I just wanted to applaud your hard work, Misa. I have been using your pack for over a year and consider you one of the great technical master artists. Your skills and dedication are admirable. Thanks for providing your labors to us.
The special block (43:7) had a good stone texture before. Other texturepacks have the distinct difference between the stone blocks and the quarts slabs. Can't see why you can't do this.
And, many admins use this block for spawn and other server structures, our server does, and we sell them at our adminshop. So, it's more obtainable than you think.
Ah well, guess it's time to move away from this pack and go to Ovo's Rustic. I'll check from time to time to see if any changes have been made. This was my first favorite xpac.
Rollback Post to RevisionRollBack
VenusCraft Horizons FTB server IP: VenusCraft.ca MC Thread
The special block (43:7) had a good stone texture before. Other texturepacks have the distinct difference between the stone blocks and the quarts slabs. Can't see why you can't do this.
And, many admins use this block for spawn and other server structures, our server does, and we sell them at our adminshop. So, it's more obtainable than you think.
Ah well, guess it's time to move away from this pack and go to Ovo's Rustic. I'll check from time to time to see if any changes have been made. This was my first favorite xpac.
...Too bad Mojang's design isn't very realistic.
To be more realistic, I'd suggest much larger, basic, circular eyes with simple circular pupils on the sides of the body (rather than on front/back of the body)
Squid do have the largest eye to body ratio of any animal on Earth after all...
All of their mob models are pretty terrible in regards to proportions. I actually designed a bunch of more anatomically-correct (but still blocky!) models for all the mobs a couple years ago which could still use the default texture format with just different mapping, it's a shame I can't really do much with them, else I'd probably have something like a "Misa's Realistic Mob Model Pack." The larger eye would've looked much better on that model:
(my old squid model without texture mapping)
Unfortunately though, Mojang's model looks more like an octopus than a squid, so my texture design for them is more octopus in nature and I don't really plan on changing that for as long as the model is as crappy as it currently is. At this point I really see them more as octopi that Mojang just made a typo on when naming them...
...I thought cameos are there to be rare textures who should us make remember of some other video games/ or pop cultural things everywhere it is possible. The bat is small, and with enough randomob textures the zubat would be a small cameo who reminds me of pokemon. I everytime wondering, why we haven't a milka cow as randomob xD: http://farm7.staticf...85906c8c0_z.jpg ...
This is also first and foremost a realistic pack, and it might break immersion to be running into cameos on commonly-encountered mobs. All of the mobs that have weird cameos also require you to be playing outside of peaceful mode, are typically encountered in dark conditions and usually have to be killed or ran away from if you're close enough to observe them. These mobs all tend to be things that are unrealistic to begin with--hence I can play around with their design more in a realistic setting.
Also the dynamics of randomobs can change with the roster count on maps and updates to how Randomobs is handled. Say I were to add a Milka cow to the roster and make it really rare. Someone could find one and capture it for their farm or breed one from two normal cows, and then say something changes with Randomobs or the map's data for it. They'd still have a cow, but its texture could change and they'd completely lose their extremely rare Milka cow. The solution to that would be to make it as common as other cows, but then you end up with the whole realism-breaking problem. People who didn't get the reference would just be confused. Milka for instance is pretty much completely unknown in the U.S.. The only reason I know of it is because I had a friend in Europe who clued me in on it. Hopefully now you have a better idea of where I'm coming from and the balances I have to strike for the sake of consistency.
It's been a while since I've dug through your pack, but if you haven't, you should consider making a Stalfos Knight variant!
Stalfos were actually the first thing considered for a cameo with skeletons in general. Only problem is, in most of the Zelda games the stalfos are simply skeletons with weapons. In OOT they do have the armor and the shield, but unfortunately the Minecraft model is limited, that any skin trying to reflect this wouldn't have the desired effect. The skeletons limbs are too thin for it to look like it has big pauldrons, gloves, and boots. This is why most of my cameo skeletons have been famous dead archers or swordsmen with full-body clothing rather than famous skeletons. If only stalfos had full-on clothes that were easily recognizable. I still have a to-do list of archers and swordsmen at least.. I just need to find the time and energy to do some mobs again at some point. For now though, I guess just consider any naked skeleton to be a stalfos.
The special block (43:7) had a good stone texture before. Other texturepacks have the distinct difference between the stone blocks and the quarts slabs. Can't see why you can't do this.
And, many admins use this block for spawn and other server structures, our server does, and we sell them at our adminshop. So, it's more obtainable than you think.
Ah well, guess it's time to move away from this pack and go to Ovo's Rustic. I'll check from time to time to see if any changes have been made. This was my first favorite xpac.
Please try responding to the request next time instead of ragequitting the pack over a single block that's not even intended to be usable. I'm trying to help you here, but I can't help you if you don't help me first. As best as I can tell, this block you're referring to no longer exists (through no fault of my own). Block ID 43:7 as of v1.5 is now officially used by Mojang as the double quartz slab. The smooth double step block is simply gone from the 43:7 id slot. (There was even a petition to Jeb during the 1.5 snapshots about this.)
I disabled my pack and checked this block out on the default textures. It does not show up as a unique stone texture at all. It uses the standard quartz block texture on all faces and is 100% identical in appearance to block 155 (Quartz block). Every single up-to-date texture ID database on the Internet also shows this to be the case. So again I ask, how would you propose I fix this? As far as I can tell, what you're looking for no longer exists in 1.5 as 43:7 and would be physically impossible for ANY texture pack to pull off without simultaneously removing the side texture from quartz double slabs. I'd be happy to be proven wrong about this though.
You make the claim that "Other texturepacks have the distinct difference between the stone blocks and the quarts slabs." Please link me to one of these other packs so I can see what you're referring to for myself first-hand.
I think i found a bug. If you use bone meal on plants the "angry villager" particles are shown.
That's not a bug, and that's not an angry village particle. That's Mojang being stupid and thinking that growing crops needed a special particle for visual feedback (as if the crop visually advancing in stage wasn't enough), then them recycling the "level up" particle from NPC's for this. The anger villager particle on my pack is of Cross-popping veins. The "villager stock level up" icon that Mojang recycled for this is a jagged business graph arrow indicative of rising stock. If my texture pack was for personal use only, these NPC particles wouldn't even exist in it. But I know if I remove them, enough people will then report that I'm "missing" textures and need to update. Sometimes I just can't win. If only I had the time and resources to eliminate the middleman and make my own game.
Now I must try to sleep. It's like 4am here and I have stuff to do tomorrow/today. Insomnia's a bitch.
The tops of chests seem to stand out fine from normal planks to me. :/ Need a bit more to go off of than "make it stand out more"
Regarding the mods: As I don't frequently browse the forums, I do appreciate people bringing mods to my attention, but I have certain requirements for mods I'll even consider supporting. I figured I'd just post my stance in full on this kinda thing by giving you criteria I use when selecting mods to support. I'll add a link to this post in my main thread's FAQ as well so future questsions of this nature need not a direct response. ...So here goes!
1. The mod must not require other mods to run. This includes Modloader. Modloader has been a huge source of headaches when it comes to compatibility with mods I support. If the mod cannot be installed via standard drag and drop method, I'm not interested. I'd rather manually merge class files than deal with Modloader. Also I don't want my mod installation to be a cluttered mess of other things I need to do just to get other things working.
2. The mod must not add new entities to the game. This is to avoid issues with corrupting saved worlds. I've been playing the same main world since indev. I've no desire to add items to the game that will corrupt this save when it's no longer supported. (Yes, I know Notch added an improvement in the last patch to safely un-corrupt corrupted maps. But it still has issues with some entities added.) Mods like Wild Grass get around this by reusing existing entities in a variety of conditions.
3. The mod must be mostly aesthetic (Graphical with little or no change to default gameplay). Basically I'm somewhat of a purist when it comes to gameplay, but think the look of things could definitely be improved! Good examples of aesthetic mods that require art support are WildGrass and Randomobs. They don't change gameplay as much as they just make the world prettier.
While I really like the concepts of the last two suggestions made in this thread, their implementation leaves much to be desired in terms of stability with future updates. So yeah, hopefully you all now have a better idea of mods I'm looking to support.
Though you'll probably say no, I thought I might bring this up to your attention. This definitely does not fit the conditions you have mentioned, but I was thinking that maybe you could try making textures for big modpacks like tekkit and voltz. They barely update so if you make the textures fast enough, you could make it work. Just maybe work on it as like a long term side project.
Rollback Post to RevisionRollBack
Mr. Creeper is amazing!!!
Check out my youtube channel. I'm Zombieman326 on youtube as well.
\Stalfos were actually the first thing considered for a cameo with skeletons in general. Only problem is, in most of the Zelda games the stalfos are simply skeletons with weapons. In OOT they do have the armor and the shield, but unfortunately the Minecraft model is limited, that any skin trying to reflect this wouldn't have the desired effect. The skeletons limbs are too thin for it to look like it has big pauldrons, gloves, and boots. This is why most of my cameo skeletons have been famous dead archers or swordsmen with full-body clothing rather than famous skeletons. If only stalfos had full-on clothes that were easily recognizable. I still have a to-do list of archers and swordsmen at least.. I just need to find the time and energy to do some mobs again at some point. For now though, I guess just consider any naked skeleton to be a stalfos.
That is a very good point, I forgot about the whole armor thing being a  pain to create feasbly. I guess the whole glowing eyes thing also looks very much like a Stalfos as well.
Sooo, I'm curious what happened with the textures with this update? I first and formost noticed it with the ores... THey look much more muddy,dark, and dull.
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.
oh, sorry, i dont know english completely, im still learning, so, its difficult for me to spot the gramatcal errors made by me or other people, also, i always thought that netherquartz was just a way to name quartz, i never thought that it was diferent to real life quartz, sorry for wasting your time!.
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.
Thanks for the reply. I got word from the friend with the Blue Pumpkins. He tried changing Heap and Direct memory to 512 in MCPatcher (3.0.2.1) from an unmodded clean Minecraft install. Unfortunatly there was no change. He's still trying a few things to isolate the issue (including running from Optifine) but if you have any other suggestions please pass them along. Unlike a few readers we have been keeping up with the thread since the new release so anything that has been suggested (mostly to address the lag issue ) has been tried.
And I did check the cow hides... they are free of creeper marks (at least the ones I checked). Guess Creepers don't brand thier cattle. ;-)
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.
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.
Here's a couple screens (1.4.6/7; Misa433)...
After I deleted the CTM file for Birch Planks:
Left is slabs, right is planks (except where I threw slabs in for comparison)
The planks have no variance because of no remaining CTM, but look far more realistic for houses (imo)
I replaced the far corner with slabs to illustrate the appearance of before I deleted the CTM file.
Edit: I can't even figure out how you did random textures for Oak planks. I can't figure out where the file is (in the latest pack... unless my download is incomplete) Found it (I either overlooked it or it was missing... either way, found it)
Another Edit: 3rd Download link (when it works) has the same issue. Can't wait for re compressed version to go up.
Yet Another Edit: with the issue I'm having with the zip file in general, I can't even make any of the changes I want to the pack. I've already got all the blocks changed (including Red Velvet Cake (and item), Blue Creeper Blanket Bed (excluding item), Moss Stone, Lapis Block, Wood Door, and a few others)... I just need to copy them into the zip folder (and because of the error I mentioned previously, I can't (simple "Not Implemented" error).)
Will this be compatible with Optifine's Custom Sky option? When I use it they sky turns solid white with blue polygons scattered everywhere, and I don't want to use MCPatcher because Optifine has a lot of settings I like.
Will this be compatible with Optifine's Custom Sky option? When I use it they sky turns solid white with blue polygons scattered everywhere, and I don't want to use MCPatcher because Optifine has a lot of settings I like.
This has been addressed like 50 Billion times all over this thread (to the point where discussing it became such an issue it has been officially declared a do not discuss this topic in this thread). This will be all I say on the matter (use the Search feature).
This has been addressed like 50 Billion times all over this thread (to the point where discussing it became such an issue it has been officially declared a do not discuss this topic in this thread). This will be all I say on the matter (use the Search feature).
LOL... Thanks, I was about to do the same thing... It pays to read through this thread before posting.
Misa, love the pack. I cannot play minecraft without it.
I have noticed that the texture for an activated detector rail is missing (It looks like it's glowing whenever a mine cart is on top of it). It just shows the default texture (I guess the upside of the new texture format).
Misa, love the pack. I cannot play minecraft without it.
I have noticed that the texture for an activated detector rail is missing (It looks like it's glowing whenever a mine cart is on top of it). It just shows the default texture (I guess the upside of the new texture format).
not sure why you dont have it, but that texture isnt missing, i just made a track with an activator rail at the end!.
Misa, I just wanted to compliment you on the good work you did on the latest update!
I loaded your pack last night (HD 64), I use optifine... and Im so pleased to say
that from the get go I was really impressed by the quality of your art, and
how original the Textures are, keep up the good work! -RonHutchCraft.
My minecraft its lagging horribly!, i installed the pack correctly, then i played the game, minecraft was fine,40 fps, then i closed the game, after a few hours i came back to play again, and my fps was at 7!!!!,i disabled randomobs, custom skies, and custom glass, then my fps was at 15, but still, lag everywhere!, i noticed that your pack has a lot of animations and a lot of randomobs, so, if you delete unneeded animations and randomobs, everyone could get a better performance! (not sure if this works, but i am making a suggestion).
It's been a while since I've dug through your pack, but if you haven't, you should consider making a Stalfos Knight variant!
http://images4.wikia.nocookie.net/__cb20090323093241/zelda/images/7/7b/Stalfos_(Ocarina_of_Time).png
And, many admins use this block for spawn and other server structures, our server does, and we sell them at our adminshop. So, it's more obtainable than you think.
Ah well, guess it's time to move away from this pack and go to Ovo's Rustic. I'll check from time to time to see if any changes have been made. This was my first favorite xpac.
VenusCraft Horizons FTB server IP: VenusCraft.ca
MC Thread
http://www.minecraftwiki.net/wiki/Data_values#Slabs_and_Double_Slabs
http://www.planetminecraft.com/member/spejs/
All of their mob models are pretty terrible in regards to proportions. I actually designed a bunch of more anatomically-correct (but still blocky!) models for all the mobs a couple years ago which could still use the default texture format with just different mapping, it's a shame I can't really do much with them, else I'd probably have something like a "Misa's Realistic Mob Model Pack." The larger eye would've looked much better on that model:
(my old squid model without texture mapping)
This is also first and foremost a realistic pack, and it might break immersion to be running into cameos on commonly-encountered mobs. All of the mobs that have weird cameos also require you to be playing outside of peaceful mode, are typically encountered in dark conditions and usually have to be killed or ran away from if you're close enough to observe them. These mobs all tend to be things that are unrealistic to begin with--hence I can play around with their design more in a realistic setting.
Also the dynamics of randomobs can change with the roster count on maps and updates to how Randomobs is handled. Say I were to add a Milka cow to the roster and make it really rare. Someone could find one and capture it for their farm or breed one from two normal cows, and then say something changes with Randomobs or the map's data for it. They'd still have a cow, but its texture could change and they'd completely lose their extremely rare Milka cow. The solution to that would be to make it as common as other cows, but then you end up with the whole realism-breaking problem. People who didn't get the reference would just be confused. Milka for instance is pretty much completely unknown in the U.S.. The only reason I know of it is because I had a friend in Europe who clued me in on it. Hopefully now you have a better idea of where I'm coming from and the balances I have to strike for the sake of consistency.
Stalfos were actually the first thing considered for a cameo with skeletons in general.
Please try responding to the request next time instead of ragequitting the pack over a single block that's not even intended to be usable. I'm trying to help you here, but I can't help you if you don't help me first. As best as I can tell, this block you're referring to no longer exists (through no fault of my own). Block ID 43:7 as of v1.5 is now officially used by Mojang as the double quartz slab. The smooth double step block is simply gone from the 43:7 id slot. (There was even a petition to Jeb during the 1.5 snapshots about this.)
I disabled my pack and checked this block out on the default textures. It does not show up as a unique stone texture at all. It uses the standard quartz block texture on all faces and is 100% identical in appearance to block 155 (Quartz block). Every single up-to-date texture ID database on the Internet also shows this to be the case. So again I ask, how would you propose I fix this? As far as I can tell, what you're looking for no longer exists in 1.5 as 43:7 and would be physically impossible for ANY texture pack to pull off without simultaneously removing the side texture from quartz double slabs. I'd be happy to be proven wrong about this though.
You make the claim that "Other texturepacks have the distinct difference between the stone blocks and the quarts slabs." Please link me to one of these other packs so I can see what you're referring to for myself first-hand.
That's not a bug, and that's not an angry village particle. That's Mojang being stupid and thinking that growing crops needed a special particle for visual feedback (as if the crop visually advancing in stage wasn't enough), then them recycling the "level up" particle from NPC's for this. The anger villager particle on my pack is of Cross-popping veins. The "villager stock level up" icon that Mojang recycled for this is a jagged business graph arrow indicative of rising stock. If my texture pack was for personal use only, these NPC particles wouldn't even exist in it. But I know if I remove them, enough people will then report that I'm "missing" textures and need to update. Sometimes I just can't win.
Now I must try to sleep. It's like 4am here and I have stuff to do tomorrow/today. Insomnia's a bitch.
Though you'll probably say no, I thought I might bring this up to your attention. This definitely does not fit the conditions you have mentioned, but I was thinking that maybe you could try making textures for big modpacks like tekkit and voltz. They barely update so if you make the textures fast enough, you could make it work. Just maybe work on it as like a long term side project.
Check out my youtube channel. I'm Zombieman326 on youtube as well.
That is a very good point, I forgot about the whole armor thing being a  pain to create feasbly.
The dull muddy one is 1.5 the other is 1.4.7
oh, sorry, i dont know english completely, im still learning, so, its difficult for me to spot the gramatcal errors made by me or other people, also, i always thought that netherquartz was just a way to name quartz, i never thought that it was diferent to real life quartz, sorry for wasting your time!.
Thanks for the reply. I got word from the friend with the Blue Pumpkins. He tried changing Heap and Direct memory to 512 in MCPatcher (3.0.2.1) from an unmodded clean Minecraft install. Unfortunatly there was no change. He's still trying a few things to isolate the issue (including running from Optifine) but if you have any other suggestions please pass them along. Unlike a few readers we have been keeping up with the thread since the new release so anything that has been suggested (mostly to address the lag issue ) has been tried.
And I did check the cow hides... they are free of creeper marks (at least the ones I checked). Guess Creepers don't brand thier cattle. ;-)
Here's a couple screens (1.4.6/7; Misa433)...
After I deleted the CTM file for Birch Planks:
Left is slabs, right is planks (except where I threw slabs in for comparison)
The planks have no variance because of no remaining CTM, but look far more realistic for houses (imo)
I replaced the far corner with slabs to illustrate the appearance of before I deleted the CTM file.
Edit:
I can't even figure out how you did random textures for Oak planks. I can't figure out where the file is (in the latest pack... unless my download is incomplete)Found it (I either overlooked it or it was missing... either way, found it)Another Edit: 3rd Download link (when it works) has the same issue. Can't wait for re compressed version to go up.
Yet Another Edit: with the issue I'm having with the zip file in general, I can't even make any of the changes I want to the pack. I've already got all the blocks changed (including Red Velvet Cake (and item), Blue Creeper Blanket Bed (excluding item), Moss Stone, Lapis Block, Wood Door, and a few others)... I just need to copy them into the zip folder (and because of the error I mentioned previously, I can't (simple "Not Implemented" error).)
MEEAP
This has been addressed like 50 Billion times all over this thread (to the point where discussing it became such an issue it has been officially declared a do not discuss this topic in this thread). This will be all I say on the matter (use the Search feature).
LOL... Thanks, I was about to do the same thing... It pays to read through this thread before posting.
I have noticed that the texture for an activated detector rail is missing (It looks like it's glowing whenever a mine cart is on top of it). It just shows the default texture (I guess the upside of the new texture format).
not sure why you dont have it, but that texture isnt missing, i just made a track with an activator rail at the end!.
You don't get just a diamond, you get a diamond block!
I loaded your pack last night (HD 64), I use optifine... and Im so pleased to say
that from the get go I was really impressed by the quality of your art, and
how original the Textures are, keep up the good work!
Thanks