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.
Oh god that sounds so painful D:
Also, I was curious; is anything still missing when you use Optifine as opposed to MCPatcher?
I ask this because I'm using Opti atm (I don't know what happened, but apparently my computer now opposes everything MCPatcher stands for :X and I think it might have something to do with a recent OS X update. I'm honestly not sure) and.... I don't see anything missing. Custom colors and fonts work, CTM seems to work fine, animations for held items and mobs still function (animals still blink and my water bucket still has sloshing water); all the textures seem to come out right... if something changed, my eyes have yet to notice. I only bring this up because I feel if it turns out that whatever changes were made to Optifine between the time you made this pack and it required MCPatcher, until now, might have closed any holes in Optifine's ability to support your texture pack's advanced features. And if that's true, having a disclaimer saying "this pack may not work with Optifine" when that isn't the case could end up pushing away potential users and/or just giving a false impression.
Misa, the other day i downloaded the recent update for the texture pack, I was going to edit some textures using the alternatives.png but i couldn't find it anywhere! I looked on the OP, to see if you have a separate download for it, still no luck! Can you please tell me what i am doing wrong or update your texture pack to include it/post a separate download please. Thanks in advance!
She already stated several times, that the alternatives will someday return as a stand alone download.
Until this happens you can easy use the alternatives from an old download or you simply download the pre-1.5 version from the OP if you have no older version on your PC.
Does stuff like Better Sky, Better Glass, Random Blocks and all CTM properties work?
I run a remixed texture pack that is based heavily upon Misas and I run optifine (typically with shaders)
I am sure with older versions of Optifine there may have been problems, but currently optifine works wonderfully (for me at least) and is in my own opinion far superior to MCpatcher with or without shaders as it has a massive amount of video setting customization.
All CTM seems to work fine, better grass, (optifine also has side grass which I like very much), better sky, random blocks, biome color transitions, all these things seem to work very well, and if you are not running shaders the custom glow from torch and glowstone lighting seems to work also.
I just took a bunch of new screenshots last night for my remixed pack with or without shaders running Optfine. I know it is not Misa's default pack, but it is based so heavily upon it that I think it would be a good reference. http://imgur.com/a/yT9cf
(edit) I just tested this because I was not sure, but one thing that does NOT seem to work with Optifine is random mobs. Personally I have been playing with mobs off for a very long time as they just annoy me in creative mode. I am not sure if there is a way to fix this or not.
There's a big difference between "will not" and "may not"
"Will not" is an absolute and basically says "if you try to use this pack with Optifine, it just straight up won't work"
While "may not" says "Give it a try, it'll probably work fine. But if there are problems, it's not this pack that's the problem". It's an unsure statement since Misa doesn't use Optifine these days.
This pack will work fine with Optifine but won't look as Misa intended since both Opti and MCP have similar extras that aren't controlled the same way which leads to incompatibilities. (Like CTM for example)
It's actually been said a lot in this thread that the pack won't throw a fit when used on a game running Optifine.
Unfortunately, this doesn't hold true for me. My FPS crashes to 2 at the absolute highest when I use this pack with Optifine. I posted in both threads but never heard of any potential fix from either. I can only hope the problem solves itself accidentally through future updates.
As an essential step towards the Minecraft modding API, and also for sanity's sake in our own code, we're removing Texture Packs and replacing them with a new Resource Pack system. Ultimately, every mod/plugin will be its own resource pack, vanilla will be a resource pack by itself, and users will be able to apply multiple resource packs at once. Resource packs will be able to change any type of resource, from sounds to fonts, and not just textures. We're also including a new metadata format so that we (and mods/plugins) can easily include whole new types of resources with very minimal difficulty. Unfortunately, this means that all current texture packs will break... We'll be working on another unstitcher-like tool to aid with the conversion, and hopefully this will be the last major breakage to texture/resource packs in the foreseeable future. The new format will allow us to more easily detect out of date packs and possibly even load them as if they were up to date.
As an essential step towards the Minecraft modding API, and also for sanity's sake in our own code, we're removing Texture Packs and replacing them with a new Resource Pack system. Ultimately, every mod/plugin will be its own resource pack, vanilla will be a resource pack by itself, and users will be able to apply multiple resource packs at once. Resource packs will be able to change any type of resource, from sounds to fonts, and not just textures. We're also including a new metadata format so that we (and mods/plugins) can easily include whole new types of resources with very minimal difficulty. Unfortunately, this means that all current texture packs will break... We'll be working on another unstitcher-like tool to aid with the conversion, and hopefully this will be the last major breakage to texture/resource packs in the foreseeable future. The new format will allow us to more easily detect out of date packs and possibly even load them as if they were up to date.
I really liked your texture pack, for this reason, I wish to ask for permission to use the textures/blocks and the anim folder as well as the animated items in textures/items and mobs folder in a texturepack compilation I made. Many thanks for making this awesome texture pack!!!
I really liked your texture pack, for this reason, I wish to ask for permission to use the textures/blocks and the anim folder as well as the animated items in textures/items and mobs folder in a texturepack compilation I made. Many thanks for making this awesome texture pack!!!
you need to read the OP and follow the directions there if you want the possibility of garnering that permission
I've known about and have been dreading this for months. Today I finally got a taste of it and it's pretty depressing. The converter Dinnerbone put out last time there was a major format change was completely worthless for any texture pack that had advanced features such as mine. The one put out this time is no different. Literally half of my pack (going by filesize) is excluded from the new filesystem. So yeah, a third party converter will once again be needed or texture pack artists will just have a ton of work they have to do by hand.
Oh, did I mention that in order to make texture packs now, you need to understand some programming language or constantly rely on third party conversion tools to add new features? I'm sure all the artists out there are gonna love ensuring they have the right amount of brackets and commas just to get something to animate the way they want it to. And given the amount of files we have to work with now for complete texture packs, troubleshooting's gonna be a bitch.
And of course all the advanced features are currently dead. To say this update will be a hard time for texture pack artists is a gross understatement. It's still a bit early, but where things currently stand, the future of texture pack authorship looks horribly convoluted and obnoxious. I also definitely don't envy Kahr's job right now. : /
Coupling all this with the fact that I'm personally struggling a losing battle to keep myself from ending up homeless and starving on the streets, this is shaping up to be a wonderful day.
I didn't want to say anything because I didn't want to be pessimistic (though it would have been realistic in any case)...
I knew this was going to happen. Texture packs (I guess now Graphic Resource Packs) are harder to do & the converter Minecraft came up with won't even work for packs such as this. MC Patcher pulled through last time. With some patience, I'm sure it'll be okay. I hope.
(maybe this is my chance to try to get back into programming)
I've known about and have been dreading this for months. Today I finally got a taste of it and it's pretty depressing. The converter Dinnerbone put out last time there was a major format change was completely worthless for any texture pack that had advanced features such as mine. The one put out this time is no different. Literally half of my pack (going by filesize) is excluded from the new filesystem. So yeah, a third party converter will once again be needed or texture pack artists will just have a ton of work they have to do by hand.
Oh, did I mention that in order to make texture packs now, you need to understand some programming language or constantly rely on third party conversion tools to add new features? I'm sure all the artists out there are gonna love ensuring they have the right amount of brackets and commas just to get something to animate the way they want it to. And given the amount of files we have to work with now for complete texture packs, troubleshooting's gonna be a bitch.
And of course all the advanced features are currently dead. To say this update will be a hard time for texture pack artists is a gross understatement. It's still a bit early, but where things currently stand, the future of texture pack authorship looks horribly convoluted and obnoxious. I also definitely don't envy Kahr's job right now. : /
Coupling all this with the fact that I'm personally struggling a losing battle to keep myself from ending up homeless and starving on the streets, this is shaping up to be a wonderful day.
I knew this was going to happen someday... but, whatever, misa, if you ever need any help with something, like sounds or things like that, you can count on me!, im not an amazing artist like you are, but, i think i speak for everyone when i say that we will be happy to help you in what we can!, good luck.
I've been using Notepad++ for many years and am no stranger to hex editors and programming language syntax and all that. My comment was more sympathetic to the majority of artists with no background in this kind of thing. It was also a more general statement about how the convolution of the properties editing system will likely cause a lot of grief for texture pack artists--likely a complete discouragement to many of the newer artists just starting up, as well as the more entrenched artists with a ton of advanced features to maintain.
The converter Dinnerbone put out last time there was a major format change was completely worthless for any texture pack that had advanced features such as mine. The one put out this time is no different. Literally half of my pack (going by filesize) is excluded from the new filesystem. So yeah, a third party converter will once again be needed or texture pack artists will just have a ton of work they have to do by hand.
Hey misa, this may have been mentioned on one of the previous pages, but I'm too tired to look,
I assume you've used the converter to see how it works, are the shadows and fonts messed up in your pack too? In mine, there are duplicate shadow textures sort of tiled under mobs and dropped items, and the font is now completely screwed up and barely readable. Do you have any idea what they changed with those files?
I run a remixed texture pack that is based heavily upon Misas and I run optifine (typically with shaders)
I am sure with older versions of Optifine there may have been problems, but currently optifine works wonderfully (for me at least) and is in my own opinion far superior to MCpatcher with or without shaders as it has a massive amount of video setting customization.
All CTM seems to work fine, better grass, (optifine also has side grass which I like very much), better sky, random blocks, biome color transitions, all these things seem to work very well, and if you are not running shaders the custom glow from torch and glowstone lighting seems to work also.
I just took a bunch of new screenshots last night for my remixed pack with or without shaders running Optfine. I know it is not Misa's default pack, but it is based so heavily upon it that I think it would be a good reference. http://imgur.com/a/yT9cf
(edit) I just tested this because I was not sure, but one thing that does NOT seem to work with Optifine is random mobs. Personally I have been playing with mobs off for a very long time as they just annoy me in creative mode. I am not sure if there is a way to fix this or not.
What blocks are you using for those stained glass blocks in the bottom images?
Hey misa, this may have been mentioned on one of the previous pages, but I'm too tired to look,
... but you're assuming that other people do this for you ?
I assume you've used the converter to see how it works, are the shadows and fonts messed up in your pack too? In mine, there are duplicate shadow textures sort of tiled under mobs and dropped items, and the font is now completely screwed up and barely readable. Do you have any idea what they changed with those files?
Oh god that sounds so painful D:
Also, I was curious; is anything still missing when you use Optifine as opposed to MCPatcher?
I ask this because I'm using Opti atm (I don't know what happened, but apparently my computer now opposes everything MCPatcher stands for :X and I think it might have something to do with a recent OS X update. I'm honestly not sure) and.... I don't see anything missing. Custom colors and fonts work, CTM seems to work fine, animations for held items and mobs still function (animals still blink and my water bucket still has sloshing water); all the textures seem to come out right... if something changed, my eyes have yet to notice. I only bring this up because I feel if it turns out that whatever changes were made to Optifine between the time you made this pack and it required MCPatcher, until now, might have closed any holes in Optifine's ability to support your texture pack's advanced features. And if that's true, having a disclaimer saying "this pack may not work with Optifine" when that isn't the case could end up pushing away potential users and/or just giving a false impression.
I just felt I might as well mention it.
thank you!
I run a remixed texture pack that is based heavily upon Misas and I run optifine (typically with shaders)
I am sure with older versions of Optifine there may have been problems, but currently optifine works wonderfully (for me at least) and is in my own opinion far superior to MCpatcher with or without shaders as it has a massive amount of video setting customization.
All CTM seems to work fine, better grass, (optifine also has side grass which I like very much), better sky, random blocks, biome color transitions, all these things seem to work very well, and if you are not running shaders the custom glow from torch and glowstone lighting seems to work also.
I just took a bunch of new screenshots last night for my remixed pack with or without shaders running Optfine. I know it is not Misa's default pack, but it is based so heavily upon it that I think it would be a good reference.
http://imgur.com/a/yT9cf
(edit) I just tested this because I was not sure, but one thing that does NOT seem to work with Optifine is random mobs. Personally I have been playing with mobs off for a very long time as they just annoy me in creative mode. I am not sure if there is a way to fix this or not.
Unfortunately, this doesn't hold true for me. My FPS crashes to 2 at the absolute highest when I use this pack with Optifine. I posted in both threads but never heard of any potential fix from either. I can only hope the problem solves itself accidentally through future updates.
[Dinnerbone said this of course]
As an essential step towards the Minecraft modding API, and also for sanity's sake in our own code, we're removing Texture Packs and replacing them with a new Resource Pack system. Ultimately, every mod/plugin will be its own resource pack, vanilla will be a resource pack by itself, and users will be able to apply multiple resource packs at once. Resource packs will be able to change any type of resource, from sounds to fonts, and not just textures. We're also including a new metadata format so that we (and mods/plugins) can easily include whole new types of resources with very minimal difficulty. Unfortunately, this means that all current texture packs will break... We'll be working on another unstitcher-like tool to aid with the conversion, and hopefully this will be the last major breakage to texture/resource packs in the foreseeable future. The new format will allow us to more easily detect out of date packs and possibly even load them as if they were up to date.
AGAIN!
Yup, looks like misa will have a hard time updating the pack again
And I'm sorry if I asked a lot of questions :/
you need to read the OP and follow the directions there if you want the possibility of garnering that permission
Oh, did I mention that in order to make texture packs now, you need to understand some programming language or constantly rely on third party conversion tools to add new features? I'm sure all the artists out there are gonna love ensuring they have the right amount of brackets and commas just to get something to animate the way they want it to. And given the amount of files we have to work with now for complete texture packs, troubleshooting's gonna be a bitch.
And of course all the advanced features are currently dead. To say this update will be a hard time for texture pack artists is a gross understatement. It's still a bit early, but where things currently stand, the future of texture pack authorship looks horribly convoluted and obnoxious. I also definitely don't envy Kahr's job right now. : /
Coupling all this with the fact that I'm personally struggling a losing battle to keep myself from ending up homeless and starving on the streets, this is shaping up to be a wonderful day.
I knew this was going to happen. Texture packs (I guess now Graphic Resource Packs) are harder to do & the converter Minecraft came up with won't even work for packs such as this. MC Patcher pulled through last time. With some patience, I'm sure it'll be okay. I hope.
(maybe this is my chance to try to get back into programming)
I knew this was going to happen someday... but, whatever, misa, if you ever need any help with something, like sounds or things like that, you can count on me!, im not an amazing artist like you are, but, i think i speak for everyone when i say that we will be happy to help you in what we can!, good luck.
Come on man, read a little
I assume you've used the converter to see how it works, are the shadows and fonts messed up in your pack too? In mine, there are duplicate shadow textures sort of tiled under mobs and dropped items, and the font is now completely screwed up and barely readable. Do you have any idea what they changed with those files?
What blocks are you using for those stained glass blocks in the bottom images?
... but you're assuming that other people do this for you ?
https://mojang.atlassian.net/browse/MC-17684
https://mojang.atlassian.net/browse/MC-17673