1.) Water doesn't show up. It will show splashes and bubbles but not the water itself.
2.) My health meter is shown as tiny little circles.'
3.) My hunger bar is missing.
4.) Blocks of rock not mined have small fires inside of them when I look at them.
Any suggestions?
The HD texture patcher should fix the water and stone having fire in the texture. The hunger bar hasn't been finished yet and the health meter is simply a personal preference.
I can't use the 256x texture pack for some reason. When I press the selection, it just freezes for a second and then goes to the default. I can use the 128x just fine. Anyone care to help a bro out?
I love this texture pack, Scuttles! BTW, I signed up for LoL using your referral link. Thanks for making me waste some more of my time on computer games!
This. Please. I would download it on my cousin's new Gaming PC that can run most x512's @ 500+ fps. :3
500fps!?! What is this I don't even. What is his specs? Probably i5 2500K @5GHz with SLI GTX 580 or Crossfire HD7970. I can't even get over 80fps on GLSL bumpmapping/God's Rays 256x. Stupid AMD Phenom CPU.
For you two, please ask yourselves the following question I wrote just last page, when someone complained about the same problem:
Did you download the RPG Realism Pack? Because that one doesn't yet have its own menu graphics and you won't see any changes until you actually load a game. It is very much a work in progress. If you really want something awesome, try the LB Photorealism pack instead :wink.gif: And please do not download the compressed version, those are incomplete as well.
Please update your texture pack to the latest version, the Ender Dragon's health bar was added in v7.2.0
Using photrealism and when i load a world its still on default.
500fps!?! What is this I don't even. What is his specs? Probably i5 2500K @5GHz with SLI GTX 580 or Crossfire HD7970. I can't even get over 80fps on GLSL bumpmapping/God's Rays 256x. Stupid AMD Phenom CPU.
Well, all I know is my cousin spent a fortune on it, and I haven't found ONE x512 pack that was updated to 1.1 (that strived for realism).
I get 900-1000 fps on default pack, that's where I draw the assumption from.
OMG! it's my pc or minecraft in full HD x512 is hard like BF3 (if not more)?? i run it 2~3 FPS.... O.o, i really dont know, i have i5-2300, HD 6870 BE OC, 4Gb Ram.... it's ok?
I love this texture pack, Scuttles! BTW, I signed up for LoL using your referral link. Thanks for making me waste some more of my time on computer games!
Hey there Scuttles, just wanted to give some feedback about the RPG pack. I'd very much like you to continue this further, it's very nice. First off, I really love the new cobble and wood textures, although sometimes I want the original wood texture back(possible alt. texture for normal or reverse?). Anyway, I like the inventory menu as well, very cool. Anyhow, I won't go into detail about each textures, but those changes I noticed most. I do have some suggestions for the pack as well though. When you make the tools, I'd suggest different textures, specifically swords and picks. For swords, I thought maybe swords like these:
I figured the diamond sword could stay the same, same with stone maybe. Not sure what those would be. I'd suggest more,but I haven't played around with it much though.
Absolutely awesome. Thank you so much for doing these. Any chance for the specular lighting as well?
-snip-
I'll look into it, if you notice I removed the bump mapping from repeaters because it was giving me some weird graphical bugs, but I can re-add them if you want
Edit: It seems like specular mapping is a bit more 'arty' than bump mapping, I'm working on obsidian, but it is proving to be a bit more difficult than an ore due to it's complexity. I'll let you know how it works out, also is it possible to get a list of the things you would like to be done as I'm not sure of any new blocks that would really need specular lightning :smile.gif:
Edit2: I have decided to leave out obsidian, it looks too much like a star field when stacked up next to each other, in the mean time, here is a link to the 128 bumpmapping, hasn't been tested much, I am on a limited internet connection right now so I can't download photo realism 128 to test it but it should work: http://www.mediafire.com/?rkrodwi3696lru5
"As a result of all this hardship, dirt, thirst, and wombats, you would expect Australians to be a sour lot. Instead, they are genial, jolly, cheerful, and always willing to share a kind word with a stranger, unless they are an American." -- Douglas Adams
Wow!! Your texture pack is so beautiful. I was playing Minecraft 1.7.3 for a while because of mod conflicts. Now that these are resolved, i'm playing Minecraft 1.0 (with its nice lights and shading effects) and its even more beautiful!!!!
I'm using LB Photo Realism 256x - it is really awesome, sharp and beautiful!!
Thanks again for your work!
I'll look into it, if you notice I removed the bump mapping from repeaters because it was giving me some weird graphical bugs, but I can re-add them if you want
Edit: It seems like specular mapping is a bit more 'arty' than bump mapping, I'm working on obsidian, but it is proving to be a bit more difficult than an ore due to it's complexity. I'll let you know how it works out, also is it possible to get a list of the things you would like to be done as I'm not sure of any new blocks that would really need specular lightning :smile.gif:
Edit2: I have decided to leave out obsidian, it looks too much like a star field when stacked up next to each other, in the mean time, here is a link to the 128 bumpmapping, hasn't been tested much, I am on a limited internet connection right now so I can't download photo realism 128 to test it but it should work: http://www.mediafire.com/?rkrodwi3696lru5
Hrrm. There was a specular map for previous versions that worked quite well, you could use that as a base and not redo things like Obisdian (I think obsidian was done. If you are using that as a base and obsidian wasn't done, ignore that).
As for new blocks that need it, melons most likely, as well as Iron bars. Glass panes might, IDK if you could get something like that to look good whilst keeping the glass transparent. I don't think it was done for the previous version. Also, if possible could there be no lava specularity? Not sure if you can change that, or if I need to go bug Dax about it, but it causes some really bad effects where the entirety of a lava pool will be white.
End Portal Frames, enchanting tables and brewing stands probably need specular mapping, but I'm not too familiar with post 1.8 updates to know what's gone on for what else would need it.
OMG! it's my pc or minecraft in full HD x512 is hard like BF3 (if not more)?? i run it 2~3 FPS.... O.o, i really dont know, i have i5-2300, HD 6870 BE OC, 4Gb Ram.... it's ok?
Actually, BF3 is more HD. The textures there would be more in the range of 2048X2048 and 4096X4096 than 512X512. 512 though looks amazing on Minecraft, and its easy to not see a lot of a difference.
Hey there Scuttles, just wanted to give some feedback about the RPG pack. I'd very much like you to continue this further, it's very nice. First off, I really love the new cobble and wood textures, although sometimes I want the original wood texture back(possible alt. texture for normal or reverse?). Anyway, I like the inventory menu as well, very cool. Anyhow, I won't go into detail about each textures, but those changes I noticed most. I do have some suggestions for the pack as well though. When you make the tools, I'd suggest different textures, specifically swords and picks. For swords, I thought maybe swords like these:
I figured the diamond sword could stay the same, same with stone maybe. Not sure what those would be. I'd suggest more,but I haven't played around with it much though.
Yeah, shortswords instead of rapiers was something I'd always thought might look better. Hell, if possible for the diamond sword, a katana - 'cause those are just awesome. Add a bit more of a curve to the blade and such, maybe a little thicker, and it would be awesome. The iron sword should look somewhat more like the stone sword, though from memory that has a slight curve up to its tip the whole way, whereas the iron should be straight up until near the end where both sides converge to the tip.
GLSL updated to V1.1.0, but my entire screen gets filled up with single colors with the Shader files you provided (http://dl.dropbox.co.../LB/shaders.zip). Without using them, everything is displayed correctly.. Is there something wrong with the files now since GLSL is at V1.1.0 ???
This is what I get using the shader files.
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The HD texture patcher should fix the water and stone having fire in the texture. The hunger bar hasn't been finished yet and the health meter is simply a personal preference.
Is it because i play on 1.1?
I'll farm all day long with peaceful on.
500fps!?! What is this I don't even. What is his specs? Probably i5 2500K @5GHz with SLI GTX 580 or Crossfire HD7970. I can't even get over 80fps on GLSL bumpmapping/God's Rays 256x. Stupid AMD Phenom CPU.
Using photrealism and when i load a world its still on default.
I'll farm all day long with peaceful on.
Well, all I know is my cousin spent a fortune on it, and I haven't found ONE x512 pack that was updated to 1.1 (that strived for realism).
I get 900-1000 fps on default pack, that's where I draw the assumption from.
thank you!
Haha, you're quite welcome. :biggrin.gif:
The HD patcher is required even for the x16 pack. I'd imagine that would fix your issue.
I'll look into it, if you notice I removed the bump mapping from repeaters because it was giving me some weird graphical bugs, but I can re-add them if you want
Edit: It seems like specular mapping is a bit more 'arty' than bump mapping, I'm working on obsidian, but it is proving to be a bit more difficult than an ore due to it's complexity. I'll let you know how it works out, also is it possible to get a list of the things you would like to be done as I'm not sure of any new blocks that would really need specular lightning :smile.gif:
Edit2: I have decided to leave out obsidian, it looks too much like a star field when stacked up next to each other, in the mean time, here is a link to the 128 bumpmapping, hasn't been tested much, I am on a limited internet connection right now so I can't download photo realism 128 to test it but it should work: http://www.mediafire.com/?rkrodwi3696lru5
64.31.12.244 Amazing server Great admins!!!!My link
I'm using LB Photo Realism 256x - it is really awesome, sharp and beautiful!!
Thanks again for your work!
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
Hrrm. There was a specular map for previous versions that worked quite well, you could use that as a base and not redo things like Obisdian (I think obsidian was done. If you are using that as a base and obsidian wasn't done, ignore that).
As for new blocks that need it, melons most likely, as well as Iron bars. Glass panes might, IDK if you could get something like that to look good whilst keeping the glass transparent. I don't think it was done for the previous version. Also, if possible could there be no lava specularity? Not sure if you can change that, or if I need to go bug Dax about it, but it causes some really bad effects where the entirety of a lava pool will be white.
End Portal Frames, enchanting tables and brewing stands probably need specular mapping, but I'm not too familiar with post 1.8 updates to know what's gone on for what else would need it.
Actually, BF3 is more HD. The textures there would be more in the range of 2048X2048 and 4096X4096 than 512X512. 512 though looks amazing on Minecraft, and its easy to not see a lot of a difference.
Yeah, shortswords instead of rapiers was something I'd always thought might look better. Hell, if possible for the diamond sword, a katana - 'cause those are just awesome. Add a bit more of a curve to the blade and such, maybe a little thicker, and it would be awesome. The iron sword should look somewhat more like the stone sword, though from memory that has a slight curve up to its tip the whole way, whereas the iron should be straight up until near the end where both sides converge to the tip.
This is what I get using the shader files.