Seeing fairly obtrsusive wire frames around the torches.
...
That torch flaw is odd. terrain.png hasn't been altered in several versions. I'll look into it.
EDIT: Sofa, What version are you running? That flaw does not exist in any terrain.png I can find. It's just not there. Could this be created on your end? Did you do any edits on your terrain.png? Are you forcing anti-aliasing on your video card driver?
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Love the new diamond sword - makes me think I'm in a LotR movie - glows when there's orcs about. :biggrin.gif:
Thanks! I had a really hard time with the diamond tools and did quite a few revisions. They're the most important since you'll probably use them more than all the others combined, but they're the hardest to make! I'm glad they pass the Sofa test!
Are you forcing anti-aliasing on your video card driver?
Oops. That was it. Not sure it was AA, but it was one of those settings.
Good to hear! I like the look of forced AA, but it did this to me when I tried it a month ago too. Let's hope for built in AA and mipmapping soon! There's so much unused capability in the Java 3D engine right now. Maybe in beta!
I switched from 2.6 to 2.9 and thanks for you work. I really like the new items and the water has an amazing speed now. About the water, I have a request :tongue.gif: Is there, by any chance, the possibility that in your next release the water could be more greenish, let's say turquoise. :tongue.gif: It would help to survive to the dark winter ^^ The blue is fine but looks damn way to a normal blue on my opinion.
Anyway thanks again =)
Thanks DLTSMan! Always good to hear feedback, especially when it's positive!
I have been working on the waters. The still and flowing do not currently match in transparency, the still water is too... something, maybe it's to sudden in it's transitions I'm not sure. but it bothers me. I haven't considered a color change so far, but I'll play with the idea. Perhaps I will offer a choice.
oddly i cant get it to work with new patch it keeps freezing any one have a clue?
As a rule I don't update until several days after a new version is released. I use a few mods in addition to Xau's HD mod. Biome mod, Ambient Occlusion and battle music. Nothing that alters gameplay, but I really like these.
So, I havent run 1.2.5 yet, but I understand that Xau's patcher doesn't function perfectly in the current version. Try disabling all the custom checkboxes and the animated checkboxes other than fire. See if that won't let you patch and run properly.
How might you do this for Mac *Since I probly missed it in the instructions if it was there and also where might I get Xau's HD patcher?
The patcher is linked in the instructions. Instructions are just below the download link on the OP. I am trying to reprodue my installation instructions on the mac, but I cannot get custom water and lava to work. Of course I'm having trouble just getting the HD patch applied properly. Running 1.2.5.
I usually develop on my mac and play on my PC, but I'll work this out on the mac and add it to the instructions.
The standard simple instructions should work for 1.2.5 on mac and PC, but I can't get it to. I don't know if this is a problem with Xau's patcher and 1.2.5 but I think that it is. Going to keep testing... I'll update this with news as I have it.
EDIT: So, you can patch 1.2.5 with Xau's 1.1.9_02 patcher if you disable custom water and custom lava. I don't think there's a current workaround for this.
Follow the simple or advanced instructions on the instructions page, but DISABLE custom water and custom lava. Do not follow the optional instructions if you choose the advanced instructions. I'll update that post to reflect this soon.
Xau's patcher is updated, things back to normal with custom water and lava. :smile.gif:
And now it's broken the same way again with client version 1.2.6.
Updates are good though! I'll catch up with them all at some point.
Speaking of updates...I've been working on mobs a little and two terrain texture changes that I'll include in the next update. It should be a big bump to version 3.0. items.png should get completed along with mobs, new choices in clouds is planned and that should bring Sanguine only armor away from a complete re-texture. That eventual completion will be a nice day for me personally.
I may release an update before I do armor, or I may hold off until I do it. It just depends on how quick mu progress on those textures goes.
Just a development update and a question. I've been working on the mobs. I'd love to get some feedback.
What do you think of my default character skin?
This shows the general direction I'm working towards with all the mobs. Realism, but not realistic. Otherwise it's just too weird!
Theme teaser:
Zombies are the animated corpses you've left behind! What, you thought you were re-spawning in the same body? Oh, no. It doesn't work that way. When you die your corpse is left laying there. You get a brand new one! But the old ones get up and wander off. Sometimes they're all burned away or eaten up except for the skeleton, sometimes they're all zombified, but they're all you!
Could you make a 32 or 16 Px packs? the 128 kills my graphics processor trying to render. I'm sure a lot of people have the same problem i have and would apreciate it hugely, your pack looks amazing
Could you make a 32 or 16 Px packs? the 128 kills my graphics processor trying to render. I'm sure a lot of people have the same problem i have and would apreciate it hugely, your pack looks amazing
Changing the resolution (which I believe, not sure) kills the way it looks. Shrinking it would be damaging to the way it looks. That's why it's 128x, more space to work with.
Could you make a 32 or 16 Px packs? the 128 kills my graphics processor trying to render. I'm sure a lot of people have the same problem i have and would apreciate it hugely, your pack looks amazing
Changing the resolution (which I believe, not sure) kills the way it looks. Shrinking it would be damaging to the way it looks. That's why it's 128x, more space to work with.
damn :sad.gif: my minecraft sits at 1-3 FPS on this pack. the stock intel family chipset for graphics and my poor core 2 duo has a hard time rendering the pack
maybe a lesser pack? doesn't look as good but is compatible with lower end machines ... i can only hope
Could you make a 32 or 16 Px packs? the 128 kills my graphics processor trying to render. I'm sure a lot of people have the same problem i have and would apreciate it hugely, your pack looks amazing
When I drop version 3.0 It will have 128, 64 and 32 pixel versions available. 16 will possibly come afterwards. Nothing against 16, It will just require more time.
You did an incredible job on this, so congratulation.
Thats my favorite texture pack ever, specially love the breaking block animation :biggrin.gif:
Love the new diamond sword - makes me think I'm in a LotR movie - glows when there's orcs about. :biggrin.gif:
That torch flaw is odd. terrain.png hasn't been altered in several versions. I'll look into it.
EDIT: Sofa, What version are you running? That flaw does not exist in any terrain.png I can find. It's just not there. Could this be created on your end? Did you do any edits on your terrain.png? Are you forcing anti-aliasing on your video card driver?
Thanks! I had a really hard time with the diamond tools and did quite a few revisions. They're the most important since you'll probably use them more than all the others combined, but they're the hardest to make! I'm glad they pass the Sofa test!
Oops. That was it. Not sure it was AA, but it was one of those settings.
Good to hear! I like the look of forced AA, but it did this to me when I tried it a month ago too. Let's hope for built in AA and mipmapping soon! There's so much unused capability in the Java 3D engine right now. Maybe in beta!
Thanks DLTSMan! Always good to hear feedback, especially when it's positive!
I have been working on the waters. The still and flowing do not currently match in transparency, the still water is too... something, maybe it's to sudden in it's transitions I'm not sure. but it bothers me. I haven't considered a color change so far, but I'll play with the idea. Perhaps I will offer a choice.
As a rule I don't update until several days after a new version is released. I use a few mods in addition to Xau's HD mod. Biome mod, Ambient Occlusion and battle music. Nothing that alters gameplay, but I really like these.
So, I havent run 1.2.5 yet, but I understand that Xau's patcher doesn't function perfectly in the current version. Try disabling all the custom checkboxes and the animated checkboxes other than fire. See if that won't let you patch and run properly.
The patcher is linked in the instructions. Instructions are just below the download link on the OP. I am trying to reprodue my installation instructions on the mac, but I cannot get custom water and lava to work. Of course I'm having trouble just getting the HD patch applied properly. Running 1.2.5.
I usually develop on my mac and play on my PC, but I'll work this out on the mac and add it to the instructions.
The standard simple instructions should work for 1.2.5 on mac and PC, but I can't get it to. I don't know if this is a problem with Xau's patcher and 1.2.5 but I think that it is. Going to keep testing... I'll update this with news as I have it.
EDIT: So, you can patch 1.2.5 with Xau's 1.1.9_02 patcher if you disable custom water and custom lava. I don't think there's a current workaround for this.
Follow the simple or advanced instructions on the instructions page, but DISABLE custom water and custom lava. Do not follow the optional instructions if you choose the advanced instructions. I'll update that post to reflect this soon.
And now it's broken the same way again with client version 1.2.6.
Updates are good though! I'll catch up with them all at some point.
Speaking of updates...I've been working on mobs a little and two terrain texture changes that I'll include in the next update. It should be a big bump to version 3.0. items.png should get completed along with mobs, new choices in clouds is planned and that should bring Sanguine only armor away from a complete re-texture. That eventual completion will be a nice day for me personally.
I may release an update before I do armor, or I may hold off until I do it. It just depends on how quick mu progress on those textures goes.
What do you think of my default character skin?
This shows the general direction I'm working towards with all the mobs. Realism, but not realistic. Otherwise it's just too weird!
Theme teaser:
Zombies are the animated corpses you've left behind! What, you thought you were re-spawning in the same body? Oh, no. It doesn't work that way. When you die your corpse is left laying there. You get a brand new one! But the old ones get up and wander off. Sometimes they're all burned away or eaten up except for the skeleton, sometimes they're all zombified, but they're all you!
Hmmmm... You may be on to something there, If I could get his chin right on the edge there... I'll play with it.
Thanks so much! Always good to hear! And welcome to the forums shadowpredz!
Mac or PC? I would be glad to try to help you get it figured out. The installation instructions on the first post should be working currently.
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Retired StaffChanging the resolution (which I believe, not sure) kills the way it looks. Shrinking it would be damaging to the way it looks. That's why it's 128x, more space to work with.
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Retired Staffdamn :sad.gif: my minecraft sits at 1-3 FPS on this pack. the stock intel family chipset for graphics and my poor core 2 duo has a hard time rendering the pack
maybe a lesser pack? doesn't look as good but is compatible with lower end machines ... i can only hope
When I drop version 3.0 It will have 128, 64 and 32 pixel versions available. 16 will possibly come afterwards. Nothing against 16, It will just require more time.