Longer answer: I opened up the 'stock' gui_blocks.png and resized it, then made some visible changes and tested it as a texture pack to make sure that MCPE would correctly grab the items from a larger file. Then I measured how big the blocks and the small 'flat' items at the bottom, so I knew how big I'd have to make everything. Then I created a new layer in my gui_blogs.png file to work on, opened up the 'items.png' file and started copying the 'flat' icons over to the new layer -- weapons, etc. -- then closed it and opened terrain.png, copying the other 'flat' objects -- doors, glass pane, etc. Finally, I sat down and played with the skew and sizing functions until I had a procedure that would take a texture out of the terrain.png file and distort it to make each side of the blocks, and then recorded the procedures as scripts to automate it. So I could select the 'cobblestone' texture, trigger the 'make complete block' script, and it would make a block that I could paste onto the gui_blocks image on the new layer over the 'stock' block.
The fence and gate ultimately had to be from screencaps, but I was able to generate blocks for everything else out of the terrain.png file, and I've uploaded the texture pack to MediaFire here. This is a straight port of the Smooth Realistic texture pack:
The Soartex Fanver texture pack is a 64x texture pack; this is 128x; I can copy the brick texture and resize it, but it's not going to look as good as a 128x texture. However, if you're determined, this file has the terrain.png and gui_blocks.png files with the Soartex Fanver brick texture; take the Smooth Realistic PE zipfile and replace the corresponding files in that, and you'll have the modified brick texture.
There are a few problems i found. The glass has small white lines around it and all of the idems and blocks in the inventory are not showing up. also when you go in to select a world the picture is a bunch of letters.
Oh and can you make all of the changes and put everything in one download to the texture pack? Thank you so much for doing this!
hey i downloaded the doku high and fixed some things its my first time so can you guys see if its good i fixed the water and other things please look at it
hey i downloaded the doku high and fixed some things its my first time so can you guys see if its good i fixed the water and other things please look at it
There are a few problems i found. The glass has small white lines around it and all of the idems and blocks in the inventory are not showing up. also when you go in to select a world the picture is a bunch of letters.
There appears to be one pixel of partially-transparent texture around the inside of the frame on the glass texture in the original terrain.png file, which was left unchanged in the port. There appears to be a bug/quirk in MCPE that it does not handle partial transparency correctly -- if you look at the oak sapling when placed on a map, the oak leaf appears to have a white border, as do other objects that have partial transparency along edges. Figuring out how to deal with them as a general solution is something I'm still working on for texture packs in general, as I don't expect that this misfeature is going to go away any time soon.
Which of the items and blocks in the inventory aren't showing up? The position of blocks and objects in the gui_blocks.png file are only defined for a few items. Here is the stock MCPE gui_blocks.png file as it appears opened up in Paint Shop Pro, zoomed in and with a 16x16 grid overlaying the image:
As you can see, the 'block' images are on a 48x48 grid, and the 'flat' images are on a 16x16 grid. There are 10 blocks per row, and 32 'flat' items per row. There is room in the image for 24 more 'block' images, and for 197 more 'flat' images. However, there is no way to tell what block or flat item belongs in any given spot in this image -- you will note that the arrangement of objects in the gui_blocks.png file does not match their order in the inventory:
Given that, the only way to discover which of the cells in the image belong to which items is (other than disassembling the code and finding where it converts item IDs to gui_blocks offsets) the brute-force method of drawing key numbers into each of the blank cells, loading it as part of a texture pack, then taking a Survival world and editing the player inventory to show items not defined in the standard gui_blocks.png file and seeing what, if any, key number appears when you load MCPE and enter that world. However, since items that are in the stoc In any case, I think that spending the time poking into the 'unassigned' space in the blocks file, while it may be useful in the long run to make additional blocks visible in an edited-inventory game, with the pending release of 0.4.0 and the possibility that the gui_blocks.png file may change layout again (as it did for 0.3.2) is overkill at this point for porting a texture pack. The PC Minecraft appears to generate the inventory pictures directly from the terrain.png file without a pre-rendered cache like MCPE, so there's no comparable file in the PC texture packs to work with.
Here's a more detailed explanation of how I make the blocks to go in the gui_blocks.png file (buried behind a spoiler because it's long:
1. Select the texture to make the block from, in this case, the wood-block texture (working with a 128x terrain.png file):
2. Copy the selection to a new image:
3. Expand the canvas size to 300x300 to give working room:
4. Add a new layer, layer mode 'multiply', opacity 50%
5. Go back to the first layer and apply a 25° vertical skew:
6. Select the skewed texture and drag it to the right, so that its left edge is around the middle of the image:
7. Switch to the other layer, and fill the selection with a medium-dark grey (RGB 64/64/64):
8. Go back to the original layer, copy the selected texture, and paste it as a floating selection:
9. Flip the selection around a vertical axis:
10. Drag the floating selection so that its right edge meets up with the left edge of the first part:
11. Switch to the second layer, and fill the selection with a light grey (RGB 192/192/192):
Set this image aside, go back to the terrain.png file, select the texture that will be the top of the block, and repeat steps 1-3.
12. Apply a 20° horizontal skew:
13. Apply a 10° vertical skew:
14 Using the Pick tool, rotate the texture 50°
15. Resize this image to 390x315:
Select the texture and copy it, then return to the first image.
16. Paste the copied texture into the image and merge the visble layers:
17. Select the block texture and crop the image to just the block (this one's kind of hard to see that I've done anything):
18. Resize the image to 176x185:
This gives you a block image that you can paste into the slot for a block in a 2048x2048 gui_blocks.png file; you would use different image sizes and scaling factors for other resolution terrain.png files.
Obviously, doing this by hand for each block in the file would be unbearably tedious, so I made a set of macros -- one that does steps 1-11 (making the sides of the block), one that does the steps from there through 15 (making the top of the block), and one for steps 17 and 18, then a third that does all three in turn, adding step 15. The reason for this is so that I can have a block like the bookcase, which has different textures for the sides and top, running the three macros individually, but for a block where all three faces are the same I can just select the texture, run the macro, and get a block ready to paste into the gui_blocks.png file.
It took some experimentation to figure out the parameters for the various operations, but once I had them down, I only needed to repeat them once while recording the macros, and then I could repeat them over and over again as needed.
Hey srmalloy can you take the texture of the wooden door from the Soartex Fanver Texture Pack and replace it with the texture from the Iron door in the HD Texture Pack, Also replace the texture of the furnace in the Soartex Fanver Texture Pack with The texture of the furnace in the HD Texture Pack?
Thank you!
Oh please add download link to the texturepack after these changes.
Can you port "Meine Kraft" please, because it is in Germany very popular. But the John Smith Texturepack is cool, too.
If you could make them to Pocketedition that would be awesome
links: Meine Kraft (Meine Kraft is a Mediafirelink) John Smith
i need permissiob for the first one so i cant jt have a dl
Short answer? I cheated.
Longer answer: I opened up the 'stock' gui_blocks.png and resized it, then made some visible changes and tested it as a texture pack to make sure that MCPE would correctly grab the items from a larger file. Then I measured how big the blocks and the small 'flat' items at the bottom, so I knew how big I'd have to make everything. Then I created a new layer in my gui_blogs.png file to work on, opened up the 'items.png' file and started copying the 'flat' icons over to the new layer -- weapons, etc. -- then closed it and opened terrain.png, copying the other 'flat' objects -- doors, glass pane, etc. Finally, I sat down and played with the skew and sizing functions until I had a procedure that would take a texture out of the terrain.png file and distort it to make each side of the blocks, and then recorded the procedures as scripts to automate it. So I could select the 'cobblestone' texture, trigger the 'make complete block' script, and it would make a block that I could paste onto the gui_blocks image on the new layer over the 'stock' block.
There are a few problems i found. The glass has small white lines around it and all of the idems and blocks in the inventory are not showing up. also when you go in to select a world the picture is a bunch of letters.
Oh and can you make all of the changes and put everything in one download to the texture pack? Thank you so much for doing this!
https://www.dropbox.com/s/o27wrz5wxevfeb7/DokuCraft High.zip
hey i downloaded the doku high and fixed some things its my first time so can you guys see if its good i fixed the water and other things please look at it
There appears to be one pixel of partially-transparent texture around the inside of the frame on the glass texture in the original terrain.png file, which was left unchanged in the port. There appears to be a bug/quirk in MCPE that it does not handle partial transparency correctly -- if you look at the oak sapling when placed on a map, the oak leaf appears to have a white border, as do other objects that have partial transparency along edges. Figuring out how to deal with them as a general solution is something I'm still working on for texture packs in general, as I don't expect that this misfeature is going to go away any time soon.
Which of the items and blocks in the inventory aren't showing up? The position of blocks and objects in the gui_blocks.png file are only defined for a few items. Here is the stock MCPE gui_blocks.png file as it appears opened up in Paint Shop Pro, zoomed in and with a 16x16 grid overlaying the image:
As you can see, the 'block' images are on a 48x48 grid, and the 'flat' images are on a 16x16 grid. There are 10 blocks per row, and 32 'flat' items per row. There is room in the image for 24 more 'block' images, and for 197 more 'flat' images. However, there is no way to tell what block or flat item belongs in any given spot in this image -- you will note that the arrangement of objects in the gui_blocks.png file does not match their order in the inventory:
Given that, the only way to discover which of the cells in the image belong to which items is (other than disassembling the code and finding where it converts item IDs to gui_blocks offsets) the brute-force method of drawing key numbers into each of the blank cells, loading it as part of a texture pack, then taking a Survival world and editing the player inventory to show items not defined in the standard gui_blocks.png file and seeing what, if any, key number appears when you load MCPE and enter that world. However, since items that are in the stoc In any case, I think that spending the time poking into the 'unassigned' space in the blocks file, while it may be useful in the long run to make additional blocks visible in an edited-inventory game, with the pending release of 0.4.0 and the possibility that the gui_blocks.png file may change layout again (as it did for 0.3.2) is overkill at this point for porting a texture pack. The PC Minecraft appears to generate the inventory pictures directly from the terrain.png file without a pre-rendered cache like MCPE, so there's no comparable file in the PC texture packs to work with.
Here's a more detailed explanation of how I make the blocks to go in the gui_blocks.png file (buried behind a spoiler because it's long:
1. Select the texture to make the block from, in this case, the wood-block texture (working with a 128x terrain.png file):
2. Copy the selection to a new image:
3. Expand the canvas size to 300x300 to give working room:
4. Add a new layer, layer mode 'multiply', opacity 50%
5. Go back to the first layer and apply a 25° vertical skew:
6. Select the skewed texture and drag it to the right, so that its left edge is around the middle of the image:
7. Switch to the other layer, and fill the selection with a medium-dark grey (RGB 64/64/64):
8. Go back to the original layer, copy the selected texture, and paste it as a floating selection:
9. Flip the selection around a vertical axis:
10. Drag the floating selection so that its right edge meets up with the left edge of the first part:
11. Switch to the second layer, and fill the selection with a light grey (RGB 192/192/192):
Set this image aside, go back to the terrain.png file, select the texture that will be the top of the block, and repeat steps 1-3.
12. Apply a 20° horizontal skew:
13. Apply a 10° vertical skew:
14 Using the Pick tool, rotate the texture 50°
15. Resize this image to 390x315:
Select the texture and copy it, then return to the first image.
16. Paste the copied texture into the image and merge the visble layers:
17. Select the block texture and crop the image to just the block (this one's kind of hard to see that I've done anything):
18. Resize the image to 176x185:
This gives you a block image that you can paste into the slot for a block in a 2048x2048 gui_blocks.png file; you would use different image sizes and scaling factors for other resolution terrain.png files.
Obviously, doing this by hand for each block in the file would be unbearably tedious, so I made a set of macros -- one that does steps 1-11 (making the sides of the block), one that does the steps from there through 15 (making the top of the block), and one for steps 17 and 18, then a third that does all three in turn, adding step 15. The reason for this is so that I can have a block like the bookcase, which has different textures for the sides and top, running the three macros individually, but for a block where all three faces are the same I can just select the texture, run the macro, and get a block ready to paste into the gui_blocks.png file.
It took some experimentation to figure out the parameters for the various operations, but once I had them down, I only needed to repeat them once while recording the macros, and then I could repeat them over and over again as needed.
Thank you!
Oh please add download link to the texturepack after these changes.
it looks great
http://www.minecraftforum.net/topic/188034-64x10-ovos-rustic-pack-v17/
Also will you update sphaxbdcraft?