They need to...
A: get HD textures to work properly withOUT having to use a patcher
2: have an easy way to have connected and random textures, also without having to use a patcher (or with a patcher, but with proper modding support for the patchers, among other things)
last: make sure the file names are easy enough to understand and work with (i.e. - Smooth Stone's data value is 1, so file name should be texture_001 or texture_smoothstone or something of the like) and are flexible
i just made an account to say this is so freaking awesome!!!!!
how in the heck did you animate blocks like emerald to glisten?
also if i use your tx pack as a base for my own preferential tx pack that i alone will use, will those animations interfere and if so, how do i remove them?
one thing though. nether brick fence looks like steel, but the hold item in my hand looks correct
I'm really confused now. Why does this initially come off to you as a bad change? I'm legitimately curious. Ability to make + change animated textures, ability to have HD textures without mods, ability to let users mix'n'match textures by just swapping one file and not edit the big combined image and hope they don't get it wrong, and ability to have more textures in total. Which part should I be concerned about for scaring away texture pack authors?
The fact that you're under the impression that the problem in my mind comes down to a choice of two things is a large part of what leaves me feeling uneasy. It's not so much the new features you've mentioned so much as it is those that are not. While admittedly the tedium required in converting the current standard to a new standard will probably be somewhat obnoxious, I've been saying for years that it should've been handled that way from the beginning. However there's a lot more to worry about with a format change than the workload of a texture pack artist.
The best place to start would be with MCPatcher. This tool was introduced well over two years ago and without it high resolution texture packs wouldn't be possible. While it started off just adding support for high resolution textures, over time it aimed to correct many of the problems of hard-coded color values, and general artistic elements that could not previously be edited as well as adding new texture pack options without any effect on gameplay. Not only does it give the artist more control over their pack's design, it also fixes various backwards compatibility problems that are rarely ever addressed officially. Coupling all this with the fact that it's a requirement for high resolution texture packs means that it has literally defined the standard by which all high resolution texture packs and many older feature-laden packs are built around.
Speaking for my own pack, the majority of work gone into it hasn't been for editing the default game resources as it has been for providing support for all the extra features that come lumped with the longstanding perks of a pack that relies on an HD patcher. Official high resolution texture pack support obviously becomes a cause for concern among artists if it's not executed properly. On the artist's end there's the issues of missing features that a texture pack may have once relied upon and hoping that the patchers that previously handled the support of the pack can adapt to the new format. On the end-user's end there's issues of backwards compatibility and confusion of whether or not a patcher is required for a high-res texture pack that requires certain features to function properly.
These aren't just tiny little bonus features that our packs can do without either, Many of these are long-standing fixes to problems that cannot be normally fixed just by editing png files in minecraft.jar. A big problem seems to be that people outside of the "circle of texture pack authors" fail to realize just how much work is actually put into texture packs that cannot be possible with simple high resolution support and custom animations. I humbly request that you get in touch with Kahr to develop a better understanding of how reliant the artist community is on unofficially supported elements of current texture packs that many players have grown to appreciate and depend upon.
If you wish to get in touch privately, I'd be more than happy to provide more detailed information and expert consultation* on what high resolution texture pack artists have come expect from high resolution texture support at this point. However, Kahr would definitely be the better person to get in touch with for the more technical aspects.
* As someone who's provided and aided with the concept designs and feedback testing of many of these features and has been working with Minecraft texture modification since mid-2009.
yes. ive noticed this too. i want to know why you made the water a white ish color.
I just REALLY love milk.
In all seriousness though, it's likely a failure to completely follow installation instructions. Ensure that Custom Colors is checked when running the latest version of MCPatcher and the water will be blue (except in swamps).
I really don't get this one. It's being written in java that has made stuff like the HD Patcher and so many other things on which we rely possible. If it wasn't a relatively easily decompilable language, we'd still be waiting for the mod API to be able to do much of anything.
Java may not be the most super optimized, but it is capable of a lot better than what we've seen. It's more to do with minecraft being a bit of a mess inside (it works though, which is something a lot of people with an idea for a game never get to, so I'm not criticizing)
I would like to second the suggestion of working with Khar to help incorporate the hd textures into the game. I understand the pain of making textures, though I don't have the magnitude Misa does. The incorporation of HD textures int he game will affect other things such as other mods and how they will or will not work. atm MCpatcher is the patcher with much better features but due to incompatibilities with certain mods I am forced to use optifine. but I do this a a cost. I lose those awesome night time skys misa made and her beautiful transparent glass are the 2 that come to mind right away.
Honestly this game could be soo much better if mojang reached out and worked with some of the modders to incorporate more into the game. you know if I still coded and could get my code in as an official part of the game I would jump at just being in the credits... that would be better than money. I am realistic that not everyone would feel the same as I do. however you could do consut programming or something ... it something to think about. this game has become much more than a game but a huge community
one thing though. nether brick fence looks like steel, but the hold item in my hand looks correct
Fences are intentially designed to look like Steel to provide more contrast in the design of the Fortresses. It looks a lot better then having everything in the red rock design. Might be just a quirk in the code that causes the held item to not show the true texture.
- Support for HD in-game font - An easy way to change hard-coded in-game colors (corresponding to MCPatcher's Custom Colors mod) - Random Mobs !!! - Support for connected, repeating and random textures !!! - The Better Glass mod - A way to edit the skybox (corresponding to MCPatcher's Better Skies mod)
Hey Misa,
Long time user of your pack here, (wow, I can honestly say it's been over a year or so) still impressed, as always. Not only is it one of my favourite packs out there, but is also (in my opinion) one of the best texture packs out there.
Is there any possibility you can upload a base-GUI image. (AKA the GUI of your inventory, for example, without any of the slots in it) I'm attempting to make Misa-esque GUI's for the 'technical mods' which I know you wouldn't support. (due to the vast additions of entities and blocks) It will be for personal use only and if I want to give it to somebody else, I'll ask for permission from you first.
The purpose of rewriting the rendering engine should be to get rid of mods like Optifine
While it would be nice to have all of optifine's features in vanilla, I do not think that is quite realistic. I enjoy using the mod, not only for its HD features, but also for how many things you can enable/disable with it, such as bedrock fog. You are making it seem like it is only for HD features, whereas many people use it as a FPS booster.
- Support for HD in-game font - An easy way to change hard-coded in-game colors (corresponding to MCPatcher's Custom Colors mod) - Random Mobs (including biome and height specific mob skins, ...) !!! I agree with the above 3 - Support for connected, repeating and random textures !!! - The Better Glass mod Should be an option to enable/disable as in optifine, also, did you mean grass? You seem to have forgotten the better snow mod as well - A way to edit the skybox (corresponding to MCPatcher's Better Skies mod)
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I began minecraft ~July 7 2011 1.7.3 Beta
My username used to be Creative_Dalek but is now Dalek since 2/4/2015
Thanks for answering. Hmmm so i think its a problem of MagicLauncher or Optifine, because i do not use McPatcher.
Of course i tried other texture packs e.g. Sphax and there it works *scratches head*
So im not quite sure, whether i can use McPatcher and then MagicLauncher for the mods i use (without touching the minecraft.jar and Optifine for tweaking MC.
Thats true but I think its more realistic that Better Grass will be included in vanilla Minecraft than Better Glass. But it would be really cool to have official alpha transparecy support and not this work around currently used in MCPatcher.
But there is a mod called "Better Grass and Better Snow" which is a real improvement to the original Better Grass. I would love to see this in vanilla or even in MCPatcher.
@ Misa: If you read this, you might want to check this mod yourself. If you like it you could suggest it to Kahr. I asked some times already but I never got an answer. Maybe you have better chances. And the link: http://www.minecraft...ss-and-snow-11/
They're working in the rendering engine, and it'll support alpha transparency.
1.) Run MCpatcher
2.)Uncheck the Random Mobs box
3.)Click Patch
4.)Reinstall Optifine
5.)Start Minecraft
6.) Fixed
IF this doesn't work for you I'm sorry, but It worked for me.
A: get HD textures to work properly withOUT having to use a patcher
2: have an easy way to have connected and random textures, also without having to use a patcher (or with a patcher, but with proper modding support for the patchers, among other things)
last: make sure the file names are easy enough to understand and work with (i.e. - Smooth Stone's data value is 1, so file name should be texture_001 or texture_smoothstone or something of the like) and are flexible
This game is so oreing.
how in the heck did you animate blocks like emerald to glisten?
also if i use your tx pack as a base for my own preferential tx pack that i alone will use, will those animations interfere and if so, how do i remove them?
one thing though. nether brick fence looks like steel, but the hold item in my hand looks correct
yes. ive noticed this too. i want to know why you made the water a white ish color.
The fact that you're under the impression that the problem in my mind comes down to a choice of two things is a large part of what leaves me feeling uneasy. It's not so much the new features you've mentioned so much as it is those that are not. While admittedly the tedium required in converting the current standard to a new standard will probably be somewhat obnoxious, I've been saying for years that it should've been handled that way from the beginning. However there's a lot more to worry about with a format change than the workload of a texture pack artist.
The best place to start would be with MCPatcher. This tool was introduced well over two years ago and without it high resolution texture packs wouldn't be possible. While it started off just adding support for high resolution textures, over time it aimed to correct many of the problems of hard-coded color values, and general artistic elements that could not previously be edited as well as adding new texture pack options without any effect on gameplay. Not only does it give the artist more control over their pack's design, it also fixes various backwards compatibility problems that are rarely ever addressed officially. Coupling all this with the fact that it's a requirement for high resolution texture packs means that it has literally defined the standard by which all high resolution texture packs and many older feature-laden packs are built around.
Speaking for my own pack, the majority of work gone into it hasn't been for editing the default game resources as it has been for providing support for all the extra features that come lumped with the longstanding perks of a pack that relies on an HD patcher. Official high resolution texture pack support obviously becomes a cause for concern among artists if it's not executed properly. On the artist's end there's the issues of missing features that a texture pack may have once relied upon and hoping that the patchers that previously handled the support of the pack can adapt to the new format. On the end-user's end there's issues of backwards compatibility and confusion of whether or not a patcher is required for a high-res texture pack that requires certain features to function properly.
These aren't just tiny little bonus features that our packs can do without either, Many of these are long-standing fixes to problems that cannot be normally fixed just by editing png files in minecraft.jar. A big problem seems to be that people outside of the "circle of texture pack authors" fail to realize just how much work is actually put into texture packs that cannot be possible with simple high resolution support and custom animations. I humbly request that you get in touch with Kahr to develop a better understanding of how reliant the artist community is on unofficially supported elements of current texture packs that many players have grown to appreciate and depend upon.
If you wish to get in touch privately, I'd be more than happy to provide more detailed information and expert consultation* on what high resolution texture pack artists have come expect from high resolution texture support at this point. However, Kahr would definitely be the better person to get in touch with for the more technical aspects.
* As someone who's provided and aided with the concept designs and feedback testing of many of these features and has been working with Minecraft texture modification since mid-2009.
I just REALLY love milk.
In all seriousness though, it's likely a failure to completely follow installation instructions. Ensure that Custom Colors is checked when running the latest version of MCPatcher and the water will be blue (except in swamps).
Java may not be the most super optimized, but it is capable of a lot better than what we've seen. It's more to do with minecraft being a bit of a mess inside (it works though, which is something a lot of people with an idea for a game never get to, so I'm not criticizing)
I would like to second the suggestion of working with Khar to help incorporate the hd textures into the game. I understand the pain of making textures, though I don't have the magnitude Misa does. The incorporation of HD textures int he game will affect other things such as other mods and how they will or will not work. atm MCpatcher is the patcher with much better features but due to incompatibilities with certain mods I am forced to use optifine. but I do this a a cost. I lose those awesome night time skys misa made and her beautiful transparent glass are the 2 that come to mind right away.
Honestly this game could be soo much better if mojang reached out and worked with some of the modders to incorporate more into the game. you know if I still coded and could get my code in as an official part of the game I would jump at just being in the credits... that would be better than money. I am realistic that not everyone would feel the same as I do. however you could do consut programming or something ... it something to think about. this game has become much more than a game but a huge community
Fences are intentially designed to look like Steel to provide more contrast in the design of the Fortresses. It looks a lot better then having everything in the red rock design. Might be just a quirk in the code that causes the held item to not show the true texture.
And the hability to change mob overlays.
Long time user of your pack here, (wow, I can honestly say it's been over a year or so) still impressed, as always. Not only is it one of my favourite packs out there, but is also (in my opinion) one of the best texture packs out there.
Is there any possibility you can upload a base-GUI image. (AKA the GUI of your inventory, for example, without any of the slots in it) I'm attempting to make Misa-esque GUI's for the 'technical mods' which I know you wouldn't support. (due to the vast additions of entities and blocks) It will be for personal use only and if I want to give it to somebody else, I'll ask for permission from you first.
Regards
A long time Misa Texture Pack user.
#1 in Crazy-ness
While it would be nice to have all of optifine's features in vanilla, I do not think that is quite realistic. I enjoy using the mod, not only for its HD features, but also for how many things you can enable/disable with it, such as bedrock fog. You are making it seem like it is only for HD features, whereas many people use it as a FPS booster.
I began minecraft ~July 7 2011 1.7.3 Beta
My username used to be Creative_Dalek but is now Dalek since 2/4/2015
This game is so oreing.
They're working in the rendering engine, and it'll support alpha transparency.
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Curse PremiumI kind of don't like the font, going to use the old font.
Or I think I will edit the font slightly. Didn't like how the number 0 looks, making it have slash through 0, just like the default font.
This is the result after modifying the number 0. I find it looked better than before.
nuff said.
Oh, okay. Seems fair enough. I guess there is no real way I could 'proove' that I won't use it maliciously.
Thanks for the answer.
#1 in Crazy-ness