It's been a while so I'm just showing the pack some love! *love love love*
Thank you.
I've been busy with other stuff, but now that MCPatcher seems to be working for 13w07, I guess I should get back to work. Two weeks or so until 1.5 release. I'm going to polish up redstone stuff and get all the new gadgets textured - should be fun.
I have optifine installed in minecraft but when i use the texturepack "MInecraft" does not show up on the menu. Also there are no horizon clouds, no northern star, and no sun rays. Please help
I have optifine installed in minecraft but when i use the texturepack "MInecraft" does not show up on the menu. Also there are no horizon clouds, no northern star, and no sun rays. Please help
The missing MC logo in the main menu is intentional. As for the skies, are you using Optifine's preview version of D3 Ultra? I believe that's currently the only way you can see Custom Skies without MCPatcher.
I'm rally loving this pack, especially all the detail put into the sky and animated bits. You, sir, have earned a biscuit. Two little things I also want to say that I don't think have been said on this thread:
The crafting table doesn't feel like a crafting table. It seems a tad more like a bed-side drawer.
...Could there be more wuss-friendly mobs at some point? :x
Just had to say have been using this (and only this) pack for a while now and no matter how many others i look at none capture the realistic/cartoonistic style that minecraft should have better than yours. Thanks for the work it is truly awesome!
Is there any trick for fixing the lighting issues in this pack? Large chunks of land, particularly on the edges of cliffs, or in dense forest, are pitch black, even with torches sitting right on them.
Is there any trick for fixing the lighting issues in this pack? Large chunks of land, particularly on the edges of cliffs, or in dense forest, are pitch black, even with torches sitting right on them.
Is there any trick for fixing the lighting issues in this pack? Large chunks of land, particularly on the edges of cliffs, or in dense forest, are pitch black, even with torches sitting right on them.
It's probably just MC bugs - nothing to do with my pack. If it is my pack causing it, it might be the custom lightmap, which I'll be getting rid of next update. We'll see if your problem gets fixed then.
Used v25 earlier, but today upgraded to 1.47 minecraft and Inspiration v27. I suppose the varied stones look kind of more interesting, but also more jumbled: http://hakkarainen.k..._wall2.jpg/full
So that's kind of a plus I think. But on minus side I didn't like at all:
- awful menu/gui graphics
- awful font
- missing Minecraft logo
- old texture pack icon replaced with generic one
Luckily I always keep old versions, so remixing them was no big deal, but I find it silly when 'progress' is made to unneccessary directions like that. Otherwise thanks for hard work with the texture pack
I agree with you about the stonebrick looking jumbled and I'm thinking about changing it back to even 32x16 stones, like default. However, I have no idea what you mean about the gui and font being bad. The new gui is so clean and simple. And why do you dislike the font? I spent days designing the characters myself. It's neat and easy to read. There are some spacing issues between some characters, but that's the fault of MCPatcher, not mine. Optifine has much better kerning.
I use Optifine. The new font looks like it's meant to be used in printed books, not computer screens. Kerning sounds like similar stuff too, good for books, bad for games. Also in addition to being vastly more illegible, new font is also smaller. New brown gui seems to have worse contrast with blocks and text, that's why I don't prefer it either.
I like good contrast and clean lines, with v25 I could immediately do whatever I wanted, with v27 I need to concentrate and really look at stuff, thus wasting time and effort :/
Edit: also the drop shadow is way too far away from the text, it looks like everything is doubled.
Edit2: Forgot to ask this, but is there any specific reason many texture pack makers fancy changing the blending of blocks? With default textures ie. stone, stone bricks & stone slabs have same hue and luminousity, so they go well together. But for example in your pack and in many others they often look very different.
I suppose I'll look into the gui. Could be all it needs is a color/brightness change. It's hard to find a color that makes everything visible since there are blocks and items of every color.
The font has to stay for now - I've got more important things to work on. In the future I may increase the size of the characters and see if I can make them bolder. I was going for an old school rpg type font that I saw used in a few games, but since the game doesn't allow varied transparency of pixels on the font sheet, I couldn't make the characters look like I wanted them to.
The 'Crafting' not matching up with the inset word on the banner is the fault of varying render methods between MCPatcher and Optifine. Optifine does its text better, with more even kerning, but I made the text while using MCPatcher. I'll correct it.
As for stone not matching up, in my case that can be attributed to just experimenting and trying to find new styles. Currently the stonebricks and cobble are darker than smooth stone. I plan on changing these some, as lately I've been admiring the way default stone is very unified. Going to try for the same feel on mine by modifying stonebrick some and redoing cobble.
The pack is a WIP, and I'm still learning every day. It's a lot of work, and progress is slow.
Hey Tobiah I love your textures but when I make big builds like castles I still aways go for photo realism texture packs...
Just a bit of feedback regarding to the subtitle 'a texturepack for architects'
<3
Your preference, I guess. I've never seen a 'photo-realism' pack that didn't look like garbage. The textures don't tile well, there's often little depth to them, they have tons of noise, the colors are wonky, and they don't match similar textures in terms of brightness and contrast. Just bad art. I know some of my textures might match this description, but usually they're the ones I haven't touched in ages, since before I got better at this. Hopefully I can get them all worked out and change your habits.
So glad you updated this! Its my current favorite. I hate what they did to the way texture packs work tho. I always edit my terrain png file, and what they have done is going to make it a huge pain in the ****!
What are your thoughts on mod support? Between Tekkit and Feed The Beast there are a lot of mods whose blocks and items could really use some more love in the textural department...
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One World
One PersonOne Pick-Axe
One MASSIVE ZOMBIE SLAYIN' REDSTONE POWERED ADVENTURE!
Thank you.
I've been busy with other stuff, but now that MCPatcher seems to be working for 13w07, I guess I should get back to work. Two weeks or so until 1.5 release. I'm going to polish up redstone stuff and get all the new gadgets textured - should be fun.
I blame Chivalry. LoL
I can't wait to see you work your magic on the new items! Especially hoppers. ^ ^
The missing MC logo in the main menu is intentional. As for the skies, are you using Optifine's preview version of D3 Ultra? I believe that's currently the only way you can see Custom Skies without MCPatcher.
You knew ha. I am ashamed. 700 hours in Chiv since October.
It's probably just MC bugs - nothing to do with my pack. If it is my pack causing it, it might be the custom lightmap, which I'll be getting rid of next update. We'll see if your problem gets fixed then.
I agree with you about the stonebrick looking jumbled and I'm thinking about changing it back to even 32x16 stones, like default. However, I have no idea what you mean about the gui and font being bad. The new gui is so clean and simple. And why do you dislike the font? I spent days designing the characters myself. It's neat and easy to read. There are some spacing issues between some characters, but that's the fault of MCPatcher, not mine. Optifine has much better kerning.
I suppose I'll look into the gui. Could be all it needs is a color/brightness change. It's hard to find a color that makes everything visible since there are blocks and items of every color.
The font has to stay for now - I've got more important things to work on. In the future I may increase the size of the characters and see if I can make them bolder. I was going for an old school rpg type font that I saw used in a few games, but since the game doesn't allow varied transparency of pixels on the font sheet, I couldn't make the characters look like I wanted them to.
The 'Crafting' not matching up with the inset word on the banner is the fault of varying render methods between MCPatcher and Optifine. Optifine does its text better, with more even kerning, but I made the text while using MCPatcher. I'll correct it.
As for stone not matching up, in my case that can be attributed to just experimenting and trying to find new styles. Currently the stonebricks and cobble are darker than smooth stone. I plan on changing these some, as lately I've been admiring the way default stone is very unified. Going to try for the same feel on mine by modifying stonebrick some and redoing cobble.
The pack is a WIP, and I'm still learning every day. It's a lot of work, and progress is slow.
Your preference, I guess. I've never seen a 'photo-realism' pack that didn't look like garbage. The textures don't tile well, there's often little depth to them, they have tons of noise, the colors are wonky, and they don't match similar textures in terms of brightness and contrast. Just bad art. I know some of my textures might match this description, but usually they're the ones I haven't touched in ages, since before I got better at this. Hopefully I can get them all worked out and change your habits.
The actual release broke a lot of my animated textures, so I'm fixing them tonight. Should release it by morning.