Does anyone know what the error "Caught error stitching" is and how to prevent it?
[16:42:20] [Client thread/INFO]: Reloading ResourceManager: Default, New Super Minio Bros [v2.1].zip
[16:42:20] [Client thread/INFO]: Caught error stitching, removing all assigned resourcepacks
java.lang.IllegalArgumentException: MALFORMED
at java.util.zip.ZipCoder.toString(ZipCoder.java:58) ~[?:1.8.0_25]
at java.util.zip.ZipFile.getZipEntry(ZipFile.java:567) ~[?:1.8.0_25]
at java.util.zip.ZipFile.access$900(ZipFile.java:61) ~[?:1.8.0_25]
at java.util.zip.ZipFile$ZipEntryIterator.next(ZipFile.java:525) ~[?:1.8.0_25]
at java.util.zip.ZipFile$ZipEntryIterator.nextElement(ZipFile.java:500) ~[?:1.8.0_25]
at java.util.zip.ZipFile$ZipEntryIterator.nextElement(ZipFile.java:481) ~[?:1.8.0_25]
at bwx.c(SourceFile:69) ~[1.10.2.jar:?]
at bxi.a(SourceFile:35) ~[1.10.2.jar:?]
at bxi.a(SourceFile:90) ~[1.10.2.jar:?]
at bcx.f(SourceFile:724) [1.10.2.jar:?]
at bhq.a(SourceFile:133) [1.10.2.jar:?]
at bft.a(SourceFile:346) [1.10.2.jar:?]
at bhq.a(SourceFile:141) [1.10.2.jar:?]
at bft.k(SourceFile:409) [1.10.2.jar:?]
at bhq.k(SourceFile:77) [1.10.2.jar:?]
at bft.p(SourceFile:386) [1.10.2.jar:?]
at bcx.t(SourceFile:1586) [1.10.2.jar:?]
at bcx.av(SourceFile:968) [1.10.2.jar:?]
at bcx.a(SourceFile:396) [1.10.2.jar:?]
at net.minecraft.client.main.Main.main(SourceFile:124) [1.10.2.jar:?]
[16:42:20] [Client thread/INFO]: Reloading ResourceManager: Default
[16:42:20] [Client thread/INFO]: SoundSystem shutting down...
[16:42:21] [Client thread/WARN]: Author: Paul Lamb, www.paulscode.com
[16:42:21] [Sound Library Loader/INFO]: Starting up SoundSystem...
[16:42:21] [Thread-16/INFO]: Initializing LWJGL OpenAL
[16:42:21] [Thread-16/INFO]: (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
[16:42:21] [Thread-16/INFO]: OpenAL initialized.
[16:42:21] [Client thread/INFO]: Created: 1024x512 textures-atlas
[16:42:21] [Sound Library Loader/INFO]: Sound engine started
[16:43:01] [Client thread/INFO]: Stopping!
[16:43:01] [Client thread/INFO]: SoundSystem shutting down...
[16:43:02] [Client thread/WARN]: Author: Paul Lamb, www.paulscode.com
Java HotSpot(TM) 64-Bit Server VM warning: Using incremental CMS is deprecated and will likely be removed in a future release
Does anyone know what the error "Caught error stitching" is and how to prevent it?
[16:42:20] [Client thread/INFO]: Reloading ResourceManager: Default, New Super Minio Bros [v2.1].zip
[16:42:20] [Client thread/INFO]: Caught error stitching, removing all assigned resourcepacks
java.lang.IllegalArgumentException: MALFORMED
at java.util.zip.ZipCoder.toString(ZipCoder.java:58) ~[?:1.8.0_25]
at java.util.zip.ZipFile.getZipEntry(ZipFile.java:567) ~[?:1.8.0_25]
at java.util.zip.ZipFile.access$900(ZipFile.java:61) ~[?:1.8.0_25]
at java.util.zip.ZipFile$ZipEntryIterator.next(ZipFile.java:525) ~[?:1.8.0_25]
at java.util.zip.ZipFile$ZipEntryIterator.nextElement(ZipFile.java:500) ~[?:1.8.0_25]
at java.util.zip.ZipFile$ZipEntryIterator.nextElement(ZipFile.java:481) ~[?:1.8.0_25]
at bwx.c(SourceFile:69) ~[1.10.2.jar:?]
at bxi.a(SourceFile:35) ~[1.10.2.jar:?]
at bxi.a(SourceFile:90) ~[1.10.2.jar:?]
at bcx.f(SourceFile:724) [1.10.2.jar:?]
at bhq.a(SourceFile:133) [1.10.2.jar:?]
at bft.a(SourceFile:346) [1.10.2.jar:?]
at bhq.a(SourceFile:141) [1.10.2.jar:?]
at bft.k(SourceFile:409) [1.10.2.jar:?]
at bhq.k(SourceFile:77) [1.10.2.jar:?]
at bft.p(SourceFile:386) [1.10.2.jar:?]
at bcx.t(SourceFile:1586) [1.10.2.jar:?]
at bcx.av(SourceFile:968) [1.10.2.jar:?]
at bcx.a(SourceFile:396) [1.10.2.jar:?]
at net.minecraft.client.main.Main.main(SourceFile:124) [1.10.2.jar:?]
[16:42:20] [Client thread/INFO]: Reloading ResourceManager: Default
[16:42:20] [Client thread/INFO]: SoundSystem shutting down...
[16:42:21] [Client thread/WARN]: Author: Paul Lamb, www.paulscode.com
[16:42:21] [Sound Library Loader/INFO]: Starting up SoundSystem...
[16:42:21] [Thread-16/INFO]: Initializing LWJGL OpenAL
[16:42:21] [Thread-16/INFO]: (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
[16:42:21] [Thread-16/INFO]: OpenAL initialized.
[16:42:21] [Client thread/INFO]: Created: 1024x512 textures-atlas
[16:42:21] [Sound Library Loader/INFO]: Sound engine started
[16:43:01] [Client thread/INFO]: Stopping!
[16:43:01] [Client thread/INFO]: SoundSystem shutting down...
[16:43:02] [Client thread/WARN]: Author: Paul Lamb, www.paulscode.com
Java HotSpot(TM) 64-Bit Server VM warning: Using incremental CMS is deprecated and will likely be removed in a future release
When I've encountered this is was usually due to an error in a blockstate file. Not sure if that's what's happening in your case, but it's a place to start. If all else fails, just move all of your blockstates into a backup folder and restore them one at a time until Minecraft fails, reloading the pack each time.
Your door almost looks like it has tiles on it. I like it, but it's really different from your other wood styles, I feel.
@Tek
I can't quite figure out the lighting on the rough diorite. You've got several chunks with the highlight nearest the top, but then the big behemoth of a chunk with the top as a shadow, and a highlight from below?
Your door almost looks like it has tiles on it. I like it, but it's really different from your other wood styles, I feel.
@Tek
I can't quite figure out the lighting on the rough diorite. You've got several chunks with the highlight nearest the top, but then the big behemoth of a chunk with the top as a shadow, and a highlight from below?
I think it fits the planks pretty well. I might add more texture to it.
I remember the old birch planks texture... even though it was a recolor of the oak planks, it had a good brightness. These planks look a lot more toned down— was that a conscious decision? The new ones look great too.
OKAY I'm editing this post because I need to ask for feedback. I have tried successive iterations of stone slabs, and I am about done with stone slabs. It is so difficult. No matter what I make it looks wrong in game. The first two were obviously bad, but every one after that has just been... not enough. I don't know what to do. Halp
OKAY I'm editing this post because I need to ask for feedback. I have tried successive iterations of stone slabs, and I am about done with stone slabs. It is so difficult. No matter what I make it looks wrong in game. The first two were obviously bad, but every one after that has just been... not enough. I don't know what to do. Halp
I like the designs of the first, second, and fourth ones, although the green stone seems kind of weird (unless your natural stone is green, in which case it's fine). With the first one, I would suggest making the cracks a bit longer and thinner; as they are, they look more like gouges in the stone, especially with the strong highlights underneath them. Or you could get rid of the cracks and use blemishes/darker splotches instead, to keep it more smooth-looking.
Decided to switch over to vanilla textures to try out the 1.11 update and stumbled upon this. Anyone know why some of the edges of farmland have a highlight? It makes weird grids in the texture.
Working on Dooku's lightsaber.
So close to getting it just right.
~Image Snip~
Btw, boys,
My server's looking for builders to create some Star Wars maps from the clone wars era.
I have personally pledged a large sum of money to some hired help from the highest degree.
Nice job on the saber! +1
I would love to help, BUT I'm no where close to being a good enough builder to even make something that people would even be able to tell "Hey, that is a Jedi Mediation Chamber" or "That is an AT-TE". It would be more like "I, THINK, that is an AT-TE... maybe it is a Gunship... I truly don't know what it is"
So sorry, but no I can't help you with building. No amount of money would be enough to make my builds look good. (WELL, technically, if I had like about $6M, then I would try to make something good, but even that is a stretch.)
Decided to switch over to vanilla textures to try out the 1.11 update and stumbled upon this. Anyone know why some of the edges of farmland have a highlight? It makes weird grids in the texture.
It isn't a highlight.
There is a long gradual shadow cast from any edge that touches a higher block, in your case grass. It is the same with the path blocks.
You can make it go away by turning smooth lighting off.
If you're keen on helping out, though, considering you're a seasoned texture artist, how about helping out with the resourcepack? I'm the only texture artist working on the server, and I got my hands full with all the models.
I also quite like the idea of a collaboration, but none of my contacts possess the know how.
I've settled with the idea that the item models will have a resolution of 128x and the blocks 64x.
I'm no seasoned texture artist. I suck at making textures packs, or well textures in general. There is only a few things that I'm good at. The only thing that is close to making textures that I'm good at is anything with post production video editing & photo manipulation stuff. Even that is not that good.
Been working lately on a pack sharing website, if anyone has anything to add would i would appreciate it
Current features:
- Custom page (editable in every form)
- Sorty by, date, update, likes, comments.
- additional filters to sort by platform (java,pe, win10)
- Additional filters to sort by style / theme
- Additional filters to sort by resolution
- Additional filters to sort by native resolution
- Added native resolution (lets users pick a resolution that the pack looks best on)
- Change tags to show on pack preview
- Submited packs must pass evaluation and must have the required content (screen shots, description, etc.)
- User and artists able to comment on texture packs
- users able to thumb up packs
- supporting adfly or any other url shortener
- SSL secure (entire website is ssl secure)
- facebook registration
- custom subdomain for sharing the pack
- site wide forums to discuss anything.
- add friends option
- PM-s
TO DO:
- add tutorials
- make a private support page for packs (users will be able to send tickets directly to authors)
- add private reviews.
IF you have any more ideas I would greatly appriciate it I want to make this website a place where artists have the abbility to share their packs like they want to, and to let the users browse these packs with ease.
StreamingDiorite, smooth diorite, granite, andesite, gravel, obsidian and birch door.
*gallery link*
New stuff I did in the past week.
Dark Prismarine, Rough Prismarine, Prismarine Brick. Rough Diorite, Smooth Diorite. Pumpkin top, side, off, on.
@Teknician
Those are some lovely looking textures. Great job
Looks like the diorite has mayor tiling issues with the large rock in the middle, it really stands out. Great textures though.
Does anyone know what the error "Caught error stitching" is and how to prevent it?
When I've encountered this is was usually due to an error in a blockstate file. Not sure if that's what's happening in your case, but it's a place to start. If all else fails, just move all of your blockstates into a backup folder and restore them one at a time until Minecraft fails, reloading the pack each time.
I hope that helps you.
@Fishy
Your door almost looks like it has tiles on it. I like it, but it's really different from your other wood styles, I feel.
@Tek
I can't quite figure out the lighting on the rough diorite. You've got several chunks with the highlight nearest the top, but then the big behemoth of a chunk with the top as a shadow, and a highlight from below?
I think it fits the planks pretty well. I might add more texture to it.
I remember the old birch planks texture... even though it was a recolor of the oak planks, it had a good brightness. These planks look a lot more toned down— was that a conscious decision? The new ones look great too.
OKAY I'm editing this post because I need to ask for feedback. I have tried successive iterations of stone slabs, and I am about done with stone slabs. It is so difficult. No matter what I make it looks wrong in game. The first two were obviously bad, but every one after that has just been... not enough. I don't know what to do. Halp
I like the designs of the first, second, and fourth ones, although the green stone seems kind of weird (unless your natural stone is green, in which case it's fine). With the first one, I would suggest making the cracks a bit longer and thinner; as they are, they look more like gouges in the stone, especially with the strong highlights underneath them. Or you could get rid of the cracks and use blemishes/darker splotches instead, to keep it more smooth-looking.
Decided to switch over to vanilla textures to try out the 1.11 update and stumbled upon this. Anyone know why some of the edges of farmland have a highlight? It makes weird grids in the texture.
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Nice job on the saber! +1
I would love to help, BUT I'm no where close to being a good enough builder to even make something that people would even be able to tell "Hey, that is a Jedi Mediation Chamber" or "That is an AT-TE". It would be more like "I, THINK, that is an AT-TE... maybe it is a Gunship... I truly don't know what it is"
So sorry, but no I can't help you with building. No amount of money would be enough to make my builds look good. (WELL, technically, if I had like about $6M, then I would try to make something good, but even that is a stretch.)
It isn't a highlight.
There is a long gradual shadow cast from any edge that touches a higher block, in your case grass. It is the same with the path blocks.
You can make it go away by turning smooth lighting off.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
I'm no seasoned texture artist. I suck at making textures packs, or well textures in general. There is only a few things that I'm good at. The only thing that is close to making textures that I'm good at is anything with post production video editing & photo manipulation stuff. Even that is not that good.
@macadamia238 yes the ambientocclusion does looks strange. Did you try loading it in 1.10 and see if it was the same etc etc.v
Does anyone know of a mod which stops the silly dark faces on models of opaque blocks? (when placed next to each other)
That looks like a tipical MC lighting bug to me sadly =/ no way to fix that I know of.
Been trying to work on some 256x textures for a modern pack.
Don't mind the dynamic lighting shader. Trying to match up hue, saturation and brightness.
Would really love if they could fix the model issue.
Been working lately on a pack sharing website, if anyone has anything to add would i would appreciate it
Current features:
- Custom page (editable in every form)
- Sorty by, date, update, likes, comments.
- additional filters to sort by platform (java,pe, win10)
- Additional filters to sort by style / theme
- Additional filters to sort by resolution
- Additional filters to sort by native resolution
- Added native resolution (lets users pick a resolution that the pack looks best on)
- Change tags to show on pack preview
- Submited packs must pass evaluation and must have the required content (screen shots, description, etc.)
- User and artists able to comment on texture packs
- users able to thumb up packs
- supporting adfly or any other url shortener
- SSL secure (entire website is ssl secure)
- facebook registration
- custom subdomain for sharing the pack
- site wide forums to discuss anything.
- add friends option
- PM-s
TO DO:
- add tutorials
- make a private support page for packs (users will be able to send tickets directly to authors)
- add private reviews.
IF you have any more ideas I would greatly appriciate it I want to make this website a place where artists have the abbility to share their packs like they want to, and to let the users browse these packs with ease.
I haven't textured in a long time or even played minecraft for that matter, but that sounds like a really good idea
I'm not much of a modeler/texturer though I've been working on remodeling swords lately and here they are (missing wooden sword though)
They're roughly based off the Skyrim since that's another thing I've had in mind in the past few days