You have thus far not included any of the information I have provided! Bad steel!
On a more serious note though, I'd like to help you with this. I can do a bit about HD textures, and I have also done up my own guide to MCPatcher features on a thread that includes such things as how to animate textures, etc that you could link to in those sections
You have thus far not included any of the information I have provided! Bad steel!
On a more serious note though, I'd like to help you with this. I can do a bit about HD textures, and I have also done up my own guide to MCPatcher features on a thread that includes such things as how to animate textures, etc that you could link to in those sections
I think someone mentioned that they were going to do an intensive MC patch guide a few pages back. I'll link to any MC patch guides, but I'm not going to include them in here, because frankly it's just too much information.
Alrighty, should be updated for 1.3+ now. Let me know if I missed anything.
I think someone mentioned that they were going to do an intensive MC patch guide a few pages back. I'll link to any MC patch guides, but I'm not going to include them in here, because frankly it's just too much information.
Where could I find the texture for the item frame in the latest snapshoot. I'm looking at all the .png files but I cant seem to find it. I blame my eyesight.
Where could I find the texture for the item frame in the latest snapshoot. I'm looking at all the .png files but I cant seem to find it. I blame my eyesight.
Thanks in advance.
The frame texture is most likely made either from the plank texture or the art background texture (found on the kz.png). I really don't know, I haven't looked at the latest snapshot yet.
Under the fire/portal/lava/water/custom animations, I've already made a guide that you can simply drop links to under those sections, rather than make a whole new one.
The easiest way to make a customizer is to go to the website below and set one up through their system. There are a few bugs, but overall it gets the job done.
A few notes:
Only windows and mac instructions are given. While it can be assumed that if the user uses Linux they are most likely competent enough to transfer the instructions, Linux instructions could be helpful for some.
I'm curious what the reason is why unusual resolutions such as 48x48 or 9x9 are bad. It seems that part of the guide isn't done yet.
Gimp has a filter "Make Seamless" That will fix basic tiling issues, and is much faster when making detailed textures, which otherwise might be hard to make the shading match up.
A few notes:
Only windows and mac instructions are given. While it can be assumed that if the user uses Linux they are most likely competent enough to transfer the instructions, Linux instructions could be helpful for some.
I'm curious what the reason is why unusual resolutions such as 48x48 or 9x9 are bad. It seems that part of the guide isn't done yet.
Gimp has a filter "Make Seamless" That will fix basic tiling issues, and is much faster when making detailed textures, which otherwise might be hard to make the shading match up.
I don't have Linux, no one I know has linux, so no linux guide, sorry
9x9 or 63x63 is very bad because textures some textures must maintain an exact ratio to fuction correctly. The cactus, for example, will be either see-through on the corners or have overlap on the corners. This is because the model is a specific size, and odd ratios make it so that the textures don't fit the model the way they should. This principle also applies to the flower pot, trip wire, torch, lever, etc.
A few notes:
Only windows and mac instructions are given. While it can be assumed that if the user uses Linux they are most likely competent enough to transfer the instructions, Linux instructions could be helpful for some.
I'm curious what the reason is why unusual resolutions such as 48x48 or 9x9 are bad. It seems that part of the guide isn't done yet.
Gimp has a filter "Make Seamless" That will fix basic tiling issues, and is much faster when making detailed textures, which otherwise might be hard to make the shading match up.
Also, the make seamless filter actually sucks, alot...
It tends to make a repeating diamond pattern when the texture is seen in large amounts.
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"Look, I don't care if your 8 or 20. If you can't take criticism or opinions, then get off the internet." -Stronghold257
A few notes:
Gimp has a filter "Make Seamless" That will fix basic tiling issues, and is much faster when making detailed textures, which otherwise might be hard to make the shading match up.
NEVER USE THAT!
the make seamless feature will make your texture seamless, sure, but it will also destroy it. basically what it does is turns the image insideout and puts it over the base image fading in from the sides. it will make your texture blurry, it will create horrible (but seamless) pattern errors, and will just overall look terrible.
what you must do is make your texture seamless manually. how do you do this?
offset. 'tis a gimp feature under the layers tab. offset by x2/y2, this will essentially turn the image inside out, making the center of the image where the corners were, and the corners where the center was.
the easiest way to work with this is to start drawing your texture from the middle, and don't get too close to the edges. id say leave about 1/8th of the texture undrawn towards each edge. then offset the layer and all of the texture you've drawn so far will be framing the blank center, which you just need to fill in. this will result in a seamless image.
continue offsetting it as you work on it. there are many tools in gimp that help quite a bit. i find that the tilable blur feature is excellent for shading seamlessly, provided you shade like i do... which you probably don't since my method is extremely wrong and only seems to work for me
I actually made a mod/fix for these, most textures, like buttons, pressure plates and so on that use other blocks textures are all redirected to separate .png files. I have support for sandstone, noteblocks, and more.
Here is the tiling tut I wrote.
http://www.minecraftforum.net/topic/1024282-tiling-explained/
On a more serious note though, I'd like to help you with this. I can do a bit about HD textures, and I have also done up my own guide to MCPatcher features on a thread that includes such things as how to animate textures, etc that you could link to in those sections
I think someone mentioned that they were going to do an intensive MC patch guide a few pages back. I'll link to any MC patch guides, but I'm not going to include them in here, because frankly it's just too much information.
That's all I was looking for
Here is the link. It is a work in progress
http://www.minecraftforum.net/topic/1414510-a-texture-artists-guide-to-mcpatchers-features/
Where could I find the texture for the item frame in the latest snapshoot. I'm looking at all the .png files but I cant seem to find it. I blame my eyesight.
Thanks in advance.
The frame texture is most likely made either from the plank texture or the art background texture (found on the kz.png). I really don't know, I haven't looked at the latest snapshot yet.
How to assemble an animation
Water animations
Lava animations
Portal animation
Fire animations
Custom terrain animations
Custom item animations
is it something hard to do?
The easiest way to make a customizer is to go to the website below and set one up through their system. There are a few bugs, but overall it gets the job done.
http://minecraftcustomizer.net/browse
Only windows and mac instructions are given. While it can be assumed that if the user uses Linux they are most likely competent enough to transfer the instructions, Linux instructions could be helpful for some.
I'm curious what the reason is why unusual resolutions such as 48x48 or 9x9 are bad. It seems that part of the guide isn't done yet.
Gimp has a filter "Make Seamless" That will fix basic tiling issues, and is much faster when making detailed textures, which otherwise might be hard to make the shading match up.
I don't have Linux, no one I know has linux, so no linux guide, sorry
9x9 or 63x63 is very bad because textures some textures must maintain an exact ratio to fuction correctly. The cactus, for example, will be either see-through on the corners or have overlap on the corners. This is because the model is a specific size, and odd ratios make it so that the textures don't fit the model the way they should. This principle also applies to the flower pot, trip wire, torch, lever, etc.
Also, the make seamless filter actually sucks, alot...
It tends to make a repeating diamond pattern when the texture is seen in large amounts.
You need to use a more advanced program, like photoshop, gimp, or paint.net. The last 2 are free.
NEVER USE THAT!
the make seamless feature will make your texture seamless, sure, but it will also destroy it. basically what it does is turns the image insideout and puts it over the base image fading in from the sides. it will make your texture blurry, it will create horrible (but seamless) pattern errors, and will just overall look terrible.
what you must do is make your texture seamless manually. how do you do this?
offset. 'tis a gimp feature under the layers tab. offset by x2/y2, this will essentially turn the image inside out, making the center of the image where the corners were, and the corners where the center was.
the easiest way to work with this is to start drawing your texture from the middle, and don't get too close to the edges. id say leave about 1/8th of the texture undrawn towards each edge. then offset the layer and all of the texture you've drawn so far will be framing the blank center, which you just need to fill in. this will result in a seamless image.
continue offsetting it as you work on it. there are many tools in gimp that help quite a bit. i find that the tilable blur feature is excellent for shading seamlessly, provided you shade like i do... which you probably don't since my method is extremely wrong and only seems to work for me
O.K. thank you. Does this mean i have to restart the texture pack though?
I actually made a mod/fix for these, most textures, like buttons, pressure plates and so on that use other blocks textures are all redirected to separate .png files. I have support for sandstone, noteblocks, and more.