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    posted a message on Optifine Random Mobs Problem

    It helped enough. I couldn't use your specific files but I was able to recreate approximately what you have. I have tested and confirmed with Optifine 1.12.2 HD U E1 that in 1.12.2 biome specific mob switching works BUT you can no longer use numeric IDs to reference the biomes. It sucks but like I said in my first post, I we all had to do it when updating our packs. I'm not sure if you can use numeric IDs for modded biomes (since I don't pay modded) but if you have entity switching working in any of those I would say those are okay. In the example I packaged all of my zombies are using the correct skins except for in the Cold Taiga biome which I referenced using the numeric ID rather than the game name. Just for the sake of being thorough I included a text document that show the correct syntax for each biome name in 1.12.2 since they didn't show that on the wiki. Hope it helps.


    http://www.mediafire.com/file/3rfq01jf113390c/Biome_Zombies.zip/file


    https://minecraft.gamepedia.com/Biome/IDs_before_1.13

    Posted in: Resource Pack Help
  • 1

    posted a message on Optifine Random Mobs Problem

    Are any vanilla biomes registering your properties file? I remember some time ago, I think back in 1.11, I had to re-name all of my biomes to use the actual biome name rather than a numeric ID. Nothing looks wring with the content of your .properties file but without the file itself there isn't any way I can tell if it was formatted correctly, if it's actually a .properties file or if it was accidentally saved as a .txt, or how your files/folders are structured which could cause problems. I'd be glad to give you a hand trouble-shooting the issue (at least the vanilla side of it) but without your files I'd just be building the feature from scratch rather than helping you figure out what went wrong.

    Posted in: Resource Pack Help
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    posted a message on I NEED HELP WITH MY TEXTURE PACK GLITCH!!! (SOLVED)

    Before anyone is going to be able to help you we're going to need a lot more information or the files themselves to see what you have going on. In your post you didn't tell us what version of minecraft you're playing, if it's modded or unmodded, what blocks are effected and what, precisely, you were doing when the feature broke. You responded that you at least have Optifine installed, were you altering your pack using using CTM or normal vanilla file switching/altering? The only thing I can really tell from your screenshot is that you have the grass overlay texture showing on a block (which I assume is grass) where you obviously don't want it but with as many ways optifine can change a block's appearance details about your method and your properties files would be helpful. If you really want this taken care of for you your best bet would be to upload all of your relevant files with a description of what you were trying to do, exactly. I hope you get this figured out, I'll help you more later if you can provide more relevant detail or a package of assets.

    Posted in: Resource Pack Help
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    posted a message on can someone edit this

    I don't know what would make you say that 1.14 is far away but that isn't what the snapshots are showing and while many things can happen, even in a given hour, the change to the particles was very intentional and unlikely to be reverted. That said, the particles.png uses a grid to know which images to use and those grid sections are 8x when using the default 256x canvas. Since to scale that up you need the scale the whole canvas then yes, your particles do have to be a factor of 8 or, at the very least, fit within a grid allotment of that size.


    https://minecraft.gamepedia.com/File:Particles.png

    Posted in: Resource Pack Help
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    posted a message on can someone edit this

    No, I can not make this a functional particle file because your images are WAY too big for the canvas. Minecraft applies a grid to the particle sheet to determine which part to display for which particle. It look like you've found a bunch of HD particles you like but you seem to have totally ignored the formatting for the sheet. If your file had been done properly I would've gladly dropped the 1.13 assets from a different 2048x particle file onto yours but there is no way that that file works in any version of minecraft. I'll also mention that in 1.14 they stop using the sheet for particles and have changed everything to individual files so I would recommend forgetting about 1.13 and working to update your files to 1.14 instead so you don't just end up with broken particles in another month. This is how the icons on a 2048x particle sheet SHOULD be sized and layed out, if icons do not fit in their appropriate location then they'll need shrunk or you'll need a new image:


    P.S. 1.14's use of individual files means you can probably use your larger particles there, you just need to make sure the whole particle set (like big_smoke) is the same size and that size is a standard texture resolution (16x, 32x, 64x, etc)

    Posted in: Resource Pack Help
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    posted a message on Banners completely broken, please help me! Also, text is broken but that's unrelated..

    Glad you finally got it working. If in the future you want to resolve your text issue I think the solution will be in researching mod-support texturing for forge and liteloader, if you can give them both the same custom font then you should eliminate the double-up. Good luck.

    Posted in: Resource Pack Help
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    posted a message on Banners completely broken, please help me! Also, text is broken but that's unrelated..

    Sorry for the late reply, I've been helping some other people texture for 1.14 and got distracted. The version of the pack you gave me had absolutely no shield assets. To work properly you should have 2 files and 1 folder in your entities folder. You should have a shield_base and a shield_base_nopattern image along with a shield folder (the contents of that folder will look almost identical to the banner folder only with single images rather than double). Every single one of these images should be the same size texture, since your using a 256x shield you'll want a 256x set of pattern images to match it. The error I'm seeing in your screenshot is what happens if I put a shield larger then the default (64x) into MC without adding custom matching patterns of the same resolution in enitity/shield. I can't see anything immediately wrong with those 2 files other than the base file being a total white-out which I feel could be a problem, never seen patterns done that way before. I feel pretty confident that if all of your images were the same size and in the right namespace you'd get it working. If you can't get it working after this tell me where your pattern images are from and give me your shield_base_nopattern and I'll make it work for you.


    P.S. Do not fill the transparent areas of a model with white (unless the texture is white)- you'll get glitches. People fill in the transparency because models (especially complex ones) tend to have the intersections of texture faces glitch and show an area outside of the model texture. If that texture mat doesn't support transparency then you get these annoying white micro-pixels flashing at the edge of blocks are you walk by. People fix this by filling the transparent ares for these models with a color similar the the border pixels so when there is any bleeding it becomes unnoticeable. For your shield you'd want the background like a slate gray if anything, since it supports transparency it doesn't really need it as badly, but using white for something with a dark border actual creates potential issues rather than preventing them.


    The images below are examples of the shield images I use- the first 2 are from textures/entity the second 2 are from textures/entity/shield and the last is just an example of appropriate transparency coloring for models.

    Posted in: Resource Pack Help
  • 0

    posted a message on Banners completely broken, please help me! Also, text is broken but that's unrelated..

    Well, the pack that you gave me didn't have a shield file, did it? I noticed that the banner files you had seemed to be the default minecraft resolution of 64x and that shield looks like it's a lot more detailed than 64x (the default shield resolution). Did you bring over the banner files from wolfhound when you took the shield? If you remember, the first thing KittenKatja mentioned was making sure that all of your banner files were the height and width- this will also apply to the shield since they all trying to apply together. If your shield is 128x then you need 128x banner patterns, that's all I can think of without seeing what you're working with now.

    Posted in: Resource Pack Help
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    posted a message on Banners completely broken, please help me! Also, text is broken but that's unrelated..

    Well what I'm seeing now is working banners with only the shield not applying them properly- is that with just forge and optifine? I'm not having that issue with forge and optifine so maybe you couple link your current version so I can see if there are any problems with how your stuff is working compared to mine. Can you not run vanilla MC with just optifine?

    Posted in: Resource Pack Help
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    posted a message on Banners completely broken, please help me! Also, text is broken but that's unrelated..


    So all that I'm missing is item textures? and then it should be good?


    and these are the only mods I use, I only use the minimap for death coords and such, and I hardly pay attention to the map/compass.


    It's not quite that simple, since the issue isn't present when using your pack in vanilla I had to try to mod my game identically to yours until the issues appeared. Now that I know what mods you're using I was able to add them 1 by 1 until I started having issues. Forge and optifine together causes no issues but as soon as liteloader gets added into the mix your double text bug appears so that seems to be an issue with forge+liteloader. At this point I will mention that in your Fonts folder all I see is a TTF font file which isn't how minecraft is formatted and won't work as a font, it's possible having a working font here would help, I haven't texted any fixes for things. It seems to me like forge and liteloader are trying to display the same info using different fonts/spacing (one seems HD while the other looks default) so giving those the same fonts/spacing should eliminate the issue in theory. I then added voxelmap and neat into the mix but, here's the thing, your banners still work.

    When minecraft is missing an asset in a resource pack it's designed to look in other packs below it for the missing items. While you are in fact missing item textures for banners that shouldn't (and from my experience doesn't) cause the issue in your screenshot, it just uses the vanilla assets if none are ever provided. Even when I was running all of the same mods you have, with only your unaltered resource pack loaded, I have not been able to re-create the problem you're having. While I was modding my game I couldn't help but notice a distinct difference in our 1.12.2 mod folders- are you sure you installed everything properly? I made sure I downloaded everything from the official sources and installed as instructed but you have forge-installer assets I don't, your liteloader looks like you dropped the installer into the mods folder without extracting the .jar and using that, your optifine seems to be suffering from the same fate as the liteloader, and I simply have not been able to find jar files with those names for the Neat Mod or VoxelMap. Given these inconsistency in our mod folders I can't help but wonder if you got a bad download or version of something somewhere because, as I said; I haven't experienced your banner issue. You should test your pack in vanilla and see if the banners work, if they don't it may be that your vanilla assets got messed up somehow. If your pack works in vanilla I would try re-installing all of the mods from their official websites and following the installation instructions. Unfortunately I'm out of things to test without being able to re-create the issue.

    Posted in: Resource Pack Help
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    posted a message on How do i downgrade

    When you start the game click Launch Options, click Add New to make a new profile, select the version you wan't (1.8 in this case), click Save to save the profile, then return to the News screen and press play. Hope that helps

    Posted in: Java Edition Support
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    posted a message on Invisible Entities: Player model, ALL mobs, chests.. **GAME IS COMPLETELY UNPLAYABLE**

    That's crazy, I've never seen that level of failed rendering. Have you successfully played minecraft on the machine you're using before? Is it possible it doesn't meet the system requirements for minecraft? I would try downloading and running a resource pack to see if those assets have an easier time displaying but this much of a problem in vanilla definitely seems like a graphics hardware/software problem. You can always go into your Setting and selecting 'enable output log when game starts' which will give you a window where you can watch MC perform its operations in real time and catch errors and warnings as they happen, it could give you a clue about what's happening.

    Posted in: Java Edition Support
  • 0

    posted a message on Banners completely broken, please help me! Also, text is broken but that's unrelated..

    This is interesting. Firstly I'll note that the download I got from you isn't seen by the game as a valid .zip archive since it is Sand's Awesome Pack/MyPack/assets/minecraft instead of just Sand's Awesome Pack/assets/minecraft but since the game can't even see the .zip when it's packaged like that I removed the 'MyPack' folder and moved its contents up a directory. Once I had gotten rid of the MyPack folder I loaded up the pack with Optifine 1.12.2 E1 (the version your launcher shows) and I witnessed a completely functional resource pack. You are missing 2 texture files for banners (textures/items/banner_base and textures/items/banner_overlay) that handle the item display for the GUI and hand but, as you can see in the screenshot, the game had no problem using the default assets from the game to display the colors. I also have no text issues when playing vanilla which makes me believe the issue may be with the Forge launcher. What version of forge are you using and what mods do you normally use? Does your pack's file structure usually contain a 'MyPack' folder where the download does? I had assumed that was a mistake in your upload but I guess it could be possible Forge recognizes the folder even though vanilla MC doesn't. Have you tried the pack with just optifine to see if your issues remain? I don't play modded very much so if I can't replicate the problem I can't help much more.

    Posted in: Resource Pack Help
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    posted a message on Help, how to change banner colors

    Actually there are a lot of things you can't change in the game and you will come across more and more of them the deeper you get into resource packs. Just make sure to keep and eye on update logs so you know when you can finally do things that are currently impossible (ie jeb_ has stated one day resource packs will be able to model entities and not just blocks and items). Currently most color schemes can't be edited by packs like water colors, map colors, or dyeable armor colors. Right now I think foliage is the only thing with an alterable color map... maybe the sky, not sure if that's just optifine.

    Posted in: Resource Pack Help
  • 1

    posted a message on Banners completely broken, please help me! Also, text is broken but that's unrelated..

    So... I'd like to help you however you have given me absolutely nothing to work with. Iv'e never seen this text bug before and I can't be certain what's causing your banner issue so unless you can provide me/us with a relevant .zip file so we can see what you're working with and the issue in action I'm not sure anyone will be able to help you much. The best bet would be to package all of the relevant assets into a .zip we can see and manipulate for you, and upload it to mediafire or a similar service so we can download it, or a full download if you can't/don't want to strip the assets out. Best of luck at any rate, hopefully you get this resolved.

    Posted in: Resource Pack Help
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