To Dweller_Benthos (since Reply failed hard):
I finally found John Smith's font and swapped it out. Now I can enjoy the nice colors and textures of the pack and read my book without swapping packs. ^^
There was one other thing I came across by pure chance tho. We finally got the latest Thaumcraft. It has an item called the Sanity Checker. It displays a rough estimate of your sanity via meter in the top left corner of your screen. Unfortunately, this meter seems to be only seen while using Vanilla textures or Faithful. The modded version of John Smith doesn't display it at all. I do not know what other texture packs can show the sanity meter. I've only tried this with Faithful and John Smith.
To Dweller_Benthos (since Reply failed hard):
I finally found John Smith's font and swapped it out. Now I can enjoy the nice colors and textures of the pack and read my book without swapping packs. ^^
There was one other thing I came across by pure chance tho. We finally got the latest Thaumcraft. It has an item called the Sanity Checker. It displays a rough estimate of your sanity via meter in the top left corner of your screen. Unfortunately, this meter seems to be only seen while using Vanilla textures or Faithful. The modded version of John Smith doesn't display it at all. I do not know what other texture packs can show the sanity meter. I've only tried this with Faithful and John Smith.
Glad you got it working. I have no experience with the sanity meter, as I don't use thaumcraft, but I'll ask the guys on our server who do that use John Smith what it might be. If I get a chance, I'll look at the mod files tonight. Usually, if you don't have an item in the resource pack the game will revert to the standard graphics. So if you're not seeing it, then that would make me think that it is included in the JS pack but is not formatted correctly.
I checked the files, and I don't see anything about a sanity checker n the native mod files. Also, the most recent version of Faithful I see is for Thaumcraft 3, not 4. Since I'm not familiar with the mod, I can't really say what's going on.
Eh, I guess there's no existing thread for it on here? I don't really...care much for FTB and I've never used github, or even knew it had a discussion function.
Rollback Post to RevisionRollBack
If you say "plz" because it's shorter than "Please," I'll say "No" because it's shorter than "Yes."
The issue with the font is the spacing in the ascii.properties file. I increased mine by 0.75 across the board and it worked fine. I have switched to the BetterFonts mod to allow ttf files but it does not as yet make hi-res files like those in texture packs.
Blood Magic is off to a good start. I had to restore the colors from the original runes in order to distinguish them, though. Pneumaticraft, Witchery, and Botania are modpack material and someone will need to work those mods in at some point. Thaumcraft seems to be in WIP limbo, especially with the addons.
I've been doing some updates for my own pack, including Forbidden Magic (partial), Enchanting Plus, and IC2 Combo Armors and expanding Thaumcraft and Forestry. I'll add my changes to the ascii.properties when I get the time to push them.
I can't do JS quality pixel art on my own and usually adapt existing material to expand packs. That skill does go a long way but eventually hits a wall. I tried the Pneumaticraft plants but they came out Faithful rather than JS. I can raytrace with POV-Ray in a pinch but the style likely won't match JS.
A while back, when 1.7 was released, I held off on updating, largely because I was waiting on updates to OptiFine, the Better Grass & Leaves mod, and because custom colors stopped working with this texture pack. I eventually got the issue with custom colors sorted, but I was told they might break again with 1.8 due to block IDs or... something or another (I don't know this stuff in and out). I am still on 1.7.10 right now, and again, largely waiting on OptiFine (or at least MCPatcher or something since many of the larger reasons I was using OptiFIne have been included into the game by default now).
I wanted to try and setup a directory for 1.8 to try out the state of the resource pack in regards to custom colors, so that I could get frustrated trying to fix it sooner rather than later so that I might actually be on 1.8 sometime this year. That, and I wanted to see what the new blocks would look like with this texture pack. I downloaded the latest version of the resource pack, overwrote it with my my own current version I have for 1.7 (effectively retaining any of my personal bits while getting the new stuff), and tried it out, and I'm at bit of a loss with what I see.
The good news is, custom colors appears to be working fine, which was my real concern to begin with, but it looks like may have another issue?
For some reason, many things are changed, like the tops of cobbblestone blocks (only the top), cobblestone stairs, fences, wooden buttons, glass panes, gravel, and the tops and sides of sandstone blocks, to name a few offhand. It basically looks like connected textures is in place, which is what I'm guessing. I do not like connected textures, nor many of the alternate textures that are used when it's enabled. The version of MCPatcher is a preview version (and I guess this is apparent because my Grass turned White, and I remember having this issue before and can't even remember what it was caused from), so I decided to try it vanilla without MCPatcher, yet it persists even without MCPatcher? Okay, I think I remember hearing that a lot of this sort of stuff was natively supported by the game now (I haven't kept up on what), so I figured I'd try and remove the "ctm" folder in the texture pack and it still persists. What the heeeeeeck!?
*sigh* Sorry, but I'm frustrated. It seems like every update, this texture pack has so many changes. If this is due to connected textures, what do I need to do (or delete) to get it looking how it used to?
For some reason, many things are changed, like the tops of cobbblestone blocks (only the top), cobblestone stairs, fences, wooden buttons, glass panes, gravel, and the tops and sides of sandstone blocks, to name a few offhand. It basically looks like connected textures is in place, which is what I'm guessing. I do not like connected textures, nor many of the alternate textures that are used when it's enabled. The version of MCPatcher is a preview version (and I guess this is apparent because my Grass turned White, and I remember having this issue before and can't even remember what it was caused from), so I decided to try it vanilla without MCPatcher, yet it persists even without MCPatcher? Okay, I think I remember hearing that a lot of this sort of stuff was natively supported by the game now (I haven't kept up on what), so I figured I'd try and remove the "ctm" folder in the texture pack and it still persists. What the heeeeeeck!?
The CTM folder is only used by MCPatcher and is completely ignored by the Vanilla game, in fact everything in the mcpatcher directory is not used at all in the vanilla game.
Vanilla now supports random textures and custom textures (like for example, the top of cobblestone and wooden buttons), a lot of the vanilla textures use oak wood planks as their base texture (like fences, pressure plate, wooden buttons etc...), you can just remove the model for that texture if you want the original default (wooden_button.json), I think it's pretty straightforward.
The two folders you want to look at are blockstates and models, blockstates can set random models (textures), the models/block folder set the actual model so if you want a custom texture on the bottom of a bed then it's in here.
Removing the blockstate (cobblestone.json) gets rid of the random textures and removing the model/block (cobblestone.json, cobblestone1.json, cobblestone2.json) make the cobblestone back to normal.
A lot of the textures changes are not changes as they were in the pack but would only work with MCPatcher but they now work for everyone in the Vanilla game.
As for the white grass I have no idea, does it do it with the standard pack?
Minecraft 1.8 is a big change in the way the resource pack can change things, it's much more extensive and a lot of things that use to need MCPatcher now just work in the vanilla game.
So to summarise, a random texture has a blockstate, a model and some textures, I went with the number on the end for random textures.
ie.. for the custom top, bottom textures and random cobblestone, it's a little bit more involved with slabs, stairs, double slabs etc... but at least this covers the custom cobblestone.
It's safe to delete the blockstate and models to go back to the standard single texture cobblestone, when removing the extra textures, be careful as they may be used for other models like mossy cobblestone.
Hope this makes sense as I know it's a whole new system, once you get it you'll grow to like the custom things that can now be done in the game without any patching required.
Hi, I am pretty new. After reading your reply, do I still need MCPatcher to use 3rd party texture packs? Or if I don't use mcpather, what am i missing out? thanks.
and vanilla minecraft doesn't have ctm support right? does john smith require ctm? or is it gonna be working fine even if i dun have ctm turned on?
Hey mates, i've returned to minecraft for some time and checked new versions of JSL you made. You know, Jim's quartz block textures looks much better than mine. They definitely should be in the primary JS:L pack
Do I still need MCPatcher to use 3rd party texture packs? Or if I don't use mcpatcher, what am i missing out? thanks.
You don't need MCPatcher to play Minecraft with the John Smith Legacy Resource Pack but if you do, you do get some nice features.
Things that are now in the Vanilla game:-
HD Font, Random block textures (flowers, cobblestone, grass etc...), Custom Texture faces (Bottom of Crafting Table, Beds etc...).
Things that MCPatcher adds:-
Random Mobs - Randomized mob skins for cow, creeper, pig, skeleton, slime, zombie, chicken and squid.
Better Skies - Custom Skyboxes, Multi-layered clouds, shooting stars at night, Polaris North Star during the day and different at night, Custom time based Sunflare at sunrise and sunset.
CTM (Connected Texture Mod) - things like having no frames on glass when more than one is placed together.
Fishingline and Lead - Custom widths and textures.
Custom Colours - Biome dependent Water, Grass and Foliage colours, Water Drop, Lava Drip, Water Particle. Portal Particle, XP Orb, Lilypad, Spawner Egg Colour (Used in creative), Sheep Wool Colour, Leather Armour Colour (when dyed), Wolf Collar Colour and Reeds (make then not biome dependent).
Custom Text Colours - XP level text, Ender Dragon Boss Health Text, Sign Text.
Lightmap - Custom lighting for the sun, torches, lighting and raining for the three different worlds (Nether, The End and Overworld).
Personally I'm playing without MCPatcher at the moment due to some block lag (destroy or placement of a block can take a second or so sometimes), that just doesn't happen in in the vanilla game at the moment, but then MCPatcher is a test version.
Hope this makes sense as I know it's a whole new system, once you get it you'll grow to like the custom things that can now be done in the game without any patching required.
I'll try and sit down later and digest that and try and work with it, but it sounds like it can be fixed by removing the extra stuff? I was thinking it had more to do with connected textures, as that's seemingly exactly what the resource pack looked like for me in 1.7 and prior with the connected textures option (at least in OptiFine) enabled.
Edit: Yeah, disabling connected textures in OptiFine doesn't change that, so I guess it's not that.
As for the white grass I have no idea, does it do it with the standard pack?
I'm not sure offhand, but I don't think so. The resource pack only does it with MCPatcher. I remember when we put Minecraft 1.7 and this resource pack on my nephew's laptop month's back when he first got it, it did the same thing with MCPatcher, but not with OptiFine. I remember researching it then but can't recall what I found or what potential causes may have been. As it turns out, a version of OptiFine for 1.8 was released today, so I'll try that out and see how it goes. I only tried MCPatcher because OptiFine wasn't yet available for 1.8.
Edit: With OptiFine, the grass is not White. I'm not sure what is or isn't working "right" with OptiFine though, as the different options for chunk loading appear to make no difference, nor does VBO being on or off. Since at least a majority of the things I care about that OptiFine offers are now in the game by default (and it didn't help performance at higher render distances, not that I'm faulting it there), to minimize potential cause of issue, I'd maybe like to at least have the option to go back to using just MCPatcher if I decide, so it'd still be nice to solve that.
Hey mates, i've returned to minecraft for some time and checked new versions of JSL you made. You know, Jim's quartz block textures looks much better than mine. They definitely should be in the primary JS:L pack
Please, no. I'm all for improving stuff, and I hate to sound like the stereotypical aversion to change here, but please keep the legacy pack as close as possible to how it was/is and only add the new bits to it. I know I can't be the only one who wants things left as they are, and I've already had to go out of my way quite a bit with 1.7 and now 1.8 to do that as it is. Most end users won't do this, and will instead get tired of it and find another resource pack if the look they like is ever changing more and more anyway. I thought of it myself, but I love the look enough to work to keep it, but it's becoming more and more work to do so. It's something to think about. If any improving is done, there should be a fork and another version for that.
For a work in progress resource pack, you don't even need to zip or rar it, just have the folders expanded in your minecraft resource pack folder. That way you can easily add/modify textures and just reload in game without having to make a new archive and drop it in, etc.
But it's most likely as mentioned, the folder structure might be wrong. Compare the folders in your new archive with the original one. Probably either an extra one in there or one missing.
Technically, the assets folder is the only thing you need at the top of your folder structure. There are some other files included in the pack that help with connected textures and other options, those aren't really needed (I don't think) unless you're using mods that allow connected textures. The pack.mcmeta and pack.png are the descriptor and icon files that appear in the menu. The rest of the folder structure should remain unchanged.
For instance, I just unpacked the latest John Smith to my resource packs folder:
C:\Users\username\AppData\Roaming\.minecraft\resourcepacks\John Smith Legacy 1.8 v1.3.5\
and it works fine, it is that folder that you want to start in when creating the new archive, or just leave it unpacked, which is what I do since I'm constantly changing things.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
So, I'm new to making resource packs and all so I decided to start by modifying this one. I copied and pasted it into a different folder so that I had the original and the copy that I wanted to edit. I changed the texture of the front of the furnace (on and off) and I've saved everything and I renamed the .rar file so I could differentiate between my one and the original. I placed it in my resource packs folder in the .minecraft folder to see if it worked, but when I opened the game and went to select it, there was no option to select it. How do I fix this? Thanks in advance
The problem is Minecraft does not support RAR archives, only ZIP archives.
Hi, I just wanted to say that I've mostly got things looking as I want in 1.8! I'm happy! Only, custom colors aren't yet there (which I need!), and MCPatcher gave me White grass last time.
I absolutely love the North star and shooting stars (these also work with OptiFine) but one thing about the new sky bothers me. It seems brighter, which I actually may prefer, but the differences in color shades aren't blended well (they have apparent lines, giving it a low quality look), and worse, there are rather obvious lines along some edges giving the sky a look that makes it apparent you are in a box. This was the big turn off for me with Chroma Hills, which has this problem badly. I don't want to look at the sky/horizon and it look like I'm in a box. It should feel/look like a vast sky leading to an endless world.
Just giving feedback. Is there a way to get the old night sky back (while still having the new North star and shooting stars)?
Hi, I just wanted to say that I've mostly got things looking as I want in 1.8! I'm happy! Only, custom colors aren't yet there (which I need!), and MCPatcher gave me White grass last time.
I absolutely love the North star and shooting stars (these also work with OptiFine) but one thing about the new sky bothers me. It seems brighter, which I actually may prefer, but the differences in color shades aren't blended well (they have apparent lines, giving it a low quality look), and worse, there are rather obvious lines along some edges giving the sky a look that makes it apparent you are in a box. This was the big turn off for me with Chroma Hills, which has this problem badly. I don't want to look at the sky/horizon and it look like I'm in a box. It should feel/look like a vast sky leading to an endless world.
Is there a way to get the old night sky back, while still having the new North star and shooting stars?
That's excellent news for you, as for custom colours, they have always been a pain to keep them updated for both MCPatcher and Optifine due to the different methods each program uses.
The sky may be brighter because I added a second cloud layer that moves at a slightly faster speed, this creates a great parallax scrolling effect.
Also don't forget to turn off the clouds in the menu due to bugs in the way the Minecraft clouds are rendered, they look fine when you look down through them (fly above them) but are all pixelated when viewed from below (Minecraft bug maybe?).
The directory listed below has all the files for the sky, all the textures are completely separate and you can have just one shooting star if you like just removing the properties files.
mcpatcher\sky\world0\
The 32 'properties' files have all the details, I've listed what each one does below.
I seem to be having a problem with the texture pack, when i switch to it the words are just a white rectangle. I was using the John Smith Legacy 1.7.10 v1.2.21. Please help, the texture pack looks so nice and i want to use it! I also have optifine installed.
I guess there's only so much you can do with mod support but is there a way to make biomes o'plenty's colormap not be overwritten by JSTR's?
I know I can just disable the custom colors but that also disables my lightmaps and I like the lightmaps. I tried deleting the colormap folder out of the mcpatcher section of the archive but Istill have swamp green grass in sacred springs biomes. >_> (It's supposed to be teal)
I'm having trouble with the fence textures. As you know I have a custom pack. I've changed the fences to a more vanillery style (the colours basically). I copied across all the relevant models files but the tops and bottoms of the fences aren't working, the side texture is just shown. I then switched to normal Johnsmith and they are working. I've triple checked and the texture files and model files are exactly the same. Help!!!
The top and bottom of fences are not standard vanilla textures, they are custom textures.
There are seven model files for each type of fence but most importantly there are seven model files that explain what faces the fences have.
I finally found John Smith's font and swapped it out. Now I can enjoy the nice colors and textures of the pack and read my book without swapping packs. ^^
There was one other thing I came across by pure chance tho. We finally got the latest Thaumcraft. It has an item called the Sanity Checker. It displays a rough estimate of your sanity via meter in the top left corner of your screen. Unfortunately, this meter seems to be only seen while using Vanilla textures or Faithful. The modded version of John Smith doesn't display it at all. I do not know what other texture packs can show the sanity meter. I've only tried this with Faithful and John Smith.
Glad you got it working. I have no experience with the sanity meter, as I don't use thaumcraft, but I'll ask the guys on our server who do that use John Smith what it might be. If I get a chance, I'll look at the mod files tonight. Usually, if you don't have an item in the resource pack the game will revert to the standard graphics. So if you're not seeing it, then that would make me think that it is included in the JS pack but is not formatted correctly.
I checked the files, and I don't see anything about a sanity checker n the native mod files. Also, the most recent version of Faithful I see is for Thaumcraft 3, not 4. Since I'm not familiar with the mod, I can't really say what's going on.
D_B
To tell them how to live is to prevent them living.
Eh, I guess there's no existing thread for it on here? I don't really...care much for FTB and I've never used github, or even knew it had a discussion function.
Blood Magic is off to a good start. I had to restore the colors from the original runes in order to distinguish them, though. Pneumaticraft, Witchery, and Botania are modpack material and someone will need to work those mods in at some point. Thaumcraft seems to be in WIP limbo, especially with the addons.
I've been doing some updates for my own pack, including Forbidden Magic (partial), Enchanting Plus, and IC2 Combo Armors and expanding Thaumcraft and Forestry. I'll add my changes to the ascii.properties when I get the time to push them.
I can't do JS quality pixel art on my own and usually adapt existing material to expand packs. That skill does go a long way but eventually hits a wall. I tried the Pneumaticraft plants but they came out Faithful rather than JS. I can raytrace with POV-Ray in a pinch but the style likely won't match JS.
A while back, when 1.7 was released, I held off on updating, largely because I was waiting on updates to OptiFine, the Better Grass & Leaves mod, and because custom colors stopped working with this texture pack. I eventually got the issue with custom colors sorted, but I was told they might break again with 1.8 due to block IDs or... something or another (I don't know this stuff in and out). I am still on 1.7.10 right now, and again, largely waiting on OptiFine (or at least MCPatcher or something since many of the larger reasons I was using OptiFIne have been included into the game by default now).
I wanted to try and setup a directory for 1.8 to try out the state of the resource pack in regards to custom colors, so that I could get frustrated trying to fix it sooner rather than later so that I might actually be on 1.8 sometime this year. That, and I wanted to see what the new blocks would look like with this texture pack. I downloaded the latest version of the resource pack, overwrote it with my my own current version I have for 1.7 (effectively retaining any of my personal bits while getting the new stuff), and tried it out, and I'm at bit of a loss with what I see.
The good news is, custom colors appears to be working fine, which was my real concern to begin with, but it looks like may have another issue?
For some reason, many things are changed, like the tops of cobbblestone blocks (only the top), cobblestone stairs, fences, wooden buttons, glass panes, gravel, and the tops and sides of sandstone blocks, to name a few offhand. It basically looks like connected textures is in place, which is what I'm guessing. I do not like connected textures, nor many of the alternate textures that are used when it's enabled. The version of MCPatcher is a preview version (and I guess this is apparent because my Grass turned White, and I remember having this issue before and can't even remember what it was caused from), so I decided to try it vanilla without MCPatcher, yet it persists even without MCPatcher? Okay, I think I remember hearing that a lot of this sort of stuff was natively supported by the game now (I haven't kept up on what), so I figured I'd try and remove the "ctm" folder in the texture pack and it still persists. What the heeeeeeck!?
*sigh* Sorry, but I'm frustrated. It seems like every update, this texture pack has so many changes. If this is due to connected textures, what do I need to do (or delete) to get it looking how it used to?
The CTM folder is only used by MCPatcher and is completely ignored by the Vanilla game, in fact everything in the mcpatcher directory is not used at all in the vanilla game.
Vanilla now supports random textures and custom textures (like for example, the top of cobblestone and wooden buttons), a lot of the vanilla textures use oak wood planks as their base texture (like fences, pressure plate, wooden buttons etc...), you can just remove the model for that texture if you want the original default (wooden_button.json), I think it's pretty straightforward.
The two folders you want to look at are blockstates and models, blockstates can set random models (textures), the models/block folder set the actual model so if you want a custom texture on the bottom of a bed then it's in here.
Removing the blockstate (cobblestone.json) gets rid of the random textures and removing the model/block (cobblestone.json, cobblestone1.json, cobblestone2.json) make the cobblestone back to normal.
A lot of the textures changes are not changes as they were in the pack but would only work with MCPatcher but they now work for everyone in the Vanilla game.
As for the white grass I have no idea, does it do it with the standard pack?
Minecraft 1.8 is a big change in the way the resource pack can change things, it's much more extensive and a lot of things that use to need MCPatcher now just work in the vanilla game.
So to summarise, a random texture has a blockstate, a model and some textures, I went with the number on the end for random textures.
ie.. for the custom top, bottom textures and random cobblestone, it's a little bit more involved with slabs, stairs, double slabs etc... but at least this covers the custom cobblestone.
blockstates/cobblestone.json
models/blocks/cobblestone.json
models/blocks/cobblestone1.json
models/blocks/cobblestone2.json
textures/blocks/cobblestone.png
textures/blocks/cobblestone1.png
textures/blocks/cobblestone2.png
textures/blocks/cobblestone_bottom.png
textures/blocks/cobblestone_bottom1.png
textures/blocks/cobblestone_bottom2.png
textures/blocks/cobblestone_top.png
textures/blocks/cobblestone_top1.png
textures/blocks/cobblestone_top2.png
It's safe to delete the blockstate and models to go back to the standard single texture cobblestone, when removing the extra textures, be careful as they may be used for other models like mossy cobblestone.
Hope this makes sense as I know it's a whole new system, once you get it you'll grow to like the custom things that can now be done in the game without any patching required.
https://www.johnsmithlegacy.co.uk/ - John Smith Legacy for Minecraft
and vanilla minecraft doesn't have ctm support right? does john smith require ctm? or is it gonna be working fine even if i dun have ctm turned on?
You don't need MCPatcher to play Minecraft with the John Smith Legacy Resource Pack but if you do, you do get some nice features.
Things that are now in the Vanilla game:-
HD Font, Random block textures (flowers, cobblestone, grass etc...), Custom Texture faces (Bottom of Crafting Table, Beds etc...).
Things that MCPatcher adds:-
Random Mobs - Randomized mob skins for cow, creeper, pig, skeleton, slime, zombie, chicken and squid.
Better Skies - Custom Skyboxes, Multi-layered clouds, shooting stars at night, Polaris North Star during the day and different at night, Custom time based Sunflare at sunrise and sunset.
CTM (Connected Texture Mod) - things like having no frames on glass when more than one is placed together.
Fishingline and Lead - Custom widths and textures.
Custom Colours - Biome dependent Water, Grass and Foliage colours, Water Drop, Lava Drip, Water Particle. Portal Particle, XP Orb, Lilypad, Spawner Egg Colour (Used in creative), Sheep Wool Colour, Leather Armour Colour (when dyed), Wolf Collar Colour and Reeds (make then not biome dependent).
Custom Text Colours - XP level text, Ender Dragon Boss Health Text, Sign Text.
Lightmap - Custom lighting for the sun, torches, lighting and raining for the three different worlds (Nether, The End and Overworld).
Personally I'm playing without MCPatcher at the moment due to some block lag (destroy or placement of a block can take a second or so sometimes), that just doesn't happen in in the vanilla game at the moment, but then MCPatcher is a test version.
https://www.johnsmithlegacy.co.uk/ - John Smith Legacy for Minecraft
I'll try and sit down later and digest that and try and work with it, but it sounds like it can be fixed by removing the extra stuff? I was thinking it had more to do with connected textures, as that's seemingly exactly what the resource pack looked like for me in 1.7 and prior with the connected textures option (at least in OptiFine) enabled.
Edit: Yeah, disabling connected textures in OptiFine doesn't change that, so I guess it's not that.
I'm not sure offhand, but I don't think so. The resource pack only does it with MCPatcher. I remember when we put Minecraft 1.7 and this resource pack on my nephew's laptop month's back when he first got it, it did the same thing with MCPatcher, but not with OptiFine. I remember researching it then but can't recall what I found or what potential causes may have been. As it turns out, a version of OptiFine for 1.8 was released today, so I'll try that out and see how it goes. I only tried MCPatcher because OptiFine wasn't yet available for 1.8.
Edit: With OptiFine, the grass is not White. I'm not sure what is or isn't working "right" with OptiFine though, as the different options for chunk loading appear to make no difference, nor does VBO being on or off. Since at least a majority of the things I care about that OptiFine offers are now in the game by default (and it didn't help performance at higher render distances, not that I'm faulting it there), to minimize potential cause of issue, I'd maybe like to at least have the option to go back to using just MCPatcher if I decide, so it'd still be nice to solve that.
Please, no. I'm all for improving stuff, and I hate to sound like the stereotypical aversion to change here, but please keep the legacy pack as close as possible to how it was/is and only add the new bits to it. I know I can't be the only one who wants things left as they are, and I've already had to go out of my way quite a bit with 1.7 and now 1.8 to do that as it is. Most end users won't do this, and will instead get tired of it and find another resource pack if the look they like is ever changing more and more anyway. I thought of it myself, but I love the look enough to work to keep it, but it's becoming more and more work to do so. It's something to think about. If any improving is done, there should be a fork and another version for that.
But it's most likely as mentioned, the folder structure might be wrong. Compare the folders in your new archive with the original one. Probably either an extra one in there or one missing.
D_B
To tell them how to live is to prevent them living.
For instance, I just unpacked the latest John Smith to my resource packs folder:
C:\Users\username\AppData\Roaming\.minecraft\resourcepacks\John Smith Legacy 1.8 v1.3.5\
and it works fine, it is that folder that you want to start in when creating the new archive, or just leave it unpacked, which is what I do since I'm constantly changing things.
D_B
To tell them how to live is to prevent them living.
The problem is Minecraft does not support RAR archives, only ZIP archives.
https://www.johnsmithlegacy.co.uk/ - John Smith Legacy for Minecraft
I absolutely love the North star and shooting stars (these also work with OptiFine) but one thing about the new sky bothers me. It seems brighter, which I actually may prefer, but the differences in color shades aren't blended well (they have apparent lines, giving it a low quality look), and worse, there are rather obvious lines along some edges giving the sky a look that makes it apparent you are in a box. This was the big turn off for me with Chroma Hills, which has this problem badly. I don't want to look at the sky/horizon and it look like I'm in a box. It should feel/look like a vast sky leading to an endless world.
Just giving feedback. Is there a way to get the old night sky back (while still having the new North star and shooting stars)?
That's excellent news for you, as for custom colours, they have always been a pain to keep them updated for both MCPatcher and Optifine due to the different methods each program uses.
The sky may be brighter because I added a second cloud layer that moves at a slightly faster speed, this creates a great parallax scrolling effect.
Also don't forget to turn off the clouds in the menu due to bugs in the way the Minecraft clouds are rendered, they look fine when you look down through them (fly above them) but are all pixelated when viewed from below (Minecraft bug maybe?).
The directory listed below has all the files for the sky, all the textures are completely separate and you can have just one shooting star if you like just removing the properties files.
mcpatcher\sky\world0\
The 32 'properties' files have all the details, I've listed what each one does below.
Moon Phases (eight types)
moon_phases.properties
Sunrise
sky1.properties - sky6.properties
Sunset
sky7.properties
Main Sky Box (Horizon Clouds)
sky8.properties
Clouds (Two Layers)
sky9.properties - sky10.properties
Starfield (Stars at night)
sky11.properties
Polaris North Star (Day)
sky12.properties
Polaris North Star (Night)
sky13.properties
Shooting Stars
sky14.properties - sky31.properties
There are some fantastic things that can be done with better skies.
https://www.johnsmithlegacy.co.uk/ - John Smith Legacy for Minecraft
https://www.johnsmithlegacy.co.uk/faq.php
https://www.johnsmithlegacy.co.uk/ - John Smith Legacy for Minecraft
I know I can just disable the custom colors but that also disables my lightmaps and I like the lightmaps. I tried deleting the colormap folder out of the mcpatcher section of the archive but Istill have swamp green grass in sacred springs biomes. >_> (It's supposed to be teal)
The top and bottom of fences are not standard vanilla textures, they are custom textures.
There are seven model files for each type of fence but most importantly there are seven model files that explain what faces the fences have.
https://www.johnsmithlegacy.co.uk/ - John Smith Legacy for Minecraft