About the mo'creatures mod, I've already answered. I would love to support it but there is a very big work on it because it has mainly new mobs and it takes a lot more time to make skins than blocks textures. So currently, I prefer to make my TP compatible with MODs with new blocks (and items) than MODs with new Mobs.
About "Premium Wood", it's an interesting mod with new blocks and some items: I will add it to the todolist. :wink.gif:
I see! That's a shame, but it's definitely understandable (after all, how many animals are there now in the mod? Lions, tigers, cheetahs, panthers, various cats, mice, rats, various fish, sharks, manta rays, dolphins, ogres, deer, horses, bears, polar bears, wargs, werewolves, foxes, turtles, crocodiles, scorpions, ducks, boars, rabbits, various birds...)
Is BuildCraft compatibility on the "to-do" list? I saw Industrial Craft as "Done", and they do sort of go hand in hand xD
Also, what about Twilight Forest? It might not be as popular as a lot of other mods, but quite a few people do use it (like myself xD).
BuildCraft probably has at least as many new blocks/items as Industrial Craft. So I understand if its a time issue.
Twilight Forest only has a few new blocks...but it has a few new mobs as well (more mobs than blocks iirc) (like 7-8 mobs that I can think of)
1) Download Nitrous.zip
2) Unzip Nitrous.zip, you'll obtain a Nitrous folder with a Nitrous.jar into it
3) Download Shaders.n2
4) Download a fresh minecraft.jar (Force update or use a back up if you have one)
5) Run McPatcher and patch your game to HD (Checked HD font and texture )
5_Bis) Try your to run your game. (Optional but it can localize where you failed)
6) Run Nitrous.jar, Click on File button, then "import..", then select your Shaders.n2 file
7) Click the "Install Mods" button.
7_bis) Try your to run your game. (Optional but it can localize where you failed)
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If you don't have Bump Map, please, do it :
a] Open the .nitrous Folder :
Windows button => Research => %appdata% => /.nitrous / mods / com.daxnitro.shaders / alternative shaders / bump-mapping
b] Select the content of the bump-mapping folder and put it into your Minecraft.jar/shaders
can someone make an installation vid because im confuse how to do this
THX!!!!!!!!!!!!
EDIT: Found out how to do it but do the vid still because is there someone that still doesnt understand hoe to do it they will have the vid to see how
what program you use to make use of the bump mapping thing so it shows in game? forget this i know how now but i cant change TP because is buggy like said in the GSLS thread but looks awesome
Is BuildCraft compatibility on the "to-do" list? I saw Industrial Craft as "Done", and they do sort of go hand in hand xD
Also, what about Twilight Forest? It might not be as popular as a lot of other mods, but quite a few people do use it (like myself xD).
BuildCraft probably has at least as many new blocks/items as Industrial Craft. So I understand if its a time issue.
Twilight Forest only has a few new blocks...but it has a few new mobs as well (more mobs than blocks iirc) (like 7-8 mobs that I can think of)
Check here http://www.eclipse-project.de/forum/index.php It is a forum made by the person who made the industrial craft TP addon. It has a pack for build craft and a few addons :biggrin.gif:
I'm in love this texture pack! Raining diamonds for you
Also, can you prioritize adding official GLSL support?, or update this shaders to 2.0?
(http://dl.dropbox.co...hax/shaders.rar) [Of the youtube video of GLSL in first post]
Finally figured out how to install GLSL on 1.0.0 and can't play without having bumpmapping on your delicious texture.
I'm having a bit of an issue with a couple of textures - they're invisible.
I'm using the Sphax pack and it's addons, along with Buildcraft, BC AdditionalPipes - and the mod with the invisible textures is the EnergyCoupler mod from IC2 forums.
It adds 3 pipes (wooden-, stone-, golden regulator pipe), and they're invisible when using the texture pack and the addons. (Actually they just turn purple when using the pack itself, and invisible when I add the addons, far as I recall)
Hope someone has a solution for it - I keep losing my regulator pipes since they're invisible :tongue.gif:
I'm having a bit of an issue with a couple of textures - they're invisible.
I'm using the Sphax pack and it's addons, along with Buildcraft, BC AdditionalPipes - and the mod with the invisible textures is the EnergyCoupler mod from IC2 forums.
It adds 3 pipes (wooden-, stone-, golden regulator pipe), and they're invisible when using the texture pack and the addons. (Actually they just turn purple when using the pack itself, and invisible when I add the addons, far as I recall)
Hope someone has a solution for it - I keep losing my regulator pipes since they're invisible :tongue.gif:
Ok, I am assuming that the mod you are talking about has its own textures for the objects it creates.
In my inexpert and highly hypothetical opinion, I think that the mod its looking for images in the Sphax Texture instead of its own .zip or in the minecraft.jar
So what you can do is search for the mentioned images in the .zip file of the mod and try to port them into Sphax Texture.
But of course, its only hypothetical cause I have never tried the mod you mention. Feel free to correct me If I'm mistaken :smile.gif:
Ok, I am assuming that the mod you are talking about has its own textures for the objects it creates.
The mod in question (EnergyCoupler) does have textures for those regulator pipes, in it's own zip file that goes into /mods/ (the path is like .zip/EnergyCoupler/sprites/ and png's are there)
I'll try messing around with it a bit more, and I'll edit this post once I've tried a couple of different things :smile.gif:
Edit:
Tried putting the 3 textures for the pipes in the bottom right corner of the "block_textures_override.png" in /net/minecraft/src/buildcraft/zeldo/gui/ (in the Sphax pack zip)
Also tried putting the EnergyCoupler files into it so they'd be there as /EnergyCoupler/sprites/ - but still no go - darn textures for the pipes continues to be difficult :tongue.gif:
Could you make an alternative with smaller heads for the baby animals? More like the Baby Animals mod that was released a long time ago. Or if I could even find out how to replace the models from another texture pack ><
The mod in question (EnergyCoupler) does have textures for those regulator pipes, in it's own zip file that goes into /mods/ (the path is like .zip/EnergyCoupler/sprites/ and png's are there)
By saying that goes in /mods/ you mean that it goes inside /Roaming/.minecraft/mods/??
Because if the answer to this quesion is yes, then the mod IS NOT loading the images FROM the texture pack, and consequently the source of the problem is external.
My suggestion is:
Backup.
Run Minecraft & EnergyCoupler in "Safe Mode" this means, Clean Jar and ONLY the necesary for the mod to load correctly (Without Sphax)
If this works, we are making progress.
Install other mods & stuff.
If this last step messes up with your game, try installing your stuff one by one until you can find the error ( I hope you don't have to do this )
????
Profit!
Looking forward to solving your problem. And, as always, this is only a suggestion :smile.gif:
Could you make an alternative with smaller heads for the baby animals?
Don't know if I'm getting it right, but I don't think that a texture pack CAN modify the size of the baby animal's head, that would be a mod's job. Or can you please explain better your suggestion? :smile.gif:
By saying that goes in /mods/ you mean that it goes inside /Roaming/.minecraft/mods/??
Yeah, that's what I meant :smile.gif:
Hm - tried changing back to the default pack - and they were still invisible - only the 3 pipes from EnergyCoupler however, are invisible, everything else shows fine.
Could it be that Optifine disagrees with the EnergyCoupler? Hmm. Would seem odd though.
Gah - damn textures and their stealthiness :tongue.gif: Still hoping someone else might have a solution to it, that doesn't involve removing Optifine and such :tongue.gif:
Hm - tried changing back to the default pack - and they were still invisible - only the 3 pipes from EnergyCoupler however, are invisible, everything else shows fine.
Could it be that Optifine disagrees with the EnergyCoupler? Hmm. Would seem odd though.
Gah - damn textures and their stealthiness :tongue.gif: Still hoping someone else might have a solution to it, that doesn't involve removing Optifine and such :tongue.gif:
It may sound n00bish and repetitive but, have you tried re-downloading the mod? And, have you tried support with the mod author?
That's a problem on your end, I'm running it fine :biggrin.gif:
I see! That's a shame, but it's definitely understandable (after all, how many animals are there now in the mod? Lions, tigers, cheetahs, panthers, various cats, mice, rats, various fish, sharks, manta rays, dolphins, ogres, deer, horses, bears, polar bears, wargs, werewolves, foxes, turtles, crocodiles, scorpions, ducks, boars, rabbits, various birds...)
Also, what about Twilight Forest? It might not be as popular as a lot of other mods, but quite a few people do use it (like myself xD).
BuildCraft probably has at least as many new blocks/items as Industrial Craft. So I understand if its a time issue.
Twilight Forest only has a few new blocks...but it has a few new mobs as well (more mobs than blocks iirc) (like 7-8 mobs that I can think of)
can someone make an installation vid because im confuse how to do this
THX!!!!!!!!!!!!
EDIT: Found out how to do it but do the vid still because is there someone that still doesnt understand hoe to do it they will have the vid to see how
what program you use to make use of the bump mapping thing so it shows in game?forget this i know how now but i cant change TP because is buggy like said in the GSLS thread but looks awesomeCheck here http://www.eclipse-project.de/forum/index.php It is a forum made by the person who made the industrial craft TP addon. It has a pack for build craft and a few addons :biggrin.gif:
It's on my todolist. I'll try to support it asap.
Twitter: @Sphax84 / @Cubik_Studio
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Retired StaffAlso, can you prioritize adding official GLSL support?, or update this shaders to 2.0?
(http://dl.dropbox.co...hax/shaders.rar) [Of the youtube video of GLSL in first post]
Finally figured out how to install GLSL on 1.0.0 and can't play without having bumpmapping on your delicious texture.
Final note: Check out this awesome mod ( aka please create textures for this mod )
http://www.minecraft...ass-leaves-mod/
I'm having a bit of an issue with a couple of textures - they're invisible.
I'm using the Sphax pack and it's addons, along with Buildcraft, BC AdditionalPipes - and the mod with the invisible textures is the EnergyCoupler mod from IC2 forums.
It adds 3 pipes (wooden-, stone-, golden regulator pipe), and they're invisible when using the texture pack and the addons. (Actually they just turn purple when using the pack itself, and invisible when I add the addons, far as I recall)
Hope someone has a solution for it - I keep losing my regulator pipes since they're invisible :tongue.gif:
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Retired StaffOk, I am assuming that the mod you are talking about has its own textures for the objects it creates.
In my inexpert and highly hypothetical opinion, I think that the mod its looking for images in the Sphax Texture instead of its own .zip or in the minecraft.jar
So what you can do is search for the mentioned images in the .zip file of the mod and try to port them into Sphax Texture.
But of course, its only hypothetical cause I have never tried the mod you mention. Feel free to correct me If I'm mistaken :smile.gif:
The mod in question (EnergyCoupler) does have textures for those regulator pipes, in it's own zip file that goes into /mods/ (the path is like .zip/EnergyCoupler/sprites/ and png's are there)
I'll try messing around with it a bit more, and I'll edit this post once I've tried a couple of different things :smile.gif:
Edit:
Tried putting the 3 textures for the pipes in the bottom right corner of the "block_textures_override.png" in /net/minecraft/src/buildcraft/zeldo/gui/ (in the Sphax pack zip)
Also tried putting the EnergyCoupler files into it so they'd be there as /EnergyCoupler/sprites/ - but still no go - darn textures for the pipes continues to be difficult :tongue.gif:
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Retired StaffBy saying that goes in /mods/ you mean that it goes inside /Roaming/.minecraft/mods/??
Because if the answer to this quesion is yes, then the mod IS NOT loading the images FROM the texture pack, and consequently the source of the problem is external.
My suggestion is:
- Backup.
- Run Minecraft & EnergyCoupler in "Safe Mode" this means, Clean Jar and ONLY the necesary for the mod to load correctly (Without Sphax)
- If this works, we are making progress.
- Install other mods & stuff.
- If this last step messes up with your game, try installing your stuff one by one until you can find the error ( I hope you don't have to do this )
- ????
- Profit!
Looking forward to solving your problem. And, as always, this is only a suggestion :smile.gif:Don't know if I'm getting it right, but I don't think that a texture pack CAN modify the size of the baby animal's head, that would be a mod's job. Or can you please explain better your suggestion? :smile.gif:
Yeah, that's what I meant :smile.gif:
Hm - tried changing back to the default pack - and they were still invisible - only the 3 pipes from EnergyCoupler however, are invisible, everything else shows fine.
Could it be that Optifine disagrees with the EnergyCoupler? Hmm. Would seem odd though.
Gah - damn textures and their stealthiness :tongue.gif: Still hoping someone else might have a solution to it, that doesn't involve removing Optifine and such :tongue.gif:
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Retired StaffIt may sound n00bish and repetitive but, have you tried re-downloading the mod? And, have you tried support with the mod author?
GLSL http://www.minecraftforum.net/topic/120261-v100-glsl-shaders-dof-bump-mapping-waving-wheat-and-more/
new cell shader works great with shax's pureBDcraft. http://daxnitro.wikia.com/wiki/Alternative_Shaders_(Shaders2)
follow instructions its fairly easy.