Are you doing parallax occlusion maps? I could use software suggestions. For what it's worth, I'm using crazybump & paint.net. I was thinking about going gimp but IDK. Any suggestions?
I had a few ideas on mapping some things. I guess I'll see how that works out. Going to take some photos.
I don't know if you can actually call this parallax occlusion, seems like a normal map fused with a displacement map would be something else... perhaps less awesome than 'parallax occlusion mapping'... But hey, I have no idea so who am I to judge?
Anyway, here is the grass I got.
& these are the diffuse & 'parallax occlusion' maps.
Love the update by the way, doors look tonnes better :biggrin.gif:
Quote from zomb69 »
so far i think this is the best texture pack i've tried , ive tried alot..... awesome pack thanks
Thanks guys. =)
Quote from drfrozenfire »
hey bud I'm going to be brutally honest-
the only thing I like about the new update is the white wool.
the new torches went down in quality, the levers now have gaps in pixelation when viewed from the side, and the new wood is quite odd.
But I like the wool!
and is there any way to make the sandstone block look more sandstone-uniform the whole brick? the top seems to contradict the rest of the brick, if you know what I mean, it should be pinkish sandstone color with a smooth yet slightly gritty surface.
the superhigh-sky-highway is nearing completion, the measuring of the support beams is what is taking so long.
Also, I took a break to redo a couple of my courtyards.
Oh, and I like the bricks, I don't think there needs to be much of a change there.
and the clock has a row of pink pixels surrounding the viewing face.
The new door is completely out of place, it is a totally different color of wood. It doesn't belong in this pack. The old door was better.
Sorry if I come across as a jerk, I'm just trying to provide some constructive criticism. One thing I think I'd like to see in the next update is a change in the yellow flowers, they sort of blend in with the wildgrass mod. maybe something like a yellow daffodil?
I appreciate honesty so don't think your coming off offensive if it's constructive criticism. ^^
Torches are a placeholder at the moment until I make some high res ones. I didn't realize that I placed them far too left when making them, though. Good find.
As for sandstone. Would you suggest that I use the bottom texture as the top and make the entire thing the brick?
The doors are bit of a conflicting texture for this pack. I decided to go with something that would work for most construction uses. This way, a modern stained wood door isn't placed on your Egyptian huts and so on...
I have made the door more uniform with the wood, though.
The whole concept of wild grass, to me, was that you are a person taking on an untamed wild land, which you make into your own. The flowers reflect this and soon I was going to add in a rose bush instead of a single rose.
This also brought up an idea to have a wildgrass version texture pack along side the regular one which had tulips.
Thank you for your help. =)
Quote from sushimaster »
Are you doing parallax occlusion maps? I could use software suggestions. For what it's worth, I'm using crazybump & paint.net. I was thinking about going gimp but IDK. Any suggestions?
I had a few ideas on mapping some things. I guess I'll see how that works out. Going to take some photos.
I've put the mapping aside for now as I'm not entirely done with the pack and I don't want to have to constantly change everything.
If you are willing to pick it up, you are more than welcome. :wink.gif:
Yeah, the bottom texture would be sweet for the top.
Do you think that Notch would change the clock item to be mountable on the wall? Or is it possible to have a moving picture as a painting like Harry Potter? If so, that would be sweet!
Yeah, the bottom texture would be sweet for the top.
Do you think that Notch would change the clock item to be mountable on the wall? Or is it possible to have a moving picture as a painting like Harry Potter? If so, that would be sweet!
I'll fix the sandstone for the next update.
I wish. =(
It really makes sense since it is a CLOCK and not a pocket watch. It would be quite possible to mod both a mountable clock and motion paintings.
I've already experimented with the lava and and had the first 35 seconds of an episode of Pokemon play on the lava, lol. I don't see why we can't program paintings in the same manner. That could even lead to television, where each painting is another "channel"
would it be possible for you to make 256by256 textures for SDK's gun mod( found here viewtopic.php?f=25&t=92206) and have as maybe a separate download or include in your pack???
Hey mate, absolutely loved your pack up until the last update, just being honest and trying to give you constructive criticism like the other fella. I basically dislike all the same things that he does and agree that the only thing I personally like in the new update is the wool being fixed, as I really find the new wood ruins the feel of the texture pack completely and I'm not very fond of the new doors either along with the other dislikes the guy a few posts above me mentioned.
Is there any chance you could release a version with the old wood/doors (basically the same as the previous version) BUT with the wool bugs fixed?
Sadly I won't be using the pack otherwise, but that's just my personal preference.
Great work and easily one of the best texture packs out there in my opinion, keep up the good work.
Hey mate, absolutely loved your pack up until the last update, just being honest and trying to give you constructive criticism like the other fella. I basically dislike all the same things that he does and agree that the only thing I personally like in the new update is the wool being fixed, as I really find the new wood ruins the feel of the texture pack completely and I'm not very fond of the new doors either along with the other dislikes the guy a few posts above me mentioned.
Is there any chance you could release a version with the old wood/doors (basically the same as the previous version) BUT with the wool bugs fixed?
Sadly I won't be using the pack otherwise, but that's just my personal preference.
Great work and easily one of the best texture packs out there in my opinion, keep up the good work.
I'll try to fix some of those things. The new door will be there for a while, but I've reverted back to the old wood planks.
Thanks for the criticism and I'll try to find the happy medium. ^^
Quote from superkk99 »
it wont work nomatter what i do, i downloaded the patcher, selected your pack, hit patch, it showed the majong logo then it black screened D:
please help!
Have you tried doing a manual installation of the pack directly into the .jar? If your computer specs are relatively low, that may also be an issue.
Quote from zomb69 »
would it be possible for you to make 256by256 textures for SDK's gun mod( found here viewtopic.php?f=25&t=92206) and have as maybe a separate download or include in your pack???
That's really alot of guns to make, lol
Maybe when I finish the pack I can start on some fun things like that.
I tried to use the 256x256 pack, but it crashed my SMP all the time. (The only game to make problems for me on max graphics... My machine is good)
So I tried to use 128x128 and voila! Everything is good. Except that I like the 256x256 icons better, so I hope you don't mind that I took the 256x256 terrain.png, scaled it down 50% (so it became 128x128) and replaced the default 128x128 one. :wink.gif:
I tried to use the 256x256 pack, but it crashed my SMP all the time. (The only game to make problems for me on max graphics... My machine is good)
So I tried to use 128x128 and voila! Everything is good. Except that I like the 256x256 icons better, so I hope you don't mind that I took the 256x256 terrain.png, scaled it down 50% (so it became 128x128) and replaced the default 128x128 one. :wink.gif:
Lol, I don't mind at all. =)
I'm working on making the two packs 100% identical, give or take. I'm not quite sure why the 256x256 crashes SMP. It was initially designed for SP because, like you, it would crash every time I get on and construct this coliseum that a few friends of mine have been working on.
I've came to a rough conclusion that the server isn't quite capable of handling the amount of data being transferred to the player because each block is now huge compared to what it was in vanilla MC.
Once this texture pack is up and sorted. It would be great for you to work with the Mo' Creatures chaps as they'd look sweet-as with some HQ textures. :happy.gif:
I'm really looking forward to future developments with this pack. :happy.gif:
I have a friend willing to do some impressive work with the animals so they don't look so... creepy. We'll see what happens. ^^
Anyway, I've been making alot of changes for the next update. I'm trying to move away from the "compilation crutch" that I've been leaning on this entire time. Expect a pretty large release sometime this weekend or early next week.
Hello. I'm having a problem with installing this pack and getting to work properly... I chose to just take the main pack before trying any of the modding to go with it. Went through and patched the 256 LB pack first and went to start minecraft it reached the mojang logo at load up and froze at this point. I then tried the same thing using the 128 pack and got the same result... anyway someone could help me? Maybe there's a step I'm missing or a mod that is required that i read over. When i try the test minecraft from the latest mcpather i get the following information.
#### Success! ...probably ####
Reducing java heap size to 768M for 32-bit OS + large texture pack
[java, -cp, C:\Users\Mike\AppData\Roaming\.minecraft\bin/minecraft.jar;C:\Users\Mike\AppData\Roaming\.minecraft\bin/lwjgl.jar;C:\Users\Mike\AppData\Roaming\.minecraft\bin/lwjgl_util.jar;C:\Users\Mike\AppData\Roaming\.minecraft\bin/jinput.jar, -Djava.library.path=C:\Users\Mike\AppData\Roaming\.minecraft\bin/natives, -Xmx768M, -Xms512M, net.minecraft.client.Minecraft]
28
WARNING: Found unknown Windows version: Windows 7
Attempting to use default windows plug-in.
Loading: net.java.games.input.DirectAndRawInputEnvironmentPlugin
Starting up SoundSystem...
Initializing LWJGL OpenAL
(The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
OpenAL initialized.
########## GL ERROR ##########
@ Pre render
1281: Invalid value
When i patch back the the painterly pack i was using before this and go to the texture pack tab the icon for LB is there but grayed out. When i try to click on it the minecraft crashes and gives me an error report. I can post that if it will help in any way.
Thanks ahead of time for your response (I do apologize for any typos as it is early here and I was trying to get this up before work )
Hello. I'm having a problem with installing this pack and getting to work properly... I chose to just take the main pack before trying any of the modding to go with it. Went through and patched the 256 LB pack first and went to start minecraft it reached the mojang logo at load up and froze at this point. I then tried the same thing using the 128 pack and got the same result... anyway someone could help me? Maybe there's a step I'm missing or a mod that is required that i read over. When i try the test minecraft from the latest mcpather i get the following information.
-error-
When i patch back the the painterly pack i was using before this and go to the texture pack tab the icon for LB is there but grayed out. When i try to click on it the minecraft crashes and gives me an error report. I can post that if it will help in any way.
Thanks ahead of time for your response (I do apologize for any typos as it is early here and I was trying to get this up before work )
There could be many reasons as to why this happens. Higher resolutions come with consequences such as this.
A solution that may work would be trying to install the pack manually. Keep in mind you need a fresh install of minecraft between changing resolutions.
Quote from IDefusee »
Hi,
I am having problems running the 256px version of this pack. It installs, but when i go to load a new world it just instantly black screens and crashes.
My specs are:
Intel Core 2 Duo E7sommot 2.7GhZ
4GB DDR2 Ram
1x ATI4670 512MB
I have no problems running 128px packs however cant get this to work.
,
IDefusee
Have you tried installing 64bit Java?
As stated in the previous comment, a clean installation of the game makes everything easier as well as doing a manual install. Using the texture pack folder consumes more resources for some reason and crashes on many 32-bit Java systems.
Quote from Martin_Toy »
That's fantastic news. I can't wait for HQ aminalz :tongue.gif: God I'm glad my PC is man enough to deal with it xD
I can't wait for the next update. I've been working on a 1:1 scale Arklay Mansion from Resident Evil, and it looks sweet with the 256 pack :happy.gif:
That Mansion will bring back some awesome memories. That was a great game, btw
I'd like to see a few screens of it sometime. :wink.gif:
This weekend is looking pretty rough so far... I have to write an essay, finish a test and a quiz online, and finally study for a mid-term exam. College sucks... =(
1&2F Dining are pretty much done now, few finishing touches and some jiggling about and I can crack on with 1F west :biggrin.gif: It's going to be made of so much win :happy.gif: I played through RE: Directors Cut last night... Ahh such fond memories...
I have to say Scuttles, that really doesn't sound like a fun weekend. I'm bloody glad I've finished with college, that's for sure. I wish you all the best with the essay and quiz and mid-term revision :S
Absolutely stunning. ^^
If I recall correctly the second floor had more doors, but damn that looks good.
There could be many reasons as to why this happens. Higher resolutions come with consequences such as this.
A solution that may work would be trying to install the pack manually. Keep in mind you need a fresh install of minecraft between changing resolutions.
Hmm I tried it with a fresh install of minecraft... could you possible explain to me what you mean by dropping the pack directly into the .jar so i could try that?
There could be many reasons as to why this happens. Higher resolutions come with consequences such as this.
A solution that may work would be trying to install the pack manually. Keep in mind you need a fresh install of minecraft between changing resolutions.
Hmm I tried it with a fresh install of minecraft... could you possible explain to me what you mean by dropping the pack directly into the .jar so i could try that?
Download 7zip and open your minecraft.jar with it, then you can drag and drop files directly to it. :happy.gif:
Should I patch with the mcpatcher then unzip it into the .jar or just unzip?
Great work !! But why does the 128x128 pack have small icons ... the backpack is too crowded I cant see a thing !! Is there a way I can change it ?
Is there bump map compatibility btw ???
Both packs have the same size icons, according to their pack, respectively. Maybe something went wrong with the installation?
I've been playing around with the bump mapping for quite some time and I can't quite get pleasing results due to my card not being compatible in the first place. =(
Once he starts actually fixes people's problems I can progress on it much quicker than constantly testing whenever I'm able to find another computer. One of the main, and pretty important, problems it get is that specular lighting won't work at all. I know how to create it, but my computer tries to load it and then refuses to do anything useful. The bumping of the textures has been quite successful... On the 128x128, but won't run without heavy distortion on the 256x256 pack.
Sorry for the wall of text, but I'm quite agitated at his **** poor attempts to make it compatible with more cards. If anyone else has knowledge in this area, you are more than welcome to help.
EDIT:
I think I've fixed it. ^^
Impressive things may come afterall. Probably next week due to my awesome weekend ahead of me.
I had a few ideas on mapping some things. I guess I'll see how that works out. Going to take some photos.
Anyway, here is the grass I got.
& these are the diffuse & 'parallax occlusion' maps.
Thanks guys. =)
I appreciate honesty so don't think your coming off offensive if it's constructive criticism. ^^
Torches are a placeholder at the moment until I make some high res ones. I didn't realize that I placed them far too left when making them, though. Good find.
As for sandstone. Would you suggest that I use the bottom texture as the top and make the entire thing the brick?
The doors are bit of a conflicting texture for this pack. I decided to go with something that would work for most construction uses. This way, a modern stained wood door isn't placed on your Egyptian huts and so on...
I have made the door more uniform with the wood, though.
The whole concept of wild grass, to me, was that you are a person taking on an untamed wild land, which you make into your own. The flowers reflect this and soon I was going to add in a rose bush instead of a single rose.
This also brought up an idea to have a wildgrass version texture pack along side the regular one which had tulips.
Thank you for your help. =)
I've put the mapping aside for now as I'm not entirely done with the pack and I don't want to have to constantly change everything.
If you are willing to pick it up, you are more than welcome. :wink.gif:
Btw, the grass looks quite beautiful.
Do you think that Notch would change the clock item to be mountable on the wall? Or is it possible to have a moving picture as a painting like Harry Potter? If so, that would be sweet!
I'll fix the sandstone for the next update.
I wish. =(
It really makes sense since it is a CLOCK and not a pocket watch. It would be quite possible to mod both a mountable clock and motion paintings.
I've already experimented with the lava and and had the first 35 seconds of an episode of Pokemon play on the lava, lol. I don't see why we can't program paintings in the same manner. That could even lead to television, where each painting is another "channel"
please help!
Is there any chance you could release a version with the old wood/doors (basically the same as the previous version) BUT with the wool bugs fixed?
Sadly I won't be using the pack otherwise, but that's just my personal preference.
Great work and easily one of the best texture packs out there in my opinion, keep up the good work.
I'll try to fix some of those things. The new door will be there for a while, but I've reverted back to the old wood planks.
Thanks for the criticism and I'll try to find the happy medium. ^^
Have you tried doing a manual installation of the pack directly into the .jar? If your computer specs are relatively low, that may also be an issue.
That's really alot of guns to make, lol
Maybe when I finish the pack I can start on some fun things like that.
So I tried to use 128x128 and voila! Everything is good. Except that I like the 256x256 icons better, so I hope you don't mind that I took the 256x256 terrain.png, scaled it down 50% (so it became 128x128) and replaced the default 128x128 one. :wink.gif:
Lol, I don't mind at all. =)
I'm working on making the two packs 100% identical, give or take. I'm not quite sure why the 256x256 crashes SMP. It was initially designed for SP because, like you, it would crash every time I get on and construct this coliseum that a few friends of mine have been working on.
I've came to a rough conclusion that the server isn't quite capable of handling the amount of data being transferred to the player because each block is now huge compared to what it was in vanilla MC.
I have a friend willing to do some impressive work with the animals so they don't look so... creepy. We'll see what happens. ^^
Anyway, I've been making alot of changes for the next update. I'm trying to move away from the "compilation crutch" that I've been leaning on this entire time. Expect a pretty large release sometime this weekend or early next week.
When i patch back the the painterly pack i was using before this and go to the texture pack tab the icon for LB is there but grayed out. When i try to click on it the minecraft crashes and gives me an error report. I can post that if it will help in any way.
Thanks ahead of time for your response (I do apologize for any typos as it is early here and I was trying to get this up before work
There could be many reasons as to why this happens. Higher resolutions come with consequences such as this.
A solution that may work would be trying to install the pack manually. Keep in mind you need a fresh install of minecraft between changing resolutions.
Have you tried installing 64bit Java?
As stated in the previous comment, a clean installation of the game makes everything easier as well as doing a manual install. Using the texture pack folder consumes more resources for some reason and crashes on many 32-bit Java systems.
That Mansion will bring back some awesome memories. That was a great game, btw
I'd like to see a few screens of it sometime. :wink.gif:
This weekend is looking pretty rough so far... I have to write an essay, finish a test and a quiz online, and finally study for a mid-term exam. College sucks... =(
Absolutely stunning. ^^
If I recall correctly the second floor had more doors, but damn that looks good.
Yea, we'll see how this weekend plays out. =/
Hmm I tried it with a fresh install of minecraft... could you possible explain to me what you mean by dropping the pack directly into the .jar so i could try that?
Should I patch with the mcpatcher then unzip it into the .jar or just unzip?
Thanks for the help :smile.gif:
Both packs have the same size icons, according to their pack, respectively. Maybe something went wrong with the installation?
I've been playing around with the bump mapping for quite some time and I can't quite get pleasing results due to my card not being compatible in the first place. =(
Once he starts actually fixes people's problems I can progress on it much quicker than constantly testing whenever I'm able to find another computer. One of the main, and pretty important, problems it get is that specular lighting won't work at all. I know how to create it, but my computer tries to load it and then refuses to do anything useful. The bumping of the textures has been quite successful... On the 128x128, but won't run without heavy distortion on the 256x256 pack.
Sorry for the wall of text, but I'm quite agitated at his **** poor attempts to make it compatible with more cards. If anyone else has knowledge in this area, you are more than welcome to help.
EDIT:
I think I've fixed it. ^^
Impressive things may come afterall. Probably next week due to my awesome weekend ahead of me.
I sure hope so. =D
In the mean time, I've been actually able play the game. ^^
SP gets really scary in those damn caves...
Screens of some random nature scenes,
http://i.imgur.com/ieqpG.jpg
http://i.imgur.com/5JfTS.jpg
http://i.imgur.com/NDDtO.jpg
http://i.imgur.com/qsKtn.jpg
http://i.imgur.com/DmjBy.jpg
http://i.imgur.com/EvDIA.jpg
http://i.imgur.com/JW1qm.jpg
http://i.imgur.com/OUc6v.jpg
Notes:
One of them shows the new torches
The sugar cane/bamboo isn't quite finished yet, but I'm heading in that direction