Gah, kills my FPS.
Plus I get the torch/lava issue because I'm using 256x pack.
Isn't it only the: const vec3 intervalMult = vec3(0.00048828125, 0.00048828125, 0.145); // Fine for Misa's
line that needs to be changed for 256?
Anyway, screenies.
-pics-
Certainly needs a bunch of polishing and refinement, but it's one hell of a start. Spec maps look good as well?
For 128x128 that is a fine vector. This would be in place for the 256x256 pack:
const vec3 intervalMult = vec3(0.00024375, 0.00024375, 0.1);
Edit:
Some refines on the new items. I'm working on fixing the quiver of arrows at the moment, so I know it's a little messed up. :wink.gif:
Also, gold dot in bottom left was the gold sword. Apparently I didn't crop it out properly...
Gah, kills my FPS.
Plus I get the torch/lava issue because I'm using 256x pack.
Isn't it only the: const vec3 intervalMult = vec3(0.00048828125, 0.00048828125, 0.145); // Fine for Misa's
line that needs to be changed for 256?
Anyway, screenies.
-pics-
Certainly needs a bunch of polishing and refinement, but it's one hell of a start. Spec maps look good as well?
For 128x128 that is a fine vector. This would be in place for the 256x256 pack:
const vec3 intervalMult = vec3(0.00024375, 0.00024375, 0.1);
That certainly makes the bumpmapping look better... but I still get the torch issues.
I don't understand what causes that?
Grubsy said it was due to the 256x256 pack, but if it isn't the vector that causes it what else would be different?
That certainly makes the bumpmapping look better... but I still get the torch issues.
I don't understand what causes that?
Grubsy said it was due to the 256x256 pack, but if it isn't the vector that causes it what else would be different?
-screens-
If I recall correctly, torches can't be bumped or speculated in any form. It must have both a solid color on the height map and a solid black on the specular mapping.
Edit:
What do you think of the items in the previous post?
If I recall correctly, torches can't be bumped or speculated in any form. It must have both a solid color on the height map and a solid black on the specular mapping.
Hm, then wouldn't it not work on all other resolutions too?
I thought it was a 256x thing.
Quote from Scuttles »
What do you think of the items in the previous post?
I think they look great! Can't wait for the next pack update to be released, :biggrin.gif:
I have a question. I got severe lag from the *256, but none from the *128. My computer has 6gb of RAM and an i7 processor, along with an excellent graphics card. I already tried giving Java more RAM. Any reason for the lag?
Thanks for the great texture pack.
EDIT: Looks like i'll be sticking with the *128. :sad.gif:
I have a question. I got severe lag from the *256, but none from the *128. My computer has 6gb of RAM and an i7 processor, along with an excellent graphics card. I already tried giving Java more RAM. Any reason for the lag?
Thanks for the great texture pack.
Your only other option would be to try and install 64bit Java. If you don't have a 64bit OS, I'd stick with the 128 pack so you won't lag.
Quote from PhantomGamers »
Hm, then wouldn't it not work on all other resolutions too?
I thought it was a 256x thing.
I think they look great! Can't wait for the next pack update to be released, :biggrin.gif:
Which may possibly be true. I haven't been on that thread in over a month, it may have changed since then.
I can't either. XD
It's been far too long working on these small refinements and additions.
Issue: I've noticed the the menu buttons get messed up on the right side, like the left side was put on the right side without being flipped.
Idea: I like glowstone, but it seems a bit dark, more like semi-solid lava. Maybe somehow adding yellow/lightening the texture would make glowstone look lighter.
Issue: I've noticed the the menu buttons get messed up on the right side, like the left side was put on the right side without being flipped.
Idea: I like glowstone, but it seems a bit dark, more like semi-solid lava. Maybe somehow adding yellow/lightening the texture would make glowstone look lighter.
I'm going to be completely changing the GUI in due time so the menu issue will be fixed eventually.
I've made a lighter, more vibriant, glowstone for the next update.
I'll post the picture again:
and the issue with torches/tracks/ladders is yes they have to be solid on the heightmap and be cropped perfectly on the specmap or just not there entirely. Learned that the hard way recently.
and the issue with torches/tracks/ladders is yes they have to be solid on the heightmap and be cropped perfectly on the specmap or just not there entirely. Learned that the hard way recently.
Thanks. ^^
Yea, I read that somewhere in the thread weeks ago and haven't visited again, so I wasn't sure if it was the case still.
Quote from Cehel »
For your new Items:
I think the wool should be brighter.
For the glowstone, it is better yeah, thanks.
All the other items are really nice imo. So continue your awesome work.
I wonder if you could do somthing for beds so that we can stack two of them to make a bigger one without tiling issues due to the sheet.
Thank you?
Oh yeah, and something for the cake :biggrin.gif:
Good work anyway, I support this notchfuly
Much appreciated.
I might have an inside man doing cake at the moment. =)
The beds are an odd case because due to the improper lighting on them, they never look seamless no matter how much I tweak it. I could try to make it stack, though.
I was using the 128x128 version when i saw this:
Look at the flying pixels from the diamond sword
-pic-
Well known issue that will be resolved in the upcoming update.
Quote from sabboy »
im trying to run 256x256 and MC load fine but freezes and a black screen when i try to go to multiplayer
Try using the video on the main page it allows additional memory allocations for Java. Multiplayer has a huge memory consumption because this game was poorly programmed.
Also, updating your java and/or installing 64bit Java will resolve all black screens.
Wow, quite impressive work there. =D
Could I see some screenshots, perhaps?
I did you one better!
You'll definitely want to watch it in 1080p if possible. Unfortunately my compression program did some weird **** post processing and cranked the volume and brightness way down from the original capture so you'll want to turn up volume and brightness. =/ I think next time I wont do any actual editing, just one shot lol
very nice... much better than the ones I hurried out there for phantom. the fix for flowers/glass/etc is to trim everything other than the normalmap down to exactly the size of the object..it has to has to be 100% transparent around it/in it in the case of glass. fire is the same...I managed to get rid of the x's on mine. the only thing that is still giving me issues is wild grass. it gets a bit tricky with the specular/a.o. which is why mine sucks...lol
edit: and the "working" Balea shaders as well as misas seem to be a lot less buggy than Dax's default ones.
I did you one better!
You'll definitely want to watch it in 1080p if possible. Unfortunately my compression program did some weird **** post processing and cranked the volume and brightness way down from the original capture so you'll want to turn up volume and brightness. =/ I think next time I wont do any actual editing, just one shot lol
-vid-
I watched that for like 30 minutes, lol. (I realize it's only a 9 minute video, but so much playing it back)
The cobblestone and trees look extremely realistic. I'd say you're doing a damn good job and the only thing holding you back is Dax's shader glitches.
The torches and semitransparent textures require a solid height map/spec map, I believe, to make them not glitch like that.
P.S.
Those cave tunnels with the cobblestone = sexy
Certainly needs a bunch of polishing and refinement, but it's one hell of a start. Spec maps look good as well?
For 128x128 that is a fine vector. This would be in place for the 256x256 pack:
const vec3 intervalMult = vec3(0.00024375, 0.00024375, 0.1);
Edit:
Some refines on the new items. I'm working on fixing the quiver of arrows at the moment, so I know it's a little messed up. :wink.gif:
Also, gold dot in bottom left was the gold sword. Apparently I didn't crop it out properly...
That certainly makes the bumpmapping look better... but I still get the torch issues.
I don't understand what causes that?
Grubsy said it was due to the 256x256 pack, but if it isn't the vector that causes it what else would be different?
Random Minecraft Seed Generator
http://sundergaming.com/3kbcraft/map/map.html
3KillaBytes Minecraft Server Map (Tectonicus)
IP: minecraft.sundergaming.com:25565
Phantom's Survival Server [3KBCraft]
If I recall correctly, torches can't be bumped or speculated in any form. It must have both a solid color on the height map and a solid black on the specular mapping.
Edit:
What do you think of the items in the previous post?
Hm, then wouldn't it not work on all other resolutions too?
I thought it was a 256x thing.
I think they look great! Can't wait for the next pack update to be released, :biggrin.gif:
Random Minecraft Seed Generator
http://sundergaming.com/3kbcraft/map/map.html
3KillaBytes Minecraft Server Map (Tectonicus)
IP: minecraft.sundergaming.com:25565
Phantom's Survival Server [3KBCraft]
Thanks for the great texture pack.
EDIT: Looks like i'll be sticking with the *128. :sad.gif:
Your only other option would be to try and install 64bit Java. If you don't have a 64bit OS, I'd stick with the 128 pack so you won't lag.
Which may possibly be true. I haven't been on that thread in over a month, it may have changed since then.
I can't either. XD
It's been far too long working on these small refinements and additions.
Issue: I've noticed the the menu buttons get messed up on the right side, like the left side was put on the right side without being flipped.
Idea: I like glowstone, but it seems a bit dark, more like semi-solid lava. Maybe somehow adding yellow/lightening the texture would make glowstone look lighter.
I'm going to be completely changing the GUI in due time so the menu issue will be fixed eventually.
I've made a lighter, more vibriant, glowstone for the next update.
I'll post the picture again:
and the issue with torches/tracks/ladders is yes they have to be solid on the heightmap and be cropped perfectly on the specmap or just not there entirely. Learned that the hard way recently.
Thanks. ^^
Yea, I read that somewhere in the thread weeks ago and haven't visited again, so I wasn't sure if it was the case still.
Much appreciated.
I might have an inside man doing cake at the moment. =)
The beds are an odd case because due to the improper lighting on them, they never look seamless no matter how much I tweak it. I could try to make it stack, though.
Sure, here it is: http://x7c.xanga.com/53af8043d8332275741407/w219742069.png
That version is out of date. XD
I fixed that a while ago. ^^
Ok, I must have screwed up the installation then and picked the wrong one. Thanks.
Well known issue that will be resolved in the upcoming update.
Try using the video on the main page it allows additional memory allocations for Java. Multiplayer has a huge memory consumption because this game was poorly programmed.
Also, updating your java and/or installing 64bit Java will resolve all black screens.
I did you one better!
You'll definitely want to watch it in 1080p if possible. Unfortunately my compression program did some weird **** post processing and cranked the volume and brightness way down from the original capture so you'll want to turn up volume and brightness. =/ I think next time I wont do any actual editing, just one shot lol
TILEZforums here
edit: and the "working" Balea shaders as well as misas seem to be a lot less buggy than Dax's default ones.
I watched that for like 30 minutes, lol. (I realize it's only a 9 minute video, but so much playing it back)
The cobblestone and trees look extremely realistic. I'd say you're doing a damn good job and the only thing holding you back is Dax's shader glitches.
The torches and semitransparent textures require a solid height map/spec map, I believe, to make them not glitch like that.
P.S.
Those cave tunnels with the cobblestone = sexy