Having a problem with the Enchanting Table. When I open it up the Font's are all off. This was only in 1.7.4 If i switch back to 1.7.2, then there are no problems.
It was updated to work with the snapshot in which they changed how enchanting was done. My assumption is that is why there are issues. My apologies, but it'll stay that way until the next major update is released. (1.8?)
I am using the Faerielight Resourcepack with Biomes 'O Plenty, but when I look in the resourcepacks option in Minecraft, it isn't there. I placed the resourcepack in my resourcepacks file, but it doesn't show up. I believe that the resolution may be too high. I need the 128x128, and I think the only download for the Biomes 'O Plenty Faerielight is 256x256. Anywhere I can get the 128x version?
I am using the Faerielight Resourcepack with Biomes 'O Plenty, but when I look in the resourcepacks option in Minecraft, it isn't there. I placed the resourcepack in my resourcepacks file, but it doesn't show up. I believe that the resolution may be too high. I need the 128x128, and I think the only download for the Biomes 'O Plenty Faerielight is 256x256. Anywhere I can get the 128x version?
Now, I quote the instructions provided in the initial post:
"To Install :
Unzip this zip to a folder on your computer. Then download the Universal .jar for the Biomes O Plenty Mod.
Follow all instructions to install that mod. Then go to your mods folder. Open the Biomes O Plenty .jar file using a zip program, 7zip is free and works just fine.
You should see a bunch of folders and .info, .mcmeta, and .properties files
This works wonderfully, but I was looking for another way as well. Is there any way that it will work in the 'resourcepacks' file. I can get the original option to work, just looking for other options also.
This works wonderfully, but I was looking for another way as well. Is there any way that it will work in the 'resourcepacks' file. I can get the original option to work, just looking for other options also.
The way this works is thus: Minecraft on it's own has it's default textures and other resources such as sounds. Placing a resource pack into the folder and adding it will override everything in order bottom-up. So the lowest resource pack is loaded first, then the next overrides anything it needs to that's in the pack below, and so on. Say both packs change the Bricks texture, but one changes the grass and the other changes stone. Putting them both in, the one higher on the list will be the one that changes bricks, but you'll still get both the grass and stone from both. Weird I know, but it's familiar to me due to having worked with plug-ins for Escape Velocity. Regardless, this ONLY applies to default textures, sounds and other resources.
Mods on the other hand, add non-default resources to the game that override anything else they are designed to. Most will just add more blocks and such, but none are - to the best of my knowledge - able to look at the resource pack folder for alternate resources such as textures and sounds. This is a glaring problem with how Minecraft itself is made. Mojang needs to make it completely modular and stop wasting time adding useless crap that mods already do better. Regardless, mods are coded to look at their own internal resources and ignore default Minecraft resources, which includes non-default resource packs. It's simply not possible, or mod developers don't know how or aren't doing it. Not sure which.
Hi, I'm new here. Been lurking around the forums for months but finally decided to register since I felt like I might have something useful to contribute. I really have no idea on the inner working of Minecraft or how it handles resource packs but I can confirm that the biomesoplenty textures can be added to the faerielight resource pack and seem to work just fine. All I did was drop the biomesoplenty folder from the mod pack into the assets folder of the faerielight resource pack. I've been running it this way for weeks and so far haven't noticed any missing or incorrect textures in-game. I am running Minecraft 1.7.2 with Forge. This also worked for me in the past with ChickeBones ender storage and chunk loader mods on 1.6.4. I would be interested to know if this works for all mods or if it's kind of a hit or miss thing.
Also, wanted to say thanks to Develsaa for the awesome resource pack. It is by far my favorite!
Thank you for your input =) I do have mod support in the assets folder so that makes sense. Thank you also for your compliment. I believe his question was more geared towards having the textures load separately than in my texturepack, but maybe not!
I just wanted to add to the chorus saying that I am just blown away by this texture pack. I've tried nearly a dozen now, and the attention to detail in this one really stands out. I love what you've done with the redstone comparators...the sparkly stuff when using bonemeal...the weapons look fantastic, too!
(Although I might second a vote for prettier fonts!)
Hi Develsaa, those screenshots you posted on the SEUS Shader thread are beautiful man.
I have to admit, I use your Biomes O'Plenty add-on resource pack. Sadly there is a reason I don't use the full Faerielight pack, it's because of the maps. When it rains with SEUS installed, everything gets wet, but with Faerielight installed, every looks like a mirror, it makes it impossible to play because you can't see any blocks as they reflect everything. See what I mean:
Faerielight Resource Pack + SEUS
Chroma Hills Resource Pack + SEUS
I keep checking on your thread every couple of weeks to see it's been updated, I really hope Faerielight gets some new maps soon, would love to use it
Thank you, but I am not sure sure how to fix what you mean.. What maps? Or rather what would I need to do to fix it so it doesn't do that. Now for me, when it rains using Seus it does not do that, but I am using Seus Standard.
Hi Develsaa, those screenshots you posted on the SEUS Shader thread are beautiful man.
I have to admit, I use your Biomes O'Plenty add-on resource pack. Sadly there is a reason I don't use the full Faerielight pack, it's because of the maps. When it rains with SEUS installed, everything gets wet, but with Faerielight installed, every looks like a mirror, it makes it impossible to play because you can't see any blocks as they reflect everything. See what I mean:
Faerielight Resource Pack + SEUS
Chroma Hills Resource Pack + SEUS
I keep checking on your thread every couple of weeks to see it's been updated, I really hope Faerielight gets some new maps soon, would love to use it
Thanks for the screenshots.
Regards
First things first; as with any bug report we need full details on MC version, a list of all mods and their respective versions, the version of SEUS you are running and whether or not you've modified it and how (posting actual code changes helps), along with any other details you feel may be relevant in the sense "it's not vanilla" per se.
Now that that is out of the way, I can only offer my speculation that the pixel/bump mapping is enabled. Faerielight does not have a completed pixel or bump map as of this time. We took the screenshots without that feature. It'll look "as intended" with mapping turned off. If you know anyone who would like to create some pixel and/or bump maps for Faerielight, then please have them contact us. We have a WIP set done by someone else, but at a loss for what to do with them or how to finish them, and the creator has since left Minecraft for some time.
Thank you, but I am not sure sure how to fix what you mean.. What maps? Or rather what would I need to do to fix it so it doesn't do that. Now for me, when it rains using Seus it does not do that, but I am using Seus Standard.
First things first; as with any bug report we need full details on MC version, a list of all mods and their respective versions, the version of SEUS you are running and whether or not you've modified it and how (posting actual code changes helps), along with any other details you feel may be relevant in the sense "it's not vanilla" per se.
Now that that is out of the way, I can only offer my speculation that the pixel/bump mapping is enabled. Faerielight does not have a completed pixel or bump map as of this time. We took the screenshots without that feature. It'll look "as intended" with mapping turned off. If you know anyone who would like to create some pixel and/or bump maps for Faerielight, then please have them contact us. We have a WIP set done by someone else, but at a loss for what to do with them or how to finish them, and the creator has since left Minecraft for some time.
Hi Develsaa and Kailmaruso,
I can certainly ask on the SonicEther website as I know there are some members working on Normal, Spec and Bump maps for use with SEUS, but I'm not sure if they had the intention of making them available, or simply using them with their own resource pack. I'll ask and let you know.
Anyway, I want to apologise if my previous comment made it seem like I was saying, "Only Faerielight causes this issue", that's not the case at all, and I'm sorry if that's how it sounded.
A lot of shaders now incorporate the wet ground/puddles affect when it rains, unfortunately a lot of resource packs just don't have the maps for this and therefore the affect doesn't work correctly, so you get the effect shown in my Faerielight screenshot, whereby the water acts like a solid block, laying on top of surfaces and is perfectly flat which causes the intense reflection like a mirror.
Some packs do however have the necessary bump maps, like Chroma Hills for example, and as you can see from my other screenshot, the effect works correctly and is totally different, much improved.
I was merely saying that I really like Faerielight and I was hoping at some point it would be updated with new maps so when running with shaders such as SEUS, features like the wet ground would work correctly and look great.
It was in no way a bug report with Faerielight as this is a common issue with a lot of resource packs when coupled with a shader, I was just hoping to bring it the authors attention, if it wasn't already, and hoping that an update with new maps might be a possibility at some point.
Also I'm running MC v1.7.2 with Forge, SEUS version 10.1 Ultra DoF, only modifications were minor bug fixes that are recommended and have no relation to any type of maps. For instance, reducing direct sun light intensity and invisible rain particles caused by a simple 1 letter typo in the coding.
Anyway, I will ask on the SE site and report back if anyone is willing to make or knows of maps that you could use.
I can certainly ask on the SonicEther website as I know there are some members working on Normal, Spec and Bump maps for use with SEUS, but I'm not sure if they had the intention of making them available, or simply using them with their own resource pack. I'll ask and let you know.
I want to say I apologise if my comment made it seem like I was saying, "Only Faerielight causes this issue", that's not the case at all. A lot of shaders now incorporate the wet ground/puddles affect when it rains, unfortunately a lot of resource packs just don't have the maps for this, so you get the effect shown in my Faerielight screenshot, the water acts like a solid block, laying on top of surfaces and is perfectly flat which causes the intense reflection like a mirror. Some packs do have the necessary maps, like Chroma Hills, and as you can see the effect is totally different and much improved.
I was merely saying, I really like Faerielight and I was hoping at some point it would be updated with new maps so when running with shaders such as SEUS, features like the wet ground would work correctly and look great.
It was in no way a bug report as this is a common issue with a lot of resource packs when coupled with a shader, I was just hoping to bring it the authors attention if it wasn't already and hoping that an update with new maps might be a possibility at some point.
Also I'm running MC v1.7.2 with Forge, SEUS version 10.1 Ultra DoF, only modifications were minor bug fixes that are recommended and have no relation to any type of maps. For instance, reducing direct sun light intensity and invisible rain particles caused by a simply 1 letter typo in the coding.
Anyway, I will ask on the SE site and report back if anyone is willing to make or knows of maps that you could use.
Regards,
euphoria
Perfectly fine, apologies if I came off as condescending. Neither she nor I were aware of the effect enabling mapping in the shaders would do, let alone what they would look like in her pack and what they are supposed to look like. Develsaa is a pixel-art enthusiast who when first got into Minecraft back in BETA 1.7.3 took one look at LB Photo Realism and said she could do better. And she did. I, as the one who introduced her to MC at the time, became her primary critic and source of inspiration. My own artistic knowledge begins and ends with Claris Works 4 on Mac OS 9.2. Talk about OLD-school, but I knew how to cheat it's limitations and get near Photoshop(of the same generation) levels of detail and functionality. Newer effects like pixel and bump mapping are foreign to us for the most part. I personally haven't seen the maps, but I imagine they are grey-scale topographical interpretations for texture; much the same way grey-scale maps can be used as transparency maps. This is why, if you want it to look like it does in Chroma Hills, we need either a freeware universal set of maps, or someone who knows what they are doing to make them for us.
EDIT: As a token point of interest, I have the default SEUS 10.0 Lite, 10.1 Standard, 10.1 Ultra, and another 10.1 Ultra modified for no waving leaves/grass. I do not see the ocean-like shine on the surfaces of grass and such when it's raining. I am using only MCP, Forge, and Biomes O' Plenty. I'ld like to use Optifine, but last I knew it doesn't allow custom sky and random/biome-specific mobs. If it did, I'ld be using it instead of MCP in a heartbeat. Develsaa has not included any shader mapping at all in her pack. So by default, enabling mapping will likely show sheer smooth surfaces under all conditions. This is likely true for all other packs that have the same 'problem' with mapping shaders in SEUS. Can't map or shade what isn't there after all.
Newer effects like pixel and bump mapping are foreign to us for the most part. I personally haven't seen the maps, but I imagine they are grey-scale topographical interpretations for texture; much the same way grey-scale maps can be used as transparency maps. This is why, if you want it to look like it does in Chroma Hills, we need either a freeware universal set of maps, or someone who knows what they are doing to make them for us.
I'm no expert, but I've dabbled quite a bit in 3D modeling (Blender/Octane, with Gimp for textures). Bump maps aren't quite the same as normal maps; many of the GLSL shader packs technically support normal mapping, but I'm not totally clear on how it's implemented, as it sometimes looks like they discard vector information and interpret normal maps as bump maps.
What Kailmaruso failed to note (Or perhaps was not aware of) is that I have done some of the mapping for it, but then I started changing textures and I have not returned to it. My background is in paint shop pro, photoshop, flash.. etc =) Since there is interest when I find the time, I'd be happy to finish the bump maps, and just add them to my pack, assuming people who use them, would then know what to do with them.
That would be awesome. It seems like there has been more interest in bump/normal/POM mapping lately, maybe because shader packs have started to add support for them (like SEUS 10.1 and some of Chocapic13's recent betas). There are some resource packs that make use of it, but none of them are as beautifully detailed as yours!
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Any thoughts?
InCrypt.
Now, I quote the instructions provided in the initial post:
"To Install :
Unzip this zip to a folder on your computer. Then download the Universal .jar for the Biomes O Plenty Mod.
Follow all instructions to install that mod. Then go to your mods folder. Open the Biomes O Plenty .jar file using a zip program, 7zip is free and works just fine.
You should see a bunch of folders and .info, .mcmeta, and .properties files
assets
biomesoplenty
META-INF
dependancies.info
mcmod.info
pack.mcmeta
version.properties
from there, drag the folder with my textures to the .jar
Replace, Yes to all, if your zip program requires it." - Develsaa
Does this help?
Mods on the other hand, add non-default resources to the game that override anything else they are designed to. Most will just add more blocks and such, but none are - to the best of my knowledge - able to look at the resource pack folder for alternate resources such as textures and sounds. This is a glaring problem with how Minecraft itself is made. Mojang needs to make it completely modular and stop wasting time adding useless crap that mods already do better. Regardless, mods are coded to look at their own internal resources and ignore default Minecraft resources, which includes non-default resource packs. It's simply not possible, or mod developers don't know how or aren't doing it. Not sure which.
Also, wanted to say thanks to Develsaa for the awesome resource pack. It is by far my favorite!
(Although I might second a vote for prettier fonts!)
I have to admit, I use your Biomes O'Plenty add-on resource pack. Sadly there is a reason I don't use the full Faerielight pack, it's because of the maps. When it rains with SEUS installed, everything gets wet, but with Faerielight installed, every looks like a mirror, it makes it impossible to play because you can't see any blocks as they reflect everything. See what I mean:
Faerielight Resource Pack + SEUS
Chroma Hills Resource Pack + SEUS
I keep checking on your thread every couple of weeks to see it's been updated, I really hope Faerielight gets some new maps soon, would love to use it
Thanks for the screenshots.
Regards
Thank you, but I am not sure sure how to fix what you mean.. What maps? Or rather what would I need to do to fix it so it doesn't do that. Now for me, when it rains using Seus it does not do that, but I am using Seus Standard.
Now that that is out of the way, I can only offer my speculation that the pixel/bump mapping is enabled. Faerielight does not have a completed pixel or bump map as of this time. We took the screenshots without that feature. It'll look "as intended" with mapping turned off. If you know anyone who would like to create some pixel and/or bump maps for Faerielight, then please have them contact us. We have a WIP set done by someone else, but at a loss for what to do with them or how to finish them, and the creator has since left Minecraft for some time.
Hi Develsaa and Kailmaruso,
I can certainly ask on the SonicEther website as I know there are some members working on Normal, Spec and Bump maps for use with SEUS, but I'm not sure if they had the intention of making them available, or simply using them with their own resource pack. I'll ask and let you know.
Anyway, I want to apologise if my previous comment made it seem like I was saying, "Only Faerielight causes this issue", that's not the case at all, and I'm sorry if that's how it sounded.
A lot of shaders now incorporate the wet ground/puddles affect when it rains, unfortunately a lot of resource packs just don't have the maps for this and therefore the affect doesn't work correctly, so you get the effect shown in my Faerielight screenshot, whereby the water acts like a solid block, laying on top of surfaces and is perfectly flat which causes the intense reflection like a mirror.
Some packs do however have the necessary bump maps, like Chroma Hills for example, and as you can see from my other screenshot, the effect works correctly and is totally different, much improved.
I was merely saying that I really like Faerielight and I was hoping at some point it would be updated with new maps so when running with shaders such as SEUS, features like the wet ground would work correctly and look great.
It was in no way a bug report with Faerielight as this is a common issue with a lot of resource packs when coupled with a shader, I was just hoping to bring it the authors attention, if it wasn't already, and hoping that an update with new maps might be a possibility at some point.
Also I'm running MC v1.7.2 with Forge, SEUS version 10.1 Ultra DoF, only modifications were minor bug fixes that are recommended and have no relation to any type of maps. For instance, reducing direct sun light intensity and invisible rain particles caused by a simple 1 letter typo in the coding.
Anyway, I will ask on the SE site and report back if anyone is willing to make or knows of maps that you could use.
Regards,
euphoria
EDIT: As a token point of interest, I have the default SEUS 10.0 Lite, 10.1 Standard, 10.1 Ultra, and another 10.1 Ultra modified for no waving leaves/grass. I do not see the ocean-like shine on the surfaces of grass and such when it's raining. I am using only MCP, Forge, and Biomes O' Plenty. I'ld like to use Optifine, but last I knew it doesn't allow custom sky and random/biome-specific mobs. If it did, I'ld be using it instead of MCP in a heartbeat. Develsaa has not included any shader mapping at all in her pack. So by default, enabling mapping will likely show sheer smooth surfaces under all conditions. This is likely true for all other packs that have the same 'problem' with mapping shaders in SEUS. Can't map or shade what isn't there after all.
I'm no expert, but I've dabbled quite a bit in 3D modeling (Blender/Octane, with Gimp for textures). Bump maps aren't quite the same as normal maps; many of the GLSL shader packs technically support normal mapping, but I'm not totally clear on how it's implemented, as it sometimes looks like they discard vector information and interpret normal maps as bump maps.
In any case, there are free filters out there for both Photoshop and Gimp that can produce normal maps from color maps alone:
Photoshop: https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
Gimp: https://code.google.com/p/gimp-normalmap/downloads/list
Here's a basic tutorial on creating normal maps using filters (and manually): http://www.minecraftforum.net/topic/1671950-the-designers-guide-to-bump-mapping-quick-fix-for-16/
Some of the info is a little out-of-date, but it's still useful. I'd love to see some normal mapping added to Faerielight!