@Vira
I don't mind you asking. I just don't have the answers.
@Montpelier
I'm mostly concerned because some of the CTM stuff I did for the next version of the pack isn't supported by the last version of OptiFine. I'm hoping that it will be fixed when OptiFine gets updated for 1.3. But if it doesn't I need to decide to:
A ) Ignore OptiFine
B )Create an OptiFine version of the pack.
C ) Just ditch the non-universal features altogether.
Do the jungle planks do anything with CTM? I use vertical planks akin to the previous Isabella ones and I wanted to know how to get rid of the CTM on the jungle planks since it doesn't seem to do anything.
Do the jungle planks do anything with CTM? I use vertical planks akin to the previous Isabella ones and I wanted to know how to get rid of the CTM on the jungle planks since it doesn't seem to do anything.
Yes. The effect is very subtle. You can go in and replace the horizontal planks with the vertical planks in "ctm/ctm-wood1.png" or you can go through and delete the ctmblockXX.properties. You'll have to open each one and see which affect the jungle planks.
Dear god your joking. Coulda you said I shoulda waited till 1.3v2 came out?!?!?! -Sigh- I have to wait till tomorrow to update~
I did say I was working on a new update in the post right above the one where you stated you didn't like the new version. As a rule of thumb, you can always assume that there will be a new update coming out right around the corner.
If you plan to update your version of the Isabella Classic, you may also want to take a look at the leaves textures and adjust the foliage gradients to match the old version.
I have to say after having Optifine update, and comparing the packs side-by-side the yellowed stone looks REALLY nice. It's hard to notice next to dirt; it just looks lighter, but when topped by sand related blocks it blends much nicer. I'm waiting for bukkit to update, but for reference if anyone wants to compare biome gradients: Throw up a bukkit server, throw on multiverse and grab the Cleanroom generator and make a basic Cleanroom world and you can see how the biomes affect terrain without actual terrain being there.
I'm really starting to come around to the changes you've made, I'm thinking they're for the better really. Still liking it darker but I'd have to say all of the color changes, not just the terrain edits, are really nice when you get picky.
I did test OptiFine and, as I suspected, it doesn't support all the CTM functionality that MCPatcher does. The result is that sandstone blocks look slightly worse now.
I did test OptiFine and, as I suspected, it doesn't support all the CTM functionality that MCPatcher does. The result is that sandstone blocks look slightly worse now.
Ugh. MCPatcher needs to start including all the useful tools OptiFine includes, then. With 1.3 performance is roughly the same, but loading of chunks and things is a LOT smoother with OptiFine, plus you get a hell of a lot more control over aspects of the game's appearance that MCPatcher doesn't provide :/
This is amazingly impressive, but has anyone did any modifications to the classic's mod textures? I'm trying to compile a Tekkit compatible one, but the biggest flaw right now is Buildcraft's and Redpower's ore textures, they are using classic colors as to the new color. Or did i compile the files wrong?
Um. The top slabs don't do the connected texture thingy unless they're connected to the bottom one. It's frankly not a huge deal but I just wanted to point it out. Edit: At least that's what happened to me.
Finally had a chance to sit down and spend a couple hours on Minecraft now that OptiFine has an official 1.3.1 release. So for what it's worth, here's my feedback on Isabella II versus the previous version and other, high-quality 16x texturepacks:
- The higher brightness for textures definitely improves visibility, not sure if this is completely positive. I kind of liked not being able to see at all in a dark cave without light sources or while wandering around in the night, but being friendly to a wider variety of monitors and graphics setups is probably more important.
The brighter colors also make the colors feel a little more washed out, I don't know if this is intentional or not. I'm still not completely sold on the brighter colors, but I've also only spent a couple of hours with the new version versus probably hundreds on the previous versions of Isabella. Maybe it's just something that requires a little adjustment.
- Still not keen on the design decision to keep each biome as close to each other biome as possible. Comparing jungles to forests to plains to deserts (where you've added grass blocks and/or trees, I mean) leaves each biome lacking clear definition in terms of colors. I do agree that there shouldn't be a jarring difference between each biome unless you're aiming for it (see: blue water turning into dark, stagnant green; green grass abruptly becoming ****ing black, etc), but I think there's room for improvement here without breaking the concept of the colors being muted and/or intentionally depressing.
It's particularly noticeable on my new world, which has a very large jungle biome for a large portion of it with a few rare spots of plains or forest here and there. The only real difference between the little spots of open ground and the jungle are the trees, bushes, and whatnot scattered everywhere in the jungle biome. The coloration on foliage and grass is identical, or so close that any differences are unnoticeable without looking VERY closely. I like how jungles are more verdant, more lush, than forests, hills, plains, etc in many other packs (been fiddling with Painterly recently so it's the closest 16x comparison point I have right now), though I agree that it's a pretty jarring transition for the most part, going from a fairly modest green to a deep, dark, emerald green.
I wonder if there's room for customizing water colors by biome without making it like hitting a brick wall. I think the pale color is appropriate for the shallow bodies of water found in river, plains, forest, etc biomes, but it'd make sense for ocean biomes, which have a much lower ocean floor, to be a deeper blue, wouldn't it? A mangrove swamp (I imagine the trees would be mangrove if that particular type of tree were in the game) would probably have a greener or browner color to the water. I don't think I've ever seen the emerald green water in vanilla jungle biomes in the real word, real jungle bodies of water are usually muddy looking, but if you're gonna make the leaves a little bit greener, maybe the water could be a tad greener, too.
I do agree that dramatic changes in skybox color are especially noticeable when you're constantly running between biome boundaries, so I agree with the sky color being more or less static; when you use a mod like EBXL which has very different sky colors for some biomes it's almost comical going from a normal, pale blue sky to a deep blue sky or red sky or black sky or whatever.
- If we're going with a "Steve got shipwrecked in Minecraftia" theme, I'd suggest the wood and stone swords become spears or clubs since a wooden sword wouldn't be worth squat in a fight (hence why wooden swords are used for training) and a stone sword makes no sense. If you go with spears, maybe flip their orientation so it looks like they're thrusting rather than trying to slash since you wouldn't be able to make an actual blade using a piece of flint or a tree branch. Granted, you'd be making a "Wood Sword" and it's actually a spear now...
Also suggest flipping shovel orientation so it looks like shovels are thrusting into the dirt rather than whacking it.
- I know it was said that OptiFine doesn't support all the new CTM gewgaws you've got in, so I'm not commenting on those. I did notice that wool blocks blend together now, which makes using them for carpeting or just about anything else MUCH nicer. Sandstone blocks still look fine to me. I'll fiddle with MCPatcher later this week to see what the differences are... but there's no way I'm gonna give up OptiFine's multi-core chunk loading, holy christ that **** is wonderful to have.
- Isabella remains pre-eminent in texture quality for the 16x range in my opinion. The textures are all top-notch and contain impressive detail given the size constraints. There are some textures in other packs I like better for some blocks, but that just gives me a reason to dust off GIMP and actually learn how to use it so I could adjust their colors and stuff for my own personal use with Isabella
I will say that ice blocks look a little bland in my opinion. Functional, but maybe not ideal. I'm not sure where more detail could be added without requiring a good CTM port to avoid making frozen lakes and rivers looking like crap, though.
Wow, thanks for taking the time to do such a thorough job.
I'll need a little more time to respond to it properly. But for now I'll just say that I think I'll try you darker ocean suggestion.
Heh, I've got a full week off coming up on the week of Labor Day so I think I'll try and learn some GIMP during that time off and see what I can do. Probably a lot easier to try things myself than to go HEY BONEMOUSE TAKE TIME OUT OF YOUR DAY TO DO THIS RANDOM IDEA I HAD, or at least it's more polite
I don't mind you asking. I just don't have the answers.
@Montpelier
I'm mostly concerned because some of the CTM stuff I did for the next version of the pack isn't supported by the last version of OptiFine. I'm hoping that it will be fixed when OptiFine gets updated for 1.3. But if it doesn't I need to decide to:
A ) Ignore OptiFine
B )Create an OptiFine version of the pack.
C ) Just ditch the non-universal features altogether.
New version of Isabella II (1.3v2) is available in OP.
No... THIS IS ISABELLA 2!!
Dear god your joking. Coulda you said I shoulda waited till 1.3v2 came out?!?!?! -Sigh- I have to wait till tomorrow to update~
Yes. The effect is very subtle. You can go in and replace the horizontal planks with the vertical planks in "ctm/ctm-wood1.png" or you can go through and delete the ctmblockXX.properties. You'll have to open each one and see which affect the jungle planks.
I did say I was working on a new update in the post right above the one where you stated you didn't like the new version. As a rule of thumb, you can always assume that there will be a new update coming out right around the corner.
If you plan to update your version of the Isabella Classic, you may also want to take a look at the leaves textures and adjust the foliage gradients to match the old version.
I'm really starting to come around to the changes you've made, I'm thinking they're for the better really. Still liking it darker but I'd have to say all of the color changes, not just the terrain edits, are really nice when you get picky.
I did test OptiFine and, as I suspected, it doesn't support all the CTM functionality that MCPatcher does. The result is that sandstone blocks look slightly worse now.
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Retired Staffim definately going to download this.
Ugh. MCPatcher needs to start including all the useful tools OptiFine includes, then. With 1.3 performance is roughly the same, but loading of chunks and things is a LOT smoother with OptiFine, plus you get a hell of a lot more control over aspects of the game's appearance that MCPatcher doesn't provide :/
- The higher brightness for textures definitely improves visibility, not sure if this is completely positive. I kind of liked not being able to see at all in a dark cave without light sources or while wandering around in the night, but being friendly to a wider variety of monitors and graphics setups is probably more important.
The brighter colors also make the colors feel a little more washed out, I don't know if this is intentional or not. I'm still not completely sold on the brighter colors, but I've also only spent a couple of hours with the new version versus probably hundreds on the previous versions of Isabella. Maybe it's just something that requires a little adjustment.
- Still not keen on the design decision to keep each biome as close to each other biome as possible. Comparing jungles to forests to plains to deserts (where you've added grass blocks and/or trees, I mean) leaves each biome lacking clear definition in terms of colors. I do agree that there shouldn't be a jarring difference between each biome unless you're aiming for it (see: blue water turning into dark, stagnant green; green grass abruptly becoming ****ing black, etc), but I think there's room for improvement here without breaking the concept of the colors being muted and/or intentionally depressing.
It's particularly noticeable on my new world, which has a very large jungle biome for a large portion of it with a few rare spots of plains or forest here and there. The only real difference between the little spots of open ground and the jungle are the trees, bushes, and whatnot scattered everywhere in the jungle biome. The coloration on foliage and grass is identical, or so close that any differences are unnoticeable without looking VERY closely. I like how jungles are more verdant, more lush, than forests, hills, plains, etc in many other packs (been fiddling with Painterly recently so it's the closest 16x comparison point I have right now), though I agree that it's a pretty jarring transition for the most part, going from a fairly modest green to a deep, dark, emerald green.
I wonder if there's room for customizing water colors by biome without making it like hitting a brick wall. I think the pale color is appropriate for the shallow bodies of water found in river, plains, forest, etc biomes, but it'd make sense for ocean biomes, which have a much lower ocean floor, to be a deeper blue, wouldn't it? A mangrove swamp (I imagine the trees would be mangrove if that particular type of tree were in the game) would probably have a greener or browner color to the water. I don't think I've ever seen the emerald green water in vanilla jungle biomes in the real word, real jungle bodies of water are usually muddy looking, but if you're gonna make the leaves a little bit greener, maybe the water could be a tad greener, too.
I do agree that dramatic changes in skybox color are especially noticeable when you're constantly running between biome boundaries, so I agree with the sky color being more or less static; when you use a mod like EBXL which has very different sky colors for some biomes it's almost comical going from a normal, pale blue sky to a deep blue sky or red sky or black sky or whatever.
- If we're going with a "Steve got shipwrecked in Minecraftia" theme, I'd suggest the wood and stone swords become spears or clubs since a wooden sword wouldn't be worth squat in a fight (hence why wooden swords are used for training) and a stone sword makes no sense. If you go with spears, maybe flip their orientation so it looks like they're thrusting rather than trying to slash since you wouldn't be able to make an actual blade using a piece of flint or a tree branch. Granted, you'd be making a "Wood Sword" and it's actually a spear now...
Also suggest flipping shovel orientation so it looks like shovels are thrusting into the dirt rather than whacking it.
- I know it was said that OptiFine doesn't support all the new CTM gewgaws you've got in, so I'm not commenting on those. I did notice that wool blocks blend together now, which makes using them for carpeting or just about anything else MUCH nicer. Sandstone blocks still look fine to me. I'll fiddle with MCPatcher later this week to see what the differences are... but there's no way I'm gonna give up OptiFine's multi-core chunk loading, holy christ that **** is wonderful to have.
- Isabella remains pre-eminent in texture quality for the 16x range in my opinion. The textures are all top-notch and contain impressive detail given the size constraints. There are some textures in other packs I like better for some blocks, but that just gives me a reason to dust off GIMP and actually learn how to use it so I could adjust their colors and stuff for my own personal use with Isabella
I will say that ice blocks look a little bland in my opinion. Functional, but maybe not ideal. I'm not sure where more detail could be added without requiring a good CTM port to avoid making frozen lakes and rivers looking like crap, though.
I'll need a little more time to respond to it properly. But for now I'll just say that I think I'll try you darker ocean suggestion.
Heh, I've got a full week off coming up on the week of Labor Day so I think I'll try and learn some GIMP during that time off and see what I can do. Probably a lot easier to try things myself than to go HEY BONEMOUSE TAKE TIME OUT OF YOUR DAY TO DO THIS RANDOM IDEA I HAD, or at least it's more polite
Speaking of the OP.
I have updated the Mod Support section with:
Well it's not a huge deal, so don't sweat it.