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    posted a message on Lines coming off of flat 2D objects
    Quote from echonite

    It is a common problem with many many MANY games. If I were at home, I would make up some images to illistrate what I said...



    Basically a UV map is a grid layout of an unfolded 3D model placed over a texture to say "Put this part of the texture on this part of the model." Its not a perfectly accurate process, and sometimes the texture on the outside edge of a UV map can "bleed" into the portion of the UV that is displayed on the model, causing the thin lines on the edge that you see.

    In short, the only thing you can do to fix it is to make custom models to replace the default with custom UV maps and textures to counter the bleeding effect. NOT an easy process if you are looking to replace everything.

    I should have been a little more specific, I do understand what UV mapping is now (I did read the Wiki entry) but I'm not clear on why the bleed happens. I suppose knowing won't make it any better, though.

    Also, since this is only happening to me on the 2D world objects, wouldn't they be easier to fix with custom models? For instance, wouldn't all grass blocks share the same model with flowers and with crops? I don't really know anything about making custom models in MC or even how the default models are made. Since 1.8 will allow custom block models then I could potentially do this, right? I guess I'll have to read up on how to do that. I might give it a whirl since it is just those limited selection of blocks.
    Posted in: Resource Pack Help
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    posted a message on Lines coming off of flat 2D objects
    I don't really know what you just said (but I did read the entire Wikipedia page on UV Mapping) but what I get from it is that there's nothing that I can do to fix this.

    And yes, it's mostly a 512x512 resource pack with a few 256x256 textures sprinkled in.
    Posted in: Resource Pack Help
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    posted a message on Lines coming off of flat 2D objects
    I'm modifying an existing texture pack for my own personal use. So far I've updated it and replaced some textures I didn't like with ones from other packs or a few that I actually created myself (I'm mighty proud of my Cooked Salmon). One thing I want to fix are these single pixel wide lines that come off of any texture that is displayed as a 2D sprite such as torch flames, grass, flowers, crops, etc. I've also got some really annoying lines that show up in the connected textures glass as well.

    I'm pretty much certain that these lines aren't actually in the image files themselves and one of the reasons is that I'm sure of this is because the lines only show up when you are at a distance (>10 blocks away) and they are only visible at certain angles. In fact, the lines themselves are typically only fully visible when you're moving because when you stop you can only see a small portion of the line from that angle. Move again and you can see another part of the line. Keep moving and the flicker happens so quick you can see all of the lines in all their ugly glory.

    Here's a link to a gallery showing some of the lines: http://imgur.com/a/2VpKP

    Be sure to zoom on the images to see them clearly. You'll also notice that vertical lines tend to show up more readily than horizontal lines.

    The only mod I have installed at the moment is OptiFine.
    Posted in: Resource Pack Help
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    posted a message on No spawns in my mob farm
    Quote from TheWesson

    Even a small cave (10 x 10) can be a drag on your spawn rate if it causes you to bump up against the hostile mob cap. I agree it didn't seem to be a problem here (your caves only added maybe 10-20 to the mob count apparently.)

    That's why I went and flooded the crap out of them and some of the further, larger caves just for good measure.... after I mined out all the resources, that is.
    Quote from JSPRINGY

    Yes, the entire piston leaks light. Slabs also do leak light. :P

    Eww. Well, that explains it. That was the problem all along. Once I put the 2nd layer of cobblestone on the outside it covered all of the pistons completely, so that finally blocked out the light. It's strange that the farm still wasn't working at night, though.

    Thanks for all the info.
    Posted in: Survival Mode
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    posted a message on Boats are underdeveloped right now
    Boats work pretty much the same way they always have. There's very little development aside from making them faster and whether or not lily pads should destroy boats. I looked back through 10 pages of the Suggestions forums and no talk about boats.

    Today, after going through over a dozen boats while ferrying building supplies from base to a new build I was doing or watching them sail off into the distance after I jumped out I decided that I hate boats in Minecraft.

    I have a couple of suggestions:

    First, allow us to craft a steel hulled boat, something like the old Ironclads from the American Civil War. This boat would only break if it hit a block at full speed. Hitting lily pads or squid would destroy them and not the boat. I would even be ok if this boat had a lower top speed than the regular wooden kind. It might be crafted like such:


    Second would be a boat docking mechanism. I thought the simplest solution here would be to craft boat tie downs that worked not entirely unlike how you tie a horse to a fence with a lead. You'd craft the tie down and then place it next to the water. You would pull up near it in your boat and then click on it. Once you clicked on the tie down, it would attach a rope to your boat (exactly how horses are attached to fences). This would put several effects on the boat. First, the boat would "snap" into place immediately next to the shore. It would then be immobilized completely. Second, this immobilization would make the boat immune to breaking (except for punching it with your fists or tools as long as it's tied up). Third, clicking the tie down while in an undocked boat will eject your player to a solid block directly adjacent to the tie down. Several images of different boat tie downs can be viewed in this gallery I put together: http://imgur.com/a/VUGuR
    I imagine the crafting recipe to be something like this:


    Lastly, it would be nice if we could anchor boats when we are sailing to a new area or an area in which we don't want to set up a permanent boat dock with tie downs. The anchor would simply prevent the boat from moving when you are out of it. It would also prevent the boat from shooting away from you when you jump out. You would simply place the anchor in a crafting window with the boat to receive an "Anchored Boat" or "Anchored Ironclad." A simple anchor recipe might be:


    While I love the intricate docks that some people have come up with, I don't feel like we should have to go to extraneous lengths to ensure that we don't wreck our boats. Those feel more like contrivances than anything else. Give boats some lovin!
    Posted in: Suggestions
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    posted a message on No spawns in my mob farm
    Quote from JSPRINGY

    Did you have pistons, stairs, or slabs on the outer shell? All of those will leak light in. Otherwise, there is no known light glitch that I know of.

    Pistons, yes. I already knew that some part of the piston (the extended arm and such, I believe) are considered transparent but I didn't think the base was. That was the very first thing I checked and covered the sides of the pistons and the light leak still existed, but the back/bottom (whichever you'd like to refer to it as) was still exposed to the outside. They are now covered. Would that allow light to leak through? I'm still not exactly sure how the piston works with light leakage.
    Posted in: Survival Mode
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    posted a message on No spawns in my mob farm
    Quote from TheWesson

    You can check the entity count in F3 view - look for number next to 'E'. If this is high (79+) and yet there are few mobs in the spawner, this is your problem.

    Even standing at y-103 my E count is in the 20s and 30s. I have OptiFine installed and am at the max render distance possible. Standing on 24 blocks above the spawner and my E was in the single digits and low teens for a bit then eventually was at the 20s and 30s. There were a few more items in my chest at the bottom but not a lot.

    After messing around a bit I noticed that if I cracked open my spawning area it was kind of bright up near the tops. I figured it was just a rendering glitch and the light levels were really zero like they should be, so I climbed up there and lo and behold the light levels were at 10-12. There were no holes in the farm so I don't know how the light was getting in. It seems to be a bug and the light was still coming through the one block thick shell so I added a second layer to the outside and now the light levels inside are at zero like they should be and I'm getting TONS of spawns even standing at my platform at y-103.

    I also fired up MCEdit just to see what kind of caves are below the ocean floor and there were in fact a few tiny caves (see attached screenshot), but not much more than those 10x10 (ish) caverns dotting the immediate area. Just to be on the safe side I brewed up some water breathing and went down there and just opened up the sea floor and flooded them. The nearest cave system that was any larger was nearly 100 blocks away- still enough to get spawns but far enough to not fill up my entire entity cap. I'm happy with the output I'm getting now. I'm still 100% convinced it was the lighting bug. Is this a known issue with 1.7? Or maybe with the GLSL shader mod?
    Posted in: Survival Mode
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    posted a message on No spawns in my mob farm
    Quote from JSPRINGY
    Try afking above it, just to see if that helps. Quick and easy test ;)

    I'll try this because it's quick and simple, but the vids I pulled this design from are MUCH closer to ground level. Touching the water, even and they just rain mobs.
    Posted in: Survival Mode
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    posted a message on No spawns in my mob farm
    I feel like you didn't read or watch my video.
    Posted in: Survival Mode
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    posted a message on No spawns in my mob farm
    I just built a mob farm in my SSP map. I more or less imitated a farm that I've seen in several Youtube videos and more than one of those videos is from 1.7 so I know this thing should work, but it just isn't.

    Rather than posting dozens of screenshots of the build, here's a small tour I recorded (about a minute and a half long):



    • 0:00 - 0:35 are just showing how far from the nearest land mass I built the farm. I picked an area not far from my base that is a Deep Ocean biome. The bottom of the ocean sits at around y-30 so it's pretty darn high above any possible caves that can eat into the spawn rates. Nevermind the netherrack. That's just scaffolding.
    • 0:35 - 0:50 shows the inside of the farm. I peeled the roof off to light it up while I inspected the workings, although it doesn't seem that was even necessary because after 1 hour of AFKing I only ended up with 8 rotten flesh, 3 gun powder, 5 bones, and 5 arrows.
    • 0:50 - 0:54 me taking a trip down the mechanism to show that it works. It's quite simple. The only places mobs can spawn are on the pressure plates. Once the mob spawns the pressure plate activates the repeater which power a piston and knocks the mob down to the next level where the process repeats until they are at the bottom. This farm doesn't have a way to handle baby zombies, but they will simply despawn. Chicken jockeys are the only real problem. When the farm works as expected, I'll have to go up into the spawning area and clean out any chickens every few hours. (That's why there's a glass tube up the middle. It will contain the maintenance access in the future.)
    • 0:54 - 1:03 I knock out the cobble I placed for my safety. The drop is 55 blocks to some hoppers at the bottom. What I forgot to show was an F3 but the spot that I'm standing at (the bottom-most pressure plate) is at y-128. This should be plenty high enough to ensure the farm gets the most spawns possible.
    • 1:03 - 1:20 <nothing>
    • 1:20 - 1:35 This is the room I AFK in. Standing in there I am at y-103 which is >24 blocks from the closest spawning area at y-128.

    So can anyone explain to me why I'm not getting any spawns? I built this farm in a superflat test world before building it in my SSP world and it works beautifully there. The only difference between the test and the actual one is that the test one only uses 5 plate/piston pads per level and the SSP one uses 7.
    Posted in: Survival Mode
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    posted a message on Why can I place blocks on myself?
    Sometimes when I start up my world I have a persistent bug where I can place blocks directly at my feet. Doing this will push me over to the side so that I'm not inside the block. If I stand next to a wall and place a block one up from the ground (at head height) I will take a tick of suffocation damage and then get spit out to the side.

    If I try to pillar up while this bug is in effect I will get shot out to the side and off of my pillar - not a good thing.

    This is essentially like the bug where you can place a fence and then a block on top of it and you will be inside that block (in otherwords, the x-ray machine bug) but I can get it to happen anywhere at any time.

    Restarting the game fixes it, but it comes back randomly.

    The only mods I have installed are:
    • OptiFine
    • GLSL (w/ SEUS)
    I'm using MC 1.7.5
    Posted in: Java Edition Support
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    posted a message on LB Photo Realism, 1.6 convert 7/16/2013. RPG Realism 1.3.1 updated 10/12/2012
    Quote from Adelskrone94
    i hope, that he is comming soon back.

    I hope Scuttles comes back soon. I hope he/she hasn't quit or abandoned this resource pack. I love it so much that I can't even stand to use any other resource pack.
    Posted in: Resource Packs
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    posted a message on Texture Pack Idea. Please take a look. :D
    I can't take seriously anybody who writes an entire post in large point Comic Sans.
    Posted in: Resource Packs
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    posted a message on Looking for suggestions for an alternate resource pack
    Quote from kyctarniq
    This is the complete list so some will not be to your taste. I hope this helps

    Thanks for the reply. Some of these packs are really, really nice, but not quite what I'm looking for. The closest one I think is the Fortune & Glory Jungle Ruins pack. The reason I like it the most is because of it's palette. Darker, more muted colors. It looks more natural as opposed to some of the packs brighter, vibrant colors. KabPak was also pretty close to the palette I'm after but some of the blocks are a bit "flat" looking if that makes sense.

    My biggest problem with these two packs is that their both only 16x16. Don't get me wrong, I've seen some low res packs that look absolutely fantastic. I'm just looking for something a little bit higher def.

    I will certainly download a couple of these and give them a test drive. Sometimes things look different in-game than they do in screenshots.

    Thanks again.
    Posted in: Resource Pack Discussion
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    posted a message on Looking for suggestions for an alternate resource pack
    I'm currently using LB Photo Realism 256x256 which is out of date and was not updated for 1.7. It actually still works pretty great. There are very few graphical glitches and of course, none of the 1.7 stuff has been textured so it uses the default which looks really out of place. Other than horse armor and leads, I don't notice any of these all that much.

    Until such time that Scuttles comes back and updates the resource pack (and I really hope he does) I'm looking for an alternate pack that has a similar level of real world realism. I've tried a lot of pack that claim to be "realistic" but they're often too cartoon-y for my tastes. So far I've tried the following:

    Chroma Hills
    FaerieLights
    Ovos Rustic Redemption
    R3D Craft

    All of them are too cartoony and in general I really do not like the item icons or inventory/chest interfaces. I've browsed the first several pages of the Resource Pack forum and haven't found any other 1.7.x pack that is actually photo-realistic that isn't on the cartoony side.

    Does anybody have any suggestions?
    ~Thanks!
    Posted in: Resource Pack Discussion
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