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- KatanaGrizzly
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Member for 11 years, 2 months, and 18 days
Last active Tue, Feb, 2 2016 19:47:28
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25
zeldahuman posted a message on [16x / 1.7.2 ] Mist v1.2.1 [23 Dec. 2013] We're back, baby!Posted in: Resource Packs -
94
Cuchaz posted a message on Ships Mod - Build sailable ships out of blocksPosted in: Minecraft ModsShips mod lets you build a ship out of blocks and sail it around the Minecraft world!
Other mods have attempted this in the past. Some of these projects have been abandoned, and in my opinion, the remaining ones leave something to be desired. Ships mod is my take on how I think sailing should work in Minecraft and this aims to be a high-quality and feature-rich mod.
See the full list of features here:
http://www.cuchazinteractive.com/ships/
If you want to stay up to date about releases and updates, follow me on Twitter: @cuchaz
Ships Mod doesn't work with your favorite other mod?
Tell Leviathan143 so the compatibility spreadsheet can be updated. Compatibility issues can be reported on this thread.
Want to see what Ships Mod looks like? Take a look at these early technology demo videos on YouTube.
Also, feel free to ask questions. Like, will feature X be supported? Chances are, it will. Eventually. And feel free to share your suggestions for what features you'd like to see added.
Download
The latest version of Ships Mod is v1.7.10-1.0.4
Get it at cuchazinteractive.com!
Recipes
Read the list of recipes
Frequently Asked Questions
Read the FAQ
All mods by Cuchaz:
Ships Mod
Power Tools
Tall Worlds Mod
Ships Mod AddOns:
Sails/Masts - by Alpha_ThePro
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19
filmjolk posted a message on Equanimity "2 Million Downloads" [32x] [1.11.x]Posted in: Resource Packs
(No animations or items etc, only plain blocks to increase fps, it still contains the dot crosshair and slimmer rain and snow to increase visibility.)
Legal
Quote from filmjolk
- Do not distribute my pack or textures and/or claim them as your own.
- Feel free to use in-game (loading the pack through the minecraft client), remix and/or edit my textures for your own personal use. However, you may not distribute the modified/remixed textures without my consent.
- Do not re-upload the pack elsewhere. I encourage people to link either this curse download "https://mods.curse.com/texture-packs/minecraft/equanimity-32x/download" or the pack thread on minecraftforum "http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/1258959-equanimity-2-million-downloads-32x-1-11-x". DO NOT link directly to cursecdn, this is to protect the packs integrity and to centralize comments/critique that may help me improve the pack. I do not see the reason as to why anyone would not link a self-updating link. I do not want people commenting on a week old or more upload, complaining or giving critique on things which might have already been fixed. If you really don't want to link the curse download provided above, please contact me either on minecraftforum.net via pm or by email to [email protected], specify as to why you can't/wont use the provided link and maybe I can set up another download link that better fits your needs.
- Feel free to take screenshots/video recordings in/from minecraft while using this pack (loading the pack through the minecraft client) and to distribute such content with or without commercial purposes.
Day by day texture compilation:
Day 1:
Day 2:
Day 3:
Day 4:
Day 5:
Day 6:
Day 7:
All colored blocks: stained clay, wool and glass/glass panes
Day 8, 9:
Day 10:
Day 11:
Day 12:
Day 13:
Day 14:
Day 15:
Day 16:
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200
CptSpaceToaster posted a message on [1.7.10][Beta][WIP]Colored Light - Progress and DiscussionPosted in: WIP Mods.
Colored Light For Minecraft!
Please do not report mod-rendering issues to other
Mod Developers. Thank you!
What is this?
Colored light has been well sought after, highly debated, and a seemingly complex addition to Minecraft.
Lot's of people have claimed it's impossible, hard to do, or won't run well.
I hereby provide a counter example:*My apologies to anyone who hates rainbows
I've been working for quite some time, and there are progress posts littered about the forums.
This post will serve as a center point to refer to. If you want to see my progress, stick around and I'll be sure to keep you up to date on my progress.
What is this trying to accomplish?
I am trying to add three separate channels of colored lighting within blocks, so that they appear to spread around and mix Red, Green, and Blue channels!
- Obviously the mod needs to operate at a high level of efficiency, otherwise it won't run well. We're paying close attention to our state of efficiency, and love hearing feedback on your experience here!
- All blocks that produce light will still behave the same! Torches will still have a light value of 14, but they may be colored differently. Same with redstone torches. Same lightvalue, but their color may look a little different after you install this mod!
- Worlds that use colored light will remain backwards compatible with vanilla Minecraft. (except for the missing Block ID's from the now absent colored lights) We aren't trying to ruin your save, or anything like that. (Please make backups though. If you accidentally lose your save because of a mistake we made, we can't do much to fix it, so make backups just to be sure)
Now, I must immediately say that while this mod relies on base Minecraft edits, We've been writing this in the Forge Environment. Forge has allowed us to test the lighting methods, while also giving us easier access to the Decompiled Minecraft source. The mod will likely stay as a Forge Mod for the rest of it's existence
After having several conversations, this will most likely stand as a separate, stand-alone API, much like the CodeChickenCore. I might be able to get some help with a couple of method hooks in Forge, but they aren't necessary. The API can be used relatively easily.
How does this work?
We added three 4-bit color components for each block (bit crammed in a block's the lightvalue field) These three channels represent a blocks Red, Green, and Blue light.
With this simple change came a great number of problems with things that weren't expecting extra bits of information in the lightvalue, so we went through, and edited all of the methods that weren't happy. This coremod is a collection of edits to two primary systems:
The Vanilla Lighting Engine - To now support color, and the spreading of color
The Rendering Engine - To render the color on top of your favorite blocks!
Why choose RGB over Y'CbCr?
RGB tinting is already implemented. I simply used what Minecraft was expecting. While it uses more RAM and packet chatter, it was the easiest way to start thinking about the whole project. I am not opposed to moving to a more compact data system that uses the already existing vanilla brightness, but It's not a high priority on the list at the moment.
edit: When it's all said and done, OpenGL speaks RGB. I think I'm going to keep it, over Y'CbCr, simply because it works already ^.^
If you happen to know how to rewrite computeLightByType and updateLightByType using Y'CbCr while keeping all of the functionality, go right ahead! I'm very open to this idea, and a pull request accomplishing this task would be a welcome addition. All credit will be given where it's due.
What about performance?
Well, we know that performance is of top concern, however you can't go about a project like this without impeding some performance somewhere. Currently, the two large areas that were modified have become slightly more complex.
The Lighting Engine takes a bit longer to spread light values around - I've written a brand new one from scratch to stay as efficient as possible!
The Rendering Engine now implements a custom Vertex and Fragment Shader to place color over other vertexes. This was an easy way for us to write it "one time" and have it apply to a lot of places all at once. This is a cause for some mod conflicts, as the shader core and other "shader themed" mods may conflict directly, and there are also rendering mishaps when you load this mod with other custom blocks, such as the chisel mod.
That's right... OpenGL 2.1 is used heavily. This means that while we share the same OpenGL requirement that Minecraft has... we may stop on a graphics adaptor here or there (looking at YOU intel) because we simply use a couple more things in the OpenGL 2.1 toolkit that Minecraft doesn't use itself.
Overall, if you have some sort of GPU, then the core won't be a huge hit to performance, but if it is, try running fast lighting and see if it improves. Feel free to post in the forums about your change in performance. I'm interested in what you have to say!
If you have a lot of trouble, I'm trying to make sure that I stay compatible with Optifine and Fastcraft, (and I honestly recommend that you run those mods anyway). You'll be able to reclaim some of the frams you lose here, while maintaining the rainbow!
So why isn't it out of Beta yet?
There is a ton of work to do. I have several bugs that I have to hunt still, and a lot more functionality I'd like to add! Again, it's still a work in progress. Feel free to hang around, and discuss what you see. What you like and what you don't like, and I'll be sure to hang around myself and answer what I can!
Current TODO list:
- There are still a couple Lighting Engine bugs lying around - I know of a few, and if you can repeat a couple steps that break how lights show up in your world, I want to hear about it!
- A significant amount of mod and rendering conflicts - A couple of which break the GLstate... so I need to clean up my end before a formal release.
- Rave Lights - nuff said
Special Thanks:
- TheMogMiner implemented his own Colored Lights before, then was hired by Mojang! Having gotten lost in some implementation, he stepped in and was incredibly helpful! Thank you for helping out the project when I was stuck!
- Heaton84... for pretty much anything that just happened with the 1.7.2 update! Thank you for your time and effort put into getting this project along with the new systems!
- Murray, for basically everything in 1.7.10 on the rendering side of things. He showed up with a couple of pull requests, and then made a whole bundle of nice additions with his work in the Shader! Give him a huge thanks for his work on the new system.
- Nocte's shown some interest and has supplied incredibly helpful knowledge about Minecraft's internal workings.
- Kovu's been around and has helped out with a bit of testing, and his knowledge of Git was quite nice to have on hand. A major contributor for the ASM packaging. Thank him for the easy installation of the core mod!
- StraightDigger and I've been pming each other quite a bit, and we discuss where the mod's going, and how it might behave. Expect to see excerpts from our conversations show up as answers to any questions you might have!
- Xeronut has been on the up and up testing out everything, and maintaining this incredibly impressive list of compatible mods. Thank you so much for your time and effort! A list like that is incredibly helpful!
- A quick shout out to Galatic Muffin and the Colored Glass/Light Forum thread. If you haven't seen that, make sure to check it out!
- Avarisc and Glitchfinder have been working together on the smooth lighting side of things. While their work has come and gone, they did a ton of amazing work, and deserve a lot of credit for it here!
Latest ColoredLightsCore for Minecraft Forge 1.7.10 - Does not run with Forge 1339 or later.
Moved to Curse! - https://minecraft.curseforge.com/projects/colored-light-core
Warning: Make Backups before you go running this please.
List of Mod Compatibility:
https://docs.google.com/spreadsheets/d/1mfAradGBs1U2LOVHIW6_2FNKnc4pKB00qr9VAYtrKZc/pubhtml
Recent Notes:
- Optifine should work
- ShaderCore is not happy at all.... and I don't know where to begin. Hopefully, someone can help me out here.
- Atomicstryker's DynamicLights are almost compatible, but they cause update bugs (which I need to fix) and the lights aren't colorful due to his implementation. Hopefully I can do something about this.
- On that note: The lighting engine will cause a hiccup or two once in a while... If you see something weird, just break a block, or place a light to cause another light update. If you found something that's repeatable, and you don't like it, report it as a bug!
- Colored Glowstone spawns in the nether now!
- Rave lights don't randomly change colors... nor do they light up at all... I intend to do something fancy here... but I need to sit down and learn a bit more about OpenGL before I can do anything like that
- "Black Lights" were fixed recently! Let me know if you find anymore!
Expect bugs, and poor performance. And have fun!
Old Versions:
These are not worth running, but are here by popular request...
1.2.2 - http://www.mediafire.com/download/x78xmp5912tg8er/ColoredLightsCore-1.2.2.jar
1.2.1 - http://www.mediafire.com/download/r3k45h8a845yt13/ColoredLightsCore-1.2.1.jar
1.7.10.01 - http://www.mediafire.com/download/j5thct8w1h2ctsm/ColoredLightsCore-1.7.10.01.jar
1.7.2.2 - http://www.mediafire.com/download/wgp9hcygwd13vpq/ColoredLightsCore[1.7.2.2].jar
1.7.2.1 - http://tinyurl.com/n6wq9vj
1.6.4.4 - http://tinyurl.com/k5eekds
*Reporting bugs old versions will most likely incur a brief response saying that this is fixed. No I will not port features down to old versions. Please enjoy the mod for what it's worth, but refrain from posting bugs from incomplete work.
Thank you
Where's the Source?
If you want to see the code, or are interested in working or offering advice, go ahead and PM me. We have the code set up as a Git Repository, and it can be applied to an FML/MCP workspace.
https://github.com/C...tsModdingLight/
Media
More Pictures: https://imgur.com/a/jSnQy
Forum Signatures:
We've got some awesome Signatures courtesy of StraightDigger. Make sure to give him a +1 for the awesomeness!
Red:
Green:
Blue:
Cyan:
Yellow:
Magenta:
Head to My Settings->Signature, then click "Toggle Editing Mode"
Paste the code you want in there, and enjoy!
Texture Packs:
We've got some awesome texture packs for those who want something a little different!
Here's one that has high resolution 128x128 stone-looking textures for all of the blocks
https://www.dropbox.com/s/p5lyvo5mqc5k2z5/Easycolouredlights.zip
Credit: Schlingman
And this one does a great job by adding 15 high resolution Lamp Textures that look a bit like SPHAX would!
http://www.mediafire.com/download/13eebdstnq1zd74/Sphax_ColoredLightsCore-1.7.10.01.rar
Credit: Ruyan
Found a bug? Want to Chat?
Post here in the forums if you have a crash report, and I can read through it when I can. Feel free to ask any sort of question, and we also registered an IRC channel on espernet! So feel free to hop in #ColoredLightCore if you get a chance, or need some more help.
If you wish to report a bug with the mod, please be sure to include...
- The version of the ColoredLightCore (CLC) you are using
- The version of Forge you are using
- The crash report (preferrably via Pastebin) generated by the error
- Depending on the error, an image of the problem
Also, DO NOT INCLUDE 100 MODS IN YOUR CRASH REPORT! If you have a mod conflict, please find the offending mods before submitting a bug report. I'd like to hear about the crash, and we can look at the issues on a close basis... But I'm tired of reading through mile long logs filled with clutter.
PSA:
I don't think I'm going to work on this mod very much anymore.
I will continue maintaining the git-repo, and I'll make sure the build server stays up... If anyone submits a PR, or wants to develop/make changes to the mod in a significant way, the door is wide open. I'll review code to the best of my ability, and make sure things stay the same, but I simply don't have any motivation to spend hours of my life learning Java + ASM.
Since many of you may not know what that is... I'll try to give you guys a 2 second low-down:
Minecraft by itself doesn't have colored lights... or any ability to color lights in its unmodded state. So my job is to stop Minecraft from loading, grab the classes that handle light calculations, light data, world saves, etc, and modify them. This modification is usually hacky to some extent, and requires a deep understanding of how Minecraft's rendering pipeline works, as well as interactions between modified classes, and the Java Virtual Machine (JVM). There are some libraries that can help modders make changes like I was doing: (ASM) And I was able to use Forge to create a Core-Mod that would alter Minecraft as it was loaded into RAM.
If everything works, you get to see colors, and your worlds are STILL backwards compatible.
The issues that I kept on running into are twofold.
1.) I don't know ASM that well... and how I need to use it to satisfy the JVM... It's a LOT of guess + check. Doing simple things like adding variables could take me hours if I didn't know what was going wrong. Here are the 17 lines of code that set the default sunlight color variable in the world class. It's not simple stuff... and writing that kind of code isn't fun for me either. I'm sure there are better ways of doing it... and I simply don't want to find out anymore.
2.) I don't know NEARLY enough about OpenGL. At first, I wasn't using much of OpenGL to add color to the world, but it became increasingly clear that I'd need delve into OpenGL and shaders to get everything to work. I don't have a clear understanding still... Murray and a couple others were able to start the implementation, and we got most of it working. So while I can see what's going on in the current setup, I don't know how to rewrite a "better shader" or fix the issues that currently exist in the pipeline. (This is what causes so many issues with Optifine and the ShaderCore)
So... what does that mean?
I'll make sure things compile. And I'll make sure to help anyone who wants to show up, and start turning wrenches and writing code. But... my interests have moved on. When Minecraft moves to C++ (the Windows 10 release thing), I might look at it again, but I don't need more Java right now... especially ASM + Java... It's not a very useful skill for what I do (embedded systems developer/engineer) and I'm sad I have to break it to you all. It hasn't been all bad, and I've had moments that were a TON of fun!
I hope we can still be friends,
-CptSpaceToaster-
Licensing
The Colored Light Core shall hence forth be classified under the WTFPL.
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41
insomniac_lemon posted a message on Vanilla Model TutorialPosted in: Resource Pack DiscussionUpdate for March 11 (2015): I've added a section on display and tips. Updated caveats.
~/ refers to /assets/minecraft/
Change the file structure:
1. Move the "model" files (which define what variants use which models) from ~/models/block to ~/blockstates
2. (optional) Move mesh files from ~/models/meshes to ~/models/todo so you can convert them one by one instead of seeing them completely broken, as well as being able to see what needs to be done
3. converted models go in ~/models/block
It is recommended that for actually converting the models, you replace the text you want to replace with the 'replace' tool in your text editor (commonly ctrl+h) rather than manually typing changes. If your text editor has a tabbed interface (and the 'replace' dialogue carries over) this makes it much easier (speaking from experience here, using a program on Linux called Gedit)
Convert the models:
1. Add a "textures" object just before the "elements" object. It should define the textures you use, and should look like this:
"textures": {
"particle": "blocks/wheat_stage_7",
"texture": "blocks/wheat_stage_7"
},
2."useAmbientOcclusion" should be replaced as "ambientocclusion"
3. "faceData" should be replaced as "faces"
4. "textureFacing" should be replaced as "texture"
5. The "facing" value should be replaced with the texture. This should be the value you added in step 1 but with a # symbol at the start. So from step 1 would look like this:
"down": {"uv":[ 3, 6, 5, 8], "texture": "#texture"},
This is how default uses it mostly. You can use other names in step 1 if you wish (for the non-particle one at least) and add more if needed. For instance, you could use #top and #side if you want those textures to be unique.
6. (optional) remove "inventoryRender3D" as it is not used anymore. Items now have their own model files, including for blocks' inventory model.
7. (optional) remove the "type" element, such as "type": "cube", as it is not used anymore. Planes don't exist anymore, now just cubes are used so there aren't cubes/planes having different data structures/options or something like that.
- lighting is still broken in some cases (like some 3D models with blocks above them, causing them to have darkened faces)
- culling operation (if a block causes culling on another block that has it enabled) is still hardcoded. As an example, with culling enabled on reeds, full blocks cull the tops, but not itself (even though it should). Iron bars on the other hand, is culled by itself, even other variants of it, causing visible faces to be culled
- cannot rotate elements on more than 1 axis. This makes simple stereotypical swords (with sharp edge and sharp tip) impossible to create, along with recreating cobweb in 3D.
So, let's get started!
Go to ~/.minecraft/versions/
Click the folder of the most recent MC version with models in them
Open the .JAR with an archive manager
Go to ./assets/minecraft/
Files in blockstates folder: These files specify which models are used for which variants
Files in models folder: These files are the models themselves, there is a block folder (placed in-world) and item folder (things in the inventory)
When you wish to edit a block, drag it into the same folder (mimic the structure as the .JAR) in your working resource pack folder.
I do not recommend copying all of the models to your pack, this is a bad practice. Either get them from the .JAR when you need them (c'mon, it's not that much work) or drag them somewhere where you can quickly get to them.
Tip! If you plan to edit many models, it is recommended that you drag the entire models folder into a convenient location, such as your documents folder. Delete this new folder and do this again if new versions with a different model format comes out.
Before starting, it's important to know what you're going to do, as well as what file you need to edit.
A very good planning tool is (drumroll).....
Your image editor!
You'll want to draw a top-down view of the model you plan to make:
This may be fine for simple models (that don't vary much, such as tall boxes), but for more advanced models, you'll want a front view (and maybe side) as well. Your older textures will be great for this:
You also need to find out which model to edit which one you'd place when facing north (which puts in on the south face) which should be model3.json. You want this so you just input X&Z from your top-down image and X&Y from your front-facing image (side images give you Z and Y).While you create your image in your image editor for the purpose of coordinates, note that the formats are different. Images use pixels while the block model format uses vertices. To oversimplify it, pixels are like "faces" in 3D graphics, in that they (square faces) have 4 vertices.
To illustrate:
So, how do we accommodate for this? Well, fairly simply, when you're hovering over (to find the coordinate) a pixel on the left-top of the square (what you intend to create as a model), use the coordinate as-is. When you're hovering over a pixel on the bottom-right of the square take the pixel coordinate and add 1 to each value.
This can be easily seen with the cube model file: The top left pixel, (0,0) is used as-is, while the bottom-right pixel (15,15) when used in the model is (16,16). This applies to both model and UV mapping.
Important! The model coordinate system and the UV mapping system are different. The model coordinates behave as you would logically expect, but the UV mapping system has the Y-coordinate reversed. This is why I instruct you to take coordinates from the top-left first. This will not cause problems if you have a symmetric texture as I did, aside from confusion when you thought you modelled a top element and you actually modelled a bottom one. You may prefer to flip your texture vertically when getting coordinates for the model (and flip again for UV coords). Why is this? Well, probably from some older technical limitation on how graphics cards worked that image editors adapted to, as now all image editors (and other stuff, like Flash) use this down-is-up system. Mojang not using this for UVs would just add confusion. Something to note.
You'll want to start with the top/bottom faces of your shape:
The top view gives you X&Z, and the front view gives you X&Y (if your model is too complex, you might want to make a side view, too). Well how do you get the coordinates from an image?
Hover with your mouse over the pixel you want. There should be some sort of info in your image editor to tell you what pixel the mouse is over, such as in GIMP, it's on the bottom-left (below the horizontal scroll-bar). Choose from the top-left first.
Next, choose the bottom-right, and remember that since you are using the bottom-right vertex of the pixel you are hovering over, to add 1 to each coordinate value:
Why add 1? As I said, you aren't specifying pixels, you're specifying vertices.
The (simplest) UV format is:
"direction": {"uv":[ x1, y1, x2, y2], "texture": "#textureidentifier"},
The beautiful thing about using one of your textures as a front-view to find coordinates is that the texture will likely use the same coordinates! Sometimes you may want to choose a texture from somewhere else, and in this case, remember that while the model coordinates are upside-down, the UV coordinates are to be used as-is. UV mapping still used vertex coordinates, so it's not much different than making the block model.
This is why the default cube is, for example
[ 0, 0, 16, 16 ]
Because it maps from (0,0) to (16,16).
Important! You need to be familiar with JSON to work in this format. Whitespace is not important, however, commas and "containers" (curly/square brackets, quotation marks) are. ESPECIALLY COMMAS.
(excerpt of a single element with elements after it)
{
"__comment": "left post",
"from": [ 1, 0, 13 ],
"to": [ 4, 16, 16 ],
"faces": {
"down": {"uv":[ 0, 8, 3, 11], "texture": "#texture", "cullface":"down"},
"up": {"uv":[ 0, 8, 3, 11], "texture": "#texture", "cullface":"up"},
"north": {"uv":[ 0, 13, 16, 16], "texture": "#texture", "rotation":270},
"south": {"uv":[ 0, 13, 16, 16], "texture": "#texture", "rotation":270, "cullface":"south"},
"west": {"uv":[ 0, 13, 16, 16], "texture": "#texture", "rotation":270}
"east": {"uv":[ 0, 13, 16, 16], "texture": "#texture", "rotation":270}
}
},
Will cause the model not to work, because if there is more than one item, a comma is needed after all but the last.
Similarly,
{
"__comment": "left post",
"from": [ 1, 0, 13 ],
"to": [ 4, 16, 16 ],
"faces": {
"down": {"uv":[ 0, 8, 3, 11], "texture": "#texture", "cullface":"down"},
"up": {"uv":[ 0, 8, 3, 11], "texture": "#texture", "cullface":"up"},
"north": {"uv":[ 0, 13, 16, 16], "texture": "#texture", "rotation":270},
"south": {"uv":[ 0, 13, 16, 16], "texture": "#texture", "rotation":270, "cullface":"south"},
"west": {"uv":[ 0, 13, 16, 16], "texture": "#texture", "rotation":270},
"east": {"uv":[ 0, 13, 16, 16], "texture": "#texture", "rotation":270},
}
},
Will fail.
Also remember to pay close attention to where you are placing code to be in the right container, and make sure you have the same amount of opening and closing brackets/quotation marks.
Going along with my example, here's the code for the left post, here is what you get:
{
"__comment": "left post",
"from": [ 1, 0, 13 ],
"to": [ 4, 16, 16 ],
"faces": {
"down": {"uv":[ 0, 8, 3, 11], "texture": "#texture", "cullface":"down"},
"up": {"uv":[ 0, 8, 3, 11], "texture": "#texture", "cullface":"up"},
"north": {"uv":[ 0, 13, 16, 16], "texture": "#texture", "rotation":270},
"south": {"uv":[ 0, 13, 16, 16], "texture": "#texture", "rotation":270, "cullface":"south"},
"west": {"uv":[ 0, 13, 16, 16], "texture": "#texture", "rotation":270},
"east": {"uv":[ 0, 13, 16, 16], "texture": "#texture", "rotation":270}
}
},
Notice the UV coords for all but down/up are the same:
[ 1, 0, 13, 16 ],
That's because (1,0) and (4,16) are taken straight from the same texture used to find the coords for the box model.
The result of my ladder model:
Tip! If you flip the UV coods, it will flip the texture (such as using [16, 0, 0, 16] instead of [0, 0, 16, 16]). Also, there is a rotation property that allows you to rotate texture mapping:
"north": {"uv":[ 0, 13, 16, 16], "texture": "#texture", "rotation":270},
This is useful when you need a texture, but there isn't a good selection in a horizontal space.
So you've made some super amazing models (or you're trying now) out of cubes. Now what? Specifically, what do you do with those faces that are inside the model and you can't see?
Simply put, remove the entire line from the "faces" section! -source
Example:
Man, the east and west faces aren't even visible, is there anything I can do to stop them from rendering at all?
{ "from": [ 3, 0, 0 ],
"__comment": "outer north plank",
"to": [ 13, 3, 3 ],
"faces": {
"down": {"uv":[ 3, 0, 13, 3], "texture": "#texture"},
"up": {"uv":[ 3, 0, 13, 3], "texture": "#texture"},
"north": {"uv":[ 3, 0, 13, 3], "texture": "#texture"},
"south": {"uv":[ 3, 0, 13, 3], "texture": "#texture"},
"west": {"uv":[ 0, 0, 0, 0], "texture": "#texture"},
"east": {"uv":[ 0, 0, 0, 0], "texture": "#texture"}
}
},
*reads grum's comment*
YES!
{ "from": [ 3, 0, 0 ],
"__comment": "outer north plank",
"to": [ 13, 3, 3 ],
"faces": {
"down": {"uv":[ 3, 0, 13, 3], "texture": "#texture"},
"up": {"uv":[ 3, 0, 13, 3], "texture": "#texture"},
"north": {"uv":[ 3, 0, 13, 3], "texture": "#texture"},
"south": {"uv":[ 3, 0, 13, 3], "texture": "#texture"}
}
},
Fixed!
Something else you should do: set "cullface" to true on top/bottom faces (that will be obscured by blocks above/below them). To test this, go into spectator mode and fly under the ground, it will allow you to see what faces you can't see are rendering. With culling and removing faces lines (as shown above) you should try to eliminate all faces that you shouldn't be able to see.
When you need to use the same model for multiple variants, possibly rotating them, inheriting them is the way.
Quite simply, first you make a model to act as a parent. This can easily be done like any other model, only you leave out the texture paths at the top but leave the references in the faces themselves. Then you make another model that calls to the "parent" model and fills in the path for the texture references.
Simple structure:
{
"parent": "block/your_parent_model",
"textures": {
"texture_reference": "blocks/your_texture"
}
}Many models won't look right based on how you design them, they may be too small in the world/inventory/item frames (they WILL), or just not have right positioning. The display section goes directly after the closing bracket of elements (don't forget the comma!) and the ending curly bracket. Here should be some sane values:
"display":{ "thirdperson": {"rotation": [ 0, 0, 180], "translation": [ 0, 0, 0 ], "scale": [ 0.5, 0.5, 0.5 ]}, "firstperson": {"rotation": [ 0, 0, 0 ], "translation": [ 0, 0, 0 ], "scale": [ 1, 1, 1 ]}, "gui": {"rotation": [ 0, 0, 0 ], "translation": [ 0, 0, 0 ], "scale": [ 1, 1, 1 ]}, "ground": {"rotation": [ 0, 0, 180], "translation": [ 0, 0, 0 ], "scale":[2,2,2]}, "fixed": {"rotation": [ 0, 0, 0], "translation": [ 0, 0, 0 ], "scale":[2,2,2]}}
Ground is for the dropped (floating) version of items, fixed is for item frames.
180 Z rotation is needed in 3rd person because they made 0 upside-down.
3rd person also needs to be scaled down, 1 is huge (normal block size).
Scale of 2 is needed in ground/fixed because custom models typically look really small, especially non-blocks.
Tip! You can remove sections of display you don't need! If you only need to fix the 3rd person display, just include that line. If you don't need to move the item, you don't need the 'translation' section!Here is a simple model to show you what a model (on its own) will end up looking like:
The texture is 8x8 but uses the whole thing.
{ "textures": { "particle": "custom_items/snowball", "texture": "custom_items/snowball" }, "elements": [ { "__comment": "main", "from": [ 4, 4, 4 ], "to": [ 12, 12, 12 ], "faces": { "up": {"uv":[ 0, 0, 16, 16], "texture": "#texture"}, "down": {"uv":[ 0, 0, 16, 16], "texture": "#texture"}, "north": {"uv":[ 0, 0, 16, 16], "texture": "#texture"}, "south": {"uv":[ 0, 0, 16, 16], "texture": "#texture"}, "west": {"uv":[ 0, 0, 16, 16], "texture": "#texture"}, "east": {"uv":[ 0, 0, 16, 16], "texture": "#texture"}}} ], "display": { "thirdperson": {"rotation": [ 0, 0, -180], "translation": [ 0, 1, -2.5 ], "scale": [ 0.5, 0.5, 0.5 ]}, "firstperson": {"rotation": [ 0, -90, 0 ], "translation": [ 0, 4, 0 ], "scale": [ 1.1, 1.1, 1.1 ]}, "gui": {"rotation": [ 0, 0, 0 ], "translation": [ 0, 0, 0 ], "scale": [ 1.2, 1.2, 1.2 ]}, "ground": {"scale": [ 2, 2, 2 ]}, "fixed": {"scale": [ 1.75, 1.75, 1.75 ]}} }
- remember that omitting UVs (the system projects the texture!) is your friend. Don't be ashamed to re-use textures this way, it can look decent (or even good!) and that's another texture that doesn't have to load, making your pack a bit lighter
- a trick I recently used: need an element to appear on one model but not another? Use a texture projection where nothing will map to it. hopper_top is a good one for thatif your model is centered, chances are a projection of a centered texture may line up
- don't forget that animations are applied from textures. Simply loading still water or lava onto a bucket model is amazing, it even displays the animation in the inventory
- if you have a model-heavy pack, it can allow you to really clean up your pack. if you make your own custom folders for new/significantly modified textures and delete unused block/item textures, it makes it more manageable.
- try to use textures as efficiently as possible. Try to fit it into 16x (or whatever your resolution of pack), but if you have tons of extra room, you might want to make a shared atlas. For instance, I use plant_atlas_0 for mushrooms (both small ones), sugarcane, and wheat (all stages).
There are the sample models, and more in my resource pack, Vivid Torrential Changes. If you wish to snoop around and see how I did something, go right ahead, but only use the models in your pack that I've released here. I will release more later, but please don't use models I haven't released.
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3884
Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]Posted in: SuggestionsThis system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.
Table of Contents:
Overview
Changes in how things work
Data storageFrequently Asked Questions
Changes to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
[WIP] The Cubic Chunks Mod!
Gallery
Supporting this suggestion
Special thanks
[spoiler=Tl:dr]Q: Won't this increase lag?
A: Absolutely not. The title of this suggestion and big red letters at the top of this post aren't lying. If you want to know how, then I suggest you actually read this post.
Q: Will this change terrain? Will this break existing worlds?
A: No. Terrain change is not necessary. Existing worlds can be converted fairly easily with a process described later in this post.
Q: How can sunlight or rain work with infinite vertical space?
A: I suggest you read Coping with sunlight, because it's too complex for a tl;dr.
Q: I have a different question but still don't feel like reading this post. What do I do?
A: Too bad, read the FAQ. I put way too much work into this for the entirety of it to be ignored.[/spoiler]
Overview:
In Minecraft, the sky is the limit - literally. It doesn't matter how many thousands of blocks a player has traveled, or what dimension they're in, or even if they're playing in creative or survival, the highest they can ever build is up to a height of 256. Why is that? If Minecraft can have a world that's infinite in the north, in the south, in the east, and in the west, why can't that world be infinite up and down too?
In Minecraft's earliest days, in Classic and Indev, the world was not infinite in any direction. This was because the entire world needed to be generated at the same time, and the entire world needed to be simulated at the same time as well. This led to a conundrum - the bigger the world, the more it lagged.
Notch didn't like this. He knew his players liked to explore and build large creations, so he found a way to make the world truly infinite. When the Minecraft '' class='bbc'>Infdev came out, it brought with it truly infinite worlds. Suddenly, players could travel hundreds of thousands of blocks in any direction, and never encounter a barrier, or become too laggy.
The Infdev update brought about a very large change to Minecraft worlds to accomplish this feat. For the first time, instead every world being just a single huge piece, they were broken up into a two-dimensional grid of pieces, called chunks. Through breaking the world up into pieces, this 'chunk system' enabled infinite worlds by letting Minecraft create new pieces and simulate them only when it needs to.
Why does that not apply to the vertical axis? Because the type of 'chunk system' Minecraft uses right now is a linear one, which, by using only a two-dimensional grid to map out chunks, means that it is impossible for chunks to stack on top of one another, and by extension, meaning that a single chunk must cover the entire vertical space. This brings back the problem that the Infdev update was supposed to eradicate, now only with chunks, instead of an entire world; the bigger a chunk is, the more laggy it is. You can't just increase the height limit and make chunks taller, because it will become laggier, and laggier, and laggier to do it.
That's why, to fix this, Minecraft must change over to a cubic chunk system. Under this system, 163 block chunks are aligned on a three-dimensional grid, completely eliminating maximum height as an aspect of lag.
The immediate benefits:
•Minecraft worlds become as virtually infinite vertically as they are horizontally: The absolute limit being Y = ±30,000,000.
•A large FPS increase: Alpha testers report an FPS increase of 100~200%.
•Increase in running capability: Computers running Minecraft on Tiny render distance will handle only 30% the blocks they do now.
The possible features:
•Spherical render/load distance: Reduce handled blocks by up to 30% by cutting corners made of unneeded chunks.
•Server chunk occlusion/exclusion: Reduce bandwidth usage and defeat hackers by only sending data for visible chunks.
•Three-dimensional biomes: Save biome data per chunk rather than per block column, create volcanoes with magma chambers, underground rivers, tropical skylands floating over icy taigas, and more.
The disadvantages:
•Unloaded gravity-pause: Falling non-player entities and fluids will be forced to pause their fall if they reach unloaded chunks, but will resume falling when those chunks are loaded.
•Slow falling-pause: Players with slower computers and smaller render distances will have falling occasionally paused as they fall into unloaded chunks, until new chunks can be loaded.
The problems:
•Current sunlight and rain calculation methods cannot work with infinite vertical space: The solution to this is described here.
•Current BiomeDecorator cannot work with multiple vertical chunks simultaneously: The BiomeDecorator code must be altered to function correctly with this, or removed.
•Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
•Current grass/dirt generation algorithm forces additional chunk requests when chunks are loaded, causing chunks to load slower than they should: This algorithm must be replaced with something else.
Changes in how things work:
Obviously, the implementation of this new chunk system will change quite a few things. These changes are mostly either necessary or in the interest of increased efficiency. Such changes are categorized and explained below.
How worlds will be stored:
[spoiler]How the current storage works, and what changes:
Interestingly enough, the current method of storage, the Anvil format, is derived from the storage method that the original Cubic Chunks mod used. The Anvil format stores individual chunk as a series of 163 quasi-cubic chunks. These 'fake' cubic chunks allow for easier reference of specific data, but they still can't be separated from each other, meaning that it fails to reap the full benefits of this system. Even so, the change allowed Mojang to double the maximum height with no performance hit. Chunks are stored in groups of 322, inside 'MCRegion' files, for a total of 1024 chunks.
By nature, cubic chunks does away with the 'quasi-cubic' nonsense. In terms of chunk grouping, instead of using groups of 323 chunks, new "3DRegion" files would contain groups of 163. This means each 3DRegion file contains 4096 chunks, four times as many as MCRegion files. However, each 3DRegion contains only one fourth the amount of blocks. For per-chunk positional metadata, 3DRegion files would use the same number of bits as MCRegion files, after compression. Calculations show that the same area encompassed by a single MCRegion file would consume 64 kilobytes of extra space with 4 3DRegion files, which is nothing.
Converting existing worlds:
Most people are probably wondering something like "But won't this totally destroy all existing worlds?". Absolutely not; conversion could not be simpler. When a non-cubic world is loaded after the implementation of this system, a conversion process will begin and convert the entire world at once(To avoid making chunk loading take longer during play). First, all existing MCRegion files will be divided into quarters to create 3DRegion files. Then, all existing chunks are divided into sixteenths using the quasi-cubic properties to identify boundaries. After that, conversion is done.
The "isEmpty" flag optimization:
A 1-bit flag is added to each chunk, named "isEmpty". If the chunk consists of 100% air blocks, this bit is 1, any other case makes it 0. When the bit is 1, all data for the chunk besides the isEmpty flag is deleted and ignored, which reduces filesize. Empty chunks are never loaded, and locations where they occur are merely simulated as entities reside in them. The chunk will only load when something requires saving inside it.[/spoiler]
Changes to terrain, ores, etcetera:
[spoiler]Terrain:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
Biomes:
By default, nothing will change.
Ore generation:
By default, nothing will change.
Structures:
By default, nothing will change.
The Void:
After conversion to Cubic Chunks, the void and bedrock layer will still exist and generate as they always have. However, the void(Not the bedrock layer!) will not exist as a hard limit and is able to be moved, but not removed, by editing an associated NBT data tag inside a world's level.dat. This feature, that allows for increasing the maximum depth, is intentionally disabled without external programs, to prevent terrain change of any sort. It is intended to be used by experienced mapmakers and world generation mods only.
Superflat settings:
Existing superflat worlds will not change. However, new superflat worlds will gain a new decoration parameter, 'void'. Inclusion of this parameter will cause the void to form below the lowest defined layer. Exclusion of it will cause all layers below the lowest defined layer to copy the settings of that layer.[/spoiler]
Coping with sunlight:
[spoiler]There used to be a solution here, but it wasn't deemed good enough by Jeb. Suggest solutions in this thread.[/spoiler]
Changes to servers:
[spoiler]Settings:
There's a setting inside the Server.properties file called 'max-build-height'. The setting makes it impossible for any player to place or remove blocks above that height.
With the implementation of Cubic Chunks, a new setting named "maximum-generation-depth" would be added. The void, bedrock layers, and magma layers will generate normally at and above the Y level designated by the value of this setting.
Chunk occlusion/exclusion:
Using the raytracing methods already available in the code and used for explosion calculations, servers can identify which chunks are visible to a player, within safe assumptions, and only send the data for those chunks. This both reduces bandwidth usage, and cripples the usefulness of X-Ray cheats.[/spoiler]
Render/Load distance alterations:
[spoiler]After the implementation of Cubic Chunks, view distances' radii will apply to the vertical axis too. This reduces handled blocks in the cases of tiny and short render distances, and increases them in the cases of normal and far render distances. This can be optimized by utilizing a spherical render distance instead of a cubic one, which would reduce handled blocks in all distances except Far.[/spoiler]
Frequently Asked Questions:
[spoiler=FAQ]Q: This is impossible.
A: No it's not. See below.
Q: Is this available as a mod?
A: Not yet! But it will be!
Q: I like X-ray! What if I don't want it to be broken?
A: First of all, breaking X-ray hacks will only be possible to do in multiplayer. That said, the system that would break X-ray would be possible to disable by the server owner. If the owner doesn't disable the system, then they don't want you using X-ray, and you should not be doing what the server owner doesn't want in the first place.
Q: I play on a PvP/Anarchy/Raid/Faction server. Won't this system let people pillar up into the sky and create a base thousands of blocks in the air and never be found?
A: No.
Q: I like Minecraft's current height limits. What if I don't want to have an infinite sky or infinite underground?
A: If this system is added, all worlds will not automatically gain an infinite underground. As stated below, the Void will remain in all worlds, even after the conversion to Cubic Chunks. The ability to remove the Void will simply be there. As for infinite space in the sky, the current build limit is over one hundred blocks above any terrain that vanilla Minecraft can possibly generate. It is ENTIRELY your decision on whether or not you take advantage of this height. If you play on a server, like stated above, the server owner can set a maximum build height. If s/he doesn't, then don't play on their server - you don't play on servers where the server owners allow things you don't like. Why would you play on an anarchy server if you hate being stolen from and killed?
Q: Will this affect Redstone at all?
A: No. This system will simply make it possible to make larger redstone circuitry than before.
Q: Won't this break existing worlds?
A: No. Existing worlds can be easily converted by dividing each MCRegion file into 4 pieces, then slicing the existing 256 block-high chunks inside them into 16 individual chunks.
Q: Won't this affect mods? Won't mod authors have a hard time updating their mods?
A: The answer to this question depends solely on the answer to the following two questions: Do parts of the modification code rely on chunk data/metadata? Does the mod author want to take advantage of the features of the new chunk system? If the answers to the first and second question are both "No", then updating a mod to this system should be very easy and quick. If the answer to the first question is "Yes", then those parts of the code will need to be rewritten somewhat, but in most cases, the changes should be fairly quick and easy. The only time that it should be hard to update a mod to this system, is if the answer to the second question is "Yes".
Q: Won't this require a total rewrite of the mod API if that's released first?
A: No. Whether or not even a small part of the mod API needs to be rewritten depends on the way that it is implemented and whether or not there are API inclusions for chunk handling and other chunk-related behavior.
Q: Could a player fall into unloaded chunks if chunks aren't loaded fast enough?
A: No, they could not, and for several reasons. Minecraft has a terminal velocity, though it might not seem like it. This velocity is slower than it should take to load new chunks below the player. In cases with exceptionally slow computers, even if the player did manage to reach an unloaded chunk, their fall would be paused until that chunk can be loaded.
Q: What would happen when water, sand, or a mob falls into an unloaded chunk?
A: Nothing. The water/sand/mob would freeze in place until the chunk is loaded and it can continue moving. You can already see this same thing happening on the horizontal axis.
Q: What will happen to the Void?
A: It will still exist, along with all its effects. The only difference is that the Void is no longer a hard limit and it can be moved. After the conversion to Cubic Chunks, the Void's location will be stored in a world's ' class='bbc'>level.dat, and this location can be changed with NBT editing tools. When and where the Void exists, chunks will cease to generate.
Q: Will this affect terrain?
A: No. However, terrain generators will gain the ability to use infinite height.
Q: Will this affect ore generation?
A: No. Ore is a part of terrain generation. As stated above, terrain will not be changed.
Q: Won't all current terrain generators be incompatible with this system and need to be rewritten?
A: No. Terrain generators work independently of chunks. When a chunk is generated for the first time, it calls the terrain generator and receives a specific section of the resultant terrain to save inside itself. Because of this, some custom terrain generators can generate steep terrain all the way to Y256, where you can experience a large, flat cut-off. Since there are no chunks above Y256 to call the terrain generator for terrain, no terrain exists there.
Q: What would happen if there's a huge solid ceiling so far above you that it is unloaded? Wouldn't you just see the sky, just with everything being completely dark?
A: Yes. This already happens on the horizontal axis, and it is an issue with sky rendering, not this chunk system. As such, this has nothing to do with this suggestion. Please do not post about this.
Q: If you go deep underground, will your plants grow/ores smelt/animals grow?
A: No, because those chunks would be unloaded, just as if you had walked far away. This is a flaw with any chunk system, regardless of shape. It is a necessary evil that allows Minecraft to have infinite worlds. The only way to fix this would be to introduce a separate new system that works with chunks as they are loaded and unloaded. This suggestion deals with the chunk system itself, and not sister processes. Because of that, that is outside of the scope of this suggestion. Please do not post about this.[/spoiler]
[WIP] The Cubic Chunks Mod! (Tall Worlds Mod):
Cuchaz has taken it upon himself to bring us the glorious Cubic Chunks, since Mojang refuses to do so.
Cuchaz is using a API of his own creation to help assist in the making of this mod, and he's quite far along, as seen in these two tech demo videos:
[spoiler=T-Demo 1: Vertical chunk loading][/spoiler]
[spoiler=T-Demo 2: Broken height cap and no lag!][/spoiler]
With the basic functionality in place - a complete overhaul of the basic chunk system, and height limit removed - this whole concept can already be considered proven. What remains is making sure everything else functions correctly under the new chunk system. In any case, stay tuned for future updates if it interests you(If it doesn't, then you are the weakest link - goodbye!).
You can follow the mod's development in much more depth in its very own topic!
Gallery:
[spoiler=A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS.][/spoiler]
[spoiler=A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.][/spoiler]
[spoiler="A video demonstrating Nocte's engine."]
Support & Submission to Mojang:
If you support this, hit the rep button in the bottom-left corner of this post. It is the only good way of accurately measuring support here.
If you wish, you can put the following banner, courtesy of laz2727, into your signature. It helps to attract support from all parts of the forum!
[url=http://www.minecraftforum.net/topic/1707097-cubic-chunks-infinite-height-elimination-of-x-ray-and-more-60-supporters/page__st__0][img]http://img833.imageshack.us/img833/443/hov.png[/img][/url]
Please help us get word out of this suggestion! Share this with your friends, with Minecraft celebrities if you're familiar with them, or even with Mojangsters like Jeb or Dinnerbone! (Do not share this with Notch. Notch doesn't work with Minecraft anymore.)
The purpose of this suggestion is to have Cubic Chunks implemented in Vanilla. Being available as a modification does not fulfill that purpose. The modification featured in this suggestion is to act as a proof-of-concept only(Note: Its being featured here is to act as a proof-of-concept. The modification itself is on its way to becoming a fully fledged modification).
Special thanks:
Cuchaz, for taking Barteks' proof and running with it, to give us a truly functional Cubic Chunks mod.
Barteks2x, for updating the Cubic Chunks mod to 1.6.2, proving that it is possible.
Azraile, for posting the original suggestion and allowing me to take ownership of it.
Nocte, for helping resolve flaws and designing Hexahedra.
MineCrak, for a large amount of valuable insight and enthusiasm into the topic of Cubic Chunks.
aaronfranke, for helping resolve flaws.
PanJouda, for creating the original banner.
Flexico, for creating the predecessor to the current banner.
laz2727, for creating the current banner.
Robinton, for creating the original Cubic Chunks mod.
The_Watchman13, for answering all those stupid questions so I don't have to.
Note: Many calculations and information can be found among the many posts of this topic. There are too many for me to cite here, but if you wish, you can search for them yourself.
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1121
Kahr posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3Posted in: Resource Packs
Features:
Custom item textures!
Better Glass! More transparency options for glass textures.
Better Skies. Add your own textures to the day and night skies. Many options for fading and blending.
Connected Textures.
Custom Colors mod. Texture pack authors can now customize many colors in the game including swamps, lighting, and more. See Misa's texture pack for examples.
Balthichou's RandomMobs mod.
Extended animation, mipmapping, and font support.
Ability to load other mods like ModLoader. See "Installing other Mods" for details.
Ability to save and load mod profiles and switch between them easily. Also organize your mods by the Minecraft version they go with.
Notes and Recent Changes:
Updated to 1.8.4. Note: Some features such as Better Glass are not yet implemented in 1.8.
New biome colormap format.
Custom item textures. Show different textures based on item damage, stack size, and NBT data. Custom enchanments and armor model textures are also supported.
Compatible with Forge, FML standalone, and LiteLoader.
Downloads:
Ad links are available for those who wish to support this project. Or you may donate via paypal:
MCPatcher for the new launcher:
Windows only:
Download
Alternate download
md5sum: 06f828cbfee2cc826c0f42a72f7f6787
All other platforms:
Download
Alternate download
md5sum: 9ef73b0e69ecfecfd69714dd57d8906b
Basic Instructions:[list=1] [list]
Download the correct version of the patcher for your OS.Double-click the patcher. You should see this:
If the wrong Minecraft version is shown (1.6.1 instead of 1.6.2 for example), use the right-hand dropdown box to select the proper version.If you would like Better Grass (full grass texture on the sides of grass blocks next to other grass blocks), select the Options tab, scroll down to Connected Textures, and check the box next to Better Grass.Click Patch.Close MCPatcher and start the game normally. Ensure that the patched profile (e.g., MCPatcher, not your username) is selected in the game's launcher. Or click Test Minecraft to run Minecraft without logging in (single-player only).[/list]
Installing non-Forge Mods with MCPatcher:NOTE: Some of the screenshots below are out of date. The process remains the same, however.
Use MCPatcher to manage other mods as well. This is not only more convenient, it ensures maximum compatibility between MCPatcher's features and other mods. Note that mods must still be compatible with the version of Minecraft you are running. MCPatcher does not and cannot do anything to make mods work with any version of the game other than the one they were written for.[list=1]
[list]
In the main patcher window, click the Add (+) button.Select the zip file containing the mod you wish to apply. In this example, we'll use ModLoader.
Click Ok.Next a window showing the list of files that will be added will appear. This is mainly informational. Confirm that the right files are listed and click Ok.
The main patcher window should look like this now:
Now we're going to add a second mod, Better Than Wolves. This will illustrate two important things: How to add just a subfolder from a mod and how to resolve mod conflicts.Click the Add (+) button again.Choose the BTW zip.
Since there are multiple subfolders to choose from, the subfolder window appears. If you blindly add everything from the zip, it will not work. Instead, select the MINECRAFT-JAR folder and click Ok.
Next the list of files to be added is shown. Notice this time how files are being copied from the MINECRAFT-JAR folder into the root of minecraft.jar.
Now we have a slight problem. Both ModLoader and BTW contain vl.class. If you try to patch at this point, you will get a warning about the conflict.
You can ignore this warning and patch anyway. Or you can fix it by removing vl.class from ModLoader. Double-click ModLoader and the list of files will appear again. Select vl.class and click the Remove (-) button. Note: Doing this does not change the original ModLoader.zip file, only the list of files that will be copied from it.The file list should now look like this. Click Ok.
The main patcher window should look like this:
Click Patch and run the game![/list]
(New) Installing Forge, FML, and/or LiteLoader with MCPatcher:The process for installing Forge/FML/LiteLoader is different.
[list=1]
[list]
Close MCPatcher for these first steps.Download the Forge/FML/LiteLoader installer for the corresponding version of Minecraft.Run the installer as usual. If using LiteLoader and you want to chain to Forge, select the appropriate option in the LiteLoader installer.Start the launcher and run the game once with the Forge/LiteLoader profile just created. This will ensure the necessary libraries are downloaded.Close the game and start MCPatcher.From the Game Version drop-down menu, choose the Forge/LiteLoader version that was just created. For example, 1.6.2-Forge9.10.0.804 or LiteLoader1.6.2.For Forge or FML, an extra entry will appear in the MCPatcher mods tab, but nothing extra will be added for LiteLoader. This is normal.Click Patch.Click Test Minecraft, or close MCPatcher and run the launcher, making sure that the correct profile (e.g., MCPatcher) and version (e.g., 1.6.2-Forge9.10.0.804-mcpatcher) are selected.[/list]
NOTE: FML will produce many errors during startup complaining about binary discrepancies. These are due to the fact that FML and MCPatcher modify the same classes and can be safely ignored.
FAQ / TroubleshootingMy virus scanner says the patcher has a virus!
Some scanners detect WS.Reputation.1. It is a false positive that can be ignored. WS.Reputation.1 isn't so much a virus as it is the scanner saying "This file is new, so I don't trust it." See this post by shinji257 for more information.
Extended HD or one of the other mods is greyed out.
If you install mods by hand before running the patcher, you may run into this problem. Start from a clean minecraft.jar instead and this shouldn't happen. Delete the bin folder in .minecraft and redownload it. Try patching again first without any mods. If that works, then add mods one at a time using the patcher as described above.
I want to use a texture pack created for Minecraft 1.5 with Minecraft 1.6.
Use the Convert Texture Pack options in the main menu to convert a texture pack to the new format. This replaces Mojang's TextureEnder.jar and converts MCPatcher-specific features like CTM to the new format. The converted texture pack will be in the resourcepacks folder.
I installed XXX Mod using the patcher and now the game crashes.
Try using the Up/Down arrows in the patcher to apply mods in a different order. In my experience, putting other mods before Extended HD, etc., (which is the default behavior) works better, but you can also try moving them after.
I tried installing XXX Mod both above and below the built-in mods, and it didn't work.
If you tried installing both ways and it didn't work, then you're out of luck. You'll have to choose between MCPatcher and the other mod. Unless the source code for the mod is available, I probably won't be able to fix the incompatibility.
All this patching, repatching, installing, and uninstalling mods has made a mess of things. Now I just want to start fresh.
Open the .minecraft/versions folder and delete the -mcpatcher folder.
The "Open Resource Packs Folder" button in the game doesn't work. / Where do I put my resource packs?
Navigate to the appropriate folder for your OS. The resource folder will be in there.
[list]
Windows XP - C:\Documents and Settings\\Application Data\.minecraftWindows Vista/7 - C:\Users\\AppData\Roaming\.minecraftMacOS - From your home directory, go to Library -> Application Support -> minecraftLinux - ~/.minecraft[/list]
As a shortcut, in Windows, you can also press Windows key+R, then type %APPDATA%\.minecraft\resourcepacks and hit Enter.
Multiplayer does not work / Achievements are not saved / I get the "Unlicensed copy or logged in from another location" message when using the Test Minecraft button.
That's because the Test Minecraft button does not log in. It is useful for testing that the patcher worked, but if you want multiplayer or achievements, use the normal game launcher.
Does this work with version x.y.z of Minecraft?
Unlike most mods, MCPatcher is designed to be version-independent. It should work across multiple versions of the game, only breaking compatibility when there is a major change. MCPatcher 4.x should work with any 1.6-or-newer release. MCPatcher 3.x is for 1.5, and 2.x is for earlier versions. Before breathlessly posting to ask when MCPatcher will be updated, just try running the version you have. Most of the time it will work as-is and you'll save yourself some unnecessary waiting.
I have a different problem not mentioned here.
Before posting, please Google for "mcpatcher other keywords site:minecraftforum.net" to see if your question has already been answered. If you do post, please include the log in your post as well. The Copy To Clipboard button puts code tags around it so all you have to do is paste it into your post.
Information for Texture Pack Authors
NOTE: The information in this section is being moved to the MCPatcher wiki on bitbucket.
Custom Animations
See https://bitbucket.org/prupe/mcpatcher/wiki/Custom_Animations and https://bitbucket.org/prupe/mcpatcher/wiki/Dial_Animations.
HD Font
See https://bitbucket.org/prupe/mcpatcher/wiki/HD_Fonts.
Random Mobs
See https://bitbucket.org/prupe/mcpatcher/wiki/Random_Mobs and https://bitbucket.org/prupe/mcpatcher/wiki/Leash_Fishing_Line.
Custom Colors
See https://bitbucket.org/prupe/mcpatcher/wiki/Custom_Colors.
Connected Textures (sample ctm .properties)
MCPatcher offers a greatly enhanced version of the Connected Textures Mod. In addition to connecting blocks to their neighbors in various ways, MCPatcher supports random, repeat, and fixed methods. Any of these methods can be applied conditionally by block ID, tile name, metadata, face, biome, or height.
CTM properties files and supporting textures are in the ~/ctm folder. Each properties file represents one block or tile override and contains a method, some supporting textures, and optional conditions like metadata or face. Multiple properties files can affect the same block or tile, but only the first matching one (in alphabetical order by filename) will be used. Files in ~/ctm can be organized into subfolders any depth. The subfolders are simply to make organization easier; MCPatcher doesn't care about their names.
A simple connected glass block requires a properties file and 47 separate textures:
~/ctm/myglass/block20.properties:<br> method=ctm<br> tiles=0-46<br>
The tiles must be separate png files in the /ctm/myglass directory following this pattern:
The image above shows the pattern of the 47 tiles. In your texture pack you must provide 47 separate image files, not just a single tilesheet.
Horizontally-connected CTM follows this pattern. Again, use 4 separate images, not a tilesheet.
Vertically-connected CTM follows this pattern:
Horizontal+vertical and Vertical+horizontal (method=h+v and v+h respectively) combine the two, favoring one over the other. Each requires 7 tiles. Template, courtesy of Misa, here.
See the sample ctm.properties file for more information.
A CTM rule can act on the output of another CTM rule. Just use the full path of the first CTM tile in the second's matchTiles property. Here's how to create randomized horizontally-connected bookshelves:
# Main top-level bookshelf CTM<br>~/ctm/bookshelf/block47.properties:<br> method=horizontal<br> tiles=0-3<br># One additional CTM matching each output tile of the previous CTM<br># Tiles 4.png and 5.png will be used in place of 0.png, etc.<br>~/ctm/bookshelf/book0.properties:<br> matchTiles=~/ctm/bookshelf/0.png<br> method=random<br> tiles=4 5<br>~/ctm/bookshelf/book1.properties:<br> matchTiles=~/ctm/bookshelf/1.png<br> method=random<br> tiles=6 7<br>~/ctm/bookshelf/book2.properties:<br> matchTiles=~/ctm/bookshelf/2.png<br> method=random<br> tiles=8 9<br>~/ctm/bookshelf/book3.properties:<br> matchTiles=~/ctm/bookshelf/3.png<br> method=random<br> tiles=10 11<br>
Better Glass (sample renderpass.properties, sample texture pack)
The Better Glass mod extends Connected Textures to add full alpha channel support to glass blocks and panes.
Colored glass is made with two textures, one for the frame and another for the glass part. Due to a limitation of the game's renderer, the glass part will disappear when it is behind another translucent texture like water or ice. However the frame will remain visible, which is a decent compromise.
~/ctm/myglass/block20.properties:<br> method=ctm<br> tiles=0-46<br> renderPass=2<br><br>~/ctm/myglass/block20a.properties:<br> method=ctm<br> tiles=47-93<br> renderPass=3<br><br>~/ctm/myglass/block102.properties:<br> method=ctm<br> tiles=0-46<br><br>~/ctm/myglass/block102a.properties:<br> method=ctm<br> tiles=47-93<br> renderPass=3<br>
The renderPass property specifies when the block should be rendered. Each render pass has different properties:
[list]
0: Normal, solid blocks. Virtually all blocks use this rendering pass. Only on/off transparency is supported.1: Existing translucent blocks (water, ice, etc.).[/list]
Better Glass adds two new rendering passes:
[list]
2: Same as pass #0 but with backface culling disabled. Again, only on/off transparency is supported. If you find it unsettling to see only the front faces of a supposedly transparent glass block, use this render pass to make all six visible.3: Extra pass with full alpha support. Will be hidden when rendered behind water, etc., from pass #1. The blending method can be changed in renderpass.properties.[/list]
The rendering passes happen in this order: 0, 2, 1, 3. Note that the glass block uses render pass 2 for its frame but the glass pane does not. If you use 2 with the glass pane you will see z-fighting because the game puts the two sides of the pane at the same coordinates.
As you may have guessed, Better Glass can be used with any block that supports CTM by adding the appropriate entries to their properties files. One limitation is that the properties must be based on block ID rather than tile name. Also keep in mind that the render pass is applied to all blocks with the same block ID. Render pass 2 replaces render pass 0, so if you assign, for example, stone slabs to render pass 2, then you must have CTM rules covering all slabs (block ID 44) for render pass 2. Otherwise the other slabs will be invisible.
Better Skies (sample sky.properties, skybox template)
Tired of the default starfield? MCPatcher supports fully customizable skyboxes! Multiple skyboxes can be layered together using several blending methods and set to fade in and out at certain times of the day.
Each "layer" of custom sky must have a .properties file located at ~/sky/world0/sky.properties. In it you specify a texture (default: ~/sky/world0/sky.png), the time of day the texture should fade in and out, and a blending method (default: add). Various blending methods are available: add, subtract, multiply, dodge, burn, screen, and replace. See the sample sky.properties file for more options.
The skybox texture is mapped onto a rotating cube around the game world. The texture can be any size but must have 2 rows of 3 tiles. The template shows how the six tiles on the texture map to faces of the skybox. This orientation is taken at noon in game time, so the sun is drawn in the center of the top face and the moon in the center of the bottom face. This means that a custom starfield should have whatever you want to be directly overhead on the bottom face.
Better Skies works only in the overworld. The Nether and The End are not supported.
Custom Item Textures (sample cit.properties, sample cit_single.properties)
What CTM does for terrain, CIT does for items. Customize item appearance by damage value, stack size, and NBT data. Create different effects for different enchantments.
All files related to CIT are in the ~/cit folder. Like CTM, files can be further organized into subfolders. An optional cit.properties file specifies global behavior of CIT, particularly with how multiple custom enchantment effects are handled.
The bulk of CIT behavior is defined in multiple properties files within the ~/cit folder. Each properties file lists a type (item, enchantment, armor); some criteria for when the replacement should happen based on item ID, damage, etc.; and one or more replacement textures. If multiple files match the same item, the one with the highest weight property takes priority.
type=<item | enchantment | armor><br>items=<item IDs><br>damage=<damage values><br>stackSize=<stack sizes><br>enchantmentIDs=<list of enchantment IDs><br>enchantmentLevels=<list of enchantment levels><br>nbt.<expression>=<NBT value><br>weight=<priority relative to other CIT files><br>texture=<replacement texture><br>
(Most of these properties are optional.)
CIT type=item defines a simple texture replacement. The game uses a custom texture instead instead of the default one in textures/items. Replacement textures can be animated using Mojang's .mcmeta format. For items with more than one texture (bows, potions, spawner eggs), specify all the replacement textures in a single properties file:
# Wrong - will show the same texture when the bow is pulled back<br>texture=my_special_bow_standby<br># Correct - separate textures for each bow state<br>texture.bow_standby=my_special_bow_standby<br>texture.bow_pulling_0=my_special_bow_pulling_0<br>texture.bow_pulling_1=my_special_bow_pulling_1<br>texture.bow_pulling_2=my_special_bow_pulling_2<br>
CIT type=enchantment replaces the default glint effect. Different enchantments can be given different textures based on enchantment type or level or both. If an item has multiple enchantments, the effects can be blended together or cycled. If no custom enchantment is found for an enchanted item, the default enchanted_item_glint.png is used. This can be disabled by setting useGlint=false in the global cit.properties file.
CIT type=armor replaces the armor texture shown in third-person view and on other players. Each armor type has two textures except for leather which has four. Use the same syntax as with the bow example to replace multiple textures:
# Diamond<br>texture.diamond_layer_1=...<br>texture.diamond_layer_2=...<br># Leather<br>texture.leather_layer_1=...<br>texture.leather_layer_1_overlay=...<br>texture.leather_layer_2=...<br>texture.leather_layer_2_overlay=...<br>
There is an alternate method for replacement textures for potions. Rather than dealing with the complexities of damage values for potion types, there is a simpler filename-based method you can use instead. No properties files are needed to use this method, only a png file with the proper path. See the section at the bottom of the template cit_single.properties file for details.
Other InformationOther links:
[list]
Java source code - includes a project for the IntelliJ IDEA IDE.Older versions: Bitbucket githubxau's original MCPatcher thread is available here. The old patcher (1.1.12_02) no longer works as of Beta 1.5_01.[/list]
Settings, including the list of enabled mods and files to include, are saved to mcpatcher.json in the .minecraft folder. The format should be self-explanatory for those familiar with json.
From the main patcher window, you can also
[list]
enable or disable individual mods by checking/unchecking them,edit a mod by double-clicking it,remove altogether a mod you previously added by selecting it and clicking the Remove (-) button, andchange the order in which mods will be applied using the up and down arrows.[/list]
If you are curious about the actual bytecode changes MCPatcher makes, use MCP to decompile a patched minecraft.jar.
Version History4/18/2015 5.0.3 release
[list]
[list]
Updated for 1.8.4.Fixed Forge detection for newer versions.Sync with recent launcher changes.2/21/2015 5.0.2 release
[list]
Updated for 1.8.3.Support for custom underlava overlay color via colormap/underlava.png.Ability to turn off clouds entirely via clouds=none in color.properties.[/list]
[/list]
[/list]
11/24/2014 5.0.0_02 release
[list]
[list]
[list]
Updated for 1.8.1.Fixed error rendering enderman held blocks.[/list]
[/list]
[/list]
11/4/2014 5.0.0_01 release
[list]
[list]
[list]
Fixed missing "preRenderHeld" method crash.Fixed incorrect mooshroom overlay rendering.[/list]
[/list]
[/list]
11/2/2014 5.0.0 release
[list]
[list]
[list]
Updated to 1.8.1.Backported current features to 1.5.2.Too many other changes to list.[/list]
[/list]
[/list]
6/26/2014 4.3.2_03 release
[list]
[list]
[list]
Updated for 1.7.10.[/list]
[/list]
[/list]
4/1/2014 4.3.2_02 release
[list]
[list]
[list]
Fixed vertical ctm with certain block types.Fixed Better Grass coloring issues.Fixed potential crash with null blockAccess object.[/list]
[/list]
[/list]
3/20/2014 4.3.2_01 release
[list]
[list]
[list]
Updated to 14w11b.Fixed extra render pass issues with forge.Fixed glass panes connecting incorrectly.Reset custom redstone colors when switching packs.Less strict checking of neighbor metadata for CTM.[/list]
[/list]
[/list]
2/27/2014 4.3.2 release
[list]
[list]
[list]
Updated for 1.7.5 / 14w08a.Fixed launcher incompatibility with Test Minecraft button.Replaced min/maxHeight properties with "heights" in CTM and Random Mobs.Fixed useGlint=false not applying to armor models.Fixed conflict with Forge texture loading.Fixed problem rendering a custom compass in item frames.Various CTM and custom colormap fixes.[/list]
[/list]
[/list]
1/1/2014 4.3.1_01 release
[list]
[list]
Do not render top and bottom edges between connected glass panes.Use new URL for downloading libraries.Use gson 2.2.4 for older Minecraft versions.Handle newer Forge versions named 'forge', not 'minecraftforge'.[/list]
[/list]
-
1
kwerti posted a message on Texture Artists' UnionPosted in: Resource Pack DiscussionQuote from J_from_Holland»
Thank you. But how do I know which combinations I have to use to get the diacritics I want? Is looking in other language files a good idea?
You should be able to type normally and save the file as UTF-8 under the "Save As" menu. Alternatively, you can keep the file as ANSI (say if your text editor doesn't support UTF-8) and use the Unicode hex numbers in place of the diacritical characters (\u####).
-
213
Cerealkiller posted a message on Skull Candles! [+200 Supporters!]Posted in: SuggestionsAs some of you may have noticed, I am no longer actively supporting this suggestion (although I'd still like to see it in-game). That means no new content will be added to this thread. Thanks for all the support! I'm surprised this thread is still alive.
For the lazy ones:
•It is a new light source;
•It is a new decoration block;
•There is two different types;
•Normal;
•Nether variant (or Wither).
•There is 4 different appearance for each type, but only one will be in the game if this is implemented;
•Torch on top;
•Retextured torch (candle) on top;
•Glowing eyes;
•Glowing eyes, nose, mouth (this one is an alternative of the glowing eyes, so it doesn't really count).
•Each type have its own crafting recipe, only the skull type changing;
•Normal type generates in strongholds and in the lower part of pyramids (or Desert Temples);
•When destroyed, drops a skull (or Wither skull if Nether variant) and a torch;
•Breaks when water or lava tries to flow through it;
•You can't wear it as a helmet;
•You cannot spawn a Wither using the Nether variant instead of the normal Wither skulls;
•Can be placed in 16 different directions;
•Can be placed on walls;
•Both type have a Redstone variant;
•Emits a dim light;
•Gives off Redstone power;
•Can be turned off by right-clicking.To modders:
If you want to make a mod with this, tell me.
Currently, bigeaspk and Mr_danpain volunteered to make one.Okay, so... I was thinking about new decoration blocks to be added in minecraft, when I thought about skull candles.
These ''candles'' would be crafted with a torch on top of a skull. They will both serve as a new light source and a decoration. Breaking a skull candle would give back a skull and a torch. They would also generate in strongholds and at the bottom of desert temples.
There is also a Nether variant: the Wither skull candle (very original name *cough*)! They are crafted the same way as a normal skull candle (but with a Wither skull) and breaking them gives back a Wither skull and a torch. They wouldn't generate anywhere, because it would be too easy to get wither skull to spawn The Wither. It would also be impossible to spawn the Wither with them.
Both types will be destroyed if water or lava attempts to flow through the skull candles. Like heads, they can be placed in 16 different directions and on walls. However, you cannot wear it on your head.
There is a Redstone variant for both the normal Skull and the Wither one. Like normal Redstone torches, they emit a dim light and give off Redstone power.
Appearances:All these images were modified. It took me a long time to make them (though it doesn't look like it).
Normal:
Original:Nether Variant (Wither):
•Torch on topRedstone:
•Retextured torch on top
•Glowing eyes
•Glowing (Alternate)
•Torch on top
•Glowing eyes
Original:
•Torch on topRedstone:
•Retextured torch on top
•Glowing eyes
•Glowing (Alternate)
•Torch on top
•Glowing eyes (I love this one)
Models:
These are models, so they're just the object itself, so no background, effects, ect.
Normal:
Wither:
Oh ho ho!! Didn't expect that, did you?
Again... why not?
Well, I wasn't going to skip this one!
Last one. I promise.Crafting Recipes:
(Idea based on a suggestion from Kitteh6660, or someone else, I don't really remember...)
This section shows the different crafting recipes for the different Skull Candle appearances, if they were all added in the game. For now, I'll just show the recipes for the Normal type. For the Wither type, the Skeleton Skull changes to a Wither Skeleton Skull and for the Redstone variant, the Torch changes to a Redstone Torch.
"The Candle one is too complicated". I thought that the two dyes could change the Torch's color, while the string represents the wick.
•Skull Candle
•Skull Candle (Redstone variant)
•Wither Skull Candle
•Wither Skull Candle (Redstone variant)
As suggested by PatDay, The redstone variant could be turned off by right-clicking, allowing for secret switches (however, to make the switch secret, it would only work with the glowing version of the Redstone Skull Candle).
What do you guys think? You may leave some feedback if you'd like to, I'm not forcing you.
List O' Supporters (including "+1s")(+200 Supporters!!!):(This list is no longer updated. Sorry!)
Me (of course)
Bocaj1000
James9270
Jassycats
Strottinglemon
Spiderraptor42
Kantharr
Abecedarius
The Michael
Akiiuus
FGHIK
Tizorna
Frog81
ninjachubs1
ThatCephalopod
FeatherGuy
brandokid25
nacho1309
Swam_Ruan
Vroqren
Ultrapaglia
Lord_Dust_Bunny
blackfire853
Kliuyyyy
Matix763
Debugman18
ErasmoGnome
Withnothing
zaket22
IkeBlues13
Cybus
mycraftyminecraft
Kantharr
WaterTipper
Skullore
jmprocks
Lanzo777
BodOwens
Kaiser Corax
Digmen
BlazeCrafter
Eraed
Johnbgood626
gladiator60
WoeUntoYou
Zorg14
FDJUwe
Minor Miner
FlaminBurrito2
Giani235
HollowKnight
Epicness1324
ka_doink1234o0
StubbyEE
zorket
Pencilshavings5
blue_cloud
Clonecaptain1139
JuergenSchT
Zardium
Slaytanic093
Alex1234546710
shilohturtle
Dextrous
rp2000
Kitteh6660
TrogafPackerbackrGJ85
cocoa647
habedi1988
Geof94_minecraft
abpop
SilverFishInside
aIpokissa
360Editionplayer21
trencheel303
darathon
bigeaspk
kude42
WeirdCrafter4143
EndermanReviews
PriscillaISBeast
MinecraftianEmpire
bigDon_001
Swam_Ruan
3pix
Zigzagar
joshosh34
ryancarlson
Alexanderjac
Mranth0ny62
Eeirail
TheStriker_
Novicode
DrumMaster4
CheriCam777
Tulaash
Omnom18
irongolemlord
sthegreat
TheRadioactiveCreeper
Mavister__
samshot
thevampman24
Path_Of_Pie
Lungora.
ninjachubs
EnellGmz
uknounx
GallantBlade
Moonknight
aslokaa
JackDandiels
WitherSnow
GotoLink
SkarmorySilver
Jukakun
LexusKnox
Wircea
ItsRex
Vo1dFen1x
SwiftN3S
Mobius762
poiuytrewqa
minerman159
xSatuim
souls
Lai1999
dirtstump
TheBlueRocky
CapriciousLife
AronShark
flaminghawk83
DaRkMaStEd
PORKCH0PZ
Jetstream_Xeno
PandaFire11
Lord_Poring_III
ULiopleurodon
Dr_Troll
ULiopleurodon
EnellGmz
SwaggaBackNZ_2
awesomlyawesome
Momo_Mcbutt
SVGK
Alsanu
killer13307
aurakami
Emerald9Creeper
Mr_danpain
TheEndermansPearl
Andreas90s
jengo3
CornOnTheCob3000
Doguscan
Pokenewb24
roundninja
Lachlan12345MC
aary33
ArrogantLobster
KrishaCzech
xdacc
TrueCoalHunter
Tazkazz
BlackSoul566
Undawg
pwnage_potato
Eikester
Coregamer4
NexTheRenzor
Takuno
TikaroHD
Jragon14
Orangemm
Noobgalaxies
rarekwiebus
Coyfish40
_Furnace_
Drewfro
MahriinIf you see a name listed twice, tell me.
To be in the list, say "I support" in your comment or simply click that little green button in the corner of this post!
Signature:Banner #1:
<br><a href="http://www.minecraftforum.net/topic/1474760-skull-candles/"><IMG src='http://i47.tinypic.com/zoaqfa.png' /></a><br>
(Is he sleepy? Or is he sad? Maybe he's thinking about life? I don't know, but he wasn't supposed to have this expression in his eyes.)
Banner #2
<br><a href="http://www.minecraftforum.net/topic/1474760-skull-candles/"><IMG src='http://i50.tinypic.com/rh4epj.png' /></a><br>
(You know I'm lazy when you see that's the same skull candle in BOTH banners.) -
54
FishyMint posted a message on ₪ Eyvindr - A Pixel Art Adventure (Big Update!)Posted in: Resource Packs
Hello once again! I am back with my highly anticipated new resource pack Eyvindr. I have been working on this for a little less than a year I think, but now it is finally ready for release! I hope you enjoy it!
Although I have been working on this for a long while it is not complete, keep that in mind.
I STRONGLY RECOMMEND TURNING OFF "ALTERNATIVE BLOCKS" (IT WILL LOOK REALLY STRANGE IF IT IS ON)
Latest Update Info
+Acacia planks
+Acacia log
+Big oak planks
+Big oak log
+Minecart
+Pumpkin
+Jack o' lantern
+Enderman (mob)
+Creeper (mob)
+Skeleton (mob)
+Zombie (mob)
+Blaze (mob)
+Ghast (mob)
+Wither skeleton (mob)
+Creeper head (item)
+Couldron (item)
+Shears
+Firework core (?)
+Log tops
+Sponge
+All saplings (except for Acacia and Big oak)
+Ice
+Packed ice
+Carrot (crop)
+Spruce door
--------------------------
*New bottles
*New throwable bottles
*This Resource Pack uses the Goodly Lightmap. Click Here*
Feel free to use the pack in your YouTube videos, reviews, let's plays and so on!
Some screenshots might be outdated!
Mobs
If you would like to support me and my texturing, please use "Download1".
Download1 - Download2 - To post a comment, please login.
1
hello friends... I AM BACK.
I guess that would be more interesting if i was better known...
Well... i wanted to scrap my old WIP resource pack and make a new one, but this time following a pallette.
does anyone have a pallette that i can use?
thanks in advance guys!
1
and i've made some new (quartz )stuff:
chiseled quartz block
quartz block
quartz pillar side
quartz pillar top
from left to right:pillar chiselled regular
i'd love some feedback on these
6
made a new chiseled quartz texture, what do you guys think?
1
it is a litle html tool that i coded to help me texture, you can download it here
EDIT:It only works in chrome, because i'm lazy
1
i think they are too soft and blury and the treetop is too tall
3
screenshots
Download(direct download)
All versions
changelog
v.0.2 Added: stone, redstone lamp and fern. Changed: cobblestone, mossy stone, sand and tall grass.
v.0.3 Added:Iron block, Diamond block, some paintings
v.0.4 Added:all ores, stone brick and all its variants, glowstone, quartz pillars(side only)(Vertical CTM), sponge. Changed:stone
copyright stuff
1
1
EDIT:i also fixed cobblestone and i have a screenshot
2
in a 16x texture you have to concentrate all the details in a much more reduced space.
1
hey dude, that packs aren't exactly "lesser known" packs