Discontinued!
see page 26 for details.
Hi everyone. Welcome to G's Smooth Modern HD. This pack is designed for modern'ish city building, and works best for creative. It is meant to be a nice blend between realism and fantasy, without losing the original feel of Minecraft.
It changes the terrain, lighting,biome and block coloring, partial gui, and a few items. it also has an hd font, custom animations, and basic ctm support (pretty much everything mcpatcher adds).. until I get to everything else it will remain a slightly modified default.
This pack also has custom textures for most minimap mods, Iron Chests, standard/seuss glsl support. More mod support coming soon, see changelog.
Screenshots
Latest Screens are always on the last couple pages of comments and hosted HERE
Video is way old, but shows off the shaders very well. A lot has changed since I made it, but you can see a lot of the details that the bumpmapping adds to the pack.
A Call to builders!
Hey everyone, I am putting out a call for builders! I spend so much time working on designing and testing textures I don't get a lot of cool stuff built that is worthy of showing off, and I need screenshots! So here is the deal, send me shots of awesome builds using my pack and the best shots will get posted on my OP with credit to you for being awesome!
post your screens in the comments(spoiler tags please), and they will be chosen based on overall beauty,badassery, composition, and rep. (so rep the good ones folks!) Videos welcome too!
post your screens in the comments(spoiler tags please), and they will be chosen based on overall beauty,badassery, composition, and rep. (so rep the good ones folks!) Videos welcome too!
credits:
New font is a modified version of the HD Font by D3fin3d. New Glass& CTM Glass modeled after the glass texture from Sphax Pure BD
Most of my screenshots come from various worlds I find on PMC. I lose track of which ones, and I apologize. I always try to remember to ask for permission to use them in my op, but am horrible at linking to them. If you see a build you recognize give me a link to the project and I will add credit.
Most of my screenshots come from various worlds I find on PMC. I lose track of which ones, and I apologize. I always try to remember to ask for permission to use them in my op, but am horrible at linking to them. If you see a build you recognize give me a link to the project and I will add credit.
Changelog (I will try to keep this up to date.. no promises)
V2.07 : updated to 1.4.4/5. new chests, bed, several items done finally, tweaked lightmap to brighten nights, changed sky again(wip), moved minimap textures out of packs to separate download. also adding mod support for the following. Iron Chests mod- download available ExtraBiomesXL- 50% done download coming soon Chocobo Mod- only did gyshal texture so far...lol Millionaire- planned for near future Backpack Mod- planned Luigi's Industrial Farming- done, need to upload
V2.06 : changed ore blocks (still a work in progress), added ctm support for ore, changed night sky again, new lightmap that creates shadows, modified nether and the end a bit more, new mojang logo and splash screen, other ui tweaks, a few items.... AAAAAAAND... I compressed the out of the 256x pack and lowered the file size by a bunch.
V2.05 : another change to concrete, mossy, added new dirt, grass, and added ctm support for grass, new nether textures..more I'm forgetting...
V2.04 : slightly changed concrete textures, redid mossy cobble and mossy stone bricks, tweaked the stonecolor.png a bit and added all the concrete textures to it's color properties, added test hooks to crafting table, took out the ugly wheat, and added an even uglier default edit. lol
V2.06 : changed ore blocks (still a work in progress), added ctm support for ore, changed night sky again, new lightmap that creates shadows, modified nether and the end a bit more, new mojang logo and splash screen, other ui tweaks, a few items.... AAAAAAAND... I compressed the out of the 256x pack and lowered the file size by a bunch.
V2.05 : another change to concrete, mossy, added new dirt, grass, and added ctm support for grass, new nether textures..more I'm forgetting...
V2.04 : slightly changed concrete textures, redid mossy cobble and mossy stone bricks, tweaked the stonecolor.png a bit and added all the concrete textures to it's color properties, added test hooks to crafting table, took out the ugly wheat, and added an even uglier default edit. lol
This pack is huge, and requires running minecraft with 2gig of memory or more allocated to java for it to function on most computers.
This pack is designed with the use of Dax Nitros GLSL Shader Mod in mind, and the pack looks best with it optimized for 256x textures.
See Readme for instructions!
Now supporting IronChests Mod!
see comments page 25 for instructions.
If you would like to support my work, please use the adfly link. it costs you only a few seconds of your time and will eventually help me out a bit. Please allow adfly to bypass adblock or it doesn't count the click! You can also click the donate button on my curse link if you are feeling generous.
256x Curse Link
64x Curse Link
README:
Thanks for downloading G's Smooth Modern HD! I hope
you enjoy it! Feel free to leave any comments or
suggestions on my page, I love feedback!
To install textures for Rei's Minimap: after installing the mod, drag the reifnsk folder
from the pack into your minecraft.jar.
To install the 256x shaders I use for GLSL:
after installing the mod, drag the files from
shaders.zip into the shaders folder inside your
minecraft.jar.
I suggest running minecraft with 2gig or more of
memory allocated to java. To do this easily:
open a new text document and paste the following in
it then save as minecraft.bat :
for 2gig:
@echo off java -client -XX:+UseConcMarkSweepGC -XX:
+DisableExplicitGC -XX:+UseAdaptiveGCBoundary -
XX:MaxGCPauseMillis=500 -XX:-UseGCOverheadLimit -
XX:SurvivorRatio=12 -Xnoclassgc -XX:UseSSE=3 -
Xincgc -Xmx2048M -cp Minecraft.exe
net.minecraft.LauncherFrame exit
for 4gig:
@echo off java -client -XX:+UseConcMarkSweepGC -XX:
+DisableExplicitGC -XX:+UseAdaptiveGCBoundary -
XX:MaxGCPauseMillis=500 -XX:-UseGCOverheadLimit -
XX:SurvivorRatio=12 -Xnoclassgc -XX:UseSSE=3 -
Xincgc -Xmx4092M -cp Minecraft.exe
net.minecraft.LauncherFrame exit
put your new bat file in the same place as your minecraft.exe (don't delete it), and use the .bat to start minecraft instead.
To use alt textures, just copy the animations to tp zip. For the textures themselves, use gimp/PS and set grid to 256, and snap to grid..you can copy/paste to your hearts content. Alt textures do not have glsl support yet(make sure to put a copy of a solid block into place on terrain_nh.png when you use alts,and change them on terrain_s.png as well), but I'm tracking all of the normals/specs down to add them to another sheet in the same spots for ease of use. (and making new ones for the textures from my old pack I stuck in there )
you enjoy it! Feel free to leave any comments or
suggestions on my page, I love feedback!
To install textures for Rei's Minimap: after installing the mod, drag the reifnsk folder
from the pack into your minecraft.jar.
To install the 256x shaders I use for GLSL:
after installing the mod, drag the files from
shaders.zip into the shaders folder inside your
minecraft.jar.
I suggest running minecraft with 2gig or more of
memory allocated to java. To do this easily:
open a new text document and paste the following in
it then save as minecraft.bat :
for 2gig:
@echo off java -client -XX:+UseConcMarkSweepGC -XX:
+DisableExplicitGC -XX:+UseAdaptiveGCBoundary -
XX:MaxGCPauseMillis=500 -XX:-UseGCOverheadLimit -
XX:SurvivorRatio=12 -Xnoclassgc -XX:UseSSE=3 -
Xincgc -Xmx2048M -cp Minecraft.exe
net.minecraft.LauncherFrame exit
for 4gig:
@echo off java -client -XX:+UseConcMarkSweepGC -XX:
+DisableExplicitGC -XX:+UseAdaptiveGCBoundary -
XX:MaxGCPauseMillis=500 -XX:-UseGCOverheadLimit -
XX:SurvivorRatio=12 -Xnoclassgc -XX:UseSSE=3 -
Xincgc -Xmx4092M -cp Minecraft.exe
net.minecraft.LauncherFrame exit
put your new bat file in the same place as your minecraft.exe (don't delete it), and use the .bat to start minecraft instead.
To use alt textures, just copy the animations to tp zip. For the textures themselves, use gimp/PS and set grid to 256, and snap to grid..you can copy/paste to your hearts content. Alt textures do not have glsl support yet(make sure to put a copy of a solid block into place on terrain_nh.png when you use alts,and change them on terrain_s.png as well), but I'm tracking all of the normals/specs down to add them to another sheet in the same spots for ease of use. (and making new ones for the textures from my old pack I stuck in there )
Worry not about looking for something different with this pack!! You can be a part of it too!!
I have limits to what I can visualize and create, and I want this pack to be for everyone, so I'm opening it up to community involvement.
I have limits to what I can visualize and create, and I want this pack to be for everyone, so I'm opening it up to community involvement.
Share your ideas, your designs, armor, items, weapons... anything you would like to see a part of this pack and you will receive full credit for them. Can't draw/create? No problem! Describe it in detail, or post an image of something similar and describe the differences you would like and I'll try to make it. If someone posts an idea and you can make it happen, go for it! Also, if you would like to see matching textures for mods like buildcraft etc. and can make it happen please do. I have a ton of unused textures that might be usable so run ideas past me and I may send them to you.
[represent]
1
If you can't find the IDs of the potions then you haven't progressed far enough in your education to need to know how to apply them to Entities.
1
I've yet to hear of someone who's done this.
1
The number I specified to be changed is the metadata value of the dye item. Metadata allows there to be one single item ID used by the game that has multiple sub-items. If you want to use the red wool block in the crafting recipe you'll use something like this:
Rather than using "Character.valueOf('L'), Block.cloth" you use "'#', new ItemStack(Block.cloth, 1, 5)" in its place, where that last number corresponds to a certain wool color. You'll need to experiment some to find that right colors, since I don't understand enough about bitwise calculations to give you a direct 1:1 map of color to metadata values. Also, a bit of info -- "Character.valueOf('X'), Block.dirt" and "'X', Block.dirt" should act the same in the recipes, just so you know that and don't get confused between what you use and what I use.
2
1. Show me the ore generation code
2. Tell me your operating system
3. Tell me what your CPU is and at what clockspeed
4. Tell me what your graphics card is
5. How much RAM (memory) the computer has
6. How old the computer is
7. If you have any backround programs open besides something like a file browser
3
They already said they've modified other Mobs.
Simple blocks are trivial if you've already done Entities.
1
You'll need to create a new arrow for them to fire, and a new EntityAI file that clones the one they use to fire arrows, but allows them to use your special one. You can modify the new arrow to have the properties you want the skeleton's arrows to have.
A new arrow involves:
1. A new EntityArrow file
2. A new RenderArrow file
If you got far enough to add potion effects to new Zombies in half a day you can probably figure out how to make new EntityArrowNameHere and RenderArrowNameHere files based from the original ones.
The EntityAIArrowAttack clone will only need to be altered to create a new instance of your newly-made EntityArrowNameHere file, rather than the old arrow.
That should cover the general idea of what needs to be done so you can at least get on track in the right direction.
2
The problem is you're using "World."
This is trying to use the actual World class, and not a variable with the "type" of World
Use "world" instead, which is the actual parameter (which happens to be the instance of the World object the game is using) anything executing this method has to pass to it.
1
In multiplayer you have to assign an actual number ID to entities (go look in EntityList to see what IDs are already used), and don't make spam posts in the wrong thread.
2
Ninja'd on the fact that ModLoader and ModLoaderMP are requirements to use Forge.
1
Oh I forgot this bit: