I think you should make a 128x128 texurepack, I bet it would look amazing, this is an awesome texture pack, I have been using it ever since I started playing mc. Thank you!
Hello again, but i have to contradict your last answer,there is not natural quartz, there are a lot of diferent variantions not made by man's hand,as far as i know there is:amethist quartz,milk quarts,rose quartz,lemon quartz,and my favorite, Crystal-looking quartz, its a shame that i will not use it till mo creatures is updated. also, whats with those lag questions? i am scared!.
,
I did some tweaking and noticed some major performance differences in this version when Advanced OpenGL is turned off. With it on, my FPS ranges from 15 to 35, with an average when no chunks are loading of about 30. With Advanced OpenGL turned off, I'm getting between 40 and 120 FPS, with an average when no chunks are loading of about 95. This seems to be consistent across my maps, and no other setting has such an effect.
For the record, my JAVA heap size is set at 4gb and I'm running a 3.0ghz quad-core CPU with a Radeon HD7850.
Anyway, if you're getting performance issues, try turning off Advanced OpenGL if you haven't already.
Hello, this is for the 1.5 pack I have used MCpatcher 3.0.2 and your graphics are ok. but a couple of things i noticed
1. when it gets dusk there is a strange unnatual purple hue,
2. when i dyed my sheep black is blue, cyan is black :S
i have everything ticked in mcpatcher, and this doesnt happen on a texture pack which i kinda pieced together from 3 other ones.
but i love your sky.
so would i be allowed to take the sky as in the galexy one to add to my jumbled one. or wont it work on a x128 texture?
i now cant reply till 07.04pm thank you. great work by the way on what does work
1.There may be a brief purple transition from the sunset orange hues to the night time blue hues when around torches which give off a yellow-red range of light. This is not unnatural though. Most people just aren't used to seeing blue night skies in areas with no pollution. Many other games with a night sky that gives off blue light that have a day to night transition have a similar range of hues during the transition. If you're getting something that's strongly purple though for an extended period during sunset, please post a screenshot.
2. Fixed in the latest MCPatcher.
Also all permission requests need to be directed to PM for record-keeping purposes.
This appears to require two other mods to run. I'm not too keen on supporting mods that have dependencies on others. That doesn't mean I'll never support it. The idea of the mod I like (despite it being gameplay-changing). It might be best to resuggest it after the official Modding API goes live and all mods are using the new format that requires no dependencies on other mods.
after updating to 1.5 and misa500 there is now so much lag almost unplayable i am getting around 10 to 15 fps i have a beast of a pc so its not me and was running so smooth in 1.4.7/Misa434 got 100 fps +...and yes i am using the latest mcpatcher.....any help?
You can pretty much blame Mojang for this one. My pack is in fact more optimized for size and resources than it's ever been. Unfortunately there's this issue where the client can render like 2-3 copies of each texture used for absolutely no good reason at all. It basically makes texture packs without extra features run performance-wise as though they were texture packs with extra features (due to the resource duplication). Packs like mine with CTM files though are greatly blown up by this flaw. This was not the case pre-1.5. The general performance drop is a known issue by Mojang and hopefully they'll be correcting it at some point. The only suggestions I can make right now would be to disable optional features like BetterSkies, and Custom compasses and clocks (Even though the custom clock is pretty mesmerising. :P). I'd also suggest ensuring that you've allocated some memory to Minecraft/java through MCPatcher or other means (Google is your friend.) I also noticed that setting smooth lighting to minimal helped on my end. If none of that helps, run through the entire list on the first issue of my FAQ, and then check out other posts here.
hi... sorry but i have poblem with instaling 1.5 texture pack... maybe is problem in mcPatcher i dont know...
i putet misa's pack tu texture folder (ziped)
i patched by newest (3.0.2) mcpatcher
and... nothing... always i try chose this texture pack in textures in minecraft does it nothing (alwasys return to defoult)
i also tyred convert this texture pack via mcpacher by new function "convert texture pack) but result was same... what i do wrong?
rthanks and sorry for my horrible english
It sounds like the download of my pack you used was corrupted or something. Under no circumstances should you use the conversion tool on my latest pack as it's already converted. I'd suggest re-downloading the file (perhaps on link 3) Also be sure to grab the newer non-beta MCPatcher.
Could you post some images of the Updated version?
I'd actually planned to get some on Wednesday, but ended up having to update the pack instead. My time to work on the pack in general is pretty tight, which is why my screenshots are horribly outdated. That and I don't really have many good builds anymore to show off in the screens and I absolutely HATE those idiotic, bland texture display maps that just show every block arranged with no regard to context, or natural occurence... They're terrible for showing off the real amount of work that's gone into this pack. But I digress. I'll try to find some time to update my screenshots at some point, but I really can't make any promises on when.
Same here. It's impossible to play Minecraft 1.5 with Misa500 after updating. Before update, everything was fine. Now it's just unplayable.
Btw, the other texture packs work well.
See my response to Dataless_82 above for a more detailed explanation. Not all texture packs are created equally. Few make use of as many advanced features as mine always has, but I cannot be blamed for this performance drop. I did my damndest on my end to ensure this pack was less taxing than the old and Mojang still messed it up.
Wow misa. A great pack, the best for my survival adventures so far. I love it! And I have some suggestions:
1. Animated golden aple. The other golden stuff are animated too .
2.1. More Biome variatiod mobs. IN deserts should be Skelletons who looks like pharaos, or zombies who are mumies. I would really enjoy this.
2.2. Also a new Zombie special skin, a Necromorph Zombie ^^^. I really like this horror Survival game. Here a picture:http://www.relyonhorror.com/wp-content/uploads/2011/01/puker.jpg
3.main menü background variations. This one is pretty cool, but somehow I would like to see also the Nether or the End. Or other epic areas in the background, like a beautifull cave or town. I think all of us would make some pictures for you just to see their buildings in the background^^.
4. more randomobs: Just 3 skins for ghast, blaze, magmacube,enderman. They are too many of them, to look all the same, when you understand....
OK this is it, I hope you understand, because I am very bad in english. Thank you for everything, I love your newest version and bye .
1. I kinda thought it already was--guess I missed it. Added to the to-do list.
2.1 Already on the to-do list. Mobs take a lot of time.
2.2 I'm not familair with this game at all (I'm not sure if you even mentioned the name of it). Most of my video game cameo zombies are somewhat pop cultural in the gaming world (Doom, Zelda, Half-Life, Team Fortress 2, etc.). I try to avoid using obscure references unless I can fit it into the more generic-looking standard zombie roster of my pack.
3. I don't think this is even possible... The background on the GUI in-game is a black, transparent layer that cannot be edited or randomized, and the background on the menus is a small image that's tiled repeatedly and cannot be randomized.
4.Ghasts have been on the list for awhile, they're just obnoxious to design alts for around the current standard, blazes... I don't think so. They're an animated mob. Animations and mobs take up the most time possible. Doing animated randomobs is just entirely too much work for something you don't see often enough for it to matter. Besides I can't think of any good alts to make for blazes or magmacubes that wouldn't be so subtle as to not be worth it. As far as endermen go, I'm pretty sure I've stated in the past that they're a special case. If you're being slowly stalked by more than one enderman and they look the same, you really don't know for sure if it's one really clever one or more than one. By design, Endermen are best if they all look exactly the same. There are no individuals amongst the Endermen, they are one and all.
I think you should make a 128x128 texurepack, I bet it would look amazing, this is an awesome texture pack, I have been using it ever since I started playing mc. Thank you!
I'm pretty sure I've stated many times in the past why this is a bad idea and also impossible. This pack is already 256x256 and 512x512 in parts anyway--they're just spread out over multiple blocks as they should be.
i want to change the icons.png in gui folder but when i change the file, winrar says "the archive is broken" ... why i can not change the png file ?
when i extract all files, change the icons file and make a new zip file, minecraft dont accept it ...
what is the problem `?
This only seems to be an issue for some people and not others. My guess is the download got corrupted either on your end or on the filehost. I'd suggest trying one of the mirror links and redownloading the pack. I will be completely repacking the file on the next update to see if that fixes the problem for the few who have reported it.
Hello again, but i have to contradict your last answer,there is not natural quartz, there are a lot of diferent variantions not made by man's hand,as far as i know there is:amethist quartz,milk quarts,rose quartz,lemon quartz,and my favorite, Crystal-looking quartz, its a shame that i will not use it till mo creatures is updated. also, whats with those lag questions? i am scared!.
,
wut.
I'm not sure how your response is a contradiction to my answer or what you're even trying to say.. Your own response contradicts itself, in one part you're saying "there (sic)is not natural quartz," and then in another you're mentioning quartz found in nature... I read this several times and still can't make any sense of it. I also don't recall in my last response saying anything about natural or unnatural quartz. All I said was that the quartz blocks have a pinkish hue to remain internally-consistent with their source material. I made Nether Quartz ore pinkish, therefore everything made with netherquartz is pink. What does this have to do with natural quartz colors? Netherquartz isn't even a real thing. It's a fantasy material with magical properties it could be purple with glowing green spots and still fit a realistic look. Again though, this has nothing to do with my previous response. I was only mentioning that internal consistency is important and that blocks crafted from baser resources need to reflect the look of said resources.
As far as the other stuff goes, again, stop speculating. Try it and see for yourself before commenting on how bad or scary something is by description alone.
Quote from Kerii »
I'm curious about the lag myself. I just got a HD7950 and was excited I could finally try this. How does a texture pack cause minecraft to go from 200+ fps to 11? o _ O
See my other responses on the subject in this post.
I hate to break it to you, but in the eyes of Minecraft, your laptop is crap. Most specifically this part here: i7 2.3 GHz
Minecraft unfortunately has no multi-core optimization of any kind. As I mentioned in a previous response thread, Minecraft only cares about the processing power for a single core of your multi-core processor. So you could have like 8 cores and if the individual core speed is less than a single core machine's core speed, the single core machine will be superior. And it's not as though it's impossible--Optifine has clearly demonstrated otherwise. Mojang is really just kinda incompetent (in more ways than one). Read my first response to performance issues on this post for ideas on how to hopefully alleviate the situation. I'd also suggest trying out saotomato's response. Other than that we can only hope Mojang will eventually fix the problem they caused.
Misa, can you add the old font back? I don't like your new font. Want the old one
So uh, just grab it from the old pack?
I already said I'm not going to be including alts with the main pack from now on. Alts will be provided as a separate download available in the future. Dunno why anyone would think they'd need to redownload the same crappy old font file over and over every time the pack updates. If you downloaded it at least once, you should already have the file. Even if you don't, it's not as if I've taken down the link to the old pack.
This appears to require two other mods to run. I'm not too keen on supporting mods that have dependencies on others. That doesn't mean I'll never support it. The idea of the mod I like (despite it being gameplay-changing). It might be best to resuggest it after the official Modding API goes live and all mods are using the new format that requires no dependencies on other mods.
Well firstly; there are a few versions of the mod. The Forge/Modloader version is for those who have or plan to install Forge or Modloader, it can be installed with player API to increase the compatibility further. There is however, a standalone version that requires no other mods. Next, the Modding API is about as likely as leprechauns adding Herobrine into Minecraft's default code. (Seriously though that rumor has been going around since what. Alpha?)
First, I want to thank Misa. I have used this pack for a year and have donated and definitely have gotten my money's worth, but with Minecraft 1.5 supporting HD textures I no longer want to use McPatcher as it makes the game unplayable. The framerates are just horrible.
I've tried everything. Disabling the lighting helps, and so does reserving 4 gigs of memory for Java, but in the end, it's not nearly enough so it's back to other texture packs or the original until this gets fixed.
I just wanted you to know how much I've enjoyed this texture pack, I always felt like these should be the default textures! You've done such an amazing job of keeping the spirit of Minecraft in your packs, but enhancing them so much.
But things change, time marches on and I completely understand you not wanting to make your pack compatible with 1.5. However, if you ever do, I'll be first in line with a donation and would love to come back some day.
Do to the unfortunate lag issue I spent part of the day looking for an alternate texture pack. While I did find some that seemed promising ALL made me REALLY appreciate the artistry of Misa's pack. The muted colors, the way the textures compliment each other, the GORGIOUS night sky and the subtle and not so subtle use of the creeper image throughout the pack. (Note to Self: I need to check the cow hides for creeper faces) There is a level of continuity I just wasn't seeing the realistic packs I looked at. Kudos for a job well done. Your hard work is appreciated. It's now the end of the day and I'm back to Misa's texture pack but I'm running under Optifine and back at 100-120 FPS (up from the 15-40FPS I was getting). However this is not without issue. Connected glass does not work (Optifine's issue, not Misa's) and there are white outlines around things ( a bug that is fixed in the next release). There may be other issues but I haven't noticed them and this will get me through till Mojang fixes the lag issue. A friend however is dealing with blue pumpkins, watermelon and wood textures. That one we haven't figured out yet but still looking.
First, I want to thank Misa. I have used this pack for a year and have donated and definitely have gotten my money's worth, but with Minecraft 1.5 supporting HD textures I no longer want to use McPatcher as it makes the game unplayable. The framerates are just horrible.
I've tried everything. Disabling the lighting helps, and so does reserving 4 gigs of memory for Java, but in the end, it's not nearly enough so it's back to other texture packs or the original until this gets fixed.
I just wanted you to know how much I've enjoyed this texture pack, I always felt like these should be the default textures! You've done such an amazing job of keeping the spirit of Minecraft in your packs, but enhancing them so much.
But things change, time marches on and I completely understand you not wanting to make your pack compatible with 1.5. However, if you ever do, I'll be first in line with a donation and would love to come back some day.
Do to the unfortunate lag issue I spent part of the day looking for an alternate texture pack. While I did find some that seemed promising ALL made me REALLY appreciate the artistry of Misa's pack. The muted colors, the way the textures compliment each other, the GORGIOUS night sky and the subtle and not so subtle use of the creeper image throughout the pack. (Note to Self: I need to check the cow hides for creeper faces) There is a level of continuity I just wasn't seeing the realistic packs I looked at. Kudos for a job well done. Your hard work is appreciated. It's now the end of the day and I'm back to Misa's texture pack but I'm running under Optifine and back at 100-120 FPS (up from the 15-40FPS I was getting). However this is not without issue. Connected glass does not work (Optifine's issue, not Misa's) and there are white outlines around things ( a bug that is fixed in the next release). There may be other issues but I haven't noticed them and this will get me through till Mojang fixes the lag issue. A friend however is dealing with blue pumpkins, watermelon and wood textures. That one we haven't figured out yet but still looking.
It's one of the features in the patcher, but I don't think it's better skies since I disabled that and still had the drop. Disabling all of them seemed to work miracles.
Thanks for that, I'll give it a shot. Minecraft just isn't minecraft without this texture pack.
Misa: I understand you will be repacking it with the next update, but I thought you'd like to know the error I got with 7zip on both the main download & mirror 2 (mirror 3 did not have anything for me to download... "Download permission denied by uploader.")
"Unsupported Compression Method for [FileNameHere]" 235 times.
All I was doing was unzipping the pack to view the image files & figure out which ones to replace with "alts" from the last time I was able to use your pack (4.6/4.7)...
Also, could you make Birch planks have the same random variety as Oak/Jungle planks, but let the slabs have the border around them that makes them look like little boxes (if you need a screen to see what I'm talking about, I can get one ready in no time flat when I finally have time). If you don't want to, it's cool (I'll just do it myself anyway... just a matter of deleting the right CTM & letting every Birch plank look the same).
-I never played Soul Reaver for more than a few minutes. But yeah, they don't look too zombie-esque. If I do include vampires in my zombie randomobs, it'll likely just be the more iconic vampires like Count Dracula or Nosferatu.
-I guess I can do some minor variants for the magma cubes so long as I can find the resource files I created for them and remember the process I used.
-A powered down blaze wouldn't only really work in my mind if they randomly powered up or powered up when attacking. Being attacked by a powered-down blaze would look weird.
-Animations for ghasts are something I'm trying to avoid if possible--my pack is already close to approaching critical mass for some machines thanks to Mojang.
-I already have plans for other bats. Zubat won't work for this mob though for reasons which I'll outline below.
-Spongebob is a bit after my time. It came out when I was pretty much finished with high school. But aside from that, there are certain mobs I don't want to have silly cameos for for the sake of maintaining some realism.
Below is a list of the design themes I have for each mob type as far as randomobs is concerned:
Bats: Natural, real-life species only. Cats: Natural, real-life breeds only. Cave Spiders: Real-life species of mainly orb-weaving types of spiders only--species with higher abdomen to cephalothorax ratios. Chickens: Natural, real life breeds only. Cows: Natural, real life breeds only. Creeper: Camouflage is the main theme here. Pop cultural cameos are to be avoided. Basically creepers should only be associated with patterns and disguises that may aid them in creeping. Some may take it too far to humorous effect (Christmas Tree Creeper in snow biomes), but they should be rare. Enderman: No Randomobs. The enderman is one and all. Blaze: No real plans for randomobs. Ghasts: These are a bit tricky. I'll probably just stick to a unique alien-esque theme though and avoid pop cultural cameos. I may just do something with skin patterns on the base design in the end--I'm still not sure how I want to handle these. (Though I did always sorta want to somehow work a Cacodemon from Doom into the roster) Magma cubes: I don't think I want to take them in the same silly direction I did with slimes. I think of them as one of the lesser sentient enemies and more as a force of nature. I don't see randomobs as being necessary for them. Ocelot: A very specific species with a specific pattern, not much need for drastic Randomob variations. Pigs: Natural, real-life breeds only. Zombie Pigmen: As with my other undead mobs, cameos are welcome. The theme for these cameos should be pop cultural pig-related things only. Mooshrooms: Designs currently based strictly on existing in-game mushrooms. If you want more Mooshroom alts, tell Mojang to add more mushroom types to the game. (Bio-luminescence as a source of colored lighting sound awesome to anyone else? :P) Sheep: Natural, real-life breeds only. Skeletons: Pop cultural cameos welcome. The cameo theme for these is famous archers or famous skeletons only. Wither Skeletons: Pop cultural cameos welcome. The cameo theme for these is famous swordsmen or famous skeletons only. Slime: These are a bit of a silly grab bag and intended to be one of the cuter designs. Their alts are mostly intended to be based around cute/silly accessories and hats. Some may also have faces that resemble popular characters with a similar body (wherein the head is also the body as is the case with Dopefish and Cool Spot). Snow Golems: Faces should be pretty typical, cute snowman designs. Pumpkin is used as an accessory of some sort, but the overall body design is largely uniform. Spiders: Real-life species of mainly hunting/jumping types of spiders only--species with relatively higher cephalothorax to abdomen ratios. Squid: Realistic in design with color/pattern variants only. Wither: No randomobs. Rare boss mob. Wolves: Natural, real-life breeds only. Mainly looking for wild dog and wolf breeds, but some domesticated breeds are acceptable if they're close to wolves in appearance. Zombie: The start of the whole silly cameo thing. Reasoning behind this is that the undead are silly enough in concept that they shouldn't be taken too seriously. Cameos should be limited to pop cultural things with strong ties to the undead or zombie culture. Some of the subtle generic zombie designs are of players. IE: There is a zombie version of myself along with a few friends who have helped me with the pack. They have a generic zombie design with a few identifying traits usually limited to clothing color, designs, and accessories. Zombie Villagers: Based strictly on undead versions of existing villager skins. No real plans to do an undead version of every single villager skin made. Villagers: Generic designs with no real cameos. Villagers of certain classes share the same outfit and headgear style in different colors and prints only. Facial and racial, and age variety is important to give each villager a unique character quality. Animation of their faces is on the to-do list. Enderdragon: No randomobs. There's only one of these per map and the skin files are massive.
Refer to this design plan when coming up with suggestions and they'll be more likely to make it to the to-do list if they conform to it.
...the Modding API is about as likely as leprechauns adding Herobrine into Minecraft's default code. (Seriously though that rumor has been going around since what. Alpha?)
You haven't been following the development news much I take it. The modding API is not a rumor. A rumor requires that the account given is unverifiable and circulated through word of mouth interaction among those unrelated to an official source. The modding API was something that was talked about by Mojang for a long time but never really outlined and put on the development schedule--that is until recently. The last public panels Mojang did were for the and the . They have outlined many of the specifics of how the Modding API will work and many of the features in 1.5 (namely the texture pack changes) have been specifically made to make way for the format of the Modding API. Mojang plans to rewrite the game's render engine as well as create a new client launcher. The modding API will handle mods sort of like a free app store within the game's client. Mods will be uploaded to an official server and will be distributed through the game itself. The major rewrite we went through that combined the server and client for single player was one of the first steps towards making the game rely on a modular server-based system. The evidence at this point is overwhelmingly against the Modding API being simply a rumor.
First, I want to thank Misa. I have used this pack for a year and have donated and definitely have gotten my money's worth, but with Minecraft 1.5 supporting HD textures I no longer want to use McPatcher as it makes the game unplayable. The framerates are just horrible.
I've tried everything. Disabling the lighting helps, and so does reserving 4 gigs of memory for Java, but in the end, it's not nearly enough so it's back to other texture packs or the original until this gets fixed.
I just wanted you to know how much I've enjoyed this texture pack, I always felt like these should be the default textures! You've done such an amazing job of keeping the spirit of Minecraft in your packs, but enhancing them so much.
But things change, time marches on and I completely understand you not wanting to make your pack compatible with 1.5. However, if you ever do, I'll be first in line with a donation and would love to come back some day.
Thanks again!
No problem and I greatly appreciate the support. I'm amazed how many people have completely glossed over the posts about how much of a drastic improvement in performance disabling advanced GL is. Anyway don't worry, I'm not going anywhere. This pack is still fully up to date and fully compatible with 1.5 and will run fine on many machines. Really I just hope Mojang fixes the problem they've created with the unnecessary duplicate rendering of textures. While it's not recommended for visuals, disabling CTM should make the pack playable on even some of the weakest computers.
Do to the unfortunate lag issue I spent part of the day looking for an alternate texture pack. While I did find some that seemed promising ALL made me REALLY appreciate the artistry of Misa's pack. The muted colors, the way the textures compliment each other, the GORGIOUS night sky and the subtle and not so subtle use of the creeper image throughout the pack. (Note to Self: I need to check the cow hides for creeper faces) There is a level of continuity I just wasn't seeing the realistic packs I looked at. Kudos for a job well done. Your hard work is appreciated. It's now the end of the day and I'm back to Misa's texture pack but I'm running under Optifine and back at 100-120 FPS (up from the 15-40FPS I was getting). However this is not without issue. Connected glass does not work (Optifine's issue, not Misa's) and there are white outlines around things ( a bug that is fixed in the next release). There may be other issues but I haven't noticed them and this will get me through till Mojang fixes the lag issue. A friend however is dealing with blue pumpkins, watermelon and wood textures. That one we haven't figured out yet but still looking.
It's always nice to see appreciation for the amount of effort I put into the consistency, color design, and flow of my pack. They're pretty often overlooked. The issue with red and blue channels being reversed was something that I ran into during early development of this version of the pack with MCPatcher. For strange some reason, changing the heap and direct memoy size to 512MB fixed the problem. I'll have to bring it up with Kahr later to get more info on the issue.
Quote from Kerii »
It's one of the features in the patcher, but I don't think it's better skies since I disabled that and still had the drop. Disabling all of them seemed to work miracles.
You apparently didn't read the post I directed you to in my response... Specifically this part here: ...Unfortunately there's this issue where the client can render like 2-3 copies of each texture used for absolutely no good reason at all. It basically makes texture packs without extra features run performance-wise as though they were texture packs with extra features (due to the resource duplication). Packs like mine with CTM files though are greatly blown up by this flaw. This was not the case pre-1.5...
It's Mojang's handling of CTM textures that's causing most of the problems. Performance is decreased on other packs, but it's negligible below a certain threshold. CTM is basically the straw that breaks the camel's back, and Mojang are the ones duplicating and multiplying the straw count for no good reason at all. I never said Better Skies was the cause of the problem, I just said it along with the custom compass and clock can be disabled to improve performance as they are considered optional features. There is a lot in my pack that relies on CTM which is why I don't consider it optional, but if you can enjoy the game with CTM disabled, go for it. I just personally can't recommend it because I'm a perfectionist who's spoiled on what my pack has become through CTM and can't really testify to the pack looking good enough to use without it.
Misa: I understand you will be repacking it with the next update, but I thought you'd like to know the error I got with 7zip on both the main download & mirror 2 (mirror 3 did not have anything for me to download... "Download permission denied by uploader.")
"Unsupported Compression Method for [FileNameHere]" 235 times.
All I was doing was unzipping the pack to view the image files & figure out which ones to replace with "alts" from the last time I was able to use your pack (4.6/4.7)...
Also, could you make Birch planks have the same random variety as Oak/Jungle planks, but let the slabs have the border around them that makes them look like little boxes (if you need a screen to see what I'm talking about, I can get one ready in no time flat when I finally have time). If you don't want to, it's cool (I'll just do it myself anyway... just a matter of deleting the right CTM & letting every Birch plank look the same).
Try the third mirror now. Rapidshare decided to change their layout and all uploads were set to private for some stupid reason. Birch planks have several different CTM rules applied to them, adding the random variance might be taxing. I'll consider it though. And yeah, I might need a screen to know exactly what you're looking for in regards to the second part of your request.
I can't play any more with your great textures, too laaaggggs; I think there are too many animations in the vers. 500. I played with the previous versions and had no problems at all - help meeeee
thank you, bye
There aren't many more animations in this version than there were in the last version. As I stated before this pack's resources are actually more optimized than they were pre-1.5. The problem is with Mojang and how they're handling CTM. There have been many posts with multiple solutions to try to remedy the situation. I'd suggest reading them.
Er... That sounds like something is out of whack with your computer or installation. A texture pack shouldn't be in any way able to affect sounds Well unless you're like extremely low on memory, but then you'd sooner run into white textures than sound loss. So yeah, I'm guessing you've got the wrong thread, sorry.
The special double stone slab block only optainable by ops or admin with /give <playername> 43:7 comes out as a double quartz slab block.
Awesome, texture pack. I only use 2 modified packs, this is one of them.
How would you propose I fix this? I can't think of any change I could make to textures that'd correct this. And given that the block you're using isn't obtainable legitimately, I'm not sure it's really something that needs to be fixed by anyone.
now the words are working but the sky is text and white and some block textures look like retarded 16x16 lava >_<
Follow the installation instructions including the cleaning part since it sounds like your installation is borked. When running MCPatcher, disable Better Skies, since it sounds like you don't have enough memory to run them. If you then have performance issues, see the first issue in the FAQ or read the last couple pages of this thread--there's been a ton of suggestions for how to resolve performance issues.
Also, everyone, seriously, disable advanced GL. Even if it doesn't make the game playable for you, I've noticed drastic improvements to even previously playable FPS with it switched off. It can't hurt to try all of the posted suggestions on the last couple pages of this thread either as well as the performance guide on the first post of the FAQ. Reading is good.
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Hello again, but i have to contradict your last answer,there is not natural quartz, there are a lot of diferent variantions not made by man's hand,as far as i know there is:amethist quartz,milk quarts,rose quartz,lemon quartz,and my favorite, Crystal-looking quartz, its a shame that i will not use it till mo creatures is updated. also, whats with those lag questions? i am scared!.
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Woah woah It lags alot but I don't blame your pack. I kinda blame myself, It is very good though
I did some tweaking and noticed some major performance differences in this version when Advanced OpenGL is turned off. With it on, my FPS ranges from 15 to 35, with an average when no chunks are loading of about 30. With Advanced OpenGL turned off, I'm getting between 40 and 120 FPS, with an average when no chunks are loading of about 95. This seems to be consistent across my maps, and no other setting has such an effect.
For the record, my JAVA heap size is set at 4gb and I'm running a 3.0ghz quad-core CPU with a Radeon HD7850.
Anyway, if you're getting performance issues, try turning off Advanced OpenGL if you haven't already.
1.There may be a brief purple transition from the sunset orange hues to the night time blue hues when around torches which give off a yellow-red range of light. This is not unnatural though. Most people just aren't used to seeing blue night skies in areas with no pollution. Many other games with a night sky that gives off blue light that have a day to night transition have a similar range of hues during the transition. If you're getting something that's strongly purple though for an extended period during sunset, please post a screenshot.
2. Fixed in the latest MCPatcher.
Also all permission requests need to be directed to PM for record-keeping purposes.
This appears to require two other mods to run. I'm not too keen on supporting mods that have dependencies on others. That doesn't mean I'll never support it. The idea of the mod I like (despite it being gameplay-changing). It might be best to resuggest it after the official Modding API goes live and all mods are using the new format that requires no dependencies on other mods.
You can pretty much blame Mojang for this one. My pack is in fact more optimized for size and resources than it's ever been. Unfortunately there's this issue where the client can render like 2-3 copies of each texture used for absolutely no good reason at all. It basically makes texture packs without extra features run performance-wise as though they were texture packs with extra features (due to the resource duplication). Packs like mine with CTM files though are greatly blown up by this flaw. This was not the case pre-1.5. The general performance drop is a known issue by Mojang and hopefully they'll be correcting it at some point. The only suggestions I can make right now would be to disable optional features like BetterSkies, and Custom compasses and clocks (Even though the custom clock is pretty mesmerising. :P). I'd also suggest ensuring that you've allocated some memory to Minecraft/java through MCPatcher or other means (Google is your friend.) I also noticed that setting smooth lighting to minimal helped on my end. If none of that helps, run through the entire list on the first issue of my FAQ, and then check out other posts here.
It sounds like the download of my pack you used was corrupted or something. Under no circumstances should you use the conversion tool on my latest pack as it's already converted. I'd suggest re-downloading the file (perhaps on link 3) Also be sure to grab the newer non-beta MCPatcher.
I'd actually planned to get some on Wednesday, but ended up having to update the pack instead. My time to work on the pack in general is pretty tight, which is why my screenshots are horribly outdated. That and I don't really have many good builds anymore to show off in the screens and I absolutely HATE those idiotic, bland texture display maps that just show every block arranged with no regard to context, or natural occurence... They're terrible for showing off the real amount of work that's gone into this pack. But I digress. I'll try to find some time to update my screenshots at some point, but I really can't make any promises on when.
See my response to Dataless_82 above for a more detailed explanation. Not all texture packs are created equally. Few make use of as many advanced features as mine always has, but I cannot be blamed for this performance drop. I did my damndest on my end to ensure this pack was less taxing than the old and Mojang still messed it up.
Added for next update.
1. I kinda thought it already was--guess I missed it. Added to the to-do list.
2.1 Already on the to-do list. Mobs take a lot of time.
2.2 I'm not familair with this game at all (I'm not sure if you even mentioned the name of it). Most of my video game cameo zombies are somewhat pop cultural in the gaming world (Doom, Zelda, Half-Life, Team Fortress 2, etc.). I try to avoid using obscure references unless I can fit it into the more generic-looking standard zombie roster of my pack.
3. I don't think this is even possible... The background on the GUI in-game is a black, transparent layer that cannot be edited or randomized, and the background on the menus is a small image that's tiled repeatedly and cannot be randomized.
4.Ghasts have been on the list for awhile, they're just obnoxious to design alts for around the current standard, blazes... I don't think so. They're an animated mob. Animations and mobs take up the most time possible. Doing animated randomobs is just entirely too much work for something you don't see often enough for it to matter. Besides I can't think of any good alts to make for blazes or magmacubes that wouldn't be so subtle as to not be worth it. As far as endermen go, I'm pretty sure I've stated in the past that they're a special case. If you're being slowly stalked by more than one enderman and they look the same, you really don't know for sure if it's one really clever one or more than one. By design, Endermen are best if they all look exactly the same. There are no individuals amongst the Endermen, they are one and all.
I'm pretty sure I've stated many times in the past why this is a bad idea and also impossible. This pack is already 256x256 and 512x512 in parts anyway--they're just spread out over multiple blocks as they should be.
This only seems to be an issue for some people and not others. My guess is the download got corrupted either on your end or on the filehost. I'd suggest trying one of the mirror links and redownloading the pack. I will be completely repacking the file on the next update to see if that fixes the problem for the few who have reported it.
wut.
I'm not sure how your response is a contradiction to my answer or what you're even trying to say.. Your own response contradicts itself, in one part you're saying "there (sic)is not natural quartz," and then in another you're mentioning quartz found in nature... I read this several times and still can't make any sense of it. I also don't recall in my last response saying anything about natural or unnatural quartz. All I said was that the quartz blocks have a pinkish hue to remain internally-consistent with their source material. I made Nether Quartz ore pinkish, therefore everything made with netherquartz is pink. What does this have to do with natural quartz colors? Netherquartz isn't even a real thing. It's a fantasy material with magical properties it could be purple with glowing green spots and still fit a realistic look. Again though, this has nothing to do with my previous response. I was only mentioning that internal consistency is important and that blocks crafted from baser resources need to reflect the look of said resources.
As far as the other stuff goes, again, stop speculating. Try it and see for yourself before commenting on how bad or scary something is by description alone.
See my other responses on the subject in this post.
I hate to break it to you, but in the eyes of Minecraft, your laptop is crap. Most specifically this part here:
i7 2.3 GHz
Minecraft unfortunately has no multi-core optimization of any kind. As I mentioned in a previous response thread, Minecraft only cares about the processing power for a single core of your multi-core processor. So you could have like 8 cores and if the individual core speed is less than a single core machine's core speed, the single core machine will be superior. And it's not as though it's impossible--Optifine has clearly demonstrated otherwise. Mojang is really just kinda incompetent (in more ways than one). Read my first response to performance issues on this post for ideas on how to hopefully alleviate the situation. I'd also suggest trying out saotomato's response. Other than that we can only hope Mojang will eventually fix the problem they caused.
I have smooth lighting set to minimum without any real discernible difference from maximum
I also have a mere 512mb of RAM allocated to Java heap size and direct memory through MCPatcher.
The only optional feature I had disabled as of this test was Better Skies.
I already said I'm not going to be including alts with the main pack from now on. Alts will be provided as a separate download available in the future. Dunno why anyone would think they'd need to redownload the same crappy old font file over and over every time the pack updates. If you downloaded it at least once, you should already have the file. Even if you don't, it's not as if I've taken down the link to the old pack.
Well firstly; there are a few versions of the mod. The Forge/Modloader version is for those who have or plan to install Forge or Modloader, it can be installed with player API to increase the compatibility further. There is however, a standalone version that requires no other mods. Next, the Modding API is about as likely as leprechauns adding Herobrine into Minecraft's default code. (Seriously though that rumor has been going around since what. Alpha?)
I've tried everything. Disabling the lighting helps, and so does reserving 4 gigs of memory for Java, but in the end, it's not nearly enough so it's back to other texture packs or the original until this gets fixed.
I just wanted you to know how much I've enjoyed this texture pack, I always felt like these should be the default textures! You've done such an amazing job of keeping the spirit of Minecraft in your packs, but enhancing them so much.
But things change, time marches on and I completely understand you not wanting to make your pack compatible with 1.5. However, if you ever do, I'll be first in line with a donation and would love to come back some day.
Thanks again!
'nuff said
Thanks for that, I'll give it a shot. Minecraft just isn't minecraft without this texture pack.
"Unsupported Compression Method for [FileNameHere]" 235 times.
All I was doing was unzipping the pack to view the image files & figure out which ones to replace with "alts" from the last time I was able to use your pack (4.6/4.7)...
Also, could you make Birch planks have the same random variety as Oak/Jungle planks, but let the slabs have the border around them that makes them look like little boxes (if you need a screen to see what I'm talking about, I can get one ready in no time flat when I finally have time). If you don't want to, it's cool (I'll just do it myself anyway... just a matter of deleting the right CTM & letting every Birch plank look the same).
That's a limit (read: Bug) of vanilla Minecraft.
Use MCPatcher for a correct display of this texture pack. See the very first post of this thread.
That bug is not from a texture pack bro >.>
Probably something to do with MCpatcher atm.
Awesome, texture pack. I only use 2 modified packs, this is one of them.
VenusCraft Horizons FTB server IP: VenusCraft.ca
MC Thread
-I never played Soul Reaver for more than a few minutes. But yeah, they don't look too zombie-esque. If I do include vampires in my zombie randomobs, it'll likely just be the more iconic vampires like Count Dracula or Nosferatu.
-I guess I can do some minor variants for the magma cubes so long as I can find the resource files I created for them and remember the process I used.
-A powered down blaze wouldn't only really work in my mind if they randomly powered up or powered up when attacking. Being attacked by a powered-down blaze would look weird.
-Animations for ghasts are something I'm trying to avoid if possible--my pack is already close to approaching critical mass for some machines thanks to Mojang.
-I already have plans for other bats. Zubat won't work for this mob though for reasons which I'll outline below.
-Spongebob is a bit after my time.
Below is a list of the design themes I have for each mob type as far as randomobs is concerned:
Bats: Natural, real-life species only.
Cats: Natural, real-life breeds only.
Cave Spiders: Real-life species of mainly orb-weaving types of spiders only--species with higher abdomen to cephalothorax ratios.
Chickens: Natural, real life breeds only.
Cows: Natural, real life breeds only.
Creeper: Camouflage is the main theme here. Pop cultural cameos are to be avoided. Basically creepers should only be associated with patterns and disguises that may aid them in creeping. Some may take it too far to humorous effect (Christmas Tree Creeper in snow biomes), but they should be rare.
Enderman: No Randomobs. The enderman is one and all.
Blaze: No real plans for randomobs.
Ghasts: These are a bit tricky. I'll probably just stick to a unique alien-esque theme though and avoid pop cultural cameos. I may just do something with skin patterns on the base design in the end--I'm still not sure how I want to handle these. (Though I did always sorta want to somehow work a Cacodemon from Doom into the roster)
Magma cubes: I don't think I want to take them in the same silly direction I did with slimes. I think of them as one of the lesser sentient enemies and more as a force of nature. I don't see randomobs as being necessary for them.
Ocelot: A very specific species with a specific pattern, not much need for drastic Randomob variations.
Pigs: Natural, real-life breeds only.
Zombie Pigmen: As with my other undead mobs, cameos are welcome. The theme for these cameos should be pop cultural pig-related things only.
Mooshrooms: Designs currently based strictly on existing in-game mushrooms. If you want more Mooshroom alts, tell Mojang to add more mushroom types to the game. (Bio-luminescence as a source of colored lighting sound awesome to anyone else? :P)
Sheep: Natural, real-life breeds only.
Skeletons: Pop cultural cameos welcome. The cameo theme for these is famous archers or famous skeletons only.
Wither Skeletons: Pop cultural cameos welcome. The cameo theme for these is famous swordsmen or famous skeletons only.
Slime: These are a bit of a silly grab bag and intended to be one of the cuter designs. Their alts are mostly intended to be based around cute/silly accessories and hats. Some may also have faces that resemble popular characters with a similar body (wherein the head is also the body as is the case with Dopefish and Cool Spot).
Snow Golems: Faces should be pretty typical, cute snowman designs. Pumpkin is used as an accessory of some sort, but the overall body design is largely uniform.
Spiders: Real-life species of mainly hunting/jumping types of spiders only--species with relatively higher cephalothorax to abdomen ratios.
Squid: Realistic in design with color/pattern variants only.
Wither: No randomobs. Rare boss mob.
Wolves: Natural, real-life breeds only. Mainly looking for wild dog and wolf breeds, but some domesticated breeds are acceptable if they're close to wolves in appearance.
Zombie: The start of the whole silly cameo thing. Reasoning behind this is that the undead are silly enough in concept that they shouldn't be taken too seriously. Cameos should be limited to pop cultural things with strong ties to the undead or zombie culture. Some of the subtle generic zombie designs are of players. IE: There is a zombie version of myself along with a few friends who have helped me with the pack. They have a generic zombie design with a few identifying traits usually limited to clothing color, designs, and accessories.
Zombie Villagers: Based strictly on undead versions of existing villager skins. No real plans to do an undead version of every single villager skin made.
Villagers: Generic designs with no real cameos. Villagers of certain classes share the same outfit and headgear style in different colors and prints only. Facial and racial, and age variety is important to give each villager a unique character quality. Animation of their faces is on the to-do list.
Enderdragon: No randomobs. There's only one of these per map and the skin files are massive.
Refer to this design plan when coming up with suggestions and they'll be more likely to make it to the to-do list if they conform to it.
You haven't been following the development news much I take it. The modding API is not a rumor. A rumor requires that the account given is unverifiable and circulated through word of mouth interaction among those unrelated to an official source. The modding API was something that was talked about by Mojang for a long time but never really outlined and put on the development schedule--that is until recently. The last public panels Mojang did were for the and the . They have outlined many of the specifics of how the Modding API will work and many of the features in 1.5 (namely the texture pack changes) have been specifically made to make way for the format of the Modding API. Mojang plans to rewrite the game's render engine as well as create a new client launcher. The modding API will handle mods sort of like a free app store within the game's client. Mods will be uploaded to an official server and will be distributed through the game itself. The major rewrite we went through that combined the server and client for single player was one of the first steps towards making the game rely on a modular server-based system. The evidence at this point is overwhelmingly against the Modding API being simply a rumor.
No problem and I greatly appreciate the support. I'm amazed how many people have completely glossed over the posts about how much of a drastic improvement in performance disabling advanced GL is. Anyway don't worry, I'm not going anywhere. This pack is still fully up to date and fully compatible with 1.5 and will run fine on many machines. Really I just hope Mojang fixes the problem they've created with the unnecessary duplicate rendering of textures. While it's not recommended for visuals, disabling CTM should make the pack playable on even some of the weakest computers.
It's always nice to see appreciation for the amount of effort I put into the consistency, color design, and flow of my pack.
You apparently didn't read the post I directed you to in my response... Specifically this part here:
...Unfortunately there's this issue where the client can render like 2-3 copies of each texture used for absolutely no good reason at all. It basically makes texture packs without extra features run performance-wise as though they were texture packs with extra features (due to the resource duplication). Packs like mine with CTM files though are greatly blown up by this flaw. This was not the case pre-1.5...
It's Mojang's handling of CTM textures that's causing most of the problems. Performance is decreased on other packs, but it's negligible below a certain threshold. CTM is basically the straw that breaks the camel's back, and Mojang are the ones duplicating and multiplying the straw count for no good reason at all. I never said Better Skies was the cause of the problem, I just said it along with the custom compass and clock can be disabled to improve performance as they are considered optional features. There is a lot in my pack that relies on CTM which is why I don't consider it optional, but if you can enjoy the game with CTM disabled, go for it. I just personally can't recommend it because I'm a perfectionist who's spoiled on what my pack has become through CTM and can't really testify to the pack looking good enough to use without it.
Try the third mirror now. Rapidshare decided to change their layout and all uploads were set to private for some stupid reason. Birch planks have several different CTM rules applied to them, adding the random variance might be taxing. I'll consider it though. And yeah, I might need a screen to know exactly what you're looking for in regards to the second part of your request.
There aren't many more animations in this version than there were in the last version. As I stated before this pack's resources are actually more optimized than they were pre-1.5. The problem is with Mojang and how they're handling CTM. There have been many posts with multiple solutions to try to remedy the situation. I'd suggest reading them.
Er... That sounds like something is out of whack with your computer or installation. A texture pack shouldn't be in any way able to affect sounds Well unless you're like extremely low on memory, but then you'd sooner run into white textures than sound loss. So yeah, I'm guessing you've got the wrong thread, sorry.
It shouldn't have anything to do with MCPatcher.
MCPatcher only alters things related to graphical rendering.
How would you propose I fix this? I can't think of any change I could make to textures that'd correct this. And given that the block you're using isn't obtainable legitimately, I'm not sure it's really something that needs to be fixed by anyone.
Follow the installation instructions including the cleaning part since it sounds like your installation is borked. When running MCPatcher, disable Better Skies, since it sounds like you don't have enough memory to run them. If you then have performance issues, see the first issue in the FAQ or read the last couple pages of this thread--there's been a ton of suggestions for how to resolve performance issues.
Also, everyone, seriously, disable advanced GL. Even if it doesn't make the game playable for you, I've noticed drastic improvements to even previously playable FPS with it switched off. It can't hurt to try all of the posted suggestions on the last couple pages of this thread either as well as the performance guide on the first post of the FAQ. Reading is good.