I when played Misa I noticed one problem. I placed a diamond shovel in a frame and the bottom left corner a problem with animation.
Not sure if you were referring to a rendering issue or a stray pixel. I have no stray pixels on the current development version of the pack. And there was a rendering issue with the edges of certain transparent blocks that was fixed not too long ago by MCPatcher.
Misa, I have a question: How does better glass work? I've been trying to make some custom connected glass with a partial transparency, but I don't know what other files I need to create, or how any of it applies to different versions (I tested it in a patched 13w03a jar since my current pack isn't converted for the newer mcpatcher versions). When looking through the glass from certain angles, other blocks disappear. The glass block in the inventory looks completely solid, and I'm using the default "ctm" file in the root folder, which is doing weird stuff mixing up glass sandstone and bookshelves. IDK if kahr changed how that file works, but either way, do you have any advice??
Thanks in advance.
You'd need to send me your files for me to have any idea what's wrong with your Better Glass. There's different rendering modes and I'm not sure which one you're using, and it also sounds like your CTM texture-replace assignment is a bit wonky if it's affecting other things. My best advice short of this would be to of course read the MCPatcher documentation on Better Glass.
Well, looks like the sponge may have to return to it's normal texture again.
Next time you might want to provide some explanation with links to source material for such claims. I spent hours trying to figure out what this post even meant by scouring twitter for posts from the devs that could be related and checking out the wiki for planned blocks to find absolutely nothing. Only to later did I find some tiny little obscure reference to hay block textures posted by some user on Reddit who found them in a .jar from another game entirely... So yeah, hours of racking my brain and stressing out over something I thought I completely missed on and needed to update for just to find something that's not even confirmed and could just be a red herring. :/
What I would really like to see from a realistic texture pack is a thing that most people overlook: the night sky. If you could make the night sky look amazing that would be great! Suggestions include: a nebula, a star cluster, different colored stars (All normal star colors include: red, orange, yellow, white, blue). If you can animate the texture (I am not really sure if you can animate the sky) you could have comets and asteroids...
My current night sky from BetterSkies already has nebulae, the milky way, and different colors of stars as would be visible to the naked eye under our atmosphere in good lighting conditions. The last part of that is key. I own several high powered telescopes and have gone to high-altitude areas out here with practically no light pollution, and the stars still appear white to the human eye. In my pack's case, the stars are sort of a mix of false-color star imagery and what you'd see in reality with your eyes. So the fact is, my night sky is actually more colorful than the real thing. It's as much of a stretch as I'm willing to make for the sake of beauty while maintaining a semblance of realism. As a huge astronomy buff, many hours went into the thought and design behind my sky.
As far as comets 'n' such go, animations are currently possible, but also kinda difficult to optimize to still run on most machines that can handle BetterSkies (Many machines cannot--which is why it's an optional feature to begin with.). The skybox texture for the nighttime starscape is currently the largest file in my entire texture pack (3072x2048--you couldn't even fully display it on an HDTV without shrinking it), to animate it completely, I'd have to duplicate it as multiple frames in a single image. A simple 3-frame animation would be 3072x6144 This would pretty much overload the memory on many people's computers. So in order to have things like comets and other various satellites, I need a more simplistic, and optimized way to accomplish this with much smaller filesizes. Right now 1.5 compatibility is top priority for Kahr, so it may be awhile before such features are added.
Has anyone been able to get this texture pack to work with ANY snapshots? I tried the last two and it was total failure. Whatever they said the fixed in "b" it isn't. Texture won't load, text all garbled. Am I missing something?
I'm not sure whether or not this has already been requested. I used the search and it didn't bring up any results, so I assumed it was not requested before.
Could you include armor for the Mine little Pony mod? Here the link to the mod.
Thanks in advance!
<---Not a brony or pegasis or whatever they're called. I wouldn't even know where to begin with providing texture support for this. I imagine the dark, gritty, medieval look of my pack would probably clash too much with technicolor equines anyway for me to do such mod support any justice. You'd probably be happier with a texture pack specifically designed for that setting.
can we get some new screenshots of the progress? The new blocks, Quarz, Hopper, Comperator, Minecards, connected textures....
Many of the new blocks are already in the pack as previously stated. Here's a repost of some old screenshots of the quartz blocks I posted here awhile back:
Comparison of the vanilla and Misa version of the quartz blocks
A display of building blocks close to being white to show their differences.
I'm sure you know it already, Misa, but there's a new CTM feature in MC-Patcher 3.0.1-beta1: Biome- and height- based CTM rules!
Any plans for that?
Not yet. Hard to come up with new ideas with all the other work being done on the pack. I'm open to some good suggestions for how to make use of this feature.
please clean a banner of Misa hates distributions of the textures.
I don't hate distribution of my textures--redistribution on the other hand has some rules, but I'm still not against that so long as rules are followed. Of course he was advertising my pack not distributing it, and I've no problem with that. Most of my popularity is through player advertising. I just don't run any official propaganda or ad campaigns myself. Considering I may be homeless around summer, it'd be stupid of me to turn down any support that could potentially be providing me my next meals.
I don't have much to say for general announcements on the pack's development. I just wish Mojang would hurry the hell up and release 1.5 already so I can get out a proper update and move on from this development purgatory that's lasted nearly two months. I'm still not sure we're even out of the woods yet. The last few bug fix patches have caused all sorts of other problems that Kahr and texture pack artists have had to work around. Apart from those hurdles, there's also been a lot of really, really stupid design decisions made on Mojang's part recently. I really wish Mojang had designers with actual design experience working there rather than just a bunch of programmers multi-functioning as developers, content designers, artists, etc.
Not yet. Hard to come up with new ideas with all the other work being done on the pack. I'm open to some good suggestions for how to make use of this feature.
There are many things that could be done with this new feature. It is just hard to decide what is good and what just increases the file size unnecessary. Here are some things I've come up with (decide for yourself whether they are necessary or not):
- having different textures for the Nether and the overworld (different portal animation, different nether wart textures, ...)
- different logs and leaves for the biomes (logs with snow on, logs with vines, snowy leaves, ...)
- different flowers/mushrooms/tallgrass for the biomes instead of having random textures
- a desert sand texture and a beach/ocean sand texture
- a "stony" dirt texture for caves and a muddy one for swamps
The only idea I have at the moment is to make grass look like snow in snow biomes to create something similar to Better Snow until Kahr includes it (if he does so).
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Not yet. Hard to come up with new ideas with all the other work being done on the pack. I'm open to some good suggestions for how to make use of this feature.
One thing that would be interesting would be for higher elevations make bare rock textures for the ground cover like you might see in the mountains above the tree line. Obviously this would only be seen in the extreme mountain biomes
Im having a bit of a problem. The mod works great except during the day/night transistions the sky will go greyish white and stay that way until I relog. When I come back its back to normal, day or night. Ive made sure to use the current mc patcher and its patching Better Skies 1.2. Im running the 64x64 version on a x32 system so that might be the problem.
Hi there Misa, just a friendly message from an Alpha Minecrafter here. I've tried quite a few HD texture packs but never stuck with using them, yours is really nice though. I like it a lot, going to stick with it.
Thanks for your work
...Also I am working on generally improving the looks and functions of wooden materials in general to make up for the minor loss. For example I have added unique tops/bottoms to the spruce planks too that make for a much nicer flooring material while still making perfect physical sense.
I know this is a change you made a while back, but I just have to say this is, by far, my absolute favorite look for wooden planks!
So much character, so distinctive, so very, very nice. Love the bolts holding them together.
Excellent work on getting the tops and sides to work so well together, and I love how easily the stairs incorporate!
The only idea I have at the moment is to make grass look like snow in snow biomes to create something similar to Better Snow until Kahr includes it (if he does so).
This could negatively affect some builds and might be unrealistic in general. Grassy areas with an overhang shouldn't have snowfall on them. I played online with a friend who had just started Minecraft for good while whose first world was largely an ice desert. Not being able to grow grass indoors/underground or use wild grass to have an untouched field of grass on the surface would've made the place pretty depressing to spend as much time much time in as I did.
There are many things that could be done with this new feature. It is just hard to decide what is good and what just increases the file size unnecessary. Here are some things I've come up with (decide for yourself whether they are necessary or not):
- having different textures for the Nether and the overworld (different portal animation, different nether wart textures, ...)
- different logs and leaves for the biomes (logs with snow on, logs with vines, snowy leaves, ...)
- different flowers/mushrooms/tallgrass for the biomes instead of having random textures
- a desert sand texture and a beach/ocean sand texture
- a "stony" dirt texture for caves and a muddy one for swamps
-I have been thinking about a CTM large texture animation for portals at some point in the future. Making some variety between the Nether and Overworld side of the portal may be interesting, but also may be pretty taxing on resources if both effects are combined. I'd have to think about it some more.
-The problem with adding snow to blocks is outlined in the response above. They may look good outside, but indoors or underground they make no sense.
-I wouldn't replace random textures for the sprite-like foliage blocks, and biomes currently have a lot of foliage diversity among them at default. I'd need some really good specific ideas for this.
-I do like the idea of a different kind of sand for beaches. I can't imagine the transition ruining many builds either, given the fact that it's nearly impossible to build stuff with sand. I probably wouldn't change the texture too much from the current though--maybe just add things like seashells and the like. My only concern would be tiling. I can't really do random texture assignment with sand as I do for grass as I'm already using a large texture for it.
-Dirt's another fairly safe block to mess with. I'll mess around with it and see if I can come up with anything worth using.
It's been code fixes only the last two weeks anyway.
Yeah.. Bug fixes that make the game pointlessly render multiple copies of textures and change the class files that MCPatcher uses. This whole development cycle has really been pretty hellish behind the scenes. I just haven't been bitchÂing publicly much about it lately because I've tried to stick more to the "If you can't say something nice..." mantra to avoid having to explain details of my gripes over and over to newcomers who aren't privy to the situation.
One thing that would be interesting would be for higher elevations make bare rock textures for the ground cover like you might see in the mountains above the tree line. Obviously this would only be seen in the extreme mountain biomes
This would get very confusing for people looking to mine stone. Also exposed rock at the top of a mountain doesn't have a solid cutoff height in reality. And then there's the issue with creative builds that may use grass and dirt...
Im having a bit of a problem. The mod works great except during the day/night transistions the sky will go greyish white and stay that way until I relog. When I come back its back to normal, day or night. Ive made sure to use the current mc patcher and its patching Better Skies 1.2. Im running the 64x64 version on a x32 system so that might be the problem.
The response by Kexikus is correct. I'd however like to add that the resolution of a texture pack has absolutely no relation to your operating system's instruction set ('bits' for lack of a better term). 64x64 texture packs are not made for 64-bit operating systems, nor are 32x32 texture packs made for 32-bit operating systems. The 64x64 simply means that there are 64x64 (4096) pixels per texture per block. The number of bits associated with your OS deals more with what hardware your computer can make use of. This has little to no bearing on what texture packs you can run as opposed to your actual hardware setup.
That warning message on Minecraft about how 64-bit java is recommended for 'Far' render distance on 32 bit systems is a bit misleading and I'm sure probably contributes to some of the confusion.
Wow cool Texture Pack Misa! Make Some OTHER good ones.
As soon as I can figure out how to either clone myself or hack the space-time continuum to merge the work I've created in alternate universes to this one.
How come when I use it with SEUS the bump mapping on the sand looks like ANCIENT EGYPT HIEROGLYPHICS
How come you're posting here about bump mapping issues with SEUS in this thread when my texture pack hasn't had normal, height, or specular maps in since before SEUS even existed?
SURE, because what we need is more texture packs ...
Sometimes I realy don't understand how some people think. More abandoned texture packs == good?! One less great, up-to-date, cared-for-with-pride texture pack == good?! Reeeeaaaaaly? Are you that stupid?
Texture packs are a dime a dozend. Great texture packs are like diamonds. Misa is polishing a diamond.
While I agree with the content and sentiment of the explanation part of the post, it seems a bit excessive to blatantly ask them if they're "that stupid." Being unaware of the work that goes into something like a texture pack doesn't make someone stupid. I don't want to breed an environment here where new users who comes to this thread feel like they're going to get attacked just for posting.
I'm not sure whether or not this has already been requested. I used the search and it didn't bring up any results, so I assumed it was not requested before.
Could you include armor for the Mine little Pony mod? Here the link to the mod.
Thanks in advance!
the armor should already work with the mod anyway, i used to use mine little pony and the armour of this back would somehow automatically adjust to the pony model, likely because the MLP mod is 1. client sided, and 2. probably uses default armor set up and reconfigured them somehow. (Not an expert at mods, its just my theory, but i know you don't need special texture support to put armor on ponies.)
(Curse you forums for saying my Canadian spelling is wrong >
1.5 LOL you have to take you images and seperate them one by one:O
The overall idea is actually a good one. It was only out of initial convenience for the game engine to put all the textures in one file. But with the possibility of an arbitrary number of items (and textures), trying to fit them into one file is just trouble. The new system is objectively better, even if the implementation and details suck.
Are all of the features of this pack compatible with optifine, if any? I know a pack where the custom skybox was disabled because I was using optifine.
I'm sure you know it already, Misa, but there's a new CTM feature in MC-Patcher 3.0.1-beta1:
Biome- and height- based CTM rules!
Any plans for that?
please clean a banner of Misa hates distributions of the textures.
Not sure if you were referring to a rendering issue or a stray pixel. I have no stray pixels on the current development version of the pack. And there was a rendering issue with the edges of certain transparent blocks that was fixed not too long ago by MCPatcher.
You'd need to send me your files for me to have any idea what's wrong with your Better Glass. There's different rendering modes and I'm not sure which one you're using, and it also sounds like your CTM texture-replace assignment is a bit wonky if it's affecting other things. My best advice short of this would be to of course read the MCPatcher documentation on Better Glass.
Mission Accomplished.
Next time you might want to provide some explanation with links to source material for such claims. I spent hours trying to figure out what this post even meant by scouring twitter for posts from the devs that could be related and checking out the wiki for planned blocks to find absolutely nothing. Only to later did I find some tiny little obscure reference to hay block textures posted by some user on Reddit who found them in a .jar from another game entirely... So yeah, hours of racking my brain and stressing out over something I thought I completely missed on and needed to update for just to find something that's not even confirmed and could just be a red herring. :/
My current night sky from BetterSkies already has nebulae, the milky way, and different colors of stars as would be visible to the naked eye under our atmosphere in good lighting conditions. The last part of that is key. I own several high powered telescopes and have gone to high-altitude areas out here with practically no light pollution, and the stars still appear white to the human eye. In my pack's case, the stars are sort of a mix of false-color star imagery and what you'd see in reality with your eyes. So the fact is, my night sky is actually more colorful than the real thing. It's as much of a stretch as I'm willing to make for the sake of beauty while maintaining a semblance of realism. As a huge astronomy buff, many hours went into the thought and design behind my sky.
Here's an example of a magnified section of my skybox with the contrast and saturation increased to show that there is in fact color in the stars behind a blue tint from the atmosphere.
As far as comets 'n' such go, animations are currently possible, but also kinda difficult to optimize to still run on most machines that can handle BetterSkies (Many machines cannot--which is why it's an optional feature to begin with.). The skybox texture for the nighttime starscape is currently the largest file in my entire texture pack (3072x2048--you couldn't even fully display it on an HDTV without shrinking it), to animate it completely, I'd have to duplicate it as multiple frames in a single image. A simple 3-frame animation would be 3072x6144 This would pretty much overload the memory on many people's computers. So in order to have things like comets and other various satellites, I need a more simplistic, and optimized way to accomplish this with much smaller filesizes. Right now 1.5 compatibility is top priority for Kahr, so it may be awhile before such features are added.
fire bad
Technically that's an acronym and a word. Might wanna remove the space next time.
Man.. I just recently did a whole stupid skit in response to this too. I thought that'd be enough to address this for a good while--guess not. :/
All permission requests need to be directed to PM for record-keeping purposes.
<---Not a brony or pegasis or whatever they're called. I wouldn't even know where to begin with providing texture support for this. I imagine the dark, gritty, medieval look of my pack would probably clash too much with technicolor equines anyway for me to do such mod support any justice. You'd probably be happier with a texture pack specifically designed for that setting.
Because you know how often those are seen in the game. Also, how else do you expect to fit a ghast in there?
Many of the new blocks are already in the pack as previously stated. Here's a repost of some old screenshots of the quartz blocks I posted here awhile back:
Comparison of the vanilla and Misa version of the quartz blocks
A display of building blocks close to being white to show their differences.
Not yet. Hard to come up with new ideas with all the other work being done on the pack. I'm open to some good suggestions for how to make use of this feature.
I don't hate distribution of my textures--redistribution on the other hand has some rules, but I'm still not against that so long as rules are followed. Of course he was advertising my pack not distributing it, and I've no problem with that. Most of my popularity is through player advertising. I just don't run any official propaganda or ad campaigns myself. Considering I may be homeless around summer, it'd be stupid of me to turn down any support that could potentially be providing me my next meals.
I don't have much to say for general announcements on the pack's development. I just wish Mojang would hurry the hell up and release 1.5 already so I can get out a proper update and move on from this development purgatory that's lasted nearly two months. I'm still not sure we're even out of the woods yet. The last few bug fix patches have caused all sorts of other problems that Kahr and texture pack artists have had to work around. Apart from those hurdles, there's also been a lot of really, really stupid design decisions made on Mojang's part recently. I really wish Mojang had designers with actual design experience working there rather than just a bunch of programmers multi-functioning as developers, content designers, artists, etc.
There are many things that could be done with this new feature. It is just hard to decide what is good and what just increases the file size unnecessary. Here are some things I've come up with (decide for yourself whether they are necessary or not):
- having different textures for the Nether and the overworld (different portal animation, different nether wart textures, ...)
- different logs and leaves for the biomes (logs with snow on, logs with vines, snowy leaves, ...)
- different flowers/mushrooms/tallgrass for the biomes instead of having random textures
- a desert sand texture and a beach/ocean sand texture
- a "stony" dirt texture for caves and a muddy one for swamps
I really like that idea!
One thing that would be interesting would be for higher elevations make bare rock textures for the ground cover like you might see in the mountains above the tree line. Obviously this would only be seen in the extreme mountain biomes
Carrots
Thanks for your work
I know this is a change you made a while back, but I just have to say this is, by far, my absolute favorite look for wooden planks!
So much character, so distinctive, so very, very nice. Love the bolts holding them together.
Excellent work on getting the tops and sides to work so well together, and I love how easily the stairs incorporate!
This could negatively affect some builds and might be unrealistic in general. Grassy areas with an overhang shouldn't have snowfall on them. I played online with a friend who had just started Minecraft for good while whose first world was largely an ice desert. Not being able to grow grass indoors/underground or use wild grass to have an untouched field of grass on the surface would've made the place pretty depressing to spend as much time much time in as I did.
-I have been thinking about a CTM large texture animation for portals at some point in the future. Making some variety between the Nether and Overworld side of the portal may be interesting, but also may be pretty taxing on resources if both effects are combined. I'd have to think about it some more.
-The problem with adding snow to blocks is outlined in the response above. They may look good outside, but indoors or underground they make no sense.
-I wouldn't replace random textures for the sprite-like foliage blocks, and biomes currently have a lot of foliage diversity among them at default. I'd need some really good specific ideas for this.
-I do like the idea of a different kind of sand for beaches. I can't imagine the transition ruining many builds either, given the fact that it's nearly impossible to build stuff with sand. I probably wouldn't change the texture too much from the current though--maybe just add things like seashells and the like. My only concern would be tiling. I can't really do random texture assignment with sand as I do for grass as I'm already using a large texture for it.
-Dirt's another fairly safe block to mess with. I'll mess around with it and see if I can come up with anything worth using.
Yeah.. Bug fixes that make the game pointlessly render multiple copies of textures and change the class files that MCPatcher uses. This whole development cycle has really been pretty hellish behind the scenes. I just haven't been bitchÂing publicly much about it lately because I've tried to stick more to the "If you can't say something nice..." mantra to avoid having to explain details of my gripes over and over to newcomers who aren't privy to the situation.
This would get very confusing for people looking to mine stone. Also exposed rock at the top of a mountain doesn't have a solid cutoff height in reality. And then there's the issue with creative builds that may use grass and dirt...
The response by Kexikus is correct. I'd however like to add that the resolution of a texture pack has absolutely no relation to your operating system's instruction set ('bits' for lack of a better term). 64x64 texture packs are not made for 64-bit operating systems, nor are 32x32 texture packs made for 32-bit operating systems. The 64x64 simply means that there are 64x64 (4096) pixels per texture per block. The number of bits associated with your OS deals more with what hardware your computer can make use of. This has little to no bearing on what texture packs you can run as opposed to your actual hardware setup.
That warning message on Minecraft about how 64-bit java is recommended for 'Far' render distance on 32 bit systems is a bit misleading and I'm sure probably contributes to some of the confusion.
As soon as I can figure out how to either clone myself or hack the space-time continuum to merge the work I've created in alternate universes to this one.
Mission accomplished.
How come you're posting here about bump mapping issues with SEUS in this thread when my texture pack hasn't had normal, height, or specular maps in since before SEUS even existed?
While I agree with the content and sentiment of the explanation part of the post, it seems a bit excessive to blatantly ask them if they're "that stupid." Being unaware of the work that goes into something like a texture pack doesn't make someone stupid. I don't want to breed an environment here where new users who comes to this thread feel like they're going to get attacked just for posting.
the armor should already work with the mod anyway, i used to use mine little pony and the armour of this back would somehow automatically adjust to the pony model, likely because the MLP mod is 1. client sided, and 2. probably uses default armor set up and reconfigured them somehow. (Not an expert at mods, its just my theory, but i know you don't need special texture support to put armor on ponies.)
(Curse you forums for saying my Canadian spelling is wrong >
The overall idea is actually a good one. It was only out of initial convenience for the game engine to put all the textures in one file. But with the possibility of an arbitrary number of items (and textures), trying to fit them into one file is just trouble. The new system is objectively better, even if the implementation and details suck.