On the one hand I simply don't understand why Mojang changed the texture pack system in 1.5, just to break it completely with 1.6. And it's of course anoying for Kahr and the texture pack authors to adapt to these changes.
On the other hand I really like the idea of resource packs. Allowing "texture" packs to change sound files (and maybe even models) is pretty awesome and Minecraft could benefit a lot of it. Yet I still wish they would ask Kahr to create the official texture/resource pack system including the many possibilities MCPatcher has.
Let's hope it turns out as a good change.
I REALLY hope it will allow us to change specific models, like maybe having swords that are actually sharp, or (and this is something misa was talking about) saddles that work better with textures and are more realistic.
That'd be amazing.
of course there are models; they are just very simple (made of a few cubes). The problem with them is they are specified in the code for each mob instead of read from an external resource. Adding a new model can thus only be done with new code, there's no way to add a new model as a resource
I posted in here before about my FPS completely crashing when I use this texture pack, and I've figured out why: it's Optifine. I figured this out using the new launcher (since that launches Minecraft with no mods). When I did that, I got a pretty consistent 25 or so FPS. But when I load this texture pack with Optifine (Ultra, latest version) it drops my framerate to 2 at the absolute highest. This happens with no other texture packs (OCD 16x16, Faithful 32x32, and BDCraft 128x128).
Why does the combination of Misa's and Optifine kill my framerate, but Misa's alone doesn't? I really love both, and I hate having to leave this texture pack unused.
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?...
...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
It's always nice to see people who appreciate the little details in the pack that most texture pack reviewers seem to completely gloss over. Many of them have hours upon hours of work put into them. The lighting you mentioned (which I pioneered with Kahr) took about 4 days of constant work. Much of which was experimentation to even figure out how the palette would translate to light values in-game and which pixels corresponded to which times on the day/night light cycle. There were also issues I ran into where ambient and torch light conflicted and torches would actually darken an area and sealed-off pitch black caves would change in brightness depending on the time of day. I actually had to start over from scratch with palettes about 20 times before I got a good base to work with. And once I had the mappings all figured out, I created the template for the MCPatcher thread and began fine tuning my own palette. Given the complexity of the workings of the light palette, the majority of the lighting palettes in other texture packs out there are actually modified and unmodified versions of the one from my pack.
Anyway as far as glass panes go, their coloring isn't as pronounced as the blocks because they're much thinner. Like real glass, I wanted them to seem as though they''re hardly there. That said they're still more visible than real glass would be and are only about half of the opacity of the blocks. If you like the look of the glass blocks more, it wouldn't be too hard to edit the pack to have the panes use the block art and still use the frames by just changing the file arrangement. In the CTM folder, all of the files related to glass are clearly labeled and separated into the translucent bit and the frame bit--It'd just be a matter of copying the contents of glass_block into glass_pane.
Regarding carpets, I believe I might've already mentioned that I'm reverting cloth blocks to their original appearance where the side textures are the tops as well again. The carpet will use the unique tops that wool blocks previously held. Some thought has already gone into the idea for things like CTM-based frames for rugs, but in practice this didn't work out very well. The problem with CTM rugs was that if you're using the carpet to carpet a room with furniture, the frame traces every piece of furniture. Naturally this would limit the usage of carpet to a very specific and narrow space for designs.
Design choices for the pack have to keep things like this in mind. People need to be able to use blocks in my pack the way they can use them with the vanilla textures. After that's ensured, I can then sneak in extra functionality on my pack so long as it doesn't conflict with the current set of uses for the texture. The chiseled stone block CTM is a prime example of this. In vanilla, it has extremely little use as anything other than a decorative bit you use in stone structures. Building entire structures out of the block are pretty painful to look at in vanilla. In my pack, it follows the same use, but placing it in different orientations only adds to the look of the details and some minor added functionality (such as stone columns) are possible without ruining the normal usage of the block. My birch planks would by contrast be a poor example of a design choice, as making entire walls out of birch may not always look good in my pack while it may in the vanilla textures. As a result, in the next update I've added full CTM support to them so that when stacked vertically they appear as solid vertical planks (while still retaining the crate/frame look and functionality).
Damn I forgot to delete bin before installing McPatcher and texture pack! Does this affect on anything because, when I patch minecraft, it gets extreme lags and in 1/2 cases blocks are a mix of random pixels. Texture pack (patched) works normally only when I start minecraft with [Test Minecraft] button in McPatcher.
You gotta download new McPatcher. Had same problem, patcher fixes it but makes 100 more problems on my texture pack, I sh*tted something.
You only need to delete bin if your game client has been modded to clean your installation to its default state. And then you can reinstall your mods through MCPatcher (see their thread for details). As far as your problem goes it sounds like you might be running into a memory issue that I, personally used to run into on older versions of the game. The best advice I can give is to ensure you're using the latest correct version of MCPatcher for your game client, and then check out the first issue of the FAQ on my main post for the performance guide. The only addition I'd make to it would be that disabling BetterSkies, and mip-mapping seems to help a lot of people whose computers have memory-issues.
your texture pack is great for testing randomob support
(images culled)
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 could go on an hour long rant about mini-maps in general, but I think you already know that from the old Tinychat so I'll spare you. Anyway if I were designing it, I'd probably create my own resource file with icons for each mob type, which texture packs could then easily add their own support for with a simple replacement file if they wanted to support the mod. That or I'd design a simple icon for passive and aggressive mobs and then just color code them based on their spawner egg colors.
Um i got a question :
if i select a texture pack and i will install a mod why does the texture pack 's font changes to the original?
Sounds like whatever this mod is, it's extending its definition as a mod and is breaching into texture pack territory and replaces the default font-rendering code as well as the font graphical resources which SHOULD be drawn from my pack but are apparently not. As already suggested I'd look into installing the mod with MCPatcher instead of after the fact.
I REALLY hope it will allow us to change specific models, like maybe having swords that are actually sharp, or (and this is something misa was talking about) saddles that work better with textures and are more realistic.
That'd be amazing.
Don't forget chickens and spiders that don't look like ducks and ants with 8 sticks for legs.
Though I wouldn't get my hopes up too much about this. Creating models is one thing--actually getting them to animate and work in the game is another matter entirely. Depending on how they implement resource packs (Since they're talking about making the vanilla game a resource pack) I'd might need to remake all the mob code from scratch to even replace the models for the existing mobs. And then there's the issue of animation and if I want to incorporate procedural animation so that the models move more realistically across terrain. Pretty much all of that stuff is currently beyond my knowledge. As I used to state pretty often, "I'm an artist, Jim--not a programmer!" So yeah, unless I have the time to learn Java on my own find a competent coder to be my slave who can do everything I demand of them I can work well enough with to do this, it's unfortunately more of a pipe dream than something that'll actually happen. That said, if Mojang adds modular MD3 replacement support for existing game models, this might not be too unfeasible. It all really depends on what we have to work with on these content packs.
I posted in here before about my FPS completely crashing when I use this texture pack, and I've figured out why: it's Optifine. I figured this out using the new launcher (since that launches Minecraft with no mods). When I did that, I got a pretty consistent 25 or so FPS. But when I load this texture pack with Optifine (Ultra, latest version) it drops my framerate to 2 at the absolute highest. This happens with no other texture packs (OCD 16x16, Faithful 32x32, and BDCraft 128x128).
Why does the combination of Misa's and Optifine kill my framerate, but Misa's alone doesn't? I really love both, and I hate having to leave this texture pack unused.
@Misa There are some non-transparent pixels in the "redstone.png" above the item that schould not be there.
This is clearly visible when holding a redstone item in hand.
Would be nice if you could fix this in your next release.
Screenshot, please? I see no such stray pixels on my end of the files. Are you sure you're not using an unofficial or modified version of my texture pack?
I'd probably create my own resource file with icons for each mob type, which texture packs could then easily add their own support for with a simple replacement file if they wanted to support the mod. That or I'd design a simple icon for passive and aggressive mobs and then just color code them based on their spawner egg colors.
That's exactly what happens with custom mobs. They are read from an icon file, which a texture pack can override. For base mobs it seemed more feasible to assemble the icons from the current TP (given that the geometry of the base mobs is known), rather than expect any significant number of texture pack authors to do so. They are still pretty easy to tell apart without randomob skins.
Guess it would be possible to check for a custom icon, then use the auto assembled one if there isn't a custom icon. Code wise would just be reversing the order of the checks
I did, and I posted there first a while back. But my post never even got acknowledged there; I'm not expecting a solution from you (or anyone at this point, really). I'm just hoping that by posting in here as well someone who has had the same problem (and perhaps, if I'm very lucky, found a solution) will see it.
Screenshot, please? I see no such stray pixels on my end of the files. Are you sure you're not using an unofficial or modified version of my texture pack?
This is actually a Minecraft issue, not a texture pack issue. I've noticed this across all texture packs holding certain items (torches, redstone torches, and levers immediately come to mind). It's incredibly annoying.
I just updated to the newest version, and I lost connected textures for glass blocks. It seems that with every update I get either connected glass panes or connected glass blocks, but never both at the same time. I've been building with connected blocks for months now, and to have them suddenly not connected anymore is a huge shock to my aesthetic.
This is actually a Minecraft issue, not a texture pack issue. I've noticed this across all texture packs holding certain items (torches, redstone torches, and levers immediately come to mind). It's incredibly annoying.
Ah, you mean that old issue with Mojang's 'new' texture pack rendering method that was corrected ages ago by MCPatcher?
I just updated to the newest version, and I lost connected textures for glass blocks. It seems that with every update I get either connected glass panes or connected glass blocks, but never both at the same time. I've been building with connected blocks for months now, and to have them suddenly not connected anymore is a huge shock to my aesthetic.
Are other people experiencing this same problem?
Sounds like a sloppy installation issue. Are you using a clean version of the jar before you patch with MCPatcher? Installing MCPatcher over mods instead of installing the mods with or after MCPatcher can lead to problems like this.
They need to do way instain texturepacks artist> who kill thier game. becuse these game cant frigth back? it was on the news this mroing a artist in ca who had kill three ppls game. they are taking the three game back to mojagn too lady to rest my pary are with the gamer who lost there gmaes ; i am truley sorry for your lots
Misa: how do you expect "Resource Packs" to affect your Texture Pack?
Personally, I really hope it doesn't affect it all that much. Though the MC Patcher side of things might be a different story...
I am curious what your thoughts are on this?
The reason you probably haven't seen many people post about this yet is because there's still not enough information to go off of on how this will affect business as usual. Most of us are more concerned with getting our texture packs working in their current state before we think about what else we'll be able to do with content packs. And until they go live and MCPatcher is forced to adapt, we really have little idea of what kind of work we'll have to do to repair our packs and what work we'll be able to do to improve them.
As far as new features go from what we do know, I can only say that I look forward to creating a companion realistic soundpack to my texture pack. Though it probably won't be one I can release publicly. I've no microphone or digital recorders to obtain my own samples or do my own folly, so I'll likely be mixing and editing samples from content that I do not own the rights to. It'll likely just be for personal use only. (and maybe some friends that keep in touch with me on AIM)
As far as new features go from what we do know, I can only say that I look forward to creating a companion realistic soundpack to my texture pack. Though it probably won't be one I can release publicly. I've no microphone or digital recorders to obtain my own samples or do my own folly, so I'll likely be mixing and editing samples from content that I do not own the rights to. It'll likely just be for personal use only. (and maybe some friends that keep in touch with me on AIM)
This is an absolutely massive archive of nature/wildlife sounds that according to the terms of use would be perfectly acceptable to use as part of a Minecraft resource pack. Completely free, as well.
"Share Content for non-commercial, personal, educational and research purposes provided that ML is properly cited as the source."
This is an absolutely massive archive of nature/wildlife sounds that according to the terms of use would be perfectly acceptable to use as part of a Minecraft resource pack. Completely free, as well.
"Share Content for non-commercial, personal, educational and research purposes provided that ML is properly cited as the source."
This is an absolutely massive archive of nature/wildlife sounds that according to the terms of use would be perfectly acceptable to use as part of a Minecraft resource pack. Completely free, as well.
"Share Content for non-commercial, personal, educational and research purposes provided that ML is properly cited as the source."
Yeah see, I've already got a library of sounds I've edited and compiled over the years which I've used in other games I've modded. Completely reassembling a new one from a new library of sounds and hoping they come out as well as my current library has would be more work than I'm willing to put into this for the sake of being able to publicly post it. That said, if anyone wants it, they know how to get it.
i cant wait for the Hardened Clay blocks to be implemented...
Just eat lots of processed foods with red meat, cheese, sugars, and fats. Then wash it down with nothing but coffee. Do all that while avoiding fiber at all costs and you'll be on your way.
if I deleted the files for the features (random mobs - better sky) it may be less lag than with the features one right??!
I really don't know but it worked for me and the texture pack is fine without these features ( except CTM it's so wonderfu l) so thats awesome
I love this texture pack thanks misa
You can delete them or more easily just disable them in MCPatcher's options for improved performance. Note that I consider CTM a required element of this texture pack though. Many blocks rely on it to render the way they're intended to. The highest impacting optional mod would be Better Skies. Then Randomobs and custom animations are about tied in second (unless you play without mobs). Custom animations are semi-required though. Of course if you're fine with the default look, you can disable pretty much anything you want.
As far as new features go from what we do know, I can only say that I look forward to creating a companion realistic soundpack to my texture pack. Though it probably won't be one I can release publicly. I've no microphone or digital recorders to obtain my own samples or do my own folly, so I'll likely be mixing and editing samples from content that I do not own the rights to. It'll likely just be for personal use only. (and maybe some friends that keep in touch with me on AIM)
B-but. Then we wouldn't get an amazing realistic soundpack!
Before I posted I was wondering if anyone would catch the reference.
Yeah see, I've already got a library of sounds I've edited and compiled over the years which I've used in other games I've modded. Completely reassembling a new one from a new library of sounds and hoping they come out as well as my current library has would be more work than I'm willing to put into this for the sake of being able to publicly post it. That said, if anyone wants it, they know how to get it.
Just eat lots of processed foods with red meat, cheese, sugars, and fats. Then wash it down with nothing but coffee. Do all that while avoiding fiber at all costs and you'll be on your way.
You can delete them or more easily just disable them in MCPatcher's options for improved performance. Note that I consider CTM a required element of this texture pack though. Many blocks rely on it to render the way they're intended to. The highest impacting optional mod would be Better Skies. Then Randomobs and custom animations are about tied in second (unless you play without mobs). Custom animations are semi-required though. Of course if you're fine with the default look, you can disable pretty much anything you want.
ok, but i'll blame you if i get fat!, also, you should try to make your pack more famous, this super-mega amazing thing you have made deserves more atention! who thinks the same as i do?.
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I REALLY hope it will allow us to change specific models, like maybe having swords that are actually sharp, or (and this is something misa was talking about) saddles that work better with textures and are more realistic.
That'd be amazing.
Why does the combination of Misa's and Optifine kill my framerate, but Misa's alone doesn't? I really love both, and I hate having to leave this texture pack unused.
Anyway as far as glass panes go, their coloring isn't as pronounced as the blocks because they're much thinner. Like real glass, I wanted them to seem as though they''re hardly there. That said they're still more visible than real glass would be and are only about half of the opacity of the blocks. If you like the look of the glass blocks more, it wouldn't be too hard to edit the pack to have the panes use the block art and still use the frames by just changing the file arrangement. In the CTM folder, all of the files related to glass are clearly labeled and separated into the translucent bit and the frame bit--It'd just be a matter of copying the contents of glass_block into glass_pane.
Regarding carpets, I believe I might've already mentioned that I'm reverting cloth blocks to their original appearance where the side textures are the tops as well again. The carpet will use the unique tops that wool blocks previously held. Some thought has already gone into the idea for things like CTM-based frames for rugs, but in practice this didn't work out very well. The problem with CTM rugs was that if you're using the carpet to carpet a room with furniture, the frame traces every piece of furniture. Naturally this would limit the usage of carpet to a very specific and narrow space for designs.
Design choices for the pack have to keep things like this in mind. People need to be able to use blocks in my pack the way they can use them with the vanilla textures. After that's ensured, I can then sneak in extra functionality on my pack so long as it doesn't conflict with the current set of uses for the texture. The chiseled stone block CTM is a prime example of this. In vanilla, it has extremely little use as anything other than a decorative bit you use in stone structures. Building entire structures out of the block are pretty painful to look at in vanilla. In my pack, it follows the same use, but placing it in different orientations only adds to the look of the details and some minor added functionality (such as stone columns) are possible without ruining the normal usage of the block. My birch planks would by contrast be a poor example of a design choice, as making entire walls out of birch may not always look good in my pack while it may in the vanilla textures. As a result, in the next update I've added full CTM support to them so that when stacked vertically they appear as solid vertical planks (while still retaining the crate/frame look and functionality).
You only need to delete bin if your game client has been modded to clean your installation to its default state. And then you can reinstall your mods through MCPatcher (see their thread for details). As far as your problem goes it sounds like you might be running into a memory issue that I, personally used to run into on older versions of the game. The best advice I can give is to ensure you're using the latest correct version of MCPatcher for your game client, and then check out the first issue of the FAQ on my main post for the performance guide. The only addition I'd make to it would be that disabling BetterSkies, and mip-mapping seems to help a lot of people whose computers have memory-issues.
I could go on an hour long rant about mini-maps in general, but I think you already know that from the old Tinychat so I'll spare you.
Sounds like whatever this mod is, it's extending its definition as a mod and is breaching into texture pack territory and replaces the default font-rendering code as well as the font graphical resources which SHOULD be drawn from my pack but are apparently not. As already suggested I'd look into installing the mod with MCPatcher instead of after the fact.
Though I wouldn't get my hopes up too much about this. Creating models is one thing--actually getting them to animate and work in the game is another matter entirely. Depending on how they implement resource packs (Since they're talking about making the vanilla game a resource pack) I'd might need to remake all the mob code from scratch to even replace the models for the existing mobs. And then there's the issue of animation and if I want to incorporate procedural animation so that the models move more realistically across terrain. Pretty much all of that stuff is currently beyond my knowledge. As I used to state pretty often, "I'm an artist, Jim--not a programmer!" So yeah, unless I
have the time to learn Java on my ownfind a competent coderto be my slavewhocan do everything I demand of themI can work well enough with to do this, it's unfortunately more of a pipe dream than something that'll actually happen. That said, if Mojang adds modular MD3 replacement support for existing game models, this might not be too unfeasible. It all really depends on what we have to work with on these content packs.First section of the first post--read it.
Screenshot, please? I see no such stray pixels on my end of the files. Are you sure you're not using an unofficial or modified version of my texture pack?
That's exactly what happens with custom mobs. They are read from an icon file, which a texture pack can override. For base mobs it seemed more feasible to assemble the icons from the current TP (given that the geometry of the base mobs is known), rather than expect any significant number of texture pack authors to do so. They are still pretty easy to tell apart without randomob skins.
Guess it would be possible to check for a custom icon, then use the auto assembled one if there isn't a custom icon. Code wise would just be reversing the order of the checks
Anyway, sorry to have derailed a bit!
I did, and I posted there first a while back. But my post never even got acknowledged there; I'm not expecting a solution from you (or anyone at this point, really). I'm just hoping that by posting in here as well someone who has had the same problem (and perhaps, if I'm very lucky, found a solution) will see it.
This is actually a Minecraft issue, not a texture pack issue. I've noticed this across all texture packs holding certain items (torches, redstone torches, and levers immediately come to mind). It's incredibly annoying.
Are other people experiencing this same problem?
says laterz posts again lol
www.skydaz.com
www.mojang.com
Misa: how do you expect "Resource Packs" to affect your Texture Pack?
Personally, I really hope it doesn't affect it all that much. Though the MC Patcher side of things might be a different story...
I am curious what your thoughts are on this?
Sounds like a sloppy installation issue. Are you using a clean version of the jar before you patch with MCPatcher? Installing MCPatcher over mods instead of installing the mods with or after MCPatcher can lead to problems like this.
quotes a post from over two years ago by a user that hasn't been active in this thread for rougly the same amount of time lol
They need to do way instain texturepacks artist> who kill thier game. becuse these game cant frigth back? it was on the news this mroing a artist in ca who had kill three ppls game. they are taking the three game back to mojagn too lady to rest my pary are with the gamer who lost there gmaes ; i am truley sorry for your lots
The reason you probably haven't seen many people post about this yet is because there's still not enough information to go off of on how this will affect business as usual. Most of us are more concerned with getting our texture packs working in their current state before we think about what else we'll be able to do with content packs. And until they go live and MCPatcher is forced to adapt, we really have little idea of what kind of work we'll have to do to repair our packs and what work we'll be able to do to improve them.
As far as new features go from what we do know, I can only say that I look forward to creating a companion realistic soundpack to my texture pack. Though it probably won't be one I can release publicly. I've no microphone or digital recorders to obtain my own samples or do my own folly, so I'll likely be mixing and editing samples from content that I do not own the rights to. It'll likely just be for personal use only.
http://macaulaylibrary.org/about
This is an absolutely massive archive of nature/wildlife sounds that according to the terms of use would be perfectly acceptable to use as part of a Minecraft resource pack. Completely free, as well.
"Share Content for non-commercial, personal, educational and research purposes provided that ML is properly cited as the source."
...except for ad.fly maybe?
One question though and sorry if it's been asked and I missed it, but is there a way to make swampland water look like river water?
Thanks and keep up the awesome work!
Nevermind, kept digging and found my answer! Cheers anyway!
I really don't know but it worked for me and the texture pack is fine without these features ( except CTM it's so wonderfu l) so thats awesome
I love this texture pack thanks misa
Yeah see, I've already got a library of sounds I've edited and compiled over the years which I've used in other games I've modded. Completely reassembling a new one from a new library of sounds and hoping they come out as well as my current library has would be more work than I'm willing to put into this for the sake of being able to publicly post it. That said, if anyone wants it, they know how to get it.
Just eat lots of processed foods with red meat, cheese, sugars, and fats. Then wash it down with nothing but coffee. Do all that while avoiding fiber at all costs and you'll be on your way.
You can delete them or more easily just disable them in MCPatcher's options for improved performance. Note that I consider CTM a required element of this texture pack though. Many blocks rely on it to render the way they're intended to. The highest impacting optional mod would be Better Skies. Then Randomobs and custom animations are about tied in second (unless you play without mobs). Custom animations are semi-required though. Of course if you're fine with the default look, you can disable pretty much anything you want.
B-but. Then we wouldn't get an amazing realistic soundpack!
ok, but i'll blame you if i get fat!, also, you should try to make your pack more famous, this super-mega amazing thing you have made deserves more atention! who thinks the same as i do?.