To start off with, I'm going to quote the Minecraft Wiki...
All PC versions of Minecraft prior to 1.6.1 supported custom textures, although old versions (Alpha 1.2.2 or earlier) required the modification of the minecraft.jar file. Versions prior to 1.5 required a patch/mod, such as MCPatcher or OptiFine, for HD packs and animated textures.
So, to start off, most of Alpha would require you edit the .jar anyway. For that, it would require the download the old (pre-1.5) texture pack (available in the 1st post), and re-arrange the textures around to match what the old texture file had yourself (I'm >99% sure Misa won't do anything for older versions of Minecraft (hence the old texture packs' availability yet no longer updated state)). The problem you'll run into here is until Release version 1.5 (which, technically, still isn't accurate) you'd need a patcher to use HD texture packs (of which you'd have to go to those guys, but, again, I'm >99% sure they won't do retro-support (maybe, if anything, they'd find old files and make them available, but probably not work on anything).
At another point, they changed the chests to their own file.
I believe they've also re-arranged the texture locations on more than one occasion?
In conclusion: unless you have the patchers already, the textures are easy enough to edit (recommend using Paint.net).
Disclaimer: this post and all opinions within are not fact, nor can I claim to represent anyone but myself. However, using logic and understanding of situations/workloads to get this or that done between now and the next snapshot/major release, I can reasonably estimate the response of most (not all) people in the situation of working on a project going forward and suddenly making older versions available (either for the first time or again).
PS - sorry if I seemed a little blunt there, but the frequency of your posts... might be good to wait at least a day or so between posts that are basically the same (maybe edit your posts if no one posted since you last posted), or when asking for someone to reply (which probably should be avoided anyway)... just a friendly piece of advice
Hello misa. I love your texture pack. but some times i get confused with diamond and iron swords they both look like white light sabers. could u also post a topic about hw to make resource packs? Thanks, Jmonecraft
what is the default texture?
you're statement is extremely vague
(if you are referring to everything, make sure you used MCPatcher & put the texture pack (do not unzip) in the appropriate folder for whichever version you are playing (1.5.2 and below = texture packs, 1.6 and above = resource packs).)
WOW very nice pack. ive been looking for a good realistic pack. Ive been using LB Photo Realism 256x256 and ive gotta say this actually looks better <3 very nice
Hey misa, sorry i haven't posted anything in awhile, i wanted to ask you something, Since the new launcher version is 1.2.1 i tried to see if i had any lag with your texture pack, and i did, i had like 2-6 fps, without the texture pack, i had 35-40 fps, i dont want to stop using your texture pack, its really awesome, could you assist me in any way? thanks, PD: im on vacation!
Hey misa, sorry i haven't posted anything in awhile, i wanted to ask you something, Since the new launcher version is 1.2.1 i tried to see if i had any lag with your texture pack, and i did, i had like 2-6 fps, without the texture pack, i had 35-40 fps, i dont want to stop using your texture pack, its really awesome, could you assist me in any way? thanks, PD: im on vacation!
really Cool Pack misa but is there any way you can make Lapis Lazuli Block a little Brighter PLZ???
i have try mcpatcher and optifine still a little to dark
but actually i like to get at least Misa100! why i cant??!!
...Okay, wait, stop! There never was a Misa100 to begin with. The texture pack was initially posted as "Misas_4x-res_Realistic.rar" and it underwent several name format changes until finally settling on the "MisaXXX.zip" In texture pack version 1.8.0. And if you'd played on my pack back when it first came out, you'd know it was originally called Misa's High Resolution Texture Overhaul. Anyway, all that aside, it'd be kinda pointless for me to keep up many older versions as texture packs for the most part have been additive in their updates.
The only times older versions needed to be retained was when there were major formatting changes to the way texture packs worked and when some blocks were replaced with others. The former I've catered to because they're the most relevant. It's common for people to still play versions of the game that are just slightly out of date. Given that Mojang has changed the overarching format of texture packs twice, you'll find two old versions of my pack on my main thread. The older versions didn't need this as much because the majority of changes to the game didn't require a new version of the texture pack.
The only instance I can think of where backwards compatibility was lost is when the the chests changed from blocks to models. And that was a very slow and gradual change for texture packs. All we had to do was add chest model art, and the terrain.png file could still have the old chest textures. Though much later on down the road, those textures on terrain.png got replaced with new textures. And by that point, no one really noticed because the game had updated so much since that even people on older versions weren't still running those ancient versions. Then cue the MCPatcher features I added...
Many of my old textures are no longer representative of the current look of my pack without things like CTM support. And being the perfectionist I am, if I were to post legacy versions of the pack, I'd feel they'd need to make use of these features to be worth the effort of posting. But even then I don't have much to gain from this... Alternatively I could just post every single other version as-is, but that'd also be a lot of time and effort that could be better spent on things that actually matter to the majority of my users. If these older versions become more popular and there is an actual demand for me to post legacy support, I'll consider it. But I need a few things from you. Namely confirmed lists of key versions of the game where backwards compatibility on texture packs was broken. Without this, I've no idea of where to even begin.
Hello misa. I love your texture pack. but some times i get confused with diamond and iron swords they both look like white light sabers. could u also post a topic about hw to make resource packs? Thanks, Jmonecraft
I'm not sure how you're seeing lightsabers... Both have pretty distinct shapes and colors. Design-wise the iron sword is based on realistic longsword designs while the diamond is more fantasy-themed and has two separate blades. Material-wise iron stuff is grey and less shiny, while the diamond stuff is more blue/teal and sparkles. If both look white to you, it sounds like your monitor's brightness/gamma may be too high. If this is not the case though and you feel you're seeing weapons that look too similar, please post a screenshot--it's technically possible that you've run into a bug of some sort.
As far as a post on how to make resource packs goes, there should already be quite a few of those out there. I imagine a quick google search will help you find some. As it is, there's so many components to making a texture pack that I wouldn't even know where to begin. Couple this with the fact that I have practically no free time with this move, and you'll see it's pretty impossible for me to write such a thing.
I can however provide detailed advice on specific things if you have questions that relate to a very specific aspect of texture design. I've also already made one post on texture design explaining how biome coloring works which can be found here: http://www.minecraftforum.net/topic/870780-
Hey misa, sorry i haven't posted anything in awhile, i wanted to ask you something, Since the new launcher version is 1.2.1 i tried to see if i had any lag with your texture pack, and i did, i had like 2-6 fps, without the texture pack, i had 35-40 fps, i dont want to stop using your texture pack, its really awesome, could you assist me in any way? thanks, PD: im on vacation!
I'm not really sure how you want me to assist you. Could you please be more specific on what you want from me? This is a high resolution pack, not everyone will be able to run it on every single computer out there--that's just a fact. As with most modding communities, you shouldn't see them as a standard, required feature of a game so much as an optional PC gaming enthusiast's feature. If you don't have a machine that can run stuff not originally intended for the game, it's probably best to avoid mods in general--and that includes texture packs. The best I can do is point you to the first issue on my FAQ which has a performance improvement guide. Short of that, your questions regarding performance issues are best aimed at Mojang or Kahr.
really Cool Pack misa but is there any way you can make Lapis Lazuli Block a little Brighter PLZ???
i have try mcpatcher and optifine still a little to dark
What do you mean by brighter--lighter or more saturated? And are you referring to the ore or the block? As it is, my Lapis Lazuli is colored to be realistic to the actual real-life stone. I don't have too much wiggle room before I start straying out of realism and into the realm of fantasy materials. Real lapis lazuli is a deep, dusky indigo color. And if you compare my lapis lazuli texture to the default texture, it actually is lighter. Here are the average lightness and saturation values I obtained when I just now tested them:
As you can see, my lapis is 20 points lighter and 50 points less saturated (which is common in realistic themes and consistent with the rest of my pack). As far as the Hue/Color goes, the average tone is identical. Was there any particular reason or in-game usage that sparked this desire for brighter lapis lazuli? Understanding your motivation for this suggestion may be helpful.
What do you mean by brighter--lighter or more saturated? And are you referring to the ore or the block? As it is, my Lapis Lazuli is colored to be realistic to the actual real-life stone. I don't have too much wiggle room before I start straying out of realism and into the realm of fantasy materials. Real lapis lazuli is a deep, dusky indigo color. And if you compare my lapis lazuli texture to the default texture, it actually is lighter. Here are the average lightness and saturation values I obtained when I just now tested them:
As you can see, my lapis is 20 points lighter and 50 points less saturated (which is common in realistic themes and consistent with the rest of my pack). As far as the Hue/Color goes, the average tone is identical. Was there any particular reason or in-game usage that sparked this desire for brighter lapis lazuli? Understanding your motivation for this suggestion may be helpful.
lol never mind after playing your pack for 12 hrs straight the lapis lazuli ore block is just the right Brightness but thanks for the respond
I've gotta ask, is there a POM version of this pack? I've found a bump, but my computer isn't the best with handling shadows.
A bit of a disclaimer: I've not updated shaders for this pack in years because I wasn't satisfied with how little progress the GLSL shaders made in the right direction. It was really buggy back then, and around the time I stopped following all the spin-offs of the GLSL shader mod, no one had addressed any of the issues I had with it. On top of all that at this point I seriously doubt any of those shader mods account for many of the other advanced features that this pack now relies on. So yeah, I don't hold out much hope of this pack ever being fully compatible with every shader mod out there, unless I'm directly responsible for part of the development of the shader mod. (And don't get me started on general performance issues this game already struggles with.)
As far as parallax occlusion maps go, if you're still content with using my outdated shader maps, the 'bump' maps as you call them are actually two maps in one file: The RGB channel is for normal maps, and the alpha channel is for height maps--the latter of which should be perfectly usable data for parallax occlusion mapping. I have no idea what formatting the shader mod you're using requires, but the old GLSL shader mod allowed for displacement mapping to be read directly from the height maps in that combined file. If your mod requires individual height data files (which is horribly inefficient, by the way! :P) You can simply extract the alpha channel (Google it for whatever image editor you use) from my 'bump' map file and save it as a grayscale image of whatever naming scheme they use for height map data for displacement mapping which should be fully compatible with parallax occlusion (which is typically handled dynamically, shader-side).
Great pack, but one question:
How can i change the top texture of nether brick? I only find nether_brick.png which changes the side texture.
Greetings from Germany
In the texture pack navigate to assets\minecraft\mcpatcher\ctm\
In there, the files for the nether brick tops are '100.png' through '104.png.'
If you only want the top to use one texture, you can edit block112.properties in notepad and set the 'tiles=' value to whichever number file you want. IE:
HI misa
I'm glad that you are in the town but there something weird happend to me I thing it's gonna be usefull for Darckray
the wierd thing is when I put the pack with .zip in resource folder and run it normaly I get 10-14 FPS
BUT when I extract it and put it as a folder ( not zip ) I get like 30-40 FPS
in yourinstallation you say (do not extract ) so why ???
I don't say that there is something wrong in your resource pack but in my opinion the 1.6 update is the problem with resorces packs that's my opinion
Rollback Post to RevisionRollBack
sorry if there any mistakes in my English it's not my native Language
Ah! Something happened when I went to select your texture pack.
Here's the crash report.
---- Minecraft Crash Report ----
// Hi. I'm Minecraft, and I'm a crashaholic.
Time: 8/23/13 1:58 PM
Description: Rendering screen
java.lang.IllegalAccessError: tried to access field bij.a from class com.prupe.mcpatcher.TexturePackChangeHandler
at com.prupe.mcpatcher.TexturePackChangeHandler.beforeChange1(TexturePackChangeHandler.java:130)
at bjt.c(SourceFile:98)
at bjt.a(SourceFile:87)
at ats.a(SourceFile:406)
at bjx.a(SourceFile:155)
at awd.a(SourceFile:173)
at bjw.a(SourceFile:109)
at bfb.b(EntityRenderer.java:1149)
at ats.S(SourceFile:686)
at ats.d(SourceFile:619)
at net.minecraft.client.main.Main.main(SourceFile:101)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.prupe.mcpatcher.TexturePackChangeHandler.beforeChange1(TexturePackChangeHandler.java:130)
at bjt.c(SourceFile:98)
at bjt.a(SourceFile:87)
at ats.a(SourceFile:406)
at bjx.a(SourceFile:155)
at awd.a(SourceFile:173)
at bjw.a(SourceFile:109)
-- Screen render details --
Details:
Screen name: bjw
Mouse location: Scaled: (171, 121). Absolute: (343, 236)
Screen size: Scaled: (427, 240). Absolute: (854, 480). Scale factor of 2
Stacktrace:
at bfb.b(EntityRenderer.java:1149)
at ats.S(SourceFile:686)
at ats.d(SourceFile:619)
at net.minecraft.client.main.Main.main(SourceFile:101)
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
Memory: 36653120 bytes (34 MB) / 122126336 bytes (116 MB) up to 518979584 bytes (494 MB)
JVM Flags: 1 total; -Xmx512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: IWrUpdater, Config, WrUpdates, ...[com.prupe.mcpatcher.MCPatcherUtils, Config, JsonUtils, ...], [com.prupe.mcpatcher.cc.ColorizeItem, Colorizer, ColorMap, ...], [com.prupe.mcpatcher.cit.CITUtils, OverrideBase, ArmorOverride, ...], [com.prupe.mcpatcher.ctm.CTMUtils, TileOverrideIterator, ITileOverride, ...], [com.prupe.mcpatcher.hd.AAHelper, FontUtils, MipmapHelper, ...], [com.prupe.mcpatcher.mob.MobRandomizer, MobRuleList, MobOverlay, ...], [reifnsk.minimap.ReiMinimap, WaypointEntity, MinimapException, ...]
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
Launched Version: 1.6.2-mcpatcher
LWJGL: 2.9.0
OpenGL: Quadro FX 3500/PCIe/SSE2 GL version 2.1.2, NVIDIA Corporation
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
To start off with, I'm going to quote the Minecraft Wiki...
So, to start off, most of Alpha would require you edit the .jar anyway. For that, it would require the download the old (pre-1.5) texture pack (available in the 1st post), and re-arrange the textures around to match what the old texture file had yourself (I'm >99% sure Misa won't do anything for older versions of Minecraft (hence the old texture packs' availability yet no longer updated state)). The problem you'll run into here is until Release version 1.5 (which, technically, still isn't accurate) you'd need a patcher to use HD texture packs (of which you'd have to go to those guys, but, again, I'm >99% sure they won't do retro-support (maybe, if anything, they'd find old files and make them available, but probably not work on anything).
At another point, they changed the chests to their own file.
I believe they've also re-arranged the texture locations on more than one occasion?
In conclusion: unless you have the patchers already, the textures are easy enough to edit (recommend using Paint.net).
Disclaimer: this post and all opinions within are not fact, nor can I claim to represent anyone but myself. However, using logic and understanding of situations/workloads to get this or that done between now and the next snapshot/major release, I can reasonably estimate the response of most (not all) people in the situation of working on a project going forward and suddenly making older versions available (either for the first time or again).
PS - sorry if I seemed a little blunt there, but the frequency of your posts... might be good to wait at least a day or so between posts that are basically the same (maybe edit your posts if no one posted since you last posted), or when asking for someone to reply (which probably should be avoided anyway)... just a friendly piece of advice
Jmonecraft
what is the default texture?
you're statement is extremely vague
(if you are referring to everything, make sure you used MCPatcher & put the texture pack (do not unzip) in the appropriate folder for whichever version you are playing (1.5.2 and below = texture packs, 1.6 and above = resource packs).)
I am going to use GSLS Shaders mod with this.
She offline 5 days.
i have try mcpatcher and optifine still a little to dark
What makes you think I have a copy of every single vers......Uh, that's pretty vague. What version of alpha do you pl......Okay, wait, stop! There never was a Misa100 to begin with. The texture pack was initially posted as "Misas_4x-res_Realistic.rar" and it underwent several name format changes until finally settling on the "MisaXXX.zip" In texture pack version 1.8.0. And if you'd played on my pack back when it first came out, you'd know it was originally called Misa's High Resolution Texture Overhaul. Anyway, all that aside, it'd be kinda pointless for me to keep up many older versions as texture packs for the most part have been additive in their updates.
The only times older versions needed to be retained was when there were major formatting changes to the way texture packs worked and when some blocks were replaced with others. The former I've catered to because they're the most relevant. It's common for people to still play versions of the game that are just slightly out of date. Given that Mojang has changed the overarching format of texture packs twice, you'll find two old versions of my pack on my main thread. The older versions didn't need this as much because the majority of changes to the game didn't require a new version of the texture pack.
The only instance I can think of where backwards compatibility was lost is when the the chests changed from blocks to models. And that was a very slow and gradual change for texture packs. All we had to do was add chest model art, and the terrain.png file could still have the old chest textures. Though much later on down the road, those textures on terrain.png got replaced with new textures. And by that point, no one really noticed because the game had updated so much since that even people on older versions weren't still running those ancient versions. Then cue the MCPatcher features I added...
Many of my old textures are no longer representative of the current look of my pack without things like CTM support. And being the perfectionist I am, if I were to post legacy versions of the pack, I'd feel they'd need to make use of these features to be worth the effort of posting. But even then I don't have much to gain from this... Alternatively I could just post every single other version as-is, but that'd also be a lot of time and effort that could be better spent on things that actually matter to the majority of my users. If these older versions become more popular and there is an actual demand for me to post legacy support, I'll consider it. But I need a few things from you. Namely confirmed lists of key versions of the game where backwards compatibility on texture packs was broken. Without this, I've no idea of where to even begin.
I'm not sure how you're seeing lightsabers... Both have pretty distinct shapes and colors. Design-wise the iron sword is based on realistic longsword designs while the diamond is more fantasy-themed and has two separate blades. Material-wise iron stuff is grey and less shiny, while the diamond stuff is more blue/teal and sparkles. If both look white to you, it sounds like your monitor's brightness/gamma may be too high. If this is not the case though and you feel you're seeing weapons that look too similar, please post a screenshot--it's technically possible that you've run into a bug of some sort.
As far as a post on how to make resource packs goes, there should already be quite a few of those out there. I imagine a quick google search will help you find some. As it is, there's so many components to making a texture pack that I wouldn't even know where to begin. Couple this with the fact that I have practically no free time with this move, and you'll see it's pretty impossible for me to write such a thing.
I can however provide detailed advice on specific things if you have questions that relate to a very specific aspect of texture design. I've also already made one post on texture design explaining how biome coloring works which can be found here: http://www.minecraftforum.net/topic/870780-
...Who shot who in the what now?
I'm not really sure how you want me to assist you. Could you please be more specific on what you want from me? This is a high resolution pack, not everyone will be able to run it on every single computer out there--that's just a fact. As with most modding communities, you shouldn't see them as a standard, required feature of a game so much as an optional PC gaming enthusiast's feature. If you don't have a machine that can run stuff not originally intended for the game, it's probably best to avoid mods in general--and that includes texture packs. The best I can do is point you to the first issue on my FAQ which has a performance improvement guide. Short of that, your questions regarding performance issues are best aimed at Mojang or Kahr.
I don't get it... What am I supposed to be looking at here exactly? I just see a dark, blurry image of my logo without any context.
What do you mean by brighter--lighter or more saturated? And are you referring to the ore or the block? As it is, my Lapis Lazuli is colored to be realistic to the actual real-life stone. I don't have too much wiggle room before I start straying out of realism and into the realm of fantasy materials. Real lapis lazuli is a deep, dusky indigo color. And if you compare my lapis lazuli texture to the default texture, it actually is lighter. Here are the average lightness and saturation values I obtained when I just now tested them:
██ Mine:
Saturation/Vibrancy: 100/255
██ Default:
Saturation/Vibrancy: 150/255
As you can see, my lapis is 20 points lighter and 50 points less saturated (which is common in realistic themes and consistent with the rest of my pack). As far as the Hue/Color goes, the average tone is identical. Was there any particular reason or in-game usage that sparked this desire for brighter lapis lazuli? Understanding your motivation for this suggestion may be helpful.
lol never mind after playing your pack for 12 hrs straight the lapis lazuli ore block is just the right Brightness but thanks for the respond
"Yeah I do." "Oh."
As far as parallax occlusion maps go, if you're still content with using my outdated shader maps, the 'bump' maps as you call them are actually two maps in one file: The RGB channel is for normal maps, and the alpha channel is for height maps--the latter of which should be perfectly usable data for parallax occlusion mapping. I have no idea what formatting the shader mod you're using requires, but the old GLSL shader mod allowed for displacement mapping to be read directly from the height maps in that combined file. If your mod requires individual height data files (which is horribly inefficient, by the way! :P) You can simply extract the alpha channel (Google it for whatever image editor you use) from my 'bump' map file and save it as a grayscale image of whatever naming scheme they use for height map data for displacement mapping which should be fully compatible with parallax occlusion (which is typically handled dynamically, shader-side).
In the texture pack navigate to assets\minecraft\mcpatcher\ctm\
In there, the files for the nether brick tops are '100.png' through '104.png.'
If you only want the top to use one texture, you can edit block112.properties in notepad and set the 'tiles=' value to whichever number file you want. IE:
will make sure that only 100.png is used.
I'm glad that you are in the town but there something weird happend to me I thing it's gonna be usefull for Darckray
the wierd thing is when I put the pack with .zip in resource folder and run it normaly I get 10-14 FPS
BUT when I extract it and put it as a folder ( not zip ) I get like 30-40 FPS
in your installation you say (do not extract ) so why ???
I don't say that there is something wrong in your resource pack but in my opinion the 1.6 update is the problem with resorces packs that's my opinion
Here's the crash report.
Forgot to mention. The only mods I have installed are SPC, Rei's minimap and Optifine.