ok i managed to upload from a friends place.... here is 32x and 64x ports..
also the new snapshot again changes the format of zombie and pigzombie skins i have uploaded a fix
Just wanted to apologize again for the lack of responses from me here lately.
Long story short, I thought my health was finally normalizing and then WHAM feel awful again. So it's been doctors, hospitals, etc.
ButI'm feeling at least a bit better now and I plan to be more active again!
I'll go through and respond to everything I missed after work, but for the time being:
Hey doom, you experiencing this with the 2.3 128x? Only mod is optifine, it's all weird o.o
Thank you so much for bringing this to my attention! It appears I simply picked a poor compression for the texture, so the colors just aren't there. I'll be sure to have it fixed (as well as the red bits on the Ghasts & Blazes) for the next release!
As this is the first optimized version of vDC, there's bound to be a few problems like that that slipped by me. Everyone please feel free to let me know if you see any more problems!!
Speaking of which, is anyone noticing any FPS difference now?
I've talked to a couple frie3nd who say that they're now able to actually use vDC (as in, it loads)for the first time now. Just wondering if its helped anyone else?
Ahh, the Emperor is back with a great new upgrade! I hope you are well and fit.
The ctm-textures are absolute awesome. Also the new fence-gate and the pressure-plates are the greatest I've ever seen.
It´s much easier to find the fence-gate in game now. Thank's for this!
Only the wood grain of the giant redwood looks a bit strange...
Why thank you! I'm glad you like the fence gate! I wasn't sure whether or not people would throw hissy-fits because they're not wood.
As for the giant jungle tree, It's fairly impossible to make a CTM texture for all wood-top sizes and have it look good; so you really have to choose the size at which you want it to look best.
For mine, the CTM looks best on a 3x3 treetrunk. I tried to make the look Okay at other sizes, but there's only so much you can do without basically tiling the default 1-block-top texture. I'll toy with it some more, but I'm not sure how much I can do.
i hope u change the brown dye... i mean it's a lil bit strange to paint the wool with a bottle of poop, but still acceptable, but the cookies...
hmmm... I see what you mean, but I'm not sure exactly what could be done with it.
Maybe make the cocoa beans into little chocolate bars? (and Bonemeal into broken bones or somesuch, as it would be out of place to only have the one "dye" not be an ink bottle)
as someone said above (0101100) the giant tree has a ctm problem, and i really like it that you have even more random-ness now
and could you update the rei'Minimap file (you kow you changed the writing), and also implement a cooler marker and maybe a square one too ?
D'oh! I forgot about the minimap!
While I haven't finalized the pack's fonts yet, I'll definitely try and get around to the rest of the minimap textures as soon as I have a chance!
i love everything in this update. the whole pack is amazing!
here's some random pics and also work in progress peek at custom skybox.
and now wip skybox
Absolutely awesome!
I always love seeing screenies of your builds, dude; and that skybox looks awesome!
As I think I mentioned, I'm not going to worry too much about the betterskies until it's a part of Optifine, so i really appreciate you taking the time to put together something so awesome for everyone!
Okay then, looking forward to it!
Doom, slightest one pixel line on the wheat
Lol, people have mentioned to me numerous times that there was a stray pixel in the wheat but I could never find it.
...oif course, they never posted a screenshot, so I was always looking through the growing wheat in the Terrain and not the Item...
I think there's something wrong with the file "items" in this pack because when i try to run this texture in 128x or 32x it's the same, but when i delete the "items" file from the texture all works fine, can you tell me why?
Please help, i really wanna run this texture
Sincerely
PlayChampion
From what I've gathered from various people, just about everyone problem people have mentioned (including your's) seems to be caused by Minecraft not having enough memory to actually load the textures properly (sorry folks, blame Notch for this one).
The latest vDC update is heavily optimized and less than half the filesize or the previous version.
If you find the time, please give the new version a try and let me know if it works any better for you!
I'm having a real problem with this texture pack. When I put this TP on, it makes my game run at literally 5FPS. Now, the part that confuses me is, I can run LB Photo Realism, SphaxPureBD, and many others in 16x-512x. With pretty much little lag. I may have an Intel HD 3000 but, I got the newest drivers and the game runs like silk on fancy and normal. So, if there is a fix please tell me.
As I stated above, it's because the pack was massive, high definition, and held more colors than Sphax & LB combined.
A lot of that has been lessened in the newest versions, so please give it a try and let me know if it's running any smoother.
(Really REALLY need feedback on the optimization, folks!)
hey i did a video of your texture pack 64x i hope you enjoy it
Very cool!
Thanks so much for taking the time to make the video!
Sooner or later I want to throw together a little section for fan videos and such, but in the meantime i've added your vid to the official vonDoomCraft youtube playlist! (for all 5 people that know it exists)
Loving the new stuff Doom. Especially mobs. I never liked all the black lines everywhere on the mobs, skeleton is probably my favourite. I like the colour you have for it now. Now they looks very nice very good looking GUI's too.
Thanks 'Paddy!
To be completely honest with you, I never really cared for the little squiggle lines either.
Originally, they were basically meant to replicate small details that I didn't want to manually draw in... Of course, those tiny lines were all manually drawn in anyways and took forever to do (the Ghast's little lines alone were over 4 hours of work).
Since then though, I've come up with a lot of good techniques for creating materials with a lot of details which are working quite well for stuff like the Pigmen skin and such; so i just don't have to rely on the squiggles for detail any more.
They were the original staple of the texturepack though, I don't want to get rid of them completely; so i basically just toyed with the shadowing/opacity of the squiggles to tone them down a lot while still adding details.
This is also why I seem to have to update most of the older mobs whenever I make a new one... the Zombie, Creeper, etc were all created over a year ago and simply working on the pack since then has led to new innovations in "making texture materials that look like someone vomited cotton candy".
also battlegear mod is not going to be updated 1.3 killed it. he plans on making new mod without duel-weilding i think.
Dang. Well that sucks.
I didn't really get into the mod yet, but I couldn't wait to run around dual-wielding katanas as Deadpool once I had the swords made.
Doom, do you have a twitter/fb for your forum profile? if not you should make one so we can be updated on what your working on.
Yup. vDC on Facebook.
honestly, I don't use it for much other than New releases and ocassional preview screenshots; but it'd probably be the easist way to know wen a new vDC is out.
Maybe if you add a little yellow to the silverfish's body (more a creamy colour than a bright primary yellow), it'll stop it being as bland as you say.
Take a look at photos of beetle grubs (which I'm guessing you based the colouring on, the pale body and red head thing) and you'll see what I mean.
The body is currently a very plain white.
Great suggestion! Honestly, with the maggot one, i basically tested it once ingame and said to myslef "well, these sure need a lot more color." and went with the green/purple grub/catterpillar for the pack's default. I was never really big on the blandly colored default MC silverfish anyways.
(Silverfish aren't scary. They're a sign that the building you're currently standing in is ****.)
I'll definitely toy around with the maggot color again sometime, but I'd rather focus on throwing in some other randommobs variants; Specifically some of the more colorful, stripey caterpillars out there.
(If you've ever walked into a "web" of caterpillars, you know damn well it's wore than even a spiderweb. Spiderwebs only have ONE spider...)
Alrighty, I think I hit all the major, still relevant, posts!
Just wanted to thank everyone again for sticking in here while I've been going through yet more health crap.
I really do appreciate all the comments and you folks helping eachother out!t/home
Thanks again, everyone! I'll do my best to make vDC worth it!
I was able to play the the previous version fairly well. Lagged only a bit (or stuttered). The new version runs very well though and I didn't notice too much of a difference. I think that unless you see the two running side-by-side, you wouldn't notice.
If anything, the newest release amkes it easier to see. I find myself getting disoriented by all the detail and colors . The newest release seems easier on my eyes. Hard to explain this though. When playing, you want to be able to see certain details of the landscape (in caves and such, not buildings or constructs). Sometimes, I have to stop and refocus when underground....could just be my tired brain/eyes though
They only thing about your pack I wondered about while playing....was the speed at which the lava and water flows. Lava barely moves and water, if it moves faster at all, seems far too slow. Not the still animations, mind you, but the flowing.
Rollback Post to RevisionRollBack
"This may hurt a little, but it's something you'll get used to...."
It seems he just copy-pasted the still textures and renamed them.
I'm only guessing since they seem to be the same texture.
Well....naw. The files appear that way because you are taking the default and using it over several frames but moving it down one pixel at a time over a set amount of frames. It becomes slower the longer (vertically) the image is. If you want it to move fast, you make it shorter. The water file is longer than the lava file (lava is 128x5120, water is 128x8448), so it actually flows slower than lava.
I also noticed that there were only the still animations for both lava and water. I was away for a bit, and mostly wonder about it...thassall
Doom,
I just noticed the gui-icon for your air supply while underwater, that is pretty cool that it is a H20 bubble but to be correct about it being oxygen it should be O2. Not sure if you meant to do that on purpose or not.
Well. Unless you play on fast graphics.. Because with optifine you can change details so only one part of graphics is crap. Like leaves. Or snow. Instead of it all being crap. Doom's clouds are meant to be fast graphics to look good and not have the random lines that meak it 3D if you know what i mean o.o
I was able to play the the previous version fairly well. Lagged only a bit (or stuttered). The new version runs very well though and I didn't notice too much of a difference. I think that unless you see the two running side-by-side, you wouldn't notice.
Awesome. Glad it seems to be doing something!
I'm going to try raising the color count on the terrain.png next release, to see if it has any negative effects.
If anything, the newest release amkes it easier to see. I find myself getting disoriented by all the detail and colors . The newest release seems easier on my eyes. Hard to explain this though. When playing, you want to be able to see certain details of the landscape (in caves and such, not buildings or constructs). Sometimes, I have to stop and refocus when underground....could just be my tired brain/eyes though
I get what you mean. you might be surprised to know that a LOT of that can be solved by switching HD patchers! (more below)
They only thing about your pack I wondered about while playing....was the speed at which the lava and water flows. Lava barely moves and water, if it moves faster at all, seems far too slow. Not the still animations, mind you, but the flowing.
It seems he just copy-pasted the still textures and renamed them.
I'm only guessing since they seem to be the same texture.
Actually, you guys can blame he speed on notch & Co. this time.
The flowing water and lava aren't animated at all; They use Minecraft's default mechanism & timing for "flowing" the textures down the blocks.
Personally, I prefer it over the faster flowing textures that never quite look right with "Minecraftia's" weird laws of physics.
Is there any reason for the clouds bugging out?
I can see scrambled edges on them when they're supposed to be flat.
As Matt said, use Optifine and set Clouds to "fast".
Along those lines...
I don't use optifine...prolly never will when the regular patcher woorks top notch.
MCPatcher is great in that they keep coming up with new visual ideas to toss in the game; as a patcher itself, it's quite underwelming.
Quite simply, if you're using any detailed HD pack with MCPatcher, it's looking about 500% shittier than the artist intended.
Minecraft's complete lack of mipmapping and such basically means that any block textures more than a yard away from you are immediately breaking down into awful looking loose pixels. This is mostly fine in a game that's supposed to look like crap by default, but as soon as you add any real detail to the textures, you're assure that your game is basically going to look like the ass-end of a long hallway in Wolfenstein 3D.
While MCPatcher does nothing to help this, Optifine includes ingame settings for Mipmapping, AF, and even anti-aliasing! On top of that, the mod's optimization coding is supurb and the game runs better than default WITH all the advanced features running.
The only real "problem" with Optifine is that fact that people overlook it for its more famous but less talented sister. Some random dude comes up with a bit of coding to add (for example) skyboxes and says "Hey! I should offer this to MCPatcher!", and Optifine's left to play catch-up.
If you've got any doubts, I quickly grabbed some comparative screenshots of vDC on both MCPatcher and Optifine. I think they speak for themselves.
I really can't express enough just how much better optifine is than MCPatcher for detailed HD textures. Even the screenshots don't do it justice.
It make the Minecraft look like an actual videogame, as opposed to an orgy of colored fireflies.
Doom,
I just noticed the gui-icon for your air supply while underwater, that is pretty cool that it is a H20 bubble but to be correct about it being oxygen it should be O2. Not sure if you meant to do that on purpose or not.
...D'oh!
Good catch!
I'm planning on updating all of the old hud icons sooner or later, so just look at that as a glaring testiment to my stupidity in the meantime.
also the new snapshot again changes the format of zombie and pigzombie skins i have uploaded a fix
Download
Then download it?
Just wanted to apologize again for the lack of responses from me here lately.
Long story short, I thought my health was finally normalizing and then WHAM feel awful again. So it's been doctors, hospitals, etc.
ButI'm feeling at least a bit better now and I plan to be more active again!
I'll go through and respond to everything I missed after work, but for the time being:
Thank you so much for bringing this to my attention! It appears I simply picked a poor compression for the texture, so the colors just aren't there. I'll be sure to have it fixed (as well as the red bits on the Ghasts & Blazes) for the next release!
As this is the first optimized version of vDC, there's bound to be a few problems like that that slipped by me. Everyone please feel free to let me know if you see any more problems!!
Speaking of which, is anyone noticing any FPS difference now?
I've talked to a couple frie3nd who say that they're now able to actually use vDC (as in, it loads)for the first time now. Just wondering if its helped anyone else?
As for the giant jungle tree, It's fairly impossible to make a CTM texture for all wood-top sizes and have it look good; so you really have to choose the size at which you want it to look best.
For mine, the CTM looks best on a 3x3 treetrunk. I tried to make the look Okay at other sizes, but there's only so much you can do without basically tiling the default 1-block-top texture. I'll toy with it some more, but I'm not sure how much I can do.
hmmm... I see what you mean, but I'm not sure exactly what could be done with it.
Maybe make the cocoa beans into little chocolate bars? (and Bonemeal into broken bones or somesuch, as it would be out of place to only have the one "dye" not be an ink bottle)
D'oh! I forgot about the minimap!
While I haven't finalized the pack's fonts yet, I'll definitely try and get around to the rest of the minimap textures as soon as I have a chance!
Absolutely awesome!
I always love seeing screenies of your builds, dude; and that skybox looks awesome!
As I think I mentioned, I'm not going to worry too much about the betterskies until it's a part of Optifine, so i really appreciate you taking the time to put together something so awesome for everyone!
Once again, great work and thanks!
Lol, people have mentioned to me numerous times that there was a stray pixel in the wheat but I could never find it.
...oif course, they never posted a screenshot, so I was always looking through the growing wheat in the Terrain and not the Item...
Thanks dude! It's been fixed as of 2.3!
From what I've gathered from various people, just about everyone problem people have mentioned (including your's) seems to be caused by Minecraft not having enough memory to actually load the textures properly (sorry folks, blame Notch for this one).
The latest vDC update is heavily optimized and less than half the filesize or the previous version.
If you find the time, please give the new version a try and let me know if it works any better for you!
As I stated above, it's because the pack was massive, high definition, and held more colors than Sphax & LB combined.
A lot of that has been lessened in the newest versions, so please give it a try and let me know if it's running any smoother.
(Really REALLY need feedback on the optimization, folks!)
Very cool!
Thanks so much for taking the time to make the video!
Sooner or later I want to throw together a little section for fan videos and such, but in the meantime i've added your vid to the official vonDoomCraft youtube playlist! (for all 5 people that know it exists)
Thanks 'Paddy!
To be completely honest with you, I never really cared for the little squiggle lines either.
Originally, they were basically meant to replicate small details that I didn't want to manually draw in... Of course, those tiny lines were all manually drawn in anyways and took forever to do (the Ghast's little lines alone were over 4 hours of work).
Since then though, I've come up with a lot of good techniques for creating materials with a lot of details which are working quite well for stuff like the Pigmen skin and such; so i just don't have to rely on the squiggles for detail any more.
They were the original staple of the texturepack though, I don't want to get rid of them completely; so i basically just toyed with the shadowing/opacity of the squiggles to tone them down a lot while still adding details.
This is also why I seem to have to update most of the older mobs whenever I make a new one... the Zombie, Creeper, etc were all created over a year ago and simply working on the pack since then has led to new innovations in "making texture materials that look like someone vomited cotton candy".
Please feel free, dude! I'd love to see anything you come up with, whether it's horror-themed or not!
Dang. Well that sucks.
I didn't really get into the mod yet, but I couldn't wait to run around dual-wielding katanas as Deadpool once I had the swords made.
Yup. vDC on Facebook.
honestly, I don't use it for much other than New releases and ocassional preview screenshots; but it'd probably be the easist way to know wen a new vDC is out.
Great suggestion! Honestly, with the maggot one, i basically tested it once ingame and said to myslef "well, these sure need a lot more color." and went with the green/purple grub/catterpillar for the pack's default. I was never really big on the blandly colored default MC silverfish anyways.
(Silverfish aren't scary. They're a sign that the building you're currently standing in is ****.)
I'll definitely toy around with the maggot color again sometime, but I'd rather focus on throwing in some other randommobs variants; Specifically some of the more colorful, stripey caterpillars out there.
(If you've ever walked into a "web" of caterpillars, you know damn well it's wore than even a spiderweb. Spiderwebs only have ONE spider...)
Alrighty, I think I hit all the major, still relevant, posts!
Just wanted to thank everyone again for sticking in here while I've been going through yet more health crap.
I really do appreciate all the comments and you folks helping eachother out!t/home
Thanks again, everyone! I'll do my best to make vDC worth it!
If anything, the newest release amkes it easier to see. I find myself getting disoriented by all the detail and colors . The newest release seems easier on my eyes. Hard to explain this though. When playing, you want to be able to see certain details of the landscape (in caves and such, not buildings or constructs). Sometimes, I have to stop and refocus when underground....could just be my tired brain/eyes though
They only thing about your pack I wondered about while playing....was the speed at which the lava and water flows. Lava barely moves and water, if it moves faster at all, seems far too slow. Not the still animations, mind you, but the flowing.
"This may hurt a little, but it's something you'll get used to...."
Well....naw. The files appear that way because you are taking the default and using it over several frames but moving it down one pixel at a time over a set amount of frames. It becomes slower the longer (vertically) the image is. If you want it to move fast, you make it shorter. The water file is longer than the lava file (lava is 128x5120, water is 128x8448), so it actually flows slower than lava.
I also noticed that there were only the still animations for both lava and water. I was away for a bit, and mostly wonder about it...thassall
I wondered this also. They are funky for me too. I mostly get rid of clouds though.
"This may hurt a little, but it's something you'll get used to...."
With optifine, go into video settings> details and set cloud to fast graphics
I don't use optifine...prolly never will when the regular patcher woorks top notch.
"This may hurt a little, but it's something you'll get used to...."
I just noticed the gui-icon for your air supply while underwater, that is pretty cool that it is a H20 bubble but to be correct about it being oxygen it should be O2. Not sure if you meant to do that on purpose or not.
I can open those but I don't see that folder in the zip.
Then i don't think you can get non-glitchy looking clouds
It's been removed this version and is in a separate download in the OP
That....makes no sense
"This may hurt a little, but it's something you'll get used to...."
Well. Unless you play on fast graphics.. Because with optifine you can change details so only one part of graphics is crap. Like leaves. Or snow. Instead of it all being crap. Doom's clouds are meant to be fast graphics to look good and not have the random lines that meak it 3D if you know what i mean o.o
I'm going to try raising the color count on the terrain.png next release, to see if it has any negative effects.
I get what you mean. you might be surprised to know that a LOT of that can be solved by switching HD patchers! (more below)
Actually, you guys can blame he speed on notch & Co. this time.
The flowing water and lava aren't animated at all; They use Minecraft's default mechanism & timing for "flowing" the textures down the blocks.
Personally, I prefer it over the faster flowing textures that never quite look right with "Minecraftia's" weird laws of physics.
As Matt said, use Optifine and set Clouds to "fast".
Along those lines...
MCPatcher is great in that they keep coming up with new visual ideas to toss in the game; as a patcher itself, it's quite underwelming.
Quite simply, if you're using any detailed HD pack with MCPatcher, it's looking about 500% shittier than the artist intended.
Minecraft's complete lack of mipmapping and such basically means that any block textures more than a yard away from you are immediately breaking down into awful looking loose pixels. This is mostly fine in a game that's supposed to look like crap by default, but as soon as you add any real detail to the textures, you're assure that your game is basically going to look like the ass-end of a long hallway in Wolfenstein 3D.
While MCPatcher does nothing to help this, Optifine includes ingame settings for Mipmapping, AF, and even anti-aliasing! On top of that, the mod's optimization coding is supurb and the game runs better than default WITH all the advanced features running.
The only real "problem" with Optifine is that fact that people overlook it for its more famous but less talented sister. Some random dude comes up with a bit of coding to add (for example) skyboxes and says "Hey! I should offer this to MCPatcher!", and Optifine's left to play catch-up.
If you've got any doubts, I quickly grabbed some comparative screenshots of vDC on both MCPatcher and Optifine. I think they speak for themselves.
I really can't express enough just how much better optifine is than MCPatcher for detailed HD textures. Even the screenshots don't do it justice.
It make the Minecraft look like an actual videogame, as opposed to an orgy of colored fireflies.
...D'oh!
Good catch!
I'm planning on updating all of the old hud icons sooner or later, so just look at that as a glaring testiment to my stupidity in the meantime.