Hi. First off, thanks so much to those who keep this texture pack going. Minecraft really is so much different without it for me, which is why I've gone to frustrating lengths (notably during the 1.6 to 1.7 change) at times to make changes on my end to keep things how I like and have been used to them. I updated to 1.9 not too long back, and there was again things to do to keep it how I wanted, but I figured it out, and for once, I'm current and up to date.
There's just one thing bothering me. The edge of the terrain is not well hidden by the fog anymore (when using OptiFine), which is basically the fog's purpose.
I'd greatly appreciate it ^^ and if not, I'll live o.o;
Great work again to those who continue keeping the texture pack up to date, hosting it, and helping with support like in this thread. That's what's so great about the Minecraft community.
I've tracked this down to the sky box and the two cloud layers.
As the sky layers are added the effect gets worse the more layer you have.
I've adjusted the sky_box.png to pure black fade at the bottom which makes it a little better but as I add the two cloud layers it gets worse, if I remove one of the parallax cloud layers (the red one) it looks better but this does remove a nice cloud effect (tested at 16 render distance).
In the end I darkened both cloud textures and the effect is almost gone completely, on the ground you would not notice this at all but I guess with the Elytra it does look better now.
I'll add them to the pack downloads on the next release but here are the changed files that you can test now to see if you think they look better in the game
Thank you for the time and effort spent tracking this.
I tried those files and it did seem to make the fog less transparent. I'm trying to eliminate the problem entirely if I can, so I actually may do away with all but the first sky on my end. The night still looks just as bad, but I tried doing away with that file and using the default night sky but it became completely Black. I guess I'll leave the night one then.
It's odd how additional files increasingly mess with the transparency of the fog itself though.
I recently installed this texture pack and the fences are just using the wood planks texture. I want it to use the separate textures in the CTM folder.. Anyone know how to fix this?
First off, I've been a user of this resourcepack since 1.7.2, and I absolutely looove it! But, I do have a couple of problems. I visited js-legacy.net to check on the 64x version, and when I hit the 64x upgrade repos link, this is what I get:
The repo is either nonexistent, dead, or the link is wrong.
The other problem is, with your latest John Smith: Legacy 32x for 1.10, the skybox in daytime still looks like it's nighttime. I have OptiFine HD Ultra C2 for 1.10.2, and playing on Minecraft 1.10.2 with LiteLoader, OF and VoxelMap (like the minimap does anything, lol). I do not know if this is intentional, a bug, or something wrong with my downloaded resourcepack.
Other than that, this is all I have to say. I really appreciate the effort you put into this pack, and wish I could find a way to express my appreciation, xD.
Regards,
Kensta
UPDATE: Downloaded the x64 for 1.7 and ran it above the 32x and the skies are fixed for some reason.
Hey, firstly on the current state of the 64x pack, it's almost ready. The Github was taken down late last year. and since I've been working on it offline.
Currently, I'm working on the 1.10 update which if everything goes to plan will be realised mid to late September. In a new thread of its own. Even if the pack isn't completely ready I'll be releasing everything so far at that point.
Hey, firstly on the current state of the 64x pack, it's almost ready. The Github was taken down late last year. and since I've been working on it offline.
Currently, I'm working on the 1.10 update which if everything goes to plan will be realised mid to late September. In a new thread of its own. Even if the pack isn't completely ready I'll be releasing everything so far at that point.
No worries, I was just wondering what happened. About the skybox thing, it was just my ignorance and stupidity that it is only apparent in swamp biomes. Everything works out as it should, I was just looking after the better-detailed items from the 64x pack, lol
No worries, I was just wondering what happened. About the skybox thing, it was just my ignorance and stupidity that it is only apparent in swamp biomes. Everything works out as it should, I was just looking after the better-detailed items from the 64x pack, lol
The swamp sky colour is a custom colour to give the swamp a dark theme.
I love the texture pack, and it's the one I'm using,. I would really really love to see a lighter colored wood though. The jungle and Dark Oak are very similar in color. Other than that, my fave texture pack
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Just needed to drop by and tell you that you have done amazing work with this ressource pack. All the textures, vanilla and IC2 are gorgeous. It was my main pack years back with my best friend.
I was wondering if you had any plan in the future to create shader support(bump map, etc)?
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Wallace : So happy for you.
This may be considered outdated by no regards, but I am wondering if the texture authors still check the forum, if so I had no other way to contact you but I am hosting a small say 10 person private server and am hoping to use the JSTR Universal pack for minecraft 1.5.x this is due to the modpack we're using. I was hoping that the creators and maintainers would be okay with this and could provide me a server download link to put into the server properties file.
I was happy that this resource pack seemed to mesh well with the 100+ mods that I was running, and then I found out there was mod support! I found myself on the GitHub page, and noticed that there are some files that have been uploaded that aren't included in the "release" I guess you could call it, and I was wondering how to add those to the resource pack to load on my computer. I was able to download them from GitHub, (specifically ChocoCraft and Fossils and Archaeology among a few others) and after extracting them, extracting the resource pack folder, and placing them in correct folder within, then zipping it back up, it won't show on my minecraft game when trying to select it. Does anyone know how to fix this? Is there a step I missed, or did I do it completely wrong, as it was total guesswork lol. I'd appreciate any advice, and keep up the amazing work on this resource pack, all you lovely ladies and gents.
I was happy that this resource pack seemed to mesh well with the 100+ mods that I was running, and then I found out there was mod support! I found myself on the GitHub page, and noticed that there are some files that have been uploaded that aren't included in the "release" I guess you could call it, and I was wondering how to add those to the resource pack to load on my computer. I was able to download them from GitHub, (specifically ChocoCraft and Fossils and Archaeology among a few others) and after extracting them, extracting the resource pack folder, and placing them in correct folder within, then zipping it back up, it won't show on my minecraft game when trying to select it. Does anyone know how to fix this? Is there a step I missed, or did I do it completely wrong, as it was total guesswork lol. I'd appreciate any advice, and keep up the amazing work on this resource pack, all you lovely ladies and gents.
Nvm, found a more recent download that included them
I've done some updating to the 1.10 version of the modded repo. Since I'm playing the Hermitpack, I wanted the John Smith graphics updated, starting with Tinker's Construct. I've gotten most of the tools at least showing the main versions correctly. Paper, cactus and bone versions for some haven't been done, but getting the main types done was fairly easy due to the new system they use which creates the variations from a couple of graphics so you don't have to create a bajillion different graphics, one for each part in each material type. The drawback to this is you can't create custom variations for different materials, but that's a small price to pay for getting the graphics updated.
One minor issue I found though, is that the mod creates some of the casting plates on the fly from the graphics supplied for the part. For instance, the excavator head, since the graphic that is used to show the part on the tool once it's built is the same graphic that is used to "punch out" a hole in the casting plate in the smelter table, it's off center for some reason, and when you cast the part, the resulting cast piece is in the center of the table. Not sure why this happens, the default graphics don't do this, the only thing I can think of is that the mod isn't expecting 32x32 graphic files and doesn't center the cast plate graphic properly. So, most of the cast parts will not appear correct in the cast when they are on the table, but will appear correct everywhere else. If someone knows or can figure out why this happens, then please let me know and I'll see if I can fix it. It's not a huge deal as you pretty much grab the cast as soon as it's done, but for those who like everything exact and perfect, it might be bothersome.
I used the old icons graphics file to create some base parts for items that I don't think have ever been done like the battle sign and frypan. These only have the base graphics and don't have many or any modifiers done. Some of the modifiers are new and none of these have been done, like shulking. I left the files from the old icons file in the folders for the ones I created for anyone who wants to continue making new parts.
I've also updated the Industrial Craft 2 graphics, which mostly just needed some cleanup of old outdated files, and renaming of some files and folders, I didn't create anything there that I recall, it was a pretty simple transfer.
I haven't done a pull request on this to add it to the main repo, because of the issues with the Tinker's casting plates, if I get word that isn't a problem I'll do the pull request to have it added to the main repo, but anyone interested in grabbing these and adding them manually to your texture pack, then you can grab the files here https://github.com/DwellerBenthos/JSTR-Modded-1.10.x and integrate them in your current texture pack, just follow the folder structure in the pack, not in the repo download.
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D_B
To tell them how to live is to prevent them living.
This is just simple amazing¨I really love this sourcepack, but! I have mods installed that change the grass color in some locations (liek thaumcraft) which is overwritten by the grasstextures in this package. I am not asking for additional textures, more over I want to know which files within the zip file I need to delete so the grass blocks won't be overwritten with another texture. I would really appreciate it if someone could answer me. I do love the grass textures but it's really bothering me that I can't see color differences caused by thaumcraft
Grass color is controlled by a separate file, it's located in this folder:
assets\minecraft\textures\colormap
and called "grass.png" - I think if you just delete that from the pack, it should go back to using the default, which I guess Thaumcraft over rides somehow? I haven't played a pack with Thaumcraft since Blightfall, and wasn't aware it changed grass color anywhere.
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D_B
To tell them how to live is to prevent them living.
Thank you, I'll try this out and let you know. There are some Obelisks in Thaumcraft, and if you just let them be within your range the grass starts to turn darker and darker till it's black while it expands over time. There are some trees in thaumcraft as well which grow in kinda teal colored bioms, and if you plant one on normal grass the grass surrounding the tree changes it's color to this tealish color as well. There are probably even more things but I am kinda new to thaumcraft as well and still exploring, but those are both things not visible with this package
So I deleted the colormap along with the grass texture since there was no diffrence when only deleting the color map, now my grass looks like this http://666kb.com/i/ddx3rrmgc654c74sg.jpg I don't know if I did something wrong, but on the sides is the color it's supposed to have, and on top it's green, I dunno where this green comes from :/
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I've tracked this down to the sky box and the two cloud layers.
As the sky layers are added the effect gets worse the more layer you have.
I've adjusted the sky_box.png to pure black fade at the bottom which makes it a little better but as I add the two cloud layers it gets worse, if I remove one of the parallax cloud layers (the red one) it looks better but this does remove a nice cloud effect (tested at 16 render distance).
In the end I darkened both cloud textures and the effect is almost gone completely, on the ground you would not notice this at all but I guess with the Elytra it does look better now.
I'll add them to the pack downloads on the next release but here are the changed files that you can test now to see if you think they look better in the game
assets\minecraft\mcpatcher\sky\world0\sky_box.png
assets\minecraft\mcpatcher\sky\world0\sky_clouds.png
assets\minecraft\mcpatcher\sky\world0\sky_clouds1.png
http://www.johnsmithlegacy.co.uk/ - John Smith Legacy for Java Minecraft
Thank you for the time and effort spent tracking this.
I tried those files and it did seem to make the fog less transparent. I'm trying to eliminate the problem entirely if I can, so I actually may do away with all but the first sky on my end. The night still looks just as bad, but I tried doing away with that file and using the default night sky but it became completely Black. I guess I'll leave the night one then.
It's odd how additional files increasingly mess with the transparency of the fog itself though.
I recently installed this texture pack and the fences are just using the wood planks texture. I want it to use the separate textures in the CTM folder.. Anyone know how to fix this?
I want say this : Best resource pack ever made !
love this resource pack so much
it got featured on my weekly minecraft mods review! here's a link if you want to check it out
please keep updating this resource pack
thanks!
Hi!
First off, I've been a user of this resourcepack since 1.7.2, and I absolutely looove it! But, I do have a couple of problems. I visited js-legacy.net to check on the 64x version, and when I hit the 64x upgrade repos link, this is what I get:
The repo is either nonexistent, dead, or the link is wrong.
The other problem is, with your latest John Smith: Legacy 32x for 1.10, the skybox in daytime still looks like it's nighttime. I have OptiFine HD Ultra C2 for 1.10.2, and playing on Minecraft 1.10.2 with LiteLoader, OF and VoxelMap (like the minimap does anything, lol). I do not know if this is intentional, a bug, or something wrong with my downloaded resourcepack.
Other than that, this is all I have to say. I really appreciate the effort you put into this pack, and wish I could find a way to express my appreciation, xD.
Regards,
Kensta
UPDATE: Downloaded the x64 for 1.7 and ran it above the 32x and the skies are fixed for some reason.
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Hey, firstly on the current state of the 64x pack, it's almost ready. The Github was taken down late last year. and since I've been working on it offline.
Currently, I'm working on the 1.10 update which if everything goes to plan will be realised mid to late September. In a new thread of its own. Even if the pack isn't completely ready I'll be releasing everything so far at that point.
No worries, I was just wondering what happened. About the skybox thing, it was just my ignorance and stupidity that it is only apparent in swamp biomes. Everything works out as it should, I was just looking after the better-detailed items from the 64x pack, lol
The swamp sky colour is a custom colour to give the swamp a dark theme.
http://www.johnsmithlegacy.co.uk/ - John Smith Legacy for Java Minecraft
Just curious if anyone has done any textures for the Quark mod? It's like an extended vanilla.
I love the texture pack, and it's the one I'm using,. I would really really love to see a lighter colored wood though. The jungle and Dark Oak are very similar in color. Other than that, my fave texture pack
Just needed to drop by and tell you that you have done amazing work with this ressource pack. All the textures, vanilla and IC2 are gorgeous. It was my main pack years back with my best friend.
I was wondering if you had any plan in the future to create shader support(bump map, etc)?
Wallace : It's amazing what we can do with computers these days.
Scott : Dude! Now I'm reading it!
Wallace : So happy for you.
This may be considered outdated by no regards, but I am wondering if the texture authors still check the forum, if so I had no other way to contact you but I am hosting a small say 10 person private server and am hoping to use the JSTR Universal pack for minecraft 1.5.x this is due to the modpack we're using. I was hoping that the creators and maintainers would be okay with this and could provide me a server download link to put into the server properties file.
Thank you so much
It takes a lot of love and patience to use technology, I find myself relearning this fact on a daily basis -Isaac J Rose-Wenze
I was happy that this resource pack seemed to mesh well with the 100+ mods that I was running, and then I found out there was mod support! I found myself on the GitHub page, and noticed that there are some files that have been uploaded that aren't included in the "release" I guess you could call it, and I was wondering how to add those to the resource pack to load on my computer. I was able to download them from GitHub, (specifically ChocoCraft and Fossils and Archaeology among a few others) and after extracting them, extracting the resource pack folder, and placing them in correct folder within, then zipping it back up, it won't show on my minecraft game when trying to select it. Does anyone know how to fix this? Is there a step I missed, or did I do it completely wrong, as it was total guesswork lol. I'd appreciate any advice, and keep up the amazing work on this resource pack, all you lovely ladies and gents.
Nvm, found a more recent download that included them
I've done some updating to the 1.10 version of the modded repo. Since I'm playing the Hermitpack, I wanted the John Smith graphics updated, starting with Tinker's Construct. I've gotten most of the tools at least showing the main versions correctly. Paper, cactus and bone versions for some haven't been done, but getting the main types done was fairly easy due to the new system they use which creates the variations from a couple of graphics so you don't have to create a bajillion different graphics, one for each part in each material type. The drawback to this is you can't create custom variations for different materials, but that's a small price to pay for getting the graphics updated.
One minor issue I found though, is that the mod creates some of the casting plates on the fly from the graphics supplied for the part. For instance, the excavator head, since the graphic that is used to show the part on the tool once it's built is the same graphic that is used to "punch out" a hole in the casting plate in the smelter table, it's off center for some reason, and when you cast the part, the resulting cast piece is in the center of the table. Not sure why this happens, the default graphics don't do this, the only thing I can think of is that the mod isn't expecting 32x32 graphic files and doesn't center the cast plate graphic properly. So, most of the cast parts will not appear correct in the cast when they are on the table, but will appear correct everywhere else. If someone knows or can figure out why this happens, then please let me know and I'll see if I can fix it. It's not a huge deal as you pretty much grab the cast as soon as it's done, but for those who like everything exact and perfect, it might be bothersome.
I used the old icons graphics file to create some base parts for items that I don't think have ever been done like the battle sign and frypan. These only have the base graphics and don't have many or any modifiers done. Some of the modifiers are new and none of these have been done, like shulking. I left the files from the old icons file in the folders for the ones I created for anyone who wants to continue making new parts.
I've also updated the Industrial Craft 2 graphics, which mostly just needed some cleanup of old outdated files, and renaming of some files and folders, I didn't create anything there that I recall, it was a pretty simple transfer.
I haven't done a pull request on this to add it to the main repo, because of the issues with the Tinker's casting plates, if I get word that isn't a problem I'll do the pull request to have it added to the main repo, but anyone interested in grabbing these and adding them manually to your texture pack, then you can grab the files here https://github.com/DwellerBenthos/JSTR-Modded-1.10.x and integrate them in your current texture pack, just follow the folder structure in the pack, not in the repo download.
D_B
To tell them how to live is to prevent them living.
This is just simple amazing¨I really love this sourcepack, but! I have mods installed that change the grass color in some locations (liek thaumcraft) which is overwritten by the grasstextures in this package. I am not asking for additional textures, more over I want to know which files within the zip file I need to delete so the grass blocks won't be overwritten with another texture. I would really appreciate it if someone could answer me. I do love the grass textures but it's really bothering me that I can't see color differences caused by thaumcraft
Grass color is controlled by a separate file, it's located in this folder:
assets\minecraft\textures\colormap
and called "grass.png" - I think if you just delete that from the pack, it should go back to using the default, which I guess Thaumcraft over rides somehow? I haven't played a pack with Thaumcraft since Blightfall, and wasn't aware it changed grass color anywhere.
D_B
To tell them how to live is to prevent them living.
Thank you, I'll try this out and let you know. There are some Obelisks in Thaumcraft, and if you just let them be within your range the grass starts to turn darker and darker till it's black while it expands over time. There are some trees in thaumcraft as well which grow in kinda teal colored bioms, and if you plant one on normal grass the grass surrounding the tree changes it's color to this tealish color as well. There are probably even more things but I am kinda new to thaumcraft as well and still exploring, but those are both things not visible with this package
So I deleted the colormap along with the grass texture since there was no diffrence when only deleting the color map, now my grass looks like this http://666kb.com/i/ddx3rrmgc654c74sg.jpg
I don't know if I did something wrong, but on the sides is the color it's supposed to have, and on top it's green, I dunno where this green comes from :/