They actually do, as long as you don't try to build the house completely out of them (and why would you build a house out of just one single type of block?). They're especially suited for more Japanese themed buildings, if you ask me. Can't provide a screenshot at the moment, but a pal of mine built a really nice looking feudalistic-Japan-themed village out of only Birch planks, Birch logs and some other log types.
I mainly want it so that when I go onto servers or just with my friends I'm not looking at an eyesore of a house. I touched a bit on it on page 370. Basically though if the ctm could make it so the wood kind of outlined the edge of all attached birtch wood, instead of creating lines across the house as if long crates are just stacked ontop of eachother. I think it would look really nice outlining windows, doors, and the corners of the house.
Misa' Is there a way to make the underwater a bit clearer or easier to see thru. I have tried several techniques unsuccessfully and I was hoping that you might have an easy solution.
Underwater visibility is not something that can be altered by texture packs as it's a set of hard coded values. You would need a special mod for this. If you really want this, you might want to request a way for texture packs to edit this in the MCPatcher thread.
Hey Misa, quick question, do you know if it's possible to have biome-colored blocks that change in the nether, but not in deserts? I'm asking you because I saw a nether build using stone brick and your TP, and the dark tinted stone brick looked really good. It's been a while since I screwed around with custom colors, and I don't really like having building blocks change color because of overworld biome coloring, but I'd like to have some blocks be colored in the nether. Is it possible, or does it just use the desert part of the color file?
With Custom Colors' method of coloring you can't, because the desert and the Nether use the same color coordinates. However, it is still possible if you use the biome flag with CTM. Using that with the replace or random method, you could easily make alternate textures for blocks that differ from biome to biome. And since it uses actual biome names instead of palette coordinates, you can differentiate desert from nether. I've wanted to make use of this feature for awhile, but just haven't had the time to play with it much yet.
...I have noticed that with 1.5.2, the compass and clock no longer work. Any ideas?...
They work just fine on my end. Are you using the correct version of MCPatcher for the version of the game you're running? And do you have all the essential components checked?
...Is it your plan to release a texture pack that it compatible with one of the more recent snapshots? I keep checking the thread every week to see if there's been an update, but I thought that maybe I'd just come right out and ask: when would you guess an updated pack targeting the snapshots might get released?...
I used to release an update for every single snapshot in the past. But it's really a lot of work, and the nature of snapshots is horribly uncertain. I could add a bunch of features for one snapshot just to have them made worthless the next. It's a lot easier for me to just work on the components that seem the most stable, and assemble resources so I'm prepared for the official updates. (Which are always released within 24 hours of of the official updates.)
Technically snapshots are released for testing, feedback and mod developmental aid purposes. It kinda annoys me that the forums make a huge deal out of them and post them on the front page now. People seem to widely consider them as official game updates now, and many servers even require them to play... It's pretty obnoxious for us third party developers.
Compound all this with the fact that Mojang is currently making changes to texture code EVERY SINGLE SNAPSHOT (requiring a new patcher every single time) and you'll quickly see why it's actually impossible for advanced texture packs like my own (which require said patchers) to keep up with snapshots. When Mojang stops messing around with the texture coding, there's more of a chance that I'll go back to updating for snapshots.
Misa have you given any more thought on making birtch planks look good when using them to build a house?
Of the tests I've conducted with birch plank-based blocks, there's very little room for improvement that I can find apart from adding random CTM to the horizontal planks on stairs (Which you can use for walls if you get creative enough). As far as the blocks and slabs go though, I'm actually pretty happy with them, and in my tests realized that you could do all sorts of interesting brick-like patterns by combining double slabs and blocks.
So yeah, I can only see revisiting the stairs texture to add randomization to it the way Oak and Jungle planks have. There's also two new horizontal-vertical/vertical-horizontal CTM methods that have been added recently that I've used to sexily expand chiseled sandstone, but I don't think they'd be really practical for this sort of material. The only other thing I could do would be to add FULL CTM to birch plank blocks, and that's a lot of work and would take up a lot of space--though I guess I did recently do it for every stained hardened clay block...
Edit: I added full CTM support to birch plank blocks. Slabs, and stairs remain unchanged (You can still make the stacked crate look with double slabs).
So, I'm not sure if you've noticed, but Baby Mooshrooms look a little strange, as they are lacking their big head-shroom.
Not much I can do about that. Babies obnoxiously use the same textures as adults. It'd be nice to be able to specify baby textures for each randomob, but currently I can't think of an efficient enough way to implement it properly to even suggest it to Kahr.
You'd almost need more properties files for it to work, and there's already a ton of those. I mean you could have a simple filename tag like redcow2_baby.png for baby textures, but if you wanted to make all baby chickens yellow, then you've got issues with having to make a duplicate texture for each chicken alternate the pack has. All this of course is provided that it's even possible to assign a unique texture to mobs at different stages of growth. And then what's the cutoff value? At what growth value would the baby cease to use the baby texture and start to use the adult texture? That right there would scream the need for more properties files, so then you have to come up with what parameters you need, and yeah... I'm getting way off topic from your question now.
Of the tests I've conducted with birch plank-based blocks, there's very little room for improvement that I can find apart from adding random CTM to the horizontal planks on stairs (Which you can use for walls if you get creative enough). As far as the blocks and slabs go though, I'm actually pretty happy with them, and in my tests realized that you could do all sorts of interesting brick-like patterns by combining double slabs and blocks.
So yeah, I can only see revisiting the stairs texture to add randomization to it the way Oak and Jungle planks have. There's also two new horizontal-vertical/vertical-horizontal CTM methods that have been added recently that I've used to sexily expand chiseled sandstone, but I don't think they'd be really practical for this sort of material. The only other thing I could do would be to add FULL CTM to birch plank blocks, and that's a lot of work and would take up a lot of space--though I guess I did recently do it for every stained hardened clay block...
Edit: I added full CTM support to birch plank blocks. Slabs, and stairs remain unchanged (You can still make the stacked crate look with double slabs).
I appreciate that a lot. Now other players houses should look much better. Have some diamonds.
I use MInecraft 1.5.2 and the 3.0.4 version of MCPatcher.
My Java version is 7 update 21 (64 bit)
When I patch it over again it. gets better. but after running around a lot or after flying and when switching between texture packs it gets worse.
I cannot seem to replicate this issue on any of my computers with that setup... The only other thing I could think of is that it might be a hardware or driver issue with your video. From there I could only suggest that you ensure you're using the latest video drivers and that you have forced 3D settings such as AA and AF disabled.
If that doesn't work, MCPatcher's thread would probably be a better place to redirect your questions regarding this. Of course 1.5.2's version of MCPatcher will be completely defunct by the next major game update and the new MCPatcher will likely not be backwards compatible. If you don't play servers it might just be more worth it to grab one of the snapshots and use the latest beta MCPatcher and see if the problem persists.
First, thank you so much for your dedication to this pack. I can't really imagine the amount of time and effort you must spend on this, but I CAN tell that it's a good deal more than almost every other pack creator out there. It shows! Any time I hear of a good pack, I'll test it out and see what I like or don't. And while there may be some good textures used, there is almost always some problem with it, like cobble not looking like it could have come from the smooth stone, or lighting artifacts when they try to do torch flicker....something almost always is apparent that is of lower quality. When a creator says "eh, it's good enough like this," you really can tell. And I don't see that with you. I love ALL your textures in game, and your lighting is immaculate. Your use of CTM is very well done, noticeable and enhancing, but subtle enough to not break the scene.
If I could make a recommendation, though, the glass effect on the thin Glass Panes is less than I prefer. I actually love the look through the Blocks, since that multiplies the effect, or so it seems. A stronger effect would make the Panes "pop" some more. Maybe an option for your Alternatives WIP?
My only lament is that for whatever reason, MCPatcher crashes my computer HARD, a flash freeze so powerful that it resets my MC statistics. I keep trying MCP with each new release, but until one works I will have to *sniff* stay with Optifine. But that is on me; I think there might be a conflict with my computer. I certainly want to get back on MCP asap.
So needless to say, your pack is the ONLY one I use, and I pimp it on my server whenever I can. This thread is TinyURL'd and bookmarked so I can easily give it out.
Some of these were back before I stopped using MCP, as can be seen by the glass.....I so miss that glass.
I completely agree with your view on horses, except that I'm sure that even if the model doesn't change, yours will STILL look the best around.
Anyways, my one question is in regard to the carpets, and what ideas you might have for them? In the black and white tile pic, it looks like you have some use that are more textured versions of their wool colors. Will that be what they all shall look like? Or might some of them have CTM support and look more like fancy rugs with the primary color based on the wool used?
Again, thank you for your effort with this pack; you've made Minecraft so much more enjoyable for so many of us.
(...)
Not sure if I like it on the map or not, it does make it hard to tell at a glance what type of mobs one is looking at, but it does sort of look neat
I'd like to point out that it's more the fault of the map, rather than Misa's
Have you seen this? I don't know if it'll affect your workflow, but for someone who knows nothing code-wise, never uses CTM and has never used the properties file (IE Me) It's going to be a nightmare
I fear that this new thingamajig will mean that Kahr and the rest will have to redo the MC Patcher from scratch (Because we all know we're always need it)
I'd like to point out that it's more the fault of the map, rather than Misa's
hence "not sure if I like it on the map or not." I'm probably not releasing it with randomobs. Robbed of their body shape, mostly square icons become harder to distinguish when each type has many possible looks. Probably going to stick with one icon per mob type.
Texture pack changes: ugh. Most of what I deal with from texture packs is getting the "icon" (stitched together texture plus coordinates) straight from the blocks themselves, so I shouldn't be too affected, except where it forces changes to CTM. If the format CTM is specified with / stored in changes, I'll have to edit the code to read it. Shouldn't be too bad though
What I don't like is rumors of RenderManager going away. Won't be the end of the world, but there hasn't been an MCP release for any of the 1.6 snapshots, so it's going to be tough to get ready for it ahead of time.
I do feel really bad for texture pack artists, and especially Kahr though
I mainly want it so that when I go onto servers or just with my friends I'm not looking at an eyesore of a house. I touched a bit on it on page 370. Basically though if the ctm could make it so the wood kind of outlined the edge of all attached birtch wood, instead of creating lines across the house as if long crates are just stacked ontop of eachother. I think it would look really nice outlining windows, doors, and the corners of the house.
Until I release the alternates pack, you can get it from the pre-1.5 texture pack linked in the downloads section on the main post.
With Custom Colors' method of coloring you can't, because the desert and the Nether use the same color coordinates. However, it is still possible if you use the biome flag with CTM. Using that with the replace or random method, you could easily make alternate textures for blocks that differ from biome to biome. And since it uses actual biome names instead of palette coordinates, you can differentiate desert from nether. I've wanted to make use of this feature for awhile, but just haven't had the time to play with it much yet.
They work just fine on my end. Are you using the correct version of MCPatcher for the version of the game you're running? And do you have all the essential components checked?
I used to release an update for every single snapshot in the past. But it's really a lot of work, and the nature of snapshots is horribly uncertain. I could add a bunch of features for one snapshot just to have them made worthless the next. It's a lot easier for me to just work on the components that seem the most stable, and assemble resources so I'm prepared for the official updates. (Which are always released within 24 hours of of the official updates.)
Technically snapshots are released for testing, feedback and mod developmental aid purposes. It kinda annoys me that the forums make a huge deal out of them and post them on the front page now. People seem to widely consider them as official game updates now, and many servers even require them to play... It's pretty obnoxious for us third party developers.
Compound all this with the fact that Mojang is currently making changes to texture code EVERY SINGLE SNAPSHOT (requiring a new patcher every single time) and you'll quickly see why it's actually impossible for advanced texture packs like my own (which require said patchers) to keep up with snapshots. When Mojang stops messing around with the texture coding, there's more of a chance that I'll go back to updating for snapshots.
Of the tests I've conducted with birch plank-based blocks, there's very little room for improvement that I can find apart from adding random CTM to the horizontal planks on stairs (Which you can use for walls if you get creative enough). As far as the blocks and slabs go though, I'm actually pretty happy with them, and in my tests realized that you could do all sorts of interesting brick-like patterns by combining double slabs and blocks.
So yeah, I can only see revisiting the stairs texture to add randomization to it the way Oak and Jungle planks have. There's also two new horizontal-vertical/vertical-horizontal CTM methods that have been added recently that I've used to sexily expand chiseled sandstone, but I don't think they'd be really practical for this sort of material. The only other thing I could do would be to add FULL CTM to birch plank blocks, and that's a lot of work and would take up a lot of space--though I guess I did recently do it for every stained hardened clay block...
Edit: I added full CTM support to birch plank blocks. Slabs, and stairs remain unchanged (You can still make the stacked crate look with double slabs).
Not much I can do about that. Babies obnoxiously use the same textures as adults. It'd be nice to be able to specify baby textures for each randomob, but currently I can't think of an efficient enough way to implement it properly to even suggest it to Kahr.
You'd almost need more properties files for it to work, and there's already a ton of those. I mean you could have a simple filename tag like redcow2_baby.png for baby textures, but if you wanted to make all baby chickens yellow, then you've got issues with having to make a duplicate texture for each chicken alternate the pack has. All this of course is provided that it's even possible to assign a unique texture to mobs at different stages of growth. And then what's the cutoff value? At what growth value would the baby cease to use the baby texture and start to use the adult texture? That right there would scream the need for more properties files, so then you have to come up with what parameters you need, and yeah... I'm getting way off topic from your question now.
What versions of the game, MCPatcher, and Java are you running? I've never seen any bug like this before.
I appreciate that a lot. Now other players houses should look much better. Have some diamonds.
Yep,
You were right. Upgraded my mcpatch to 3.0.4, and the clock and compass work like a champ now.
Thanks.
If that doesn't work, MCPatcher's thread would probably be a better place to redirect your questions regarding this. Of course 1.5.2's version of MCPatcher will be completely defunct by the next major game update and the new MCPatcher will likely not be backwards compatible. If you don't play servers it might just be more worth it to grab one of the snapshots and use the latest beta MCPatcher and see if the problem persists.
Are you planning on following the installation instructions which makes the water look the way it's supposed to?
(Hint: It doesn't look white/grey if you've installed it properly.)
Great first post, man.
"The only thing we have to fear is fear itself" - Franklin Delano Roosevelt
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Retired StaffFirst, thank you so much for your dedication to this pack. I can't really imagine the amount of time and effort you must spend on this, but I CAN tell that it's a good deal more than almost every other pack creator out there. It shows! Any time I hear of a good pack, I'll test it out and see what I like or don't. And while there may be some good textures used, there is almost always some problem with it, like cobble not looking like it could have come from the smooth stone, or lighting artifacts when they try to do torch flicker....something almost always is apparent that is of lower quality. When a creator says "eh, it's good enough like this," you really can tell. And I don't see that with you. I love ALL your textures in game, and your lighting is immaculate. Your use of CTM is very well done, noticeable and enhancing, but subtle enough to not break the scene.
If I could make a recommendation, though, the glass effect on the thin Glass Panes is less than I prefer. I actually love the look through the Blocks, since that multiplies the effect, or so it seems. A stronger effect would make the Panes "pop" some more. Maybe an option for your Alternatives WIP?
My only lament is that for whatever reason, MCPatcher crashes my computer HARD, a flash freeze so powerful that it resets my MC statistics. I keep trying MCP with each new release, but until one works I will have to *sniff* stay with Optifine. But that is on me; I think there might be a conflict with my computer. I certainly want to get back on MCP asap.
So needless to say, your pack is the ONLY one I use, and I pimp it on my server whenever I can. This thread is TinyURL'd and bookmarked so I can easily give it out.
Some of these were back before I stopped using MCP, as can be seen by the glass.....I so miss that glass.
I completely agree with your view on horses, except that I'm sure that even if the model doesn't change, yours will STILL look the best around.
Anyways, my one question is in regard to the carpets, and what ideas you might have for them? In the black and white tile pic, it looks like you have some use that are more textured versions of their wool colors. Will that be what they all shall look like? Or might some of them have CTM support and look more like fancy rugs with the primary color based on the wool used?
Again, thank you for your effort with this pack; you've made Minecraft so much more enjoyable for so many of us.
-LWK
Voyager of the Seas WIP ~~~~~ Big Book of Alchemy ~ Crafting Tech Tree
Cubeville.org - Family friendly minecraft server. Try it out ^o^
Not sure if I like it on the map or not, it does make it hard to tell at a glance what type of mobs one is looking at, but it does sort of look neat
I'd like to point out that it's more the fault of the map, rather than Misa's
Have you seen this? I don't know if it'll affect your workflow, but for someone who knows nothing code-wise, never uses CTM and has never used the properties file (IE Me) It's going to be a nightmare
I fear that this new thingamajig will mean that Kahr and the rest will have to redo the MC Patcher from scratch (Because we all know we're always need it)
...But that's just my opinion.
My DeviantART, requests welcome.
B14 - My Texture Pack!
Need textures for your mod? Inquire within, just read the rules.
Texture pack changes: ugh. Most of what I deal with from texture packs is getting the "icon" (stitched together texture plus coordinates) straight from the blocks themselves, so I shouldn't be too affected, except where it forces changes to CTM. If the format CTM is specified with / stored in changes, I'll have to edit the code to read it. Shouldn't be too bad though
What I don't like is rumors of RenderManager going away. Won't be the end of the world, but there hasn't been an MCP release for any of the 1.6 snapshots, so it's going to be tough to get ready for it ahead of time.
I do feel really bad for texture pack artists, and especially Kahr though
if i select a texture pack and i will install a mod why does the texture pack 's font changes to the original?
...But that's just my opinion.
My DeviantART, requests welcome.
B14 - My Texture Pack!
Need textures for your mod? Inquire within, just read the rules.