This also includes some changes to the End and the previously mentioned error on the minecart texture.
Quote from Changelog »
August 4th
'1.3'
Fully compatible with 1.3.1;
Creative inventory interface and trading interface added.
Emerald textures and sprites added.
Tripwire textures added.
Cocoa pod textures added.
End chest texture added.
Book sprites and interface added.
End Dragon health bar added.
End Dragon's eyes fixed.
End Dragon's healing beam changed.
End portal is now thousands of Enderman faces.
Noise in the End changed to be a bit darker and more ominous, while less intrusive.
Error with minecart fixed.
Quickbar design tweaked to make the selected item easier to determine.
With the changed End portal and End skybox textures, do we need to have anything special checked off in mcpatcher to make that work? I'm guessing the "better skies" option?
Also is the pack compatible with the other options listed in mcpatcher, like random mobs, custom colors, connected textures? I wasn't sure whether I should keep those all checked off or not.
With the changed End portal and End skybox textures, do we need to have anything special checked off in mcpatcher to make that work? I'm guessing the "better skies" option?
You won't require MCPatcher for those particular modifications!
Also is the pack compatible with the other options listed in mcpatcher, like random mobs, custom colors, connected textures? I wasn't sure whether I should keep those all checked off or not.
Xenocontendi has support for connected textures, but not random mobs or custom colors.
Hey, Disethas.
If I make textures for Thaumcraft in the style of your texture pack, would you mind taking a look at it?
I'm a big fan of both and since I'd feel kind of rude asking you to take on such a huge project, I started doing it myself.
But if you like them/are ok with it, I wouldn't mind it being distributed through your thread!
Hey, Disethas.
If I make textures for Thaumcraft in the style of your texture pack, would you mind taking a look at it?
I'm a big fan of both and since I'd feel kind of rude asking you to take on such a huge project, I started doing it myself.
But if you like them/are ok with it, I wouldn't mind it being distributed through your thread!
Go ahead and take a stab at it!
I'm not actually familiar with Thaumcraft. I take from the name that it has something to do with miracles or magic?
The primary aim was to add a gradient to the rest of the wood so the difference between vertical and horizontal logs is more readily apparent.
But I hatched an idea to include random mobs and a new explosion animation. An animation for still water is now included as well.
Quote from "Changelog »
August 24th 'Animation and Randomization'
Random mobs for squids, spiders, slimes, cubes, pigs, sheep, and blazes added.
Animated water!
Animated furnace!
Proper explosion animation!
'Dead' sapling made a little more vibrant in color; same pallet as wheat.
Logs now have a dark gradient overlay to make them look rounded and much more suitable for the horizontal log placement.
Background for the menus like statistics, servers, and languages changed.
Gems on the emerald texture lowered in count.
Clouds changed to blend in better with the sky.
Possibly more but I've probably forgotten.
The Minecraft community in general isn't about "respecting and caring" either. It largely consists of narcissistic children who disregard those other than themselves and like to spout anger, abuse, troll and flame. It is also why any competent multiplayer builder either owns a private server or one where build allowance requires in-depth vetting. If Minecraft was about "respecting and caring" these measures would clearly not be necessary.
The Minecraft community in general isn't about "respecting and caring" either. It largely consists of narcissistic children who disregard those other than themselves and like to spout anger, abuse, troll and flame. It is also why any competent multiplayer builder either owns a private server or one where build allowance requires in-depth vetting. If Minecraft was about "respecting and caring" these measures would clearly not be necessary.
Same here, but I also have everything pretty low, because my computer is about as advanced as 2002.
Well, that's an exaggeration, but you get the picture.
I'll tweak settings and see if I can't fix it.
ed: Nope!
Now to see if Vanilla works...
edos: Nope!
Even with Fancy and All Particles, I'm getting magical white squares.
Also, the 1.4 update has me excited.
I can't wait to see what you're going to do with the Wither.
I'm looking forward to the wither. I do have to think of an art direction for them when the time comes. The concept of tar has been applied to Endermen. Maybe ash.
ed: Is it possible to animate the Jack o' Lantern?
'cuz that'd be cool.
I'm actually able to animate any terrain block via a sprite sheet; though the animations won't appear without the use of MCPatcher or Optifine. Jack o' Lanterns sound like a good thing to animate.
If you or anyone else have any other suggestions about block animations, go ahead and ask!
Suddenly, it's working.
I have no idea what changed.
Looks good, though!
Random ideas for animated textures:
Torches! I really miss the red-hot torches you used to have, and having glowing coals on them would be cool, I think. Redstone torches as well, maybe.
You could also experiment with lamps/glowstone, but I think that might look a little goofy.
Brewing stands? I don't know if those'd work.
ed: Never mind, it didn't work.
Apparently it migrated Misa's texture back into Xenocontendi.
Tried doing the same thing with the default textures, and the weird little shockwave animation appeared as well.
I really have no idea what's happening here.
edos: It even does it with the old gold shockwaves!
This is a very strange bug.
edtres: Think I might've found the culprit.
The explosion file is 104x104
I'm going to resize it and see if that helps.
edwhatever: That did it.
So.
Yeah.
The explosion file is 104x104
I'm going to resize it and see if that helps.
edwhatever: That did it.
So.
Yeah.
How odd that it worked for other people. I can fix that easily though!
It seems that my grid for the explosion had 26x26 tiles instead of the correct 25x25. I just had to resize a few of the explosion textures and fit them into a new grid. It should work properly now.
Huh, that one didn't work either.
I resized them into a 32x grid (basically just the 26x sprites with a 3x buffer around them) and that works.
I think it has to be base 2, or something.
The fact that I'm apparently the only one suffering this particular issue is very...bizarre, though.
Hooray!
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Retired StaffThis also includes some changes to the End and the previously mentioned error on the minecart texture.
Also is the pack compatible with the other options listed in mcpatcher, like random mobs, custom colors, connected textures? I wasn't sure whether I should keep those all checked off or not.
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Retired StaffYou won't require MCPatcher for those particular modifications!
Xenocontendi has support for connected textures, but not random mobs or custom colors.
Added Mediafire to the downloads list!
I shall re-acquire this as I got a new computer.
You sir, have one heck of a talent.
If I make textures for Thaumcraft in the style of your texture pack, would you mind taking a look at it?
I'm a big fan of both and since I'd feel kind of rude asking you to take on such a huge project, I started doing it myself.
But if you like them/are ok with it, I wouldn't mind it being distributed through your thread!
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Retired StaffGo ahead and take a stab at it!
I'm not actually familiar with Thaumcraft. I take from the name that it has something to do with miracles or magic?
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Retired StaffThe primary aim was to add a gradient to the rest of the wood so the difference between vertical and horizontal logs is more readily apparent.
But I hatched an idea to include random mobs and a new explosion animation. An animation for still water is now included as well.
Also, the 1.4 update has me excited.
I can't wait to see what you're going to do with the Wither.
ed: Is it possible to animate the Jack o' Lantern?
'cuz that'd be cool.
Well, that's an exaggeration, but you get the picture.
I'll tweak settings and see if I can't fix it.
ed: Nope!
Now to see if Vanilla works...
edos: Nope!
Even with Fancy and All Particles, I'm getting magical white squares.
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Retired StaffI'm looking forward to the wither. I do have to think of an art direction for them when the time comes. The concept of tar has been applied to Endermen. Maybe ash.
I'm actually able to animate any terrain block via a sprite sheet; though the animations won't appear without the use of MCPatcher or Optifine. Jack o' Lanterns sound like a good thing to animate.
If you or anyone else have any other suggestions about block animations, go ahead and ask!
The original explosion was also technically custom, and I don't believe it needs a mod to work properly either.
Have you tried it with other texture packs that have taken advantage of the explosion texture? Derivation and Misa's come to mind.
I have no idea what changed.
Looks good, though!
Random ideas for animated textures:
Torches! I really miss the red-hot torches you used to have, and having glowing coals on them would be cool, I think. Redstone torches as well, maybe.
You could also experiment with lamps/glowstone, but I think that might look a little goofy.
Brewing stands? I don't know if those'd work.
ed: Never mind, it didn't work.
Apparently it migrated Misa's texture back into Xenocontendi.
Tried doing the same thing with the default textures, and the weird little shockwave animation appeared as well.
I really have no idea what's happening here.
edos: It even does it with the old gold shockwaves!
This is a very strange bug.
edtres: Think I might've found the culprit.
The explosion file is 104x104
I'm going to resize it and see if that helps.
edwhatever: That did it.
So.
Yeah.
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Retired StaffHow odd that it worked for other people. I can fix that easily though!
It seems that my grid for the explosion had 26x26 tiles instead of the correct 25x25. I just had to resize a few of the explosion textures and fit them into a new grid. It should work properly now.
I resized them into a 32x grid (basically just the 26x sprites with a 3x buffer around them) and that works.
I think it has to be base 2, or something.
The fact that I'm apparently the only one suffering this particular issue is very...bizarre, though.
PS: Your pack looks amazing with this mod.