Theres a problem with my setup. The lava is Pink and the fire is pink at the bottom with black outlines around the object on fire (grass mobs etc) If you get really close they look kindof what they are suposed to.
i took a screenshot but I have no idea how to add it to this thread.
Theres a problem with my setup. The lava is Pink and the fire is pink at the bottom with black outlines around the object on fire (grass mobs etc) If you get really close they look kindof what they are suposed to.
i took a screenshot but I have no idea how to add it to this thread.
Use MCpatcher or Optifine to make it work properly. Information on MCpatcher is in the sticky in this subforum.
This looks like an enhanced Faithful32x texture pack
Most of the Faithful packs use textures that looks upscaled. I think cferril hit much closer to the mark by doing textures that has the same color tones, but for example have a clean rock and dirt without granulation. It is my favorite pack, even if I have to use the 64 px version due to speed.
Are there any mod or mod pack patches for it, like Tekkit? I would much appreciate it if there was. And I would be requesting both Tekkit Classic and Tekkit Lite.
HOLY CRAP THIS IS FRICKIN NICE!!! Please keep up the good work
I have been actively working on the new update for weeks, This next update is pretty huge.
There have been a lot of issues with texturepacks recently with these snapshots so I have been reluctant to make a release until these things calm down, as of the latest snapshot custom animations on blocks are broken
I'm very happy in mojang changing to this new format, I just hope they can get some performance with 256x texturepacks because as of right now the pack is unplayable without MCpatcher as it was before. But alot of the update I have been working on is more extensive CTM support and I decided the best place to put it to use is on the trees and the result is fantastic!
Here is a screenshot of the next version, some of the new items are shown, I decided to make the redstone block tileable I really like this because now you can use it as a flooring
Also ctm gravel has been added as well as snow, and the sidegrass has been improved.
I will be ready for 1.5, If mojang can get a working snapshot out that fixes this horrible bug https://mojang.atlassian.net/browse/MC-10355 I may release the pack this weekend we'll see.
would love too see more bumpmapping support and maybe parralax occusion further down the line as the pack updates
I would also like to see, that mod actually work properly.... Until they fix the lighting issuses in caves that particular shader is broken.
Which according to daxnitro would take a whole rewrite of the lighting engine, so yah I had support for bumpmapping in the past and it was just too buggy and a waste of my development time.
Misa agrees with this as well, her and I were two of the first people to jump on the bumpmapping bandwagon, hell I was the one who fixed the glitch in the shader for 256x packs in the beginning.
But it is just too buggy, torches don't provide specular light, which to me would be the whole point....
Maybe when mojang rewrites the renderer like they plan on doing it will be fixed, but until then I'm not going to be doing anything with it, you can try the bumpmaps I have up already and see how broken it is for yourself, caves walls being as bright as day looks very bad.
Also performance and memory wise, ctm and animated textures give much more bang for their buck and is compatible for more people, so my time is better spent with CTM.
This is an absolutely Brilliant Texture Pack. I just have one problem. The Chests and Inventory Screens have very little contrast with the items so no definite outline can be seen. Diamonds look distorted to me because part of their texture blends in. idk how to fix but I can't find a tone for the inventory background. Maybe work on the outlines?
Been using this pack since 1.1 and it is just stunning. I've tried others, but I always come back to this one. I'm very lucky in that I am able to use the 256x version on my machine without issue.
The bug checks out as fixed as of 13w09c *crosses fingers*
I did an unstitch of your 1.4 pack to continue playing with it because Minecraft just feels wrong without it by now. Keep up the good work, I am very much looking forward to it.
I have been actively working on the new update for weeks, This next update is pretty huge.
There have been a lot of issues with texturepacks recently with these snapshots so I have been reluctant to make a release until these things calm down, as of the latest snapshot custom animations on blocks are broken
Snapshot 13w09a note: Starting from this snapshot, in order to have an animated texture, this animation definition text file is mandatory.
Any sheet image can be animated by placing additional frames of animation in the same image in y-axis slots. The default behavior will be that, at 10 updates per second (100 ms per frame), the game will copy the next slot into the active texture. Once the bottom of the sheet image is reached, the game will start over from the topmost slot again. For example, to create a block texture that quickly flips between two 16x16 images, place them above each other in a 16x32 sheet image.
It will be possible to customize the duration and selection of which frames to use. For example you may want to "ping-pong" the animation (using frames 1-2-3-2-1) instead of looping it (1-2-3-1-2-3). This will be done by creating a text file with the same name as the sheet image (such as "dirt.txt" for "dirt.png") and specifying which frame indices the game should pick when it's ticked.
The format of the animation file is simply numbers specifying which frames to pick (indices start from 0), separated by either commas or new lines. For example, if you would want to ping-pong an animation that has 4 frames, the contents of text file would look like this:
0,1,2,3,2,1
... or like this:
0
1
2
3
2
1
To make the animation slower than 10 updates per second, the animation file can be specified to keep the frame for any number of ticks using an asterisk and the number of ticks to keep it. For example, to make the animation above four times slower, the file would look like this:
0*4,1*4,2*4,3*4,2*4,1*4
The water, lava, and lava_flow textures all have default text files which must be overwritten if you have an animation that varies from the default length of 32 frames for water and 16 frames for lava.
That post was from the 28th swiftykitty, it was a bug that has since been fixed.It was a problem with that specific snapshot animations besides the basic ones were just flat out broken.
Each snapshot has had it's issues, even currently MCpatcher is broken with the 1.5 pre-release so yah I pretty much rolled back to an older version for a few days and kept working. I've been playing around with ctm biome stuff.
That post was from the 28th swiftykitty, it was a bug that has since been fixed.It was a problem with that specific snapshot animations besides the basic ones were just flat out broken.
Each snapshot has had it's issues, even currently MCpatcher is broken with the 1.5 pre-release so yah I pretty much rolled back to an older version for a few days and kept working. I've been playing around with ctm biome stuff.
I am sorry if I offended you. I meant nothing but to try to help out as a kind friend would do. I also am a big fan of your texture pack.
Finally 1.5 update is here, there are LOADS of changes. Please report any bugs as there are bound to be with the switch to the new format.
I tested as much as I could without trying to eat too much time.
There are a lot of changes, and I probably missed some in the change log but these are the changes I've been working on for the past 2 months, there are a lot of hours in this especially with the new CTM trees and lava but I feel like the result is pretty awesome.
thx to lolfood fo rtelling me to go here
i took a screenshot but I have no idea how to add it to this thread.
Use MCpatcher or Optifine to make it work properly. Information on MCpatcher is in the sticky in this subforum.
Most of the Faithful packs use textures that looks upscaled. I think cferril hit much closer to the mark by doing textures that has the same color tones, but for example have a clean rock and dirt without granulation. It is my favorite pack, even if I have to use the 64 px version due to speed.
I have been actively working on the new update for weeks, This next update is pretty huge.
There have been a lot of issues with texturepacks recently with these snapshots so I have been reluctant to make a release until these things calm down, as of the latest snapshot custom animations on blocks are broken
I'm very happy in mojang changing to this new format, I just hope they can get some performance with 256x texturepacks because as of right now the pack is unplayable without MCpatcher as it was before. But alot of the update I have been working on is more extensive CTM support and I decided the best place to put it to use is on the trees and the result is fantastic!
Here is a screenshot of the next version, some of the new items are shown, I decided to make the redstone block tileable I really like this because now you can use it as a flooring
Also ctm gravel has been added as well as snow, and the sidegrass has been improved.
I will be ready for 1.5, If mojang can get a working snapshot out that fixes this horrible bug https://mojang.atlassian.net/browse/MC-10355 I may release the pack this weekend we'll see.
I would also like to see, that mod actually work properly.... Until they fix the lighting issuses in caves that particular shader is broken.
Which according to daxnitro would take a whole rewrite of the lighting engine, so yah I had support for bumpmapping in the past and it was just too buggy and a waste of my development time.
Misa agrees with this as well, her and I were two of the first people to jump on the bumpmapping bandwagon, hell I was the one who fixed the glitch in the shader for 256x packs in the beginning.
But it is just too buggy, torches don't provide specular light, which to me would be the whole point....
Maybe when mojang rewrites the renderer like they plan on doing it will be fixed, but until then I'm not going to be doing anything with it, you can try the bumpmaps I have up already and see how broken it is for yourself, caves walls being as bright as day looks very bad.
Also performance and memory wise, ctm and animated textures give much more bang for their buck and is compatible for more people, so my time is better spent with CTM.
Can't wait for the new 1.5 release
I did an unstitch of your 1.4 pack to continue playing with it because Minecraft just feels wrong without it by now. Keep up the good work, I am very much looking forward to it.
Snapshot 13w09a note: Starting from this snapshot, in order to have an animated texture, this animation definition text file is mandatory.
Any sheet image can be animated by placing additional frames of animation in the same image in y-axis slots. The default behavior will be that, at 10 updates per second (100 ms per frame), the game will copy the next slot into the active texture. Once the bottom of the sheet image is reached, the game will start over from the topmost slot again. For example, to create a block texture that quickly flips between two 16x16 images, place them above each other in a 16x32 sheet image.
It will be possible to customize the duration and selection of which frames to use. For example you may want to "ping-pong" the animation (using frames 1-2-3-2-1) instead of looping it (1-2-3-1-2-3). This will be done by creating a text file with the same name as the sheet image (such as "dirt.txt" for "dirt.png") and specifying which frame indices the game should pick when it's ticked.
The format of the animation file is simply numbers specifying which frames to pick (indices start from 0), separated by either commas or new lines. For example, if you would want to ping-pong an animation that has 4 frames, the contents of text file would look like this:
0,1,2,3,2,1
0
1
2
3
2
1
0*4,1*4,2*4,3*4,2*4,1*4
*Text taken from www.minecraftwiki.net/wiki/texture_packs with slight adjustments to the text to allow it to make more sense in this context.
Hope this help!
EDITED: To fix a spelling derp
Each snapshot has had it's issues, even currently MCpatcher is broken with the 1.5 pre-release so yah I pretty much rolled back to an older version for a few days and kept working. I've been playing around with ctm biome stuff.
I am sorry if I offended you. I meant nothing but to try to help out as a kind friend would do. I also am a big fan of your texture pack.
I tested as much as I could without trying to eat too much time.
There are a lot of changes, and I probably missed some in the change log but these are the changes I've been working on for the past 2 months, there are a lot of hours in this especially with the new CTM trees and lava but I feel like the result is pretty awesome.
Enjoy and happy st patties day!