Dinnerbone just posted to twitter a link for a tool to convert existing texture packs to the new format that 1.5 will use with each texture in it's own file.
Texture-pack authors! Here's a handy tool that I wrote to try to turn your packs to a 1.5 format. Helps to prepare!
Looks like we have a bit of work cut out for us. Need to decide if I want to bother cutting my .xcf files into parts or just copy and paste the tiles out...
Looks like we have a bit of work cut out for us. Need to decide if I want to bother cutting my .xcf files into parts or just copy and paste the tiles out...
I say copy and paste, it is what I will do. I hate that it doesn't keep parts of the same block together, now beds have 6 textures.
I'm kinda hoping they eventually take things like the bed and other oddly shaped blocks and set them up the way the chests are with the entire skin in one file. (I figure if they don't someone else will when the API arrives.)
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
I like the program, but It will be a pain on getting the animations to work for 1.5.
Actually, I wouldn't be surprised if you could take existing (image strip) animations and rename them to the file of the block they're supposed to animate and them just working. Well, that is just a plain animation, not sure if they have implemented changing the duration of frames, or even for the entire animation, that may be the biggest pain....
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Actually, I wouldn't be surprised if you could take existing (image strip) animations and rename them to the file of the block they're supposed to animate and them just working. Well, that is just a plain animation, not sure if they have implemented changing the duration of frames, or even for the entire animation, that may be the biggest pain....
If anything we can be pretty sure that they will make it easier at some point if not right away. Mojang consistently surprises me with how much they change things to make things easier for modders/texture designers to stick with their opensource mind frame.
A lot of games talk the talk but don't walk the walk heh
I am confused, i dont know if its just my system set up or not... but how to i get the "unstitcher.jar" to recognize the texturepack and convert..
Well first off, open the jar file with java, it should bring up a menu telling you to select a texture pack to convert and it will allow you to browse to where your texture pack is if it's not in minecraft's texture pack folder, which it opens by default. If you've done that and it you can't find your pack, make sure your pack is zipped (in the .zip format) because that's what format the unstitcher requires as far as I can tell.
Well first off, open the jar file with java, it should bring up a menu telling you to select a texture pack to convert and it will allow you to browse to where your texture pack is if it's not in minecraft's texture pack folder, which it opens by default. If you've done that and it you can't find your pack, make sure your pack is zipped (in the .zip format) because that's what format the unstitcher requires as far as I can tell.
Also, I think it should be noted that the unstitcher.jar might need to be located in your /.minecraft/bin folder (along side your minecraft.jar) in order for it to work. I tried it from my downloads and texturepacks folder and it didn't work, but then it worked correctly when I put it in my bin folder.
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Also, I think it should be noted that the unstitcher.jar might need to be located in your /.minecraft/bin folder (along side your minecraft.jar) in order for it to work. I tried it from my downloads and texturepacks folder and it didn't work, but then it worked correctly when I put it in my bin folder.
I have a dedicated Minecraft folder (separate from .minecraft) and it ran just fine from there. Thought you'd like to know.
I'm seriously hoping that there's a long term benefit to this change, because having each image as its own file is a serious pain in the rear, imo. Don't fail me now Dinnerbone!
I have a dedicated Minecraft folder (separate from .minecraft) and it ran just fine from there. Thought you'd like to know.
I'm seriously hoping that there's a long term benefit to this change, because having each image as its own file is a serious pain in the rear, imo. Don't fail me now Dinnerbone!
I can honestly see nothing but good from this as it removed a large majority of limitations that the old design created opening up way more things we can do along with modders to expand things even farther. It also makes things run smoother as the files themselves will only be loaded if needed which will clear up resources for things that in the past would have been impossible due to memory issues.
I can honestly see nothing but good from this as it removed a large majority of limitations that the old design created opening up way more things we can do along with modders to expand things even farther. It also makes things run smoother as the files themselves will only be loaded if needed which will clear up resources for things that in the past would have been impossible due to memory issues.
One bad thing is that it makes comparing textures side by side very difficult so it's a lot harder to keep your textures consistent with each other. It's also going to break all of our CTM property files which is gonna take a fair while to fix for those who have plenty of CTM in their texture packs...
One bad thing is that it makes comparing textures side by side very difficult so it's a lot harder to keep your textures consistent with each other. It's also going to break all of our CTM property files which is gonna take a fair while to fix for those who have plenty of CTM in their texture packs...
I can see the CTM thing I haven't gotten to far into that. I also don't understand the other part because I do every texture in a single file in Illustrator 1024x1024 then import them into a terrain file that is sized for the size texture pack I need in Photoshop then exported as a png. I just never thought of the comparing textures outside of the game would be convenient but that's probably just the way I do it and am used to only working on single files where you guys are used to working in the terrain file.
Although if there is one thing watching and speaking with you guys is you all are really smart and effective so I am sure as a community everyone will adapt and find new effective ways of accomplishing what you need.
I can see the CTM thing I haven't gotten to far into that. I also don't understand the other part because I do every texture in a single file in Illustrator 1024x1024 then import them into a terrain file that is sized for the size texture pack I need in Photoshop then exported as a png. I just never thought of the comparing textures outside of the game would be convenient but that's probably just the way I do it and am used to only working on single files where you guys are used to working in the terrain file.
Although if there is one thing watching and speaking with you guys is you all are really smart and effective so I am sure as a community everyone will adapt and find new effective ways of accomplishing what you need.
What I mean is that it's hard to keep your style consistent and make sure that the colours of each texture work well together if you can't see them all on one sheet and you just work on them individually. That might just be a personal thing though.
What I mean is that it's hard to keep your style consistent and make sure that the colours of each texture work well together if you can't see them all on one sheet and you just work on them individually. That might just be a personal thing though.
A palette for the entire terrain will now be harder to do (well, unless you decide before hand and index a file with those colors and use that for every image), although as a side effect is does mean that you will be able to per-block palettes much easier, and also you will more easily be able to index those to make the files to make them smaller while not needing to reduce the colors (like how default has way too many un-needed colors), or worry about the indexing while working on new blocks.
Also, maybe someone can make a restitcher.jar with Dinnerbone's unstitcher.jar so pack makers could travel back and forth freely (to an extent) relatively easily, so they can work with textures together like we can now.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
What I mean is that it's hard to keep your style consistent and make sure that the colours of each texture work well together if you can't see them all on one sheet and you just work on them individually. That might just be a personal thing though.
A palette for the entire terrain will now be harder to do (well, unless you decide before hand and index a file with those colors and use that for every image), although as a side effect is does mean that you will be able to per-block palettes much easier, and also you will more easily be able to index those to make the files to make them smaller while not needing to reduce the colors (like how default has way too many un-needed colors), or worry about the indexing while working on new blocks.
Also, maybe someone can make a restitcher.jar with Dinnerbone's unstitcher.jar so pack makers could travel back and forth freely (to an extent) relatively easily, so they can work with textures together like we can now.
I'm not sure about paint.net or gimp, since a lot of people use those but with photoshop you can set slices for a files and name them. So you can ultimately work on one file and split them in the program. Not sure if the other programs used have a similar feature. I will check into it.
edit:
In gimp it's called "Guillotine (Image > Transform > Guillotine)." it slices by guide or “Slice” filter (Filters > Web > Slice)
I just attempted working on some blocks for my Definitance pack with the new 1.5 layout, and has anyone considered the problem with all textures for the same large block tiling? If a block occupies more than one space, it has multiple images, but all images must tile together perfectly. Having them in one spot made that easier as the textures were together anyway. Although, I can't think of a way of putting more than one texture in an image without losing the vanilla HD texture compatibility.
Edit: It also occurs to me that with HD textures compatible with vanilla Minecraft, much fewer people who download texture packs will download a patcher, so any features that, by patching there client, they would get automatically, they won't get anymore. If things like CTM, animated textures, custom colours and other features are compatible with a patcher, a lot less people would get those features.
as a matter of fact you can still keep using the terrain file to create the textures and the just use the tool to snip it apart when you add it to the zip file. att least thats a possibility if the programm will be up to date with the current minecraft version.
Did some testing and poking around inside the .jar and there are two files at the top that define all of the tiles to be snipped from the images.
blocks.txt and items.txt
Here is what the start of the blocks.txt looks like:
From what I could see, you can only specify each tile once (listing the same tile several times will result in only the last one being applied)
So it should be possible to keep this tool updated by just updating these text files. (at least till we go over 256 tiles anyway) A fun side effect of this is that you could re-arrange the tiles in whatever order you wanted as long as you update the appropriate file with the new location. (Maybe you want all the wood to actually be next to each other)
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
The unstitcher doesn't work for me. All I get is this:
And nothing else happens. No list of texture packs to select from, and no file choosing window. I've tried running it from the bin, and the texture packs folder, but it still does this same thing.
Converter
The Tweet from Dinnerbone
Looks like we have a bit of work cut out for us. Need to decide if I want to bother cutting my .xcf files into parts or just copy and paste the tiles out...
I say copy and paste, it is what I will do. I hate that it doesn't keep parts of the same block together, now beds have 6 textures.
don't click this link...
Actually, I wouldn't be surprised if you could take existing (image strip) animations and rename them to the file of the block they're supposed to animate and them just working. Well, that is just a plain animation, not sure if they have implemented changing the duration of frames, or even for the entire animation, that may be the biggest pain....
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
If anything we can be pretty sure that they will make it easier at some point if not right away. Mojang consistently surprises me with how much they change things to make things easier for modders/texture designers to stick with their opensource mind frame.
A lot of games talk the talk but don't walk the walk heh
Well first off, open the jar file with java, it should bring up a menu telling you to select a texture pack to convert and it will allow you to browse to where your texture pack is if it's not in minecraft's texture pack folder, which it opens by default. If you've done that and it you can't find your pack, make sure your pack is zipped (in the .zip format) because that's what format the unstitcher requires as far as I can tell.
Also, I think it should be noted that the unstitcher.jar might need to be located in your /.minecraft/bin folder (along side your minecraft.jar) in order for it to work. I tried it from my downloads and texturepacks folder and it didn't work, but then it worked correctly when I put it in my bin folder.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
I'm seriously hoping that there's a long term benefit to this change, because having each image as its own file is a serious pain in the rear, imo.
I can honestly see nothing but good from this as it removed a large majority of limitations that the old design created opening up way more things we can do along with modders to expand things even farther. It also makes things run smoother as the files themselves will only be loaded if needed which will clear up resources for things that in the past would have been impossible due to memory issues.
One bad thing is that it makes comparing textures side by side very difficult so it's a lot harder to keep your textures consistent with each other. It's also going to break all of our CTM property files which is gonna take a fair while to fix for those who have plenty of CTM in their texture packs...
I can see the CTM thing I haven't gotten to far into that. I also don't understand the other part because I do every texture in a single file in Illustrator 1024x1024 then import them into a terrain file that is sized for the size texture pack I need in Photoshop then exported as a png. I just never thought of the comparing textures outside of the game would be convenient but that's probably just the way I do it and am used to only working on single files where you guys are used to working in the terrain file.
Although if there is one thing watching and speaking with you guys is you all are really smart and effective so I am sure as a community everyone will adapt and find new effective ways of accomplishing what you need.
What I mean is that it's hard to keep your style consistent and make sure that the colours of each texture work well together if you can't see them all on one sheet and you just work on them individually. That might just be a personal thing though.
A palette for the entire terrain will now be harder to do (well, unless you decide before hand and index a file with those colors and use that for every image), although as a side effect is does mean that you will be able to per-block palettes much easier, and also you will more easily be able to index those to make the files to make them smaller while not needing to reduce the colors (like how default has way too many un-needed colors), or worry about the indexing while working on new blocks.
Also, maybe someone can make a restitcher.jar with Dinnerbone's unstitcher.jar so pack makers could travel back and forth freely (to an extent) relatively easily, so they can work with textures together like we can now.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
I'm not sure about paint.net or gimp, since a lot of people use those but with photoshop you can set slices for a files and name them. So you can ultimately work on one file and split them in the program. Not sure if the other programs used have a similar feature. I will check into it.
edit:
In gimp it's called "Guillotine (Image > Transform > Guillotine)." it slices by guide or “Slice” filter (Filters > Web > Slice)
In Paint.net it's called Slicing
But will only the terrain be effected? Or items as well?
Edit: It also occurs to me that with HD textures compatible with vanilla Minecraft, much fewer people who download texture packs will download a patcher, so any features that, by patching there client, they would get automatically, they won't get anymore. If things like CTM, animated textures, custom colours and other features are compatible with a patcher, a lot less people would get those features.
"And with that, POW! I'm gone." ---Lord Crump
Did some testing and poking around inside the .jar and there are two files at the top that define all of the tiles to be snipped from the images.
blocks.txt and items.txt
Here is what the start of the blocks.txt looks like:
The format of this is:
column#,row# - filename
From what I could see, you can only specify each tile once (listing the same tile several times will result in only the last one being applied)
So it should be possible to keep this tool updated by just updating these text files. (at least till we go over 256 tiles anyway) A fun side effect of this is that you could re-arrange the tiles in whatever order you wanted as long as you update the appropriate file with the new location. (Maybe you want all the wood to actually be next to each other)
And nothing else happens. No list of texture packs to select from, and no file choosing window. I've tried running it from the bin, and the texture packs folder, but it still does this same thing.