diamonds for you my friend. This (so far) is one of the best texture packs I've ever seen. after you finish the mobs, emeralds, enchanting table, items, and brewing stand, I will be sure to reccommend this to my friends =)
Can I just mention on the subject of Frame motors: It would be incredibly helpful if you could include ways to see which way round the motor is both on the operating face and on a couple of sides as it is with the original (ie the direction arrow, and the angle of the dial on the sides). I know some packs don't even include a clear marking on the operating face and it drives some of my friends a bit barmy. When I say about the sides, just something as unintrusive as an asymmetry that you can see at a glance would be good (again, eg the original textures side dials).
Thanks for reminding me about that. With the stuff I'm trying for the frame motor, so far, there shouldn't be any problem telling the direction.
this... is definatly my new favorite texture pack once it has all the items done T_T
anyway, it's an awesome pack, really cool to make huge mafia-styled buildings that have pepsi-ads all over it
keep up the great job, ozBillo, can't wait 'till it's full release :DDD
ah figured out what's up with creosote oil,and why all the rails are just purple blocks. I dont have the most recent version of Railcraft and the texture layout has changed drastically (used to be only one file for everything for a start) Don't know why I didn't spot that earlier! Ah well, guess I'll try and merge them to make it compatible with my version if that's ok with you, personal use only ofc.
RedPower changes...
- added Frame Motor, Accelerator, Mag Tubes
- added scorch marks to the top of the Igniter
- (all RedPower Machine textures done, now)
RailCraft changes...
- added Loading Pipe
- tweaked Sheep Detector in 32x version
I'm going to go out on a limb here, and ask a blatantly obvious n00b question - is it necessary to install this in both server and client .jars? Or is it just a client-side thing? I'd rather ask first and seem n00bish than waste the next hour compiling broken jars...
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I'm going to go out on a limb here, and ask a blatantly obvious n00b question - is it necessary to install this in both server and client .jars? Or is it just a client-side thing? I'd rather ask first and seem n00bish than waste the next hour compiling broken jars...
Doesn't need to go in any jars
Just put the zip file in the .minecraft\texturepacks directory on the client pc.
Ahh. I think you (or the server) is running an earlier version of RailCraft.
(edit) scratch that. sounds like something else :/
(edit2) mismatched configs between server and client?
No RC installed... a client restart seemed to have rectified the "windows into the bowels of the earth" thing, but I still have one glaring graphical glitch... sand looks like a gridwork of awful, with lava textures bleeding in between the blocks in both 32x and 64x.
No RC installed... a client restart seemed to have rectified the "windows into the bowels of the earth" thing, but I still have one glaring graphical glitch... sand looks like a gridwork of awful, with lava textures bleeding in between the blocks in both 32x and 64x.
I've narrowed the problem to how connected textures are handled - the moment I enable them, the sand turns to awful.
Which hurts, because now my bookshelves look clumsy. Any ideas on how this could be fixed? Perhaps something to look at in a future update? I'm currently using MC 1.3.1 + Optifine HD_U_B1.
edit: is there a way to disable the broken door texture? it looks awesome in context, but thery look wrong somehow in a thriving Roman village...
I've narrowed the problem to how connected textures are handled - the moment I enable them, the sand turns to awful.
Which hurts, because now my bookshelves look clumsy. Any ideas on how this could be fixed? Perhaps something to look at in a future update? I'm currently using MC 1.3.1 + Optifine HD_U_B1.
I don't think anything I could change would fix it.
Also, I'm still on 1.2.5.
Try turning on mipmapping if it's not on.
If that doesn't change anything then I'd suggest asking in the Optifine thread.
MipMapping set to maximum /almost/ fixes it... the tooltip for connected textures in the settings menu does say that the connecting textures are supplied by the current texture pack, so how hard in theory to create a suitable texture for sand? (ones for chiselled and smooth sandstone would be cool, too...)
it wouldn't even be much of an issue if I wasn't slap in the middle of the desert... cheers for helping, hey
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Proudly cranking Feed The Beast for 1.4.6 incorporating IC2- Mining Lasers, Nuclear Power, HAYO!!
I am Vismonkey. Fear my Wrath. Give me shiny things.
MipMapping set to maximum /almost/ fixes it... the tooltip for connected textures in the settings menu does say that the connecting textures are supplied by the current texture pack, so how hard in theory to create a suitable texture for sand? (ones for chiselled and smooth sandstone would be cool, too...)
it wouldn't even be much of an issue if I wasn't slap in the middle of the desert... cheers for helping, hey
I am using connected textures for the sand. That's why you occasionally see bones.
I managed to recreate the problem.
For me it goes away if I turn off AA and AF.
I think the problem is how Optifine handles the very edge of a texture file. In this case, block12.png.
Certain block edges that meet the bones are okay.
patched files work perfectly, thank you the old door was fine; indeed the new one would be just as good if the glass wasn't broken
but a simple revert would do the trick; I assume I remove one of the filesets from the zip but I don't yet know which ones.
Cheers much for the help! Very much appreciated
I'll be keeping an eye out for future updates!
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Proudly cranking Feed The Beast for 1.4.6 incorporating IC2- Mining Lasers, Nuclear Power, HAYO!!
I am Vismonkey. Fear my Wrath. Give me shiny things.
Thanks, EpicM1ner
Thanks for reminding me about that. With the stuff I'm trying for the frame motor, so far, there shouldn't be any problem telling the direction.
Thanks, shoegun56
Why not update your RailCraft?
RedPower changes...
- added Frame Motor, Accelerator, Mag Tubes
- added scorch marks to the top of the Igniter
- (all RedPower Machine textures done, now)
RailCraft changes...
- added Loading Pipe
- tweaked Sheep Detector in 32x version
I am Vismonkey. Fear my Wrath. Give me shiny things.
Doesn't need to go in any jars
Just put the zip file in the .minecraft\texturepacks directory on the client pc.
now my furnaces are windows, and my sand as well. WTH did I do wrong?
I am Vismonkey. Fear my Wrath. Give me shiny things.
Ahh. I think you (or the server) is running an earlier version of RailCraft.
(edit) scratch that. sounds like something else :/
(edit2) mismatched configs between server and client?
(edit3) are you running Optifine with AF turned on?
No RC installed... a client restart seemed to have rectified the "windows into the bowels of the earth" thing, but I still have one glaring graphical glitch... sand looks like a gridwork of awful, with lava textures bleeding in between the blocks in both 32x and 64x.
http://picpaste.com/pics/2012-08-21_18.51.50-EBTuLND0.1345541160.png
Is this possibly something Optifine can fix, with the right settings?
I am Vismonkey. Fear my Wrath. Give me shiny things.
Yikes. Haven't seen that one. An Optifine fiddle may fix it.
Which hurts, because now my bookshelves look clumsy. Any ideas on how this could be fixed? Perhaps something to look at in a future update? I'm currently using MC 1.3.1 + Optifine HD_U_B1.
edit: is there a way to disable the broken door texture? it looks awesome in context, but thery look wrong somehow in a thriving Roman village...
I am Vismonkey. Fear my Wrath. Give me shiny things.
I don't think anything I could change would fix it.
Also, I'm still on 1.2.5.
Try turning on mipmapping if it's not on.
If that doesn't change anything then I'd suggest asking in the Optifine thread.
MipMapping set to maximum /almost/ fixes it... the tooltip for connected textures in the settings menu does say that the connecting textures are supplied by the current texture pack, so how hard in theory to create a suitable texture for sand? (ones for chiselled and smooth sandstone would be cool, too...)
it wouldn't even be much of an issue if I wasn't slap in the middle of the desert... cheers for helping, hey
I am Vismonkey. Fear my Wrath. Give me shiny things.
I am using connected textures for the sand. That's why you occasionally see bones.
I managed to recreate the problem.
For me it goes away if I turn off AA and AF.
I think the problem is how Optifine handles the very edge of a texture file. In this case, block12.png.
Certain block edges that meet the bones are okay.
no AA + no AF = http://picpaste.com/2012-08-21_20.06.46-COxbpBdF.png
as you can see, it's still there - just. If I were to remove just the block12.png from the zip, would that break things?
I am Vismonkey. Fear my Wrath. Give me shiny things.
This fixes it for me.
Copy these 2 files into the ctm folder of the zip.
block12.png
//www.mediafire.com/download.php?hb33zzvvvl5grtb" target="" data-ensure-absolute>block12.properties
Was the old door okay?
patched files work perfectly, thank you
but a simple revert would do the trick; I assume I remove one of the filesets from the zip but I don't yet know which ones.
Cheers much for the help! Very much appreciated
I'll be keeping an eye out for future updates!
I am Vismonkey. Fear my Wrath. Give me shiny things.