When I saw this at a glance, I was skeptical it would be much better than the other version that was "resurrected". Which, although the intention was good and the guy who did it gave it his best, just didnt live up to the legacy Sevenfour left behind. Im looking at your textures now, and I believe that this is as good as it gets to Sevenfour himself coming back.
A job well done on keeping this pack going.
to be honest, the main credit should go to the guy developing it for x64 now, i just rescaled it to x128 and will try my hand on addons for different mods.
added more mods to the future list, after finishing the red power, i'll go for smaller mods that need less job and can be ready sooner, so stay tune. and if I can find a good program for upsizing the pictures i may redo the main texture package
Keeping the devices as they were next to texture like that would create a nasty effect. Since you have permission to use the texture pack, you could just try and tinker with existing ones to make them fit in.
As for resizing upwards... Saddly, i'm not aware of any lossless way to do it, but there is one trick that works for MC.
I never used photoshop, so you'll have to look for the option on your own, but The Gimp had a feature that let's you change from RGB to Indexed color palette, which lets your resize stuff without the blurriness. The downsize is that it reduces the colors in general, so in the case of a big, detailed image like a 64x terrain, the effect will look slightly different. They also use transparency (ice)
Here's how yours looks like:
As you can see, it feels... off. At least up close. Not sure how it'll look ingame.
well photoshop has the same ability to change to indexed color but as you said it affects the pixel colors, i may found a nice solution for upsizing, seems there are some stand alone programs just for this, as for ice, it'll look semi transparent in game, just look at some of the pictures in slide show there is an ice block there, and about machines, well i may change their look as like as that accelerator you can see in picture oor pneumatic tubes and the wires, when i had done it why not give the machines a try ha?
There, now we can talk;
They're much too blurry. Just changing the resolution doesn't work very well (It actually looks as if you shrinked them instead). What program are you using for it?
photoshop, and no matter what i try no filter or no tool works as much as i want them to, i asked Motoko to see if i can get original pictures used to create the package, if so i'll be very happy, if no option like that be there then nothing more can be done unless i want to change the look and use new textures, something that i really don't want to do, also redpower machines were really hard to handle (resizing from 16 to 128 !) and i didn't want to change the base look of machines drastically, this was as far as it was possible for those textures on machines to go with, if the result is not good enough i would need to use new pictures and change the look of machines completely
Pardon my tone, but the opening post left a really poor impression imho.
No problem, I didn't think that people would respond in next 30 mins no harm and I didn't know that having pictures were in ruels, at the time i posted i was uploading some pics any way, there will be more pics and videos will be available as i and the artist work forward, and if you guys made something cool please send me some pics so that i can add to the op.
First of all thanks for reminding me about adding a screen capture of permission pm, second, if just thought for a second that i'm further developing a previously made texture pack, you would know that if you looked at the main texture pack on the main artist's developer site there should be pictures, I'm screen capturing pictures and will record a video spot light too, but all of them need time, for time being at least you can check the link for x64, there are some pictures, they don't show the beauty of the pack really hence the reason i didn't use those pictures
LAST NEWS : Upgraded Main texture pack for 128, and the artist updated the 64 (5/17/2012)
Hello everyone
I found this texture pack in google search and I liked the theme, it was only X64 and it's not completed yet, so after talking with the developer and getting permission I resized it to X128 and cleaned it as much as possible, I'll release other versions as soon as the texture pack get finished, in the mean time i'm developing addons for this texture pack, I'll create packs for as many mods as I can find time for. Permission From The Artist :
Version history
0.2.0 :
1- new version of x64 released, so the whole texture pack redone, added more mob's textures, corrected moon phases, added more environmental color textures.
2- in X128 : basically better terrain file now, cleaner borders and more sharper textures looking. switched back the gui to the original x64 style, switched back the creeper color to green, look at known issues
0.1.0 : resized to 128, cleaned, starting version (5/14/2012)
==============================================================================
Download Main Texture Pack <----- UPDATED (5/17/2012)
==============================================================================
Mod Addons :
Red power 2 : under development
IC2 : to be done
BC : to be done
Rail Craft : to be done
Forestry : to be done
EE : to be done
Ender Storage : to be done
Laser : to be done
Logistic Pipes : to be done
Magic Box : to be done
Iron Chest : to be done
Paint Ball : to be done
Portal Gun : to be done
Rope + : to be done
Sneaky Pipes : to be done
Steave Carts : to be done
Thaum Craft : to be done
Twilight Forest : to be done
Wireless Redstone (chiken bone edition) : to be done
Somnia : to be done
Armor Stand : to be done
Back Packs : to be done
Balkon's Weapon : to be done
Crossbows : to be done
Extruder : to be done
FarmCraft : to be done
Floodgate : to be done
Minefactory Reloaded : to be done
Modern Weapons Pack : to be done
MotionDetector : to be done
Save Point Chest : to be done
SDK Gun : to be done
Team Fortress 2 Teleporter : to be done
THX Helicopter : to be done
WW2 Pack : to be done
Simply Horses : to be done
Tropicraft : to be done
Xie's Farming : to be done
==============================================================================
Main pack's Pictures <----- Added (5/14/2012)
More Pictures are available in Here :
Slide show : http://img855.images...20514231447.png
==============================================================================
Mod packs' Pictures <----- Red Power Addon Preview Added (5/14/2012)
some mob textures need to be cleaned, so you may see som pixels around the box, specially in head
if you have any mod in mind to be added to the list I'll be happy to hear about it. Also keep in mind that the order of developing mod addons are not in same as the list, I'll develop one that in the time i feel like doing it.
Another Note : I know that the texture pack is not complete, i'll wait for the main developer ( you can find the link on x64 main texture pack ) as soon as the artist develop more i'll update the main texture pack.
The Motor uses a hard coded texture I think, she mentions at some point that it should always (currently) use the default 16x texture. And that she will patch it in 5b(?) to work with texture packs... why you get the accelerator instead? No idea...
the answer is easy now, in x128 the frame motor's top pixel is at 1152, meaning in x16 it'll be 144, now 144 in x128 is in the middle left of accelerator, so when you hard code the animation, it only will move 16 pixels to left to find the next animated texture ! basically it'll call parts of the accelerator texture from x 128 and put them in faces
now does anyone know if it's possible to animate the accelerator texture or not? i have a nice texture that would be interesting to animate at least for glowing (or even rotating the textures at the same time)
Hi eloraam,
I'm creating a x128 texture pack, but something interesting is happening on frame motor, when they get redstone signal, they will use the texture of accelerators instead of their own to animate the degree sign and flash sign (all four sides use this texture and animate in some way using single texture of accelerator), any reason for that? if you need i can record a video and share in you tube
Hi slowpoke, this is Jiraiyah from dire's IRC, dude i don't know how to thank you and everyone that is working on this map, it's amasing, ssp was finished in 45 hours (i'm not that pro in mods or sky blocks) but i can imagine how big the insanity one can be, and how much work it needed to be ready, as one of those people who don't know how to make mods but enjoys playing it, i thank you guys
If you look 4 or 5 posts above yours you will see the answer to your question provided by Nightshade. It can be helped by changing your graphics to fast and render distance to normal until he has the time to provide a fix.
the problem is that i have distance = normal and graphic to fast when that happens
i had a big problem after i installed your mod on a clean jar, not sure why but when i install it my craft becomes so laggy and sometimes freeze in game play without black screen or any crash, just freezing in place it is, so any reason for that?
hi
i'm using your mod in conjunction with ruins and better dungeons, this is the error i got, maybe dependant on your mod?
------>>>>>java.lang.NoSuchFieldError: frozen
at aaa.y_(EntityCreature.java:33)
at BDHorse.y_(BDHorse.java:204)
at acq.e(EntityLiving.java:1387)
at ajr.e(SourceFile:39)
at bc.e(SourceFile:30)
at BDHorse.e(BDHorse.java:362)
at acq.J_(EntityLiving.java:673)
at xd.a(World.java:2182)
at xd.f(World.java:2153)
at xd.n(World.java:2039)
at net.minecraft.client.Minecraft.k(Minecraft.java:1861)
at net.minecraft.client.Minecraft.x(Minecraft.java:819)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 5e1010a7 ----------
Hi
i'm using your mod in conjunction with lc tree++ and better dungeins, this the error i get not sure if it's dependent on your mod or not can you confirm it's not related to yours? thanks :
java.lang.NoSuchFieldError: frozen
at aaa.y_(EntityCreature.java:33)
at BDHorse.y_(BDHorse.java:204)
at acq.e(EntityLiving.java:1387)
at ajr.e(SourceFile:39)
at bc.e(SourceFile:30)
at BDHorse.e(BDHorse.java:362)
at acq.J_(EntityLiving.java:673)
at xd.a(World.java:2182)
at xd.f(World.java:2153)
at xd.n(World.java:2039)
at net.minecraft.client.Minecraft.k(Minecraft.java:1861)
at net.minecraft.client.Minecraft.x(Minecraft.java:819)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 5e1010a7 ----------
0
not sure if this is the issue or not, but if you have "connected textures" set to on in opti fog options turn it off, not sure why it causes problems.
to be honest, the main credit should go to the guy developing it for x64 now, i just rescaled it to x128 and will try my hand on addons for different mods.
0
0
well photoshop has the same ability to change to indexed color but as you said it affects the pixel colors, i may found a nice solution for upsizing, seems there are some stand alone programs just for this, as for ice, it'll look semi transparent in game, just look at some of the pictures in slide show there is an ice block there, and about machines, well i may change their look as like as that accelerator you can see in picture oor pneumatic tubes and the wires, when i had done it why not give the machines a try ha?
0
photoshop, and no matter what i try no filter or no tool works as much as i want them to, i asked Motoko to see if i can get original pictures used to create the package, if so i'll be very happy, if no option like that be there then nothing more can be done unless i want to change the look and use new textures, something that i really don't want to do, also redpower machines were really hard to handle (resizing from 16 to 128 !) and i didn't want to change the base look of machines drastically, this was as far as it was possible for those textures on machines to go with, if the result is not good enough i would need to use new pictures and change the look of machines completely
0
No problem, I didn't think that people would respond in next 30 mins no harm and I didn't know that having pictures were in ruels, at the time i posted i was uploading some pics any way, there will be more pics and videos will be available as i and the artist work forward, and if you guys made something cool please send me some pics so that i can add to the op.
0
0
Hello everyone
I found this texture pack in google search and I liked the theme, it was only X64 and it's not completed yet, so after talking with the developer and getting permission I resized it to X128 and cleaned it as much as possible, I'll release other versions as soon as the texture pack get finished, in the mean time i'm developing addons for this texture pack, I'll create packs for as many mods as I can find time for.
Permission From The Artist :
Version history
0.1.0 : resized to 128, cleaned, starting version (5/14/2012)
Download Main Texture Pack <----- UPDATED (5/17/2012)
x128 : http://www.mediafire...8rsb272mc06wi2h <----- UPDATED (5/17/2012)
x62 : http://www.planetmin...nate-5-revived/ <----- UPDATED (5/17/2012)
x32 : to be done
x16 : to be done
x8 : to be done
Mod Addons :
Red power 2 : under development
IC2 : to be done
BC : to be done
Rail Craft : to be done
Forestry : to be done
EE : to be done
Ender Storage : to be done
Laser : to be done
Logistic Pipes : to be done
Magic Box : to be done
Iron Chest : to be done
Paint Ball : to be done
Portal Gun : to be done
Rope + : to be done
Sneaky Pipes : to be done
Steave Carts : to be done
Thaum Craft : to be done
Twilight Forest : to be done
Wireless Redstone (chiken bone edition) : to be done
Main pack's Pictures <----- Added (5/14/2012)
More Pictures are available in Here :
Slide show : http://img855.images...20514231447.png
==============================================================================
Mod packs' Pictures <----- Red Power Addon Preview Added (5/14/2012)
==============================================================================
if you have any mod in mind to be added to the list I'll be happy to hear about it. Also keep in mind that the order of developing mod addons are not in same as the list, I'll develop one that in the time i feel like doing it.
Another Note : I know that the texture pack is not complete, i'll wait for the main developer ( you can find the link on x64 main texture pack ) as soon as the artist develop more i'll update the main texture pack.
HAVE FUN
(JIRAIYAH)
0
thanks, at least i know that i can continue
the answer is easy now, in x128 the frame motor's top pixel is at 1152, meaning in x16 it'll be 144, now 144 in x128 is in the middle left of accelerator, so when you hard code the animation, it only will move 16 pixels to left to find the next animated texture ! basically it'll call parts of the accelerator texture from x 128 and put them in faces
now does anyone know if it's possible to animate the accelerator texture or not? i have a nice texture that would be interesting to animate at least for glowing (or even rotating the textures at the same time)
0
I'm creating a x128 texture pack, but something interesting is happening on frame motor, when they get redstone signal, they will use the texture of accelerators instead of their own to animate the degree sign and flash sign (all four sides use this texture and animate in some way using single texture of accelerator), any reason for that? if you need i can record a video and share in you tube
0
0
the problem is that i have distance = normal and graphic to fast when that happens
0
0
0
i'm using your mod in conjunction with ruins and better dungeons, this is the error i got, maybe dependant on your mod?
------>>>>>java.lang.NoSuchFieldError: frozen
at aaa.y_(EntityCreature.java:33)
at BDHorse.y_(BDHorse.java:204)
at acq.e(EntityLiving.java:1387)
at ajr.e(SourceFile:39)
at bc.e(SourceFile:30)
at BDHorse.e(BDHorse.java:362)
at acq.J_(EntityLiving.java:673)
at xd.a(World.java:2182)
at xd.f(World.java:2153)
at xd.n(World.java:2039)
at net.minecraft.client.Minecraft.k(Minecraft.java:1861)
at net.minecraft.client.Minecraft.x(Minecraft.java:819)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 5e1010a7 ----------
0
i'm using your mod in conjunction with lc tree++ and better dungeins, this the error i get not sure if it's dependent on your mod or not can you confirm it's not related to yours? thanks :
at aaa.y_(EntityCreature.java:33)
at BDHorse.y_(BDHorse.java:204)
at acq.e(EntityLiving.java:1387)
at ajr.e(SourceFile:39)
at bc.e(SourceFile:30)
at BDHorse.e(BDHorse.java:362)
at acq.J_(EntityLiving.java:673)
at xd.a(World.java:2182)
at xd.f(World.java:2153)
at xd.n(World.java:2039)
at net.minecraft.client.Minecraft.k(Minecraft.java:1861)
at net.minecraft.client.Minecraft.x(Minecraft.java:819)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 5e1010a7 ----------