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    posted a message on Conquest_ [WIP there is always more to come]
    Quote from monsterfisher


    @Darkfox118 hey im glad you are liking it so far. As for the paintings im actually not planning on making less use of them as decoration and less as paintings, since it has proven to me that they tend to be used much more often and in much more creative ways, which i really wwant to support in my community.
    so probably bad news for you but the paintings wont change exept for their apperance.
    as for the update i always put up a changelog for every update i do (its either in the comments here or you can check it on the link i provided in my describtionpage (links to planetminecraft changelog which is always the first one to be updated!)) i as of to see what version you are on you can see that in the pack describtion in the resourcepack selectionscreen.


    Hey dude, thanks for the reply! No worries, the metadata makes up for this one inconvenience for me with gold. The rusted iron is my favorite so far. Any chance of a dry/aged wood perhaps too? I love having wrecked/ruined ships and buildings. The mossy green carpet helps a lot, and the spruce wood KIND OF looks like aged wood, but.. just curious if that's something you want to address. The tables, bars, wine glasses and smoke really bring things to life.

    I kind of started out the other day thinking maybe I could try to modify some textures to at least make the mod partially support noppe's NPC mod, but.. 2 things there. 1. I want to ask you first your thoughts on that. It'd probably be recolors of existing weapons to support the "emerald armor" and things, nothing fancy, I've tried my hand at texture packs and I am NO ARTIST. aaand 2 is.. well I'm no artist, so my contribution would be rather small. Still, If you're cool with it I'm more than happy to provide what I come up with to the community for anyone/everyone to use.
    Posted in: Resource Packs
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    posted a message on Conquest_ [WIP there is always more to come]
    Quote from jozefmery

    Darkfox check this and look at the L column
    https://docs.google....p=sharing#gid=0

    Snake: doors have metadata used for the positions... while I like your idea the only way I think its possible is biome speccific (hope its not buggy as cauldron since for a single cauldron u need 3x3 biome so it look normal) + another backfire with biomes is its a whole column unfortunately


    Ah! There it is. I didn't spot that in the ref. sheet earlier. Weird.. I have a 1x1 biome in that area, lol.
    Posted in: Resource Packs
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    posted a message on Conquest_ [WIP there is always more to come]
    (back on topic for a moment..) I'm finding that green carpet places a mold like covering.. some of the time. I l ike this! But sometimes it places a carpet? I tried skimming the thread and reading up on the meta block info but didn't find anything. Any insight? Trying to make something look like it's been in the weatehr for a while. Would be nice if vines could do something similar perhaps?

    Posted in: Resource Packs
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    posted a message on Conquest_ [WIP there is always more to come]
    Yea, we're using bukkit to do all the "easy" stuff for the map first that requires WE, VS and itemizer, then we'regonna go back with forge server and run NPCs to finish in.

    I hate to say this, because it denies our benefactor of some monies (I think?) but using chrome or firefox with the "ad block plus" add-on greatly reduces the amount of malware and viruses (and ads) you encounter on the web. It seems more than one person has had trouble getting the pack because of the 2 ad focus click throughs required to get it. I think it's a smart idea since it kind of "doubles the revenue" to get to the download itself. I do wonder tho if a site like ad.fly may give better results? I've never worked with either. (none of my stuff would generate any money lol)
    Posted in: Resource Packs
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    posted a message on Conquest_ [WIP there is always more to come]
    I would be just fine with that, but then I'd have to release my "custom" version of the pack with the map, or at least the custom paintings file with instructions to add it to the pack.

    Since the map uses noppes NPC mod I suppose the player will have to be somewhat familiar with mods, I just worry that every additional item I add mod wise turns someone off to the map.

    I don't suppose it'd make sense to release the whole pack with the map so much as just one painting file. Which.. now that you mention it, would do well to fit the lore, I suppose, since I'd most likely use screenshots of the map itself lol.

    Good thinking!
    Posted in: Resource Packs
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    posted a message on Conquest_ [WIP there is always more to come]
    Monsferfish, I'm very glad I came across your pack. i've been trying to find "the" pack for my map for quite a while now. (I've been working on an adventure map for over 2 years. It still has a ways to go!)

    I'm really enjoying the pack, though I do have one thing that REALLY bugs me about it, and john smith, maybe you can give me some insight on your plans?

    Paintings.. I find it very difficult to work with a pack that has weird things like doorknobs, knives, banners etc. as paintings. I usually just delete the paintings from the pack and use vanilla, but they do tend to spoil the atmosphere a bit.

    I'd like to be able to recommend the pack as the "official" pack for my map, but I can't do that unless the paintings change. Any plans on that?

    Also, general recommendation, if you don't mind. Some kind of more transparent versioning system? When I go through your ad.focus links I get a "Conquest_.zip" that really tells me nothing as to whether or not it's newer than my current version. Since you're still indev on this project, it'd be nice if we could tell when the pack updates. I know your thread initially said weekly updates, but.. you and I both know how life tends to get in the way of hobbies.

    Thanks for all that you do! Keep up the great work!
    Posted in: Resource Packs
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    posted a message on Custom NPCs
    Quote from Noppes

    Sure as long as you base them on the Stephanie texture.


    just to clarify, is there a certain portion of the stephanie texture that has to remain? the face format or something?
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    I see the selection of "feudal" costume for the humanfemale model is pretty low.

    I'm not a great skin maker, but if I make any skins, would you like me to run them by you? I would be happy to contribute to this great project in any way I can.
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    ok, sorry to double post, but I want to say of the issue not mapping to the world save folder for alternative skins, this issue is resolved.

    It centers around the ORDER in which you install mods.

    I played with this for a good 30 minutes.

    The mods I have (in the order they must be installed):
    mcpatcher
    modloader (and thereby customnpcs, only mod using mod loader I have.)
    zombe's mod pack
    TMI.

    Donig it in any other order resulted in blackscreening or feature issues.

    to be fair, in the readme for zombe he says as much about mod loader, and mcpatcher advises that it should be the first mod as well. I believe the original conflict was with mcpatcher for me. Interesting that it would manifest in only this one area.
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    Quote from Noppes
    Could you put some textures in your mob folder -&--#62; start minecraft -&--#62; place an npc -&--#62; press select textures -&--#62; close minecraft -&--#62; copy your .minecraft/errorlog.txt and .minecraft/consolelog.txt T


    Mod Loaded: mod_NPCS Custom NPCs 0.11.0
    Done.
    WARNING: Found unknown Windows version: Windows 7
    Attempting to use default windows plug-in.
    Loading: net.java.games.input.DirectAndRawInputEnvironmentPlugin

    Starting up SoundSystem...
    Initializing LWJGL OpenAL
    (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
    OpenAL initialized.

    Stopping!

    SoundSystem shutting down...
    Author: Paul Lamb, www.paulscode.com


    this is the result of the consolelog.txt. The error log is empty.

    I tried this experiment on an entirely different machine with a different map and skin with the same result.
    The only thing the 2 machines have in common is the same minecraft.jar. (I mod one, then copy it to the other.)

    I will be starting a fresh jar, a fresh modloader/npc mod only mod list (ignoring zombe and tmi for the experiemnt) and trying again. I will get back to you with the result.

    Also, both machines have the same console and error log.

    interesting.. starting with a fresh jar worked.

    That makes no sense.. but it seems to be resolved? Perhaps I installed my mods in the wrong order. I"ll re-install my other mods and verify that they work. I must have tmi and zombe to do my "job" lol.
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    Quote from Noppes

    Youre a 100% sure that you put them in the correct world folder and that you go <up> once where the spider, ghast textures and stuff are?




    I have the png file in just \mob, I have a folder called humanmale in there and the png in that, I even have a zip file with th epng in that, just to cover all my bases. I went up/down in the folder system, unless I'm just blind, I don't see it.
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    Quote from Noppes

    1) Im not the creator of any of the skins. I think willxo made the guard one, not a 100% sure. Though I dont think he would mind as long as you dont profit.
    2) The your world in that part is ofcourse not meant to be your world, but the name of your world(you probably didnt do that wrong, but still just checking). If you put them in the mob folder they should appear in the select where the current folder is mob. If you, for example, have a human male your current folder is mob/humanmale, you have to go up one to get into the mob folder. There the names are in alphabetical order, but it kinda derps out on capital letters so first come all the textures witch are capitalized and second the non capitalized.





    right. My world map has a capital letter, does that matter? It's odd because it's picking up my texture pack pngs but nothing in the \customnpcs\mob folder. I tried making a humanmale folder and a cloak folder, retarted minecraft multiple times, renamed the pngs, resaved the pngs incase there was a texture size or format issue. I'm stumped. I'm considering moving the textures into your zip to see if it picks them up then. I'm sure it would.. but that would snag in distributing the map later so i'd prefer not to do that.

    I may try another map just to see if that narrows it down. Do some sort of trouble isolation.

    edit: tried that.. copied the same png over to a new folder in a new map, same issue. Also copied existing textures from the zip into the new world (it has a space in the folder name in this case..) and renamed them. No dice there either.
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    Quote from hawk4687

    If you have an unzipped mine craft.jar I believe that that route won't work. Instead you must manually put them into the /mob folder, then hit (up) when selecting the texture


    I do not. My JAR is intact. The only mods it has is modloader, mcpatcher, tmi, and zombe's fly mod, outside of noppe's npc mod of course. The rest of the mod works fine.
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    I know this thread is HUGE so if it's in here and I missed it I apologize.

    first off AWESOME mod. Really fulfilling some goals of mine. I'm working on a map now and its actually giving me purpose to complete something for a change.

    Issue I'm running into is twofold.

    1. Can I modify the existing skins and distribute them with the map?
    2. Yes or no to 1 (I can make totally custom skins it's fine.) How do I get them to work? Your site say:

    Quote from site »
    f you want to add your own skins/texture, you can place them in the .minecraft/saves/your world/customnpcs/mob folder. They will appear in the Texture selector if you do that.


    I'm not finding this to be the case. The texture does not show, and if I type it manually it shows a white character model.

    I am using a modified (recolored..) guard steve png. The file name IS different.

    I also tried it with cloak, does not work in this case either. Am I doing something wrong?
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    fresh jar.. copy files. Black screens. Does not work for me. Back to mcpatcher I guess..
    Posted in: Minecraft Mods
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