaiciate you relooking at these textures but I do understand if you decided other wise. It is your pack after all. If you don't I can always replace them like a currently do.
PS. There is also an issue with the fence textures not tiling properly.
The normal tree leaf texture is pretty old. I've tried to update it several times, but I haven't been satisfied with the look in the end. Realistic leaf blocks are not an easy thing to pull off. I know a lot of people like the jungle leaf block, but I'm personally not a huge fan of it.. It tiles well, but it's way too blocky.. I'd always intended leaf blocks to be more like rounded bushy patches of leaves. Personally I don't think leaves should be blocks to begin with... So yeah, it's a problem texture for me that I'd definitely like to fix at some point. It's just not an easy one to fix.
There's several good reasons I gave the Netherbrick fence a unique texture. Color-wise the Nether is fairly bland at default with pretty much everything being burgundy with bits of orange and beige here and there. Fortresses looked pretty damn dull being made of the same color brick. By having a second color that still fits with the scheme of a volcanic area, the fortresses have more contrast to their design and are less boring to navigate.
Another big issue is that as a building material, burgundy stone fences aren't only horribly unrealistic, they're impractical in terms of what you can actually use them for. However with a smoother post texture and a more neutral color like greyish black it can be used for many things: Wrought iron, suspension bridge cabling, furnace chimneys, wall conduit/piping, power lines, railing/fencing that doesn't have to match any particular color scheme, machine components, etc. Before I changed the texture for netherbrick fences, I literally could never think of anything to use them for. It was a block with wasted potential. I simply corrected that.
As far as the brick itself goes, the design was intended to be bricks made of volcanic stone (which I also used as a basis for netherrack). That's why the stone is horribly pitted and full of holes. Given the natural resources available in the Nether it only made sense to me that the nether bricks be made of a material that resembled cut bits of whole netherrack or molded bits of crushed netherrack. The fences were made to be a charred color as that would be very feasible to achieve in a realm full of lava and fire. Unless you can make convincing alternative suggestions for these blocks, I do not see the need to revisit them anytime soon.
As far as the fence tiling issue goes, please send a screenshot so I know exactly what you're referring to. They're tiling as fine as they possibly can on my end.
just a quick question.... ive been loving using this texture pack, but with the most recent update, i can't scare the crap out of people as intended with spiders unfortunately. Im an admin on a particular server and tend to hold gauntlets quite often, and noticed that when you splash potion of invis a spider or enderman, their eyes stay visible. Its very awesome looking and still gives them something to attack. While i realize that the texture pack im using doesn't affect what other people are experiencing, i was curious as to if there is a version of the spiders you have tucked away that has eyes that are lit up or not?
I don't have any lit up spider eyes tucked away. First off my spiders don't all have the same eye patterns, so glowing eyes would require me to make a set of randomobs eyes for each spider (Which I'm not sure, but I THINK is technically possible--just a lot of work). Secondly not all my spiders make use of the head geometry. All my cave spiders would not be able to have glowing eyes because their head is moved to the middle section and the glowing eyes only affect the head section. Thirdly I always thought the glowing eyes bit was kinda cheesy. I tried to keep my spiders somewhat realistic in their designs, and glowing eyes just weren't conducive to textures based on real species.
Blind sheep? There are five sheep.png in the "mob" folder but #4 appears to have no eyes. Also, there is no "misasheep4.png" or "misasheep4.properties" in the "anim" folder, so no blinking.
Is this deliberate?
Yup. If you can find that sheep's eyes and where the blink animation would go, your vision is superior to mine. That sheep has a lot of dark fur around its face which is sorta masking its eyes, so a blinking animation didn't seem necessary.
Misa I found a Problem with your clouds. I don't know if this is a problem with your pack or with MCPatcher but just in case...
It's neither a problem with my pack or MCPatcher. Mojang screwed things up in the last patch. I noticed this bug pretty early during snapshots and talked with Kahr about it and yeah, it wasn't anything being caused by MCPatcher. It's my guess that they did it in an attempt to improve performance, but the cost is totally not worth it in my opinion... I'm not entirely convinced this change in rendering actually does improve performance either. It could also be that they ran into problems with the beacon beam and messed with the clouds in an attempt to correct problems that arose from it and forgot to fix the clouds later. This may be correctable through MCPatcher at a later time, but for now Mojang is the one to blame for this.
It's neither a problem with my pack or MCPatcher. Mojang screwed things up in the last patch. I noticed this bug pretty early during snapshots and talked with Kahr about it and yeah, it wasn't anything being caused by MCPatcher. It's my guess that they did it in an attempt to improve performance, but the cost is totally not worth it in my opinion... I'm not entirely convinced this change in rendering actually does improve performance either. It could also be that they ran into problems with the beacon beam and messed with the clouds in an attempt to correct problems that arose from it and forgot to fix the clouds later. This may be correctable through MCPatcher at a later time, but for now Mojang is the one to blame for this.
Like you requested some images for the fences. I'm sure you can see what's happening here. Not sure why it only does it on one side though.
This is what I use for netherbrick stuff, maybe it will give you ideas. Not a big concern though as yours are fine for what you where going for. I am still less of a fan of your nether fences but that's just me.
That's problem of minecraft itself, together with flipped top part of stairs and similar behaviour of glass panes, unless they fixed it.
Oh ok. Thnx.
Is there anyway to disable the boarder on the backside of the glass from showing without disabling the betterglass part of McPatcher? I do kind of like it for small house builds but it messes with some bigger builds I have seen and makes them look kind of bad. Here's a picture for a better idea of what I'm talking about.
Well I should of just looked at the info on how betterglass worked on the mcpatcherHD thread earlier. Figured out how to do it, then realized that I actually liked it how it was before. The place that I thought looked bad because of it was actually just as bad either way. Guess that sort of glass build only works without ctm stuff and well I like the ctm stuff to much, so oh well.
I'm not entirely convinced this change in rendering actually does improve performance either.
Same here. I tested this with some Intel, NVIDIA and AMD GPU's. I don't see much difference. Same old frame rate and same old lags and/or lack of them.
Also I have support for IC2/BC and in progress for RP here
If there was a way to only make the corners of the tree rounded with the ctm stuff it wouldn't be bad but otherwise the normal trees are an eyesore for me. They just don't look right to me.
The other texture I'm not a huge fan of is the netherbrick. The fences bug me the most with how they don't match and are grey. Although I'm still not a huge fan of the texture your using for the bricks. I think it's mainly the texture of them doesn't feel right to me.
I would really appreaiciate you relooking at these textures but I do understand if you decided other wise. It is your pack after all. If you don't I can always replace them like a currently do.
PS. There is also an issue with the fence textures not tiling properly.
Well, yes. Lesson learned (But before I suggest s/o to delete s/t, I'll try not so drastic measures
Oh, a poll would be quite cool. The current implementation of glass blocks and panes are yet a must-have with Better Glass, it's really looking amazing !
http://www.youtube.com/user/TheSigmaParadox
Yeah. Others pointed this out earlier. It's really a bummer that Sonic Ether's shaders are incompatible with Connected Textures. CTM adds so much to the game, something a shader mod like Sonic Ether's would be incomplete without. I'd rather go for CTM without Sonic Ether's shaders than Sonic Ether's shaders without CTM.
And by "Machinima", he meant films made using video games. Machinima is a term used to refer to these films nowadays.
This only seems to be a problem for people on a Mac or Linux--Files can be extracted and injected easily on Windows. I'll probably re-zip the whole thing though next version update.
For normal use though, you shouldn't need to decompress anything, just place the zip in the texturepacks folder. If however you absolutely need to view/edit the pack's files, I'd suggest grabbing a third party zip program. You may have better luck with that.
I actually grow my own carrots (among other things due to the good gardening weather in Southern California), and yeah, I've never seen it happen, so I'm guessing it's not a common thing. The way the default art has it just looks tacky to me... Personally though I think the current art I have stands out enough in the final stages when compared to the growing stages.
You don't need to open the zip file to use the pack. Just save it to the texture packs folder.
Follow the installation instructions. This issue has been addressed many times already.
It sounds like there may be a problem with your connection. This is a pretty big texture pack, and you may have problems getting it all if your downstream is unstable. The connection issue could also be a result of spyware. There isn't anything wrong with the download links as far as I can tell.
It's a feature. They're not supposed to have frames now that they're translucent. They're made of glass, therefore they're glass only. If you want the old frames back, check out the last post or so I made.
Actually I'll probably recycle the cyan-colored beacon beam for the enderdragon healing beam. I had redesigned the dragon crystals to match the nether star thing and the color scheme was Cyan, Magenta, and Yellow. Cyan for the energy given off by each, and Magenta for the End and Yellow for the Nether. Originally the beacon block used the Dragon crystal model (which I thought looked better anyway)so I wanted to have them related to each other. While the final design was changed, I was still able to make use of some of the originally-intended design.
Sounds like you're forcing an update to the game or something when you start it. This would uninstall MCPatcher of course. The only way you'd see that text is if MCPatcher isn't properly installed.
The normal tree leaf texture is pretty old. I've tried to update it several times, but I haven't been satisfied with the look in the end. Realistic leaf blocks are not an easy thing to pull off. I know a lot of people like the jungle leaf block, but I'm personally not a huge fan of it.. It tiles well, but it's way too blocky.. I'd always intended leaf blocks to be more like rounded bushy patches of leaves. Personally I don't think leaves should be blocks to begin with... So yeah, it's a problem texture for me that I'd definitely like to fix at some point. It's just not an easy one to fix.
There's several good reasons I gave the Netherbrick fence a unique texture. Color-wise the Nether is fairly bland at default with pretty much everything being burgundy with bits of orange and beige here and there. Fortresses looked pretty damn dull being made of the same color brick. By having a second color that still fits with the scheme of a volcanic area, the fortresses have more contrast to their design and are less boring to navigate.
Another big issue is that as a building material, burgundy stone fences aren't only horribly unrealistic, they're impractical in terms of what you can actually use them for. However with a smoother post texture and a more neutral color like greyish black it can be used for many things: Wrought iron, suspension bridge cabling, furnace chimneys, wall conduit/piping, power lines, railing/fencing that doesn't have to match any particular color scheme, machine components, etc. Before I changed the texture for netherbrick fences, I literally could never think of anything to use them for. It was a block with wasted potential. I simply corrected that.
As far as the brick itself goes, the design was intended to be bricks made of volcanic stone (which I also used as a basis for netherrack). That's why the stone is horribly pitted and full of holes. Given the natural resources available in the Nether it only made sense to me that the nether bricks be made of a material that resembled cut bits of whole netherrack or molded bits of crushed netherrack. The fences were made to be a charred color as that would be very feasible to achieve in a realm full of lava and fire. Unless you can make convincing alternative suggestions for these blocks, I do not see the need to revisit them anytime soon.
As far as the fence tiling issue goes, please send a screenshot so I know exactly what you're referring to. They're tiling as fine as they possibly can on my end.
I don't have any lit up spider eyes tucked away. First off my spiders don't all have the same eye patterns, so glowing eyes would require me to make a set of randomobs eyes for each spider (Which I'm not sure, but I THINK is technically possible--just a lot of work). Secondly not all my spiders make use of the head geometry. All my cave spiders would not be able to have glowing eyes because their head is moved to the middle section and the glowing eyes only affect the head section. Thirdly I always thought the glowing eyes bit was kinda cheesy. I tried to keep my spiders somewhat realistic in their designs, and glowing eyes just weren't conducive to textures based on real species.
Yup. If you can find that sheep's eyes and where the blink animation would go, your vision is superior to mine. That sheep has a lot of dark fur around its face which is sorta masking its eyes, so a blinking animation didn't seem necessary.
It's neither a problem with my pack or MCPatcher. Mojang screwed things up in the last patch. I noticed this bug pretty early during snapshots and talked with Kahr about it and yeah, it wasn't anything being caused by MCPatcher. It's my guess that they did it in an attempt to improve performance, but the cost is totally not worth it in my opinion... I'm not entirely convinced this change in rendering actually does improve performance either. It could also be that they ran into problems with the beacon beam and messed with the clouds in an attempt to correct problems that arose from it and forgot to fix the clouds later. This may be correctable through MCPatcher at a later time, but for now Mojang is the one to blame for this.
The cloud issue is already adressed here https://mojang.atlassian.net/browse/MC-997 - if and when that will be fixed - nobody knows...
This is what I use for netherbrick stuff, maybe it will give you ideas. Not a big concern though as yours are fine for what you where going for. I am still less of a fan of your nether fences but that's just me.
That's problem of minecraft itself, together with flipped top part of stairs and similar behaviour of glass panes, unless they fixed it.
http://www.planetminecraft.com/member/spejs/
Requests like that should be directed to her via PM.
Oh ok. Thnx.
Is there anyway to disable the boarder on the backside of the glass from showing without disabling the betterglass part of McPatcher? I do kind of like it for small house builds but it messes with some bigger builds I have seen and makes them look kind of bad. Here's a picture for a better idea of what I'm talking about.
I can not write to the PM.
Аnd you forgot on an infernal brick from above. You have there 5 structures and is used only 1.
Same here. I tested this with some Intel, NVIDIA and AMD GPU's. I don't see much difference. Same old frame rate and same old lags and/or lack of them.