You're still using 1.7.2, aren't you? That was a minecraft bug that was fixed in 1.7.3. Update, and it shall be resolved.
Ah, the curse of relying on Forge.
Yes, I am using 1.7.2; it's the latest version that Forge supports.
It's a comfort knowing it's already fixed though!
Also, judging by that messed up sand, you're using optifine. I suggest using mcpatcher. If performance is an issue, lower your render distance. My pack is actually meant to be used with a lower render distance, since i was going for a foggy atmosphere, hence the sky.
Either this is an edit, or I'm just so dumb I missed it the first time.
I didn't realize Optifine didn't weight CTMs! So on your advice I went ahead and tried to combine Optifine and MCPatcher. It renders the sand properly when MCPatcher is installed on top of Optifine, but Optifine still steps on renderpass 3 and biome-specific textures somehow... I'll make sure to post on the relevant threads once I figure this out.
I DO wish to continue using Optifine though, because the mipmaps, fog manipulation and antialiasing really do help improve the look of higher res texpacks like yours.
More along the lines of relevant things to you: You have a typo in the splash screen! It's obviously not a major issue, but where the poster advertises the "block-based survival training simulation", it instead says "survial", missing a V.
Ah, the curse of relying on Forge.
Yes, I am using 1.7.2; it's the latest version that Forge supports.
It's a comfort knowing it's already fixed though!
Edit:
Either this is an edit, or I'm just so dumb I missed it the first time.
I didn't realize Optifine didn't weight CTMs! So on your advice I went ahead and tried to combine Optifine and MCPatcher. It renders the sand properly when MCPatcher is installed on top of Optifine, but Optifine still steps on renderpass 3 and biome-specific textures somehow... I'll make sure to post on the relevant threads once I figure this out.
I DO wish to continue using Optifine though, because the mipmaps, fog manipulation and antialiasing really do help improve the look of higher res texpacks like yours.
More along the lines of relevant things to you: You have a typo in the splash screen! It's obviously not a major issue, but where the poster advertises the "block-based survival training simulation", it instead says "survial", missing a V.
Yeah, my pack is meant to be used with a bit of fog. I usually reccomend a lower render distnace, since it helps with performance as well as brings in the fog, but that works too. But vanilla now supports mipmapping and antialiasing as of 1.7.
Mipmapping should have a slider in the video settings, and AA is one of the super secret settings.
A helpful reviewer pointed out that snow was missing. Somehow, the snow texture got a bit messed up and was no longer appearing ingame. I've updated the pack so it works again. So if you download the pack once again, snow will be fixed. That's the only change i've made however, so i'm not too sure it's worth downloading it again just for that, but it's something at least.
Yeah, my pack is meant to be used with a bit of fog. I usually reccomend a lower render distnace, since it helps with performance as well as brings in the fog, but that works too. But vanilla now supports mipmapping and antialiasing as of 1.7.
Mipmapping should have a slider in the video settings, and AA is one of the super secret settings.
I tried dropping the render to 8 instead of 16; it helped with the chunk loading issues I got optifine for to begin with, and to my surprise DID improve the atmosphere. Vanilla mipmap and anisotropy don't seem to work for me for some reason, and I don't like guessing which super secret setting is which, so I just made my graphics drivers do it and it's wonderful.
The ONLY thing I miss is the fog enhancement. I could have fairly nearby Silent Hill-ish fog without a render distance of 2 nearly blinding me.
That snow looks glorious! I'm gonna go redownload now and fire off a Creative world to admire it in!
And just to check, did you catch the bit about the splash screen typo? You said nothing about it, and it's easy to miss, so.
I tried dropping the render to 8 instead of 16; it helped with the chunk loading issues I got optifine for to begin with, and to my surprise DID improve the atmosphere. Vanilla mipmap and anisotropy don't seem to work for me for some reason, and I don't like guessing which super secret setting is which, so I just made my graphics drivers do it and it's wonderful.
The ONLY thing I miss is the fog enhancement. I could have fairly nearby Silent Hill-ish fog without a render distance of 2 nearly blinding me.
That snow looks glorious! I'm gonna go redownload now and fire off a Creative world to admire it in!
And just to check, did you catch the bit about the splash screen typo? You said nothing about it, and it's easy to miss, so.
Well, i'm going to wait until 1.8 is out before doing anything about that one. You seem to have been the first to notice it, so it's probably not a huge issue, and there's a good chance that splash logos won't even be editable after 1.8, so it may be gone forever by then. But if it's still there once 1.8 is around, i'll fix it.
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In other news...
I redid iron bars in a more... fancy style. With vertical ctm as well. Nothing too crazy. No random or repeat mixed in, just plain old 4 tile vertical.
...and there's a good chance that splash logos won't even be editable after 1.8...
Splash logos were made uneditable for 1.7.4, actually. MCPatcher and OptiFine both reverse this. It's definitely really minor, though, as I imagine you've had that since the pack was released, and someone who tried it around v13 is the first to see it.
Those are some very pretty iron bars. I will admit, I prefer actual bars to the chain link fence that's there currently. Makes zombie villager curing chambers look more prison-y.
Is there any chance that you will make a 128x or higher version of the pack?
I've been working on this for 3 years now. I'm not going to start over and redo everything at double the resolution.
Although, with the amount of ctm in my pack, even at 64x a lot of people have to use a lower render distance to run it, which actually improves the look of the pack imo, since the fog is nice and atmospheric, but 128x is actually 4 times the size of 64x, not just double. I don't think even my computer could run it at 4x the size, even though it's rather powerful.
And i don't really like the look of 128x packs. They seem weirdly smooth. No matter how much detail you cram into them, they don't have the right grit. They look horrible at a distance, and too smooth up close.
I'd much rather keep it at 64x and loaded with ctm than bring it up to 128x and have to cut the ctm out to make it possible for computers to be able to run it.
Why haven't you made the regular glass broken like the stained glass?
It has been for quite some time, actually. You must not be using mcpatcher if it's not showing up for you. Regular glass blocks don't support transparency by default like stained glass blocks do, so i had to use betteerglass to add it, which is a mcpatcher feature.
This is what regular glass blocks should look like:
It has been for quite some time, actually. You must not be using mcpatcher if it's not showing up for you. Regular glass blocks don't support transparency by default like stained glass blocks do, so i had to use betteerglass to add it, which is a mcpatcher feature.
It is possible that they had MCPatcher, but had BetterGlass turned off. If I recall correctly, MCPatcher didn't have BetterGlass enabled by default, at least with some older versions. It may also be that they don't have the newest version of MCPatcher.
It is possible that they had MCPatcher, but had BetterGlass turned off. If I recall correctly, MCPatcher didn't have BetterGlass enabled by default, at least with some older versions. It may also be that they don't have the newest version of MCPatcher.
A WIP structure using the magnificent new textures! It will most likely will end up being a museum, but I love the way the glass stained glass has patterns that allow for interesting combination.
Much to my dismay, the server is being delayed due to the fact I had to get a new computer as the other one died before I had fully integrated it into a server.
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"Every man is a moon, and has a dark side which he never shows to anybody."
- Samuel Langhorne Clemens
A WIP structure using the magnificent new textures! It will most likely will end up being a museum, but I love the way the glass stained glass has patterns that allow for interesting combination.
Much to my dismay, the server is being delayed due to the fact I had to get a new computer as the other one died before I had fully integrated it into a server.
You should really use mcpatcher with my pack, since you're missing out on most of the ctm.
Optifine man here myself. You can read back to see what 13thMurder told me, if you like, or you can settle for my tl;dr: Optifine is great for vanilla but MCPatcher is better for this particular texpack, several of Optifine's enhancements have been integrated into vanilla, and AA can be accessed through Super Secret Settings if you can't enable it in your graphics card. A render distance of more than 8 is also unnecessary unless you're creating massive works of art.
I planned to make a whole bunch of textures today since i didn't have to work, but... since i'm in terrible pain right now, this is all i managed.
New brick!
It uses tons of ctm, though i've tried to go a bit smaller. 2x2 repeat ctm, with horizontal ctm support. Basically, each tile of the horizontal ctm uses a 2x2 repeat ctm. The horizontal ctm puts the fancy corners on it. Also, as you can see, the top and bottom of the block use a herringbone pattern. Herringbone looks nice, but i can't imagine it would be strong enough to hold up as a wall.
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Yes, I am using 1.7.2; it's the latest version that Forge supports.
It's a comfort knowing it's already fixed though!
Edit:
Either this is an edit, or I'm just so dumb I missed it the first time.
I didn't realize Optifine didn't weight CTMs! So on your advice I went ahead and tried to combine Optifine and MCPatcher. It renders the sand properly when MCPatcher is installed on top of Optifine, but Optifine still steps on renderpass 3 and biome-specific textures somehow... I'll make sure to post on the relevant threads once I figure this out.
I DO wish to continue using Optifine though, because the mipmaps, fog manipulation and antialiasing really do help improve the look of higher res texpacks like yours.
More along the lines of relevant things to you: You have a typo in the splash screen! It's obviously not a major issue, but where the poster advertises the "block-based survival training simulation", it instead says "survial", missing a V.
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Retired StaffYeah, my pack is meant to be used with a bit of fog. I usually reccomend a lower render distnace, since it helps with performance as well as brings in the fog, but that works too. But vanilla now supports mipmapping and antialiasing as of 1.7.
Mipmapping should have a slider in the video settings, and AA is one of the super secret settings.
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Retired StaffA helpful reviewer pointed out that snow was missing. Somehow, the snow texture got a bit messed up and was no longer appearing ingame. I've updated the pack so it works again. So if you download the pack once again, snow will be fixed. That's the only change i've made however, so i'm not too sure it's worth downloading it again just for that, but it's something at least.
I tried dropping the render to 8 instead of 16; it helped with the chunk loading issues I got optifine for to begin with, and to my surprise DID improve the atmosphere. Vanilla mipmap and anisotropy don't seem to work for me for some reason, and I don't like guessing which super secret setting is which, so I just made my graphics drivers do it and it's wonderful.
The ONLY thing I miss is the fog enhancement. I could have fairly nearby Silent Hill-ish fog without a render distance of 2 nearly blinding me.
That snow looks glorious! I'm gonna go redownload now and fire off a Creative world to admire it in!
And just to check, did you catch the bit about the splash screen typo? You said nothing about it, and it's easy to miss, so.
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Retired StaffWell, i'm going to wait until 1.8 is out before doing anything about that one. You seem to have been the first to notice it, so it's probably not a huge issue, and there's a good chance that splash logos won't even be editable after 1.8, so it may be gone forever by then. But if it's still there once 1.8 is around, i'll fix it.
===========
In other news...
I redid iron bars in a more... fancy style. With vertical ctm as well. Nothing too crazy. No random or repeat mixed in, just plain old 4 tile vertical.
Splash logos were made uneditable for 1.7.4, actually. MCPatcher and OptiFine both reverse this. It's definitely really minor, though, as I imagine you've had that since the pack was released, and someone who tried it around v13 is the first to see it.
Those are some very pretty iron bars. I will admit, I prefer actual bars to the chain link fence that's there currently. Makes zombie villager curing chambers look more prison-y.
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Retired StaffI've been working on this for 3 years now. I'm not going to start over and redo everything at double the resolution.
Although, with the amount of ctm in my pack, even at 64x a lot of people have to use a lower render distance to run it, which actually improves the look of the pack imo, since the fog is nice and atmospheric, but 128x is actually 4 times the size of 64x, not just double. I don't think even my computer could run it at 4x the size, even though it's rather powerful.
And i don't really like the look of 128x packs. They seem weirdly smooth. No matter how much detail you cram into them, they don't have the right grit. They look horrible at a distance, and too smooth up close.
I'd much rather keep it at 64x and loaded with ctm than bring it up to 128x and have to cut the ctm out to make it possible for computers to be able to run it.
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Curse PremiumIs there any chance you have 16 GB of RAM with an i7 Quad Core?
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Retired Staff8GB ram and a unlocked i5, actually. But that's just one step below...
Edit: Oh... you were quoting him. Why did this send ME a quote notification?
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Retired StaffIt has been for quite some time, actually. You must not be using mcpatcher if it's not showing up for you. Regular glass blocks don't support transparency by default like stained glass blocks do, so i had to use betteerglass to add it, which is a mcpatcher feature.
This is what regular glass blocks should look like:
It is possible that they had MCPatcher, but had BetterGlass turned off. If I recall correctly, MCPatcher didn't have BetterGlass enabled by default, at least with some older versions. It may also be that they don't have the newest version of MCPatcher.
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Curse PremiumRegardless, nice build.
I'm running 6GB of DDR3 RAM with a i5 3337U Dual Core.
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Retired StaffOptifine's ctm support is VERY limited. Use mcpatcher to see my pack the way it's meant to be.
Much to my dismay, the server is being delayed due to the fact I had to get a new computer as the other one died before I had fully integrated it into a server.
- Samuel Langhorne Clemens
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Retired StaffYou should really use mcpatcher with my pack, since you're missing out on most of the ctm.
Optifine man here myself. You can read back to see what 13thMurder told me, if you like, or you can settle for my tl;dr: Optifine is great for vanilla but MCPatcher is better for this particular texpack, several of Optifine's enhancements have been integrated into vanilla, and AA can be accessed through Super Secret Settings if you can't enable it in your graphics card. A render distance of more than 8 is also unnecessary unless you're creating massive works of art.
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Retired StaffNew brick!
It uses tons of ctm, though i've tried to go a bit smaller. 2x2 repeat ctm, with horizontal ctm support. Basically, each tile of the horizontal ctm uses a 2x2 repeat ctm. The horizontal ctm puts the fancy corners on it. Also, as you can see, the top and bottom of the block use a herringbone pattern. Herringbone looks nice, but i can't imagine it would be strong enough to hold up as a wall.