Guys, what is wrong with you? I don't know if someone already tried to correct everyone's slightly idiotic comments;
1) This is not permanent, it's just one damn month. After that, everything will be reset, as in, it would be Minecraft 1.0, fresh; updates will go on as usual after this.
2) I'm putting my trust of Notch realizing the awesomeness of mods, and he would completely integrate the Mod Loader and the HD Patcher to Minecraft, so that EVERYONE can be entirely happy with the options that would then be available. The potential stability it would bring is more than welcome, as well.
3) I REALLY REALLY hope the code is made efficient enough to the point of providing lag-free gameplay. Minecraft is supposed to be a very platform-flexible game, being able to be played on virtually all modern computers... Right?
4) No offense to anyone; I am just being annoyed. :I
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Feb 12, 2011andrejolicoeur posted a message on [16x] Jolicraft ~ JOLICRAFT HD!!! (Bedrock only for now)Posted in: Resource PacksJOLICRAFT HD!!!(Bedrock only, but Java version coming soon-ish!)
My name is Jolicoeur, so I called it Jolicraft. It's pronounced "Jolly Craft" by the way. My name means "Happy Heart", so I guess Jolicraft means "Happy Craft". So maybe I should have called it HappyCraft, because I'm generally quite happy. But I'm not always happy. Sometimes I run out of wine. Sometimes there's no hot water for my bath. Sometimes when I'm changing my son's diaper, he pees on me.Minecraft is a game about crafting the world around you. What better way to craft the world than to craft the very stuff the world is made of? I had a great time creating Jolicraft, it's so addictive to create textures and see them live in your own world. I didn't really intend to push the pack as far as I did, but damn this [profanity=""] is addictive. It's as addictive as Minecraft itself, which is saying alot.This is Minecraft people. As with life, don't take it too seriously. A good plentiful helping of Jolicraft will wash the dust away from your dreary world.Why did you make this 16x16? Wouldn't it be awesomer if it was 32x32 or 128x128 or 1080x1080?I love 16p texture packs. It seems the perfect resolution to match the style of Minecraft. The purposefully crude low-res pixel crafting nature of the game was simply made for 16x16 textures, anything more just feels weird - like drinking red wine while eating hotdogs. Which Notch does every morning at the breakfast table. Although I'm sure one day I'll be bored and play around with a 32x32 version, just for the fun of it.Can you please add more sidegrass?Let me explain why this is almost no sidegrass on Jolicraft dirt. I like sidegrass in many texture packs. Sometimes it works and looks great for the type of grass & dirt they've created. But Jolicraft dirt is different. It's firm and scoopable. The grass is a thin layer on top of the dirt, so more sidegrass makes no sense as it either makes the grass layer feel thicker than I want or it makes the thin grass all droopy. Think of my dirt like cake with icing on top, so when you scoop through it the grass doesn't instantly hang down the side, it stays firm. And the grass overhangs just a tiny bit to cast a slight shadow down the side of the dirt. It's that crisp edge that makes Jolicraft dirt different from other dirt. It's not that I'm against sidegrass in general, just sidegrass in Jolicraft.I asked you to change a texture and you didn't. What gives?I'm sorry. You had good intentions in suggesting a change, but I didn't care for it. Don't be angry! I don't care for lots of stuff that other people like. And I care for lots of things that other folk don't like. And I'm neutral to things that many people aren't neutral to. What a world! Does that answer your question?I'm making my own pack or map, and I want to use a texture from your pack. Can I?I get lots of requests from folks asking if they can use specific textures in their packs and maps. I don't mind if you use any of my textures, help yourself and enjoy! But I just ask that if you do use something I've made that you state somewhere in your thread what you used of mine, and include a link to this thread via the Jolicraft logo (http://img607.images.../5724/sig5f.png). And I STRONGLY encourage you to not rely on anything I've made. Making a few textures doesn't take long. It's much more satisfying to create something original than to rely on someone else's creations. Wouldn't you agree?What's wrong with you?Once when I was young I pushed a toothpick into my ear and it went all the way in and didn't come out. I've not been quite right since then.
Mar 30, 2011Kahr posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3Posted in: Resource Packs
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.
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.
Ad links are available for those who wish to support this project. Or you may donate via paypal:
MCPatcher for the new launcher:
All other platforms:
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]
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.
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-Forge220.127.116.114 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-Forge18.104.22.1684-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.
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.
See https://bitbucket.org/prupe/mcpatcher/wiki/Custom_Animations and https://bitbucket.org/prupe/mcpatcher/wiki/Dial_Animations.
See https://bitbucket.org/prupe/mcpatcher/wiki/Random_Mobs and https://bitbucket.org/prupe/mcpatcher/wiki/Leash_Fishing_Line.
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:
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:
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:
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
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
Updated for 1.8.4.Fixed Forge detection for newer versions.Sync with recent launcher changes.2/21/2015 5.0.2 release
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]
11/24/2014 5.0.0_02 release
Updated for 1.8.1.Fixed error rendering enderman held blocks.[/list]
11/4/2014 5.0.0_01 release
Fixed missing "preRenderHeld" method crash.Fixed incorrect mooshroom overlay rendering.[/list]
11/2/2014 5.0.0 release
Updated to 1.8.1.Backported current features to 1.5.2.Too many other changes to list.[/list]
6/26/2014 4.3.2_03 release
Updated for 1.7.10.[/list]
4/1/2014 4.3.2_02 release
Fixed vertical ctm with certain block types.Fixed Better Grass coloring issues.Fixed potential crash with null blockAccess object.[/list]
3/20/2014 4.3.2_01 release
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]
2/27/2014 4.3.2 release
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]
1/1/2014 4.3.1_01 release
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]
Dec 5, 2010ShortStuf7 posted a message on [x16] ShortStuf7's Clean Design Pack (v4.0!) - Full 1.6.x Support!Posted in: Resource Packs.
The goal of this pack is to build upon what Minecraft already had, by making it look more styled and graphically clean.
Nearly everything in the game has been touched in some way or another and the grand majority have had a complete overhaul. There's not much more I can say, so I'll leave it to the pictures to tell the rest, enjoy!
Any and all feedback is greatly appreciated.
For progress on future updates, follow me @SStuf7 on Twitter!
How to install Minecraft resource packs:Here's a signature for you fans that want to support my pack!
All you have to do is put this code for your signature:
More from Raincloud Productions:
Have an iPhone or iPad and want to support a small indie game design company?
We really appreciate all the support we can get!
You can follow our progress on any future games, and see what we're up to @raincloudProd on Twitter!
The fine print:
Anyone out there, planning to use parts, or the entirety of my texture pack inside of your own pack, to be released on the forums, or elsewhere; the answer is 'No'. There have been a few too many people getting annoyed or confused that my answer has to be simple: Any part of this texture pack cannot be used inside of your pack and be claimed as your own work. Sorry.
This texture pack, in parts or in its entirety, are Copyright © 2011-2013 Raincloud Productions LLC, by Tom Carroll (ShortStuf7)
For anything else, feel free to email me at [email protected] Thanks for your understanding!
© 2011-2013 Raincloud Productions LLC, by Tom Carroll(ShortStuf7)
Nov 8, 2010Everything updated for 1.6.2. The mods directory will now be located in the same directory as minecraft jar, unless the default game directory is changed, where it will act like it had on older versions.Posted in: Minecraft Mods
Read this entire post. All of it. Downloading the mods means you agree to the disclaimer. You can skip the FAQ, but if you have an issue, consult it first, before consulting us. If you have an issue answered in the FAQ or this post itself, we won't help you. At all. We reserve the right to ignore dumbasses who do not pay attention to the big bold text. Completely and utterly, ignore them. To all of you who are good boys and girls, I suggest you ignore them too, should they post.
Modding now has its own IRC channel on esper.net, #risucraft.
Disclaimer: These mods require altering minecraft.jar, and SMP may not work with these mods installed. Some of these mods add new content, do not load worlds with this new content if the respective mod is not installed. I am not responsible for any damage done to your computer, worlds, or your copy of Minecraft. That said, backup your worlds and bin folder!
Frequently Asked Questions
Q: What is ModLoader? -A: http://tiny.cc/PAIN Q: Where is ModLoader? -A: http://tiny.cc/PAIN Q: How do I install ModLoader? -A: http://tiny.cc/PAIN Q: Why did you link me that image? -A: Because you can't read. What part of "read this whole post" did you not understand? Q: Why does my game freeze on the loading screen? -A: The most likely answer is you forgot to delete META-INF, or your archive tool didn't want to delete it. Q: Why does my game black screen? -A: There are a number of reasons this could happen, the most likely is that you're trying to play alpha through the browser. Mods don't work with the browser version. I do not care about black screens. Get me the error log. Follow the instructions under the "Linux / Other" download on www.minecraft.net. This applies to all OS. Q: Do these mods work with [older version]? -A: No, they are designed for Minecraft 1.6.2. Q: The AudioMod description hurt my head, is there some kind of readme that explains it in better detail? -A: Not yet, so, in the meantime, feel free to contact me about it in IRC, and I will help. Q: How come 7z throws out "Not implemented" OR WinRAR gives me an error when I try to add stuff to the jar? -A: Update 7-Zip or close Minecraft. Q: How do I uninstall the mods? -A: You restore from a backup of minecraft.jar, and in case you didn't back it up, delete the version file in the bin folder, and Minecraft will redownload everything. Q: What does input == null mean? -A: You failed to read instructions, try again... Q: java.lang.NoClassDefFoundError: ...? -A: You failed to read instructions, try again... Q: java.lang.SecurityException: SHA1 digest error ...? -A: You failed to read instructions, try again... Q: java.util.zip.ZipException: invalid entry size? -A: Stop using that bad program and get a real one! Like 7-Zip or WinRAR! Q: java.lang.UnsupportedClassVersionError: Bad version number in .class file? -A: Update java. On mac? Too bad. Q: java.lang.UnsupportedClassVersionError: ______ : Unsupported major.minor version 51.0 -A: Either get JRE 7 or tell mod creator to not use JDK 7. Q: How can I best contact you? -A: In the channel #risucraft, on the esper.net IRC. Q: What if this FAQ doesn't solve my problem or answer my question? -A: Then you can post, or contact us, preferably on IRC.
1) Run the latest launcher and download 1.6.2
2) Go to %appdata%/.minecraft/versions
3) Copy the directory named 1.6.2 and paste as 1.6.2ML(you may name however you please, but everything must match) so there are now two copies.
4) Enter new directory and rename the jar and json files to match the directory.
5) Open the json file in your prefered Notepad program and change:
6) Now with the jar you should do the steps below under Windows starting at number 3.
1) Open up %appdata%, if you don't know how to do this, start>run, then type in %appdata%
2) Browse to .minecraft/bin
3) Open up minecraft.jar with WinRAR or 7zip.
4) Drag and drop the necessary files into the jar.
5) Delete the META-INF folder in the jar.
6) Run Minecraft, enjoy!
1) Go to Applications>Utilities and open terminal.
2) Type in the following, line by line:
cd ~ mkdir mctmp cd mctmp jar xf ~/Library/Application\ Support/minecraft/bin/minecraft.jar
3) Outside of terminal, copy all the files and folders into the mctmp directory.
4) Back inside terminal, type in the following:
rm META-INF/MOJANG_C.* jar uf ~/Library/Application\ Support/minecraft/bin/minecraft.jar ./ cd .. rm -rf mctmp
5) Run Minecraft, enjoy!
If you're feeling generous, feel free to donate! Or if you'd rather not spend your own money, you may click the Adfly links below and wait 5 seconds, then skip the ad.The Mods
A mod, kind of like a mod manager, that stops conflicts with mods that alter rendering, recipes, add entities, gui, smeltables or fuel. If you're a modder, feel free to decompile this and learn how to make mods work with it. Inherit BaseMod and override any methods as necessary. The mod's main class file should be prefixed with 'mod_'. Read the Javadoc for information on methods available.
Download (Adfly) Download (Direct) Decompile Fixes MCP Mapping Javadoc Old Versions
Elemental Arrows 1.6.2
The Elemental Arrows mod adds four new types of arrows; explosive arrows, fire arrows, ice arrows, and a joke weapon, egg arrows.. They are crafted the same way as normal arrows, but the head is replaced based on the element; gunpowder for explosive, coal for fire, snowball for ice, and egg for, well, egg. Crafting an explosive arrow only gives you one arrow, and it explodes upon impact. Crafting a fire arrow gives you one arrow, that will ignite stuff upon impact. Crafting an ice arrow gives you one arrow, that will freeze water into ice, lava springs into obsidian, put out fire, and break torches. Egg arrows spawn chickens upon impact with the ground, but there's a secret too. Lightning arrows strike lightning where ever they hit, use diamond in recipe. Homing bow recipe is same layout as regular bow, but diamond instead of sticks. Requires ModLoader 1.6.2.
Download (Adfly) Download (Direct) Old Versions
More Stackables 1.6.2
This mod makes saddles, doors, and signs up to 8 in a stack, minecarts and boats up to 4 in a stack. This is great for storage and for using workbenches, chests, or furnaces, as you no longer consume your food! Requires ModLoader 1.6.2.
Download (Adfly) Download (Direct) Old Versions
Sign Tags 1.6.2
Type [time] into a sign, and it will show the current time. You can also type [x], [y], or [z] and find the current position of the sign in regards to that axis. [a|b] is a redstone input function for signs, where text replacing 'a' will be shown when the sign is powered, otherwise 'b' is shown. Type [light], and it will show you the current light level of the sign's position. [biome], [temp], [humid] each tell you the biome you're in, the temperature of that area, and the humidity of that area, respectively. [temp], [humid] will no longer function in Nether.
Download (Adfly) Download (Direct) Old Versions
Death Chest 1.6.2
When you die, if you have a chest in your inventory, it will be placed where you die, or in the closest available spot. The chest will be filled with as many items as possible. Items stored in the crafting slot are still lost, as usual, and any excess that won't fit in the chest will be dropped.
Download (Adfly) Download (Direct) Old Versions
AudioMod 1.6.2(Not updated for now)
AudioMod is an upgrade of sorts, and a modder's utility. Included in this mod is CodecIBXM, created by Paul at www.paulscode.com, who is the creator of the sound system used in Minecraft. It allows Minecraft to play (in addition to ogg, wav, and mus files), xm, s3m, and mod files. The only readily available feature of this mod is the ability to add new music, however, it adds support for modders to add new records and sound effects. There is a slight increase in load time when using this mod. Using this, you can also use custom sounds, alongside the originals. Custom music and sound goes into the resources folder, music in mod/music. Custom sounds go into mod/sound. For example, if I were to add a new footstep sound effect to stone, I'd put the new stone1.ogg in mod/sound/step. In game, the new sound would occasionally be played, alongside the originals. Custom sounds for things like the menu click and water do not always work, at the moment.
Download (Adfly) Download (Direct) Old Versions
Floodgate block can be used as either a floodgate, allowing toggleable water and lava falls, or as a trapdoor. When you place the floodgate control block, it will place a gate in front of the control block in the direction you are facing. Applying redstone power to this will remove the gate. Use the control block to open the GUI where you can place supporting blocks that will replace how the gate looks. Requires ModLoader 1.6.2.
Where is redstone.
Download (Adfly) Download (Direct) Old Versions
Spawner GUI 1.6.2
Adds a GUI to all mob spawners, that will allow you to pick what mob to spawn. I also reallowed mining spawners. You can disable spawners with redstone aswell. Should be compatible with all mobs, but don't expect the mobs with special spawn conditions to work everywhere. Animals require grass, Monsters require darkness, Slimes require being in their special chunks, and 0-16 depth. Requires ModLoader 1.6.2.
Download (Adfly) Download (Direct) Old Versions
Block Distortion 1.6.2
This mod is just an experiment. Everything that is 3D (Mostly noticeable on blocks) has a random distortion. Known issues include: Clouds randomize as they move across the sky, held items look rather odd, and GUI elements may be screwed up. I don't recommend using this mod long.
Download (Adfly) Download (Direct) Old Versions
Griefer Creepers 1.6.2
WARNING BACK UP YOUR WORLD BEFORE INSTALLING
This mod changes how creepers attack. Instead of blowing itself up, It will disappear and launcher 100 arrows straight into the air, which will rain down on the landscape. These arrows will be 25% fire arrows, 75% explosive arrows..
Download (Adfly) Download (Direct) Old Versions
Recipe Book 1.6.2
This item when used opens up a GUI of every recipe that can be done. The items can not be touched, but you can read tool tip. Left click moves to next recipe. Right click moves to previous recipe. The recipe for recipe book is 1 book, 1 ink sac. It's a shapeless recipe. Requires ModLoader 1.6.2.
Download (Adfly) Download (Direct) Old Versions
Ever wanted to store your items in a way you can see them? Here you go. This block allows you to add up to 9 items to it and the items you put in are shown in the world. Requires ModLoader 1.6.2.
Download (Adfly) Download (Direct) Old Versions
This is a new generator. You may select this generator in More World Options when creating world. In this generator, the world is made up of massive spheres with glass domes. Inside these spheres are random biomes. There is a random chance of a lake being placed in the center of each sphere. Usually water, but rarely lava. Bordering this lake you will find sand for water, or gravel for lava. Connecting each sphere is a wooden bridge with fence rail. Beside each sphere is a smaller sphere, which is where you will find diamond and lapis lazuli. These ores only occur here, the others are equally spread throughout the spheres. The cave generator used here is a modified Nether cave generator, where like on the surface, will generate lava below a certain level. if this lava reaches the outside, an obsidian wall will be made to hold it in. Many options can be changed in ".minecraft/config/Biosphere.cfg". Requires ModLoader 1.6.2.
Download (Adfly) Download (Direct) Old Versions
Armor Stand 1.6.2
This block will give you a place to show off your armor. Just place the block and right click on the platform. You can choose from a selection of skins to hold your armor, as well as have it stare at you, constantly. You may also change the texture of platform by putting block in the last slot. Known issues include: placing a block inside of dummy, standing on its head, possible inability for mobs to path around it. Recipe is 3 solid stone blocks along bottom, with 2 sticks in the middle. Requires ModLoader 1.6.2.
Download (Adfly) Download (Direct) Old Versions
More mods to come!
Sep 24, 2011Posted in: Resource Pack DiscussionThe All-Inclusive Guide to Texturing:
Everything you will ever need to know about making textures for Minecraft
I don't have a lot of time on my hands to fill out the empty sections, so I'm looking for experienced texture artists would would be willing to draft some of the blank sections below. If you think you have a firm grasp of one of the needed topics, create a guide and post it to this thread-- I will review all submissions for quality/grammar/style, etc, and add them to the guide if they are up to snuff.
How the textures are put on the blocks
aka: How do I edit the fence?
Setting up your workspace
The Basics of Shading
Use of Color
...and how to avoid them.
Beyond the Terrain.png
What are all these other files?
Why are the grass/leaves gray?
What is it, why you need it, how to use it
Choosing a Theme
and sticking with it
How to post your pack
How to market your pack
Welcome to the world of texture packs.
This guide is meant to be a quick reference for the answers to any and all questions you may have about texturing, from the mundane to the complex. If you have any questions or feel that something could be added to make this guide more complete, please feel free to leave a comment.
For those of you who are new to the world of texture packs, the sections below detail what texture packs are and why you should consider making one.
What is a texture pack?
A texture pack is a zip file containing a series of special images that can be used by Minecraft to change the appearance of almost every aspect of the game, from blocks and water to weapons and mobs.
The core of a texture pack is an image file called the terrain.png. This file determines how the blocks that make up the majority of the Minecraft world look. Almost all texture packs you will find have edited the terrain.png. Some texture packs, however, only edit mobs or items, and are called 'Mob packs' and 'Item packs,' respectively.
Why make a texture pack?
There are many reasons to make a texture pack.
For most texture artists, the main reason is to replace the default look of Minecraft with a customized look. Texture packs can create any sort of atmosphere you can imagine, from fantasy to steampunk to post-apocalyptic. Texture packs can also be made to enhance the world of a custom map and give certain blocks the specific look needed for that map.
Sometimes an artist will make a texture pack in order to practice their artistic skills or to try out a new artistic technique. There are many packs that are made with a specific art style-- such as impressionism or pixel art-- to allow the artist to flex his/her creative muscles.
And last (but certainly not least), texture packs are often made just for fun. Watching your art come alive through Minecraft is both exhilarating and inspiring, regardless of skill level.
So if you're ready to try something new and exciting, pull up a chair and read on.
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Before you can get started on editing the look of Minecraft to your liking, you need to understand a few basic things about the textures themselves.
As I'm sure you have already noticed, Minecraft has a very 'old school' look. Unlike most of today's video games, Minecraft's graphics are simplistic and pixelated. Let's take a look at why that is:
A side dirt texture, broken down into its pixels
Here is an example of a common minecraft block texture. As you can see, this block is 16 pixels wide by 16 pixels high. This is what is referred to as 16x resolution. A texture pack where all the block textures are 16 pixels wide is called a 16x pack. Here's what a 16x texture looks like at it's normal size:
A 16 pixel by 16 pixel block
The default 16x terrain
(256 pixels by 256 pixels)
Pretty tiny, right? The default minecraft textures are created from blocks with only 256 pixels each in order to reduce the amount of memory your computer needs to devote to running the game, allowing you to have nearly infinite worlds. With 16x textures, the game only has to render 256 pixels per block. This gives most operating systems a significant speed boost.
If, however, you are not a fan of the small space provided by 16x textures, it is possible to increase the size of the terrain image file in order to have more pixels per block to work with. Here is that same dirt block, only now its size has been increased by 200% so that it is 32 pixels wide instead of only 16 pixels wide:
32x side dirt
This increase in block dimension allows you to put much more detail into your textures. Here is an example of a detailed 32x side dirt block, taken from Vattic's Faithful pack.
Doubling the number of pixels makes a big difference
Because of the wide-spread desire to bring more detail into Minecraft textures, there are many different HD resolution packs. The defining characteristic of all HD packs is that their blocks are more than 16 pixels wide. The most common HD resolutions are 32x (200%), 64x (400%), 128x (800%), 256x (1600%), and 512x (3200%). Although it is possible to have blocks that are 43 pixels wide or 15 pixels wide, there are many downsides to increasing or decreasing the size of a block to unusual resolutions, which will be touched on later.
- "How do I make an HD pack? Do I need a template?" Although there are many templates available, the process of creating the base for an HD pack is so simple that there is no reason to rely on templates. Just follow these three easy steps:
- Open the terrain.png in an image editing program. (Where do I find the terrain.png?)
- Go to 'resize image'.
- Resize the image to 200% (for 32x), 400% (for 64x), 800% (128x), 1600% (256x), or 3200% (512x). Make sure the box that says "Preserve hard edges/nearest neighbor is checked! This will keep the image from becoming blurry. Also, do not attempt to resize beyond 3200%-- Minecraft cannot run textures larger than 512x.
- "My gold blocks are on fire and the nether is water! What gives?" You are attempting to use a non-16x pack without first downloading and running the HD patch.
- "What is this 'HD patch' I keep hearing about?" Minecraft is programmed to look in a very specific location for each of the textures to be used on the blocks. Resizing the terrain.png shifts the locations for these textures, so that minecraft end up pulling 'filler' textures from places it's not supposed to. That's why gold blocks look like they're on fire, pumpkins are riddled with pieces of portal, and the nether is turned into water. The HD patch is a small, easy-to-use program that fixes these bugs and makes your game look the way it's supposed to look.
- "My pack is only 16x, but my custom water/lava doesn't show up!" Any pack that edits the water/lava texture found on the terrain.png must use the HD patch in order to see that water within the game. Custom water/lava animation files also require the HD patch.
- "Great! Now I'm going to go make a hyper-realistic 512x pack!" Before you run off on your grand texturing adventure, keep in mind that the more pixels Minecraft has to load, the more memory it will take to play the game. The best advice here is to know your operating system. If you have a top-of-the-line, cutting edge super computer, you probably won't have any trouble using that 512x pack to your heart's content. If, on the other hand, you're still using that boxy desktop you got back in 1998, be aware that trying to run your 512x masterpiece may cause extreme lag and/or crash the game.
- "I have a really slow computer. Should I try making each block only one color to reduce lag?" No matter how many or how few colors you use in your texture pack, if the underlying blocks are still 16 pixels wide Minecraft will still have to load 256 pixels for each block. Or, in other words, how smooth or how grainy a texture pack is has no effect on the performance of the game. The only way to reduce the lag caused by the terrain.png is to resize it to less than 16x!
- "Okay then, I'll reduce the terrain.png to 8x. But I really like having realistic water, so I'll make a 512x water animation! (How do I make water animations?) Beware! Animations are even bigger memory hogs than the terrain.png!The best way to reduce lag is to have no animations.Barring that, make sure the resolution of your animations is no greater than the resolution of your pack, i.e. have 16x animations for a 16x pack to limit the amount of lag they cause.
Get there HD patch HERE.
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The first hurdle all beginning texture pack makers have to overcome is actually finding the files they want to edit. For those new to the Minecraft world (or to computers in general) this may seem like a daunting task. But with the aid of a simple program and a few short steps, the process is actually ridiculously easy. Never fear! It will become routine in no time.
How to find the default textures:
-- Instructions for Windows --
Click 'start' on the menu bar, and then type 'run' in the search bar. Press enter.
Type '%appdata%' into the prompt that pops up.
Double click on the file labeled '.minecraft'.
Double click on the file labeled 'bin'.
For this step you must have either 7-zip or Winrar.
If you don't already have either, you can download 7-zip for free here: http://www.7-zip.org/
You can also download Winrar, but you must either pay for it or fill out an offer first. 7-zip is much simpler to deal with, although both programs function the same way.
Right click on 'minecraft'. Then highlight 7-zip (or Winrar) and click on 'open archive'.
In the new screen that appears, scroll down until you find 'terrain.png'. Then simply drag and drop the file onto your desktop. From there, you can open it using whatever image editing program you wish. (What types of programs can I use to make a texture pack?)
-- Instructions for Mac --
Open a Finder window. Open the menu and click "Go" > "Go to folder"
Type "~/Library" and press "Go"
Find and double click "Application Support."
Find and double click "minecraft."
Find and double click "bin."
Find minecraft.jar and rename it to minecraft.zip.
Click 'use zip' when it asks you to decide between keeping the jar and using the zip.
Double click on the renamed file to open the folder. Scroll down until you find the file 'terrain.png.' Drag and drop this file onto your desktop, then open it with your image editing program of choice. (What types of programs can I use to make a texture pack?)
Now that you can access the default textures and edit them to your liking, the next challenge is packaging your texture pack. While it is entirely possible to re-insert your edited files back into the jar, if you want to post your pack for other people to download you need to package your textures into a downloadable zip file. You cannot use rar files for texture packs! The game cannot read the .rar extension. Your textures must be contained inside of a file ending in '.zip'.
WARNING: Do not extract the textures and then attempt to re-zip the file! This will destroy its ability to function as a texture pack. Simply use 7-zip or Winrar (for windows) to access the file without extracting. Mac users do not have to use a special program-- your machine can access the zip file automatically.
How to create a texture pack zip file
-- Instructions for Windows --
First you need to find the texture pack folder. The easiest way to do this is to start Minecraft, click on 'Mods and Texture packs', and then click on 'Open texture pack folder.'
You can also access it the same way you accessed the minecraft.jar earlier to find the terrain.png. Go to Start > 'run' > '%appdata% > .minecraft then click on the file named 'texture packs.'
Right click in the new window (make sure not to right click on a texture pack already in the folder!). Then go to 'new' and click on 'zip file.'
Rename the file with the name of your texture pack.
To insert textures into your new texture pack, right click on the zip file, go to '7-zip' (or Winrar), then click on 'open archive'. You can then drag and drop your textures into the new window that pops up.
-- Instructions for Mac --
Select all your texture pack files. Make sure that files that belong in folders (such as wolf skins in the 'mob' folder) are placed into the appropriately names folders.
Right click on the selected files, and then click "Compress (number of) files"
Rename the "Archive.zip" to the name of your pack.
Drag the pack into your "texturepacks" folder, in ~/Library/Application Support/minecraft.
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"I have an idea for a texture pack, but I have no idea how to make one!"
Don't worry, you're not alone. We've all been there at one point or another. So take a deep breath, relax, and read over the following sections to see where to get started on your artistic journey.
The picture below is an image file referred to as the terrain png, so called because it is used by the program running Minecraft to determine how the 3D environment of the game will look. Notice that the file extension is 'png'. The terrain image must always have this extension, or else it will not be rendered correctly by the game.
The Terrain png
(re-sized for easy visibility)
The terrain png may seem hopelessly complex at first glance, but when broken down into it's basic parts it's really quite simple. Here is the terrain png with every textured square labeled. Each of these squares corresponds to a block texture found in-game, the names and uses of which are listed next to the block number below. Note that the red blocks indicate textures that are not currently in use.
Terrain.png with numbered blocks.
Click the button below to see the explanations of each of the textures!
00 = Grass top (see 'Biome Shading')
01 = Smooth stone
02 = Dirt
03 = Side-dirt. The grass fringe only appears the color it is here when graphics mode is set to 'fast'. On 'fancy' graphics, the sides of grass blocks are made from the side-dirt block overlaid with biome sidegrass (26).
04 = Wooden planks
05 = Doubled stone slab side. The side of a single stone slab takes on the texture of the top half of this block.
06 = Stone slab top
07 = Bricks
08 = Tnt side
09 = Tnt top
0A = Tnt bottom
0B = Spider web
0C = Red flower
0D = Yellow flower
0E = Portal animation place-holder *Appears to do nothing as of 1.9*
0F = Oak Sapling
10 = Cobblestone
11 = Bedrock
12 = Sand
13 = Gravel
14 = Oak trunk
15 = Log top (appears for all types of tree trunks)
16 = Iron block
17 = Gold block
18 = Diamond block
19 = Emerald Block
1C = Red mushroom
1D = Brown mushroom
1E = Jungle tree sapling
1F = Fire animation placeholder *appears when HD patch is not used for 32x and above*
20 = Gold ore
21 = Iron ore
22 = Coal ore
23 = Bookshelf
24 = Mossy cobble
25 = Obsidian
26 = Biome sidegrass (see 'Biome Shading')
27 = Long grass (see 'Biome Shading')
28 = *Not used
2B = Crafting box top
2C = Furnace front (un-lit)
2D = Furnace/dispenser side
2E = Dispenser front
2F = Fire animation placeholder *appears when HD patch is not used for 32x and above*
30 = Sponge (only available in creative mode)
31 = Glass/glass panes
32 = Diamond ore
33 = Redstone ore
34 = Leaves (on fancy graphics)
35 = Leaves (on fast graphics-- no transparency to reduce lag)
36 = Stone brick
37 = Dead shrub
38 = Long grass 2
3B = Crafting box side 1
3C = Crafting box side 2
3D = Furnace front (lit)
3E = Furnace/dispenser top/bottom
3F = Pine sapling
40 = White wool
41 = Monster spawner
42 = Snow (used for solid snow blocks as well as the layer of snow covering other blocks)
43 = Ice
44 = Snowy side dirt (NOT biome shaded-- will always appear the same)
45 = Cactus top *The main body of the cactus (minus the spikes) must always end exactly 1 pixel (or equivalent) away from each edge, or the texture will appear to 'overhang' the sides.
46 = Cactus side *The main body of the cactus (minus the spikes) must always end exactly 1 pixel (or equivalent) away from each edge, or the texture will appear to 'overhang' the sides.
47 = Cactus bottom (invisible)
48 = Clay
49 = Reeds
4A = Noteblock/ Jukebox side
4B = Jukebox top
4C = Lily pad
4D = Mushroom biome sidedirt (NOT biome shaded)
4E = Mushroom biome grass (NOT biome shaded)
4F = Birch sapling
50 = Torch *Must be at least 2 pixels wide (or equivalent-- 4px for 32x, 8px for 64x, etc). Flames are generated separately.
YW = Wooden door
YI = Iron door
53 = Ladder
54 = Trapdoor
55 = Iron bars
56 = Wet farmland
57 = Dry farmland
58/59/5A/5B/5C/5D/5E/5F = Growing wheat. Planted seeds take on the first texture in the sequence (58) and advanced through the textures over time until they are fully grown (5F).
60 = Lever *Must be at least 2 pixels wide (or equivalent-- 4px for 32x, 8px for 64x, etc)
63 = Redstone torch (On) *Must be at least 2 pixels wide (or equivalent-- 4px for 32x, 8px for 64x, etc)
64 = Mossy stone brick
65 = Cracked stone brick
66 = Top/bottom of pumpkin
67 = Netherrack
68 = Soulsand
69 = Glowstone
6A = Sticky piston face
6B = Regular Piston face
6C = Piston side
6D = Piston bottom
6E = Piston front (arm extends through the center)
6F = Growing pumpkin/melon vine. Extends up out of the ground as it goes-- unlike wheat, the texture itself does not change over time. (see 'Biome Shading')
70 = Curved minecart rail
71 = Black wook
72 = Dark gray wool
73 = Redstone torch (off) *Must be at least 2 pixels wide (or equivalent-- 4px for 32x, 8px for 64x, etc)
74 = Pine bark
75 = Birch bark
76 = Pumpkin side
77 = Pumpkin front (unlit)
78 = Pumpkin front (lit)
79 = Cake top *Must always end exactly 1 pixel (or equivalent) away from each edge, or the texture will appear to 'overhang' the sides.
7A = Cake side *Must always end exactly 1 pixel (or equivalent) away from each edge.
7B = Cake inside (visible after being eaten). *Must always end exactly 1 pixel (or equivalent) away from each edge.
7C = Cake bottom *Must always end exactly 1 pixel (or equivalent) away from each edge, or the texture will appear to 'overhang' the sides.
7D = Giant red mushroom cap (outer faces)
7E = Giant brown mushroom cap (outer faces)
7F = Fully grown pumpkin/melon vine. Attaches to the side of the pumpkin/melon. (see 'Biome Shading')
80 = Minecart rails
81 = Red wool
82 = Pink wool
83 = Redstone repeater (unpowered)
84 = Pine needles (on fancy graphics)
85 = Pine needles (on fast graphics-- no transparency to reduce lag)
XBT = Bed top
88 = Melon side
89 = Melon top/bottom
8A = Cauldron, top (Rim)
8B = Cauldron, inside bottom/bottom
8C = Cake icon (as seen when held in your hand). Must be edited on the items png-- editing the texture here as no effect whatsoever.
8D = Giant mushroom stem
8E = Giant mushroom gills-- appears on the inside faces of the caps and inside the stem.
8F = Vines (see 'Biome Shading')
90 = Lapiz lazuli block
91 = Dark green wool
92 = Light green wool
93 = Redstone repeater (powered)
94 = Glass pane edge
95 = Bed foot
XBS = Bed side
98 = Bed head
99 = Jungle tree log
9A = Cauldron side
9B = Cauldron 'feet'
9C = Brewing stand base
9D = Brewing stand (left side used when potion is attached, right side when potion is not attached)
9E = Ender portal top (ender portal 'eye' inserted into center)
9F = Ender portal side
A0 = Lapiz lazuli ore
A1 = Brown wool
A2 = Yellow wool
A3 = Booster rail (unpowered)
XRT = Redstone trail (glowing)-- 'shaded' with red, much like biome textures. Appears a brighter red when powered, although the exact shade of red is determined by how dark or light this texture is (white texture = brightest red, gray texture = duller red)
A6 = Enchanting table top
A7 = Dragon egg
A8/A9/AA = Growing cocoa pods. Growth progresses from right to left, starting with AA and ending with A8.
AB = Emerald Ore
AC = Tripwire hook. Must occupy the default area, otherwise there will be invisible segments in-game and/or your texture will be warped.
AD = Tripwire string. Careful! If you draw a single straight line it will look like a dashed line in-game.
AE = Ender portal 'eye' (inserted into portal block)
AF = White stone/Ender portal bottom
B0 = Sandstone top/bottom (applies to all types of sandstone)
B1 = Dark blue wool
B2 = Light blue wool
B3 = Booster rail (powered)
XRS = Redstone trail (non-glowing)-- NOT shaded with red. This texture overlaid on top of the glowing redstone trail (XRT), enabling redstone wires that have both glowing parts and non-glowing parts.
B6 = Enchanting table side
B7 = Enchanting table bottom
C0 = Sandstone side
C1 = Purple wool
C2 = Magenta wool
C3 = Detector rail
C4 = Jungle tree leaves (fancy graphics)
C5 = Jungle tree leaves (fast graphics)
C6 = Pine planks (made from pine logs)
C7 = Jungle planks (made from jungle logs)
WT = Water
D0 = Sandstone bottom
D1 = Cyan wool
D2 = Orange wool
D3 = Glowstone lamp (off state)
D4 = Glowstone lamp (on state)
D5 = Circle stone
D6 = Birch planks (made from birch logs)
E0 = Nether brick
E1 = Light gray wool
E2/E3/E4 = Growing nether wort.
E5 = Hieroglyphic Sandstone
E6 = Smooth Sandstone
LA = Lava
F0/F1/F2/F3/F4/F5/F6/F7/F8/F9 = Breaking animation. Progresses from left to right as the block is struck.
FA = Currently unknown
FB = Currently unknown
FC = Currently unknown
FD = Currently unknown
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One of questions frequently asked by new texture pack artists is, "Where is the fence/stair/pressure plate texture, and how do I edit it?"
The answer to this question is two-fold:
First and foremost, there are no stand-alone textures for fences, stairs, half blocks, or pressure plates. These items are are made from derivative textures-- they have no separate file all to themselves, but instead are made from the texture of another block.
Let's use the texture for wooden planks as an example. As every Minecrafter knows, planks can be crafted into wooden stairs, wooden half-blocks, wooden pressure plates, and fences. As shown in the image below, the plank texture found on the terrain png is recycled to make each of these wooden items. They themselves do not have unique textures, but are rather pieced together from the plank texture, which is 'wrapped' around the model. Let's take a look:
Derivative textures in action
This principle also applies to cobble stairs/halfblocks, nether brick stairs/fences, and stone brick stairs/halfblocks, which take their textures from cobblestone, nether brick, and stone brick on the terrain png, respectively. Except for smooth stone slabs, every derivative item uses derivative textures. The image below shows this process for stone plates, buttons, and levers. As you can see from the image, the lever takes its base from the cobble used in its crafting recipe.
More derivative textures in action
Although it is not possible to directly edit the textures on these items, they can be indirectly edited by changing the texture from which they are made. To observe how the textures fold around the items, let's first take the wooden plank and make a 2px wide line down it's center:
With this red line serving as a guide, we are now able to observe exactly how the square textures are pieced together into complex 3D shapes:
From looking at the top image, it's clear that the center post of the fence is made from a 4px wide vertical strip taken from the center of the texture (this is true for nether brick fences as well). This means that in order to have a clean vertical fence post, you would need to have a 4px wide vertical wood grain texture running down the center of the planks. From looking at B, you can also see that each step of the stairs is 8px high-- in order to avoid having a joint between the planks land on or near the edge of the step, be sure to keep this 8px spacing in mind.
But fences and pressure plates are not the only items guilty of borrowing textures-- many blocks on the terrain png also share textures with each other, and some even reuse parts of their own textures to fill in their 3D models.
First let's take a look at an example of texture sharing between different blocks:
Furnaces and dispensers share sides and tops
As you can see from the image above, the furnace side texture and the furnace top texture are shared between the lit furnace, unlit furnace, and dispenser. This can sometimes cause the furnace or dispenser to appear strange if careful planning is not done in advance to ensure that the side/top texture is not too dissimilar from the furnace/dispenser texture.
Below is another example of this texture sharing between blocks:
More texture sharing
As you can see, the jukebox will always use the noteblock texture for its sides.
Another common question sometimes asked by first-time texture artists is, "Where do I find the texture for the side of the door?"
The answer to this is very similar to the one above for fences: the texture for the side of the door is found on the door itself. In the image below, you can see how the edge of the door appears to have hinges, an effect that is caused by a strip of the original texture being mapped onto the edge:
Part of the door texture is reused as the door edge
By drawing several multicolored lines on the edges of the door texture, we can map out exactly where this strip is taken from and how it is wrapped around the model of the door:
Areas where textures are reused
From this image you can see how a 16x by 3x wide rectangle is taken from the left side of the door and repeated end to end along the edge of the door. The opposite edge of the door is given the same treatment with the same strip of texture. Redstone repeaters, traps doors, and pistons also employ texture reuse to fill in 'missing' parts of their model.
Another block which reuses parts of its own texture is the piston. The arm of the piston takes its texture from the wooden part of the side texture, as shown in the image below.
Texture reuse on the piston arm
For more information on which blocks share/reuse which textures, take a look at the section on texture wrapping.
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'Making Textures', 'Beyond the Terrain.png', and 'Advanced Topics' are contained within posts further down this page. Please click on the links in the table of contents to reach them.
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Oct 24, 2011Legal stuff:Posted in: LiteratureThe following writings have been inspired by the beloved indie game: Minecraft. My story is approximately 60% based on said game.
I, (Homem Pigman) as the writer, hold the copyright to this story. It is NOT permitted to distribute this work for any reason.
Minecraft is the property of Mojang and the creator, Notch, Jeb and Co.
The History of Minecraft is the property of Homem Pigman (With the acceptation of the Mojang.)
So this is one of my stories for Minecraft. Hope you enjoy.
New content in red. Last updated 18 June / 2012.
-Pigmen and creepers were the first inhabitants of the world. I based this on two things: 1- creepers are the race that stand out from the others, meaning they didn't evolve from others, and 2-See "Pigmen" below. Slimes were also one of the first inhabitants, but they didn't interfere with the world or other species.
- Normal animals - cows, sheep, wolves, chicken - existed but weren't sapient.
-Mineshafts were built by humans. Humans always want more power, so it would make sense for them to mine ores.
-Strongholds were built by pigmen. They were interested in the possibility of other dimensions and scientific advancement: Think of strongholds as labs. It explains the portals located inside.
-Dungeons were built by creepers. All creepers want is to eradicate the other species, so they invented spawners and used chests as bait.
- Mushroom biomes came after the Nether incident. See below.
- The new jungle/desert temples were built by humans as multi-purpose buildings (such as forts, houses, etc). They were abandoned after Nether invasion, during which various traps were set up.
Pigmen, as I said above, were interested in scientific advancement. So the first time they tried making a portal, it failed and the resulting effect took some of their DNA and created two new species: pigs and humans.
Humans carried the pigmen's intelligence. However, they became more and more greedy, making enormous mineshafts.
Carried the pigmen's appearance and physical advancement but were very dumb. Nothing important here.
They seemed peaceful at first, but they were just hiding their true intentions: become the dominant species. So they built dungeons, but they needed a way to kill their enemies without killing themselves.
- Note: Some people weren't quite understanding it first, so here is an addendum. The creepers have paws especiallized to be used in building, carrying, and generally do what arms do for us. Ever heard of armless people who live fine using only their feet? That's what the creepers do.
WHAT HAPPENED AFTER:
In one of the strongholds, while Pigmen were testing their portals, creepers swapped some chemicals to ones considered cursed, because they needed soldiers to their cause and expected to enslave the beings that would come from the portal. When it was activated, the Nether beings invaded the world.
Was the place that used to be the Ghasts' home, before they started doing the same thing as pigmen, opening a dimensional rift that destroyed their world. Result of this rift was the End (see below).
All used to live peacefully with the Ghasts. When the accident happened, they just wanted to take revenge on everything else, because they couldn't contain their rage.
Note: that does include Magma Cubes! People weren't getting it...
Shells of what used to be civilization on the Nether.
WHAT HAPPENED DURING THE INVASION:
-Humans were affected by the mysterious plagues coming from the Nether. Some became hungry zombies, others retained some intelligence to use bows and became skeletons.
-Another Nether plague affected insects. It explains giant spiders and silverfish.
-Pigmen, trying to stop the destruction Ghasts and Blazes were making, formulated different ways to close all Nether portals: one of them was entering...
As I said above, the dimensional rift that destroyed the Nether created an dimensional plane, the End. It was all empty except for some floating islands, but the pigmen though using the physics of this world would close the Nether portals, which were opening randomly. Unfortunately, the End had twisted physics and nothing was right there. So the pigmen didn't enter.
However, remaining humans wanted to get away from all the conflict with their precious minerals. So they entered the portal, being chased by a Ghast. Since nothing worked right in there, they were mutated into the Endermen. The Ghast that chased them mutated into the dragon.
The physics of the End don't affect the humans who came later (players) because a long time must be spent there for consequences to appear.
Humans who entered the End and could never change back. As a result of the End's strange physics, they learned to teleport. Knowing they would never be human again, and would never have their ores again, they just steal blocks to remind them of their former self. They attack when you look at them because, remembering they were once like that, they have a great fear you could kill them, knowing a human has greater strength than them.
EYES OF ENDER by Ale_AKA_Sine (adapted by me)
The only way to open the portal to End is using several Ender eyes. The blaze powder, a very good chemical adapter, is combined with an ender pearl, the organ that permits enderman to teleport. This activates the portal, using the ender part to locate the destination (the End).
WHAT THE CREEPERS DID:
With success on their plan, the creepers used what the Nether offered to create monster spawners and destroy their enemies.
They entered the Nether, seeing it was the only way to stop everything. They were affected by the plague, but they invented a device to make the plague only affect them physically, however it was too late to save the humans since they were already on the Nether, only having physical changes. They used all their remaining technology and enchantments to close themselves inside, saving the overworld, it's inhabitants and their pig brethen.
THE PLAYER AND THE VILLAGERS:
Here it gets complicated: There is no "Steve". The remaining humans were divided in two groups:
-Those who tried to escape the plague and made a mass exodus on boats. That, combined with Ghasts sending them everywhere, resulted in the complete separation of the species. That means every game is true: since the world is so big, no human will ever find another. Works for SMP too: some humans traveled together in their escape.
-those who preferred to become very dumb, since the plague only affected intelligent species. They made small villages and lived peacefully.
WHAT HAPPENED TO SLIMES
They used to peacefully live in the world, being one of the original species. Lived on the surface as well as in caves, eating natural materials such as wood and stone. But when human miners started to invade their homes, slimes had to defend themselves, but with their body not being ready for combat, they were being defeated.
Humans then discovered that slimeballs were useful to glue tools together: they began to hunt for them. By the time of the Nether invasion, slimes had already retreated to the depths of the earth, on places humans wouldn't find them.
- MUSHROOM BIOMES:
The Nether, being full of mushrooms, infected the places with randomly generated portals (not pigmen created ones, just the portals being opened around the world during the invasion). Yes, that means every mushroom biome used to be an invasion point with a portal. Animals (cows) who wandered there were infected by the fungi too.
PIG BEING HIT BY LIGHTNING:
They become zombie pigmen because the lightning activates genes that had split pigmen into humans and pigs, transforming it into a pigman again. The reason it's zombie is because the transformation back is not perfect and so they don't become "full", rather they become similar to undead.
(fan-suggested section on records removed because it was stupid)
Creepers get supercharged because of a device they implanted in their body to help destroying remaining humans, but it requires a large amount of energy. When they're hit by lightning, the device is activated, making their explosion much more dangerous.
Pigmen creation, engineered only to fight blazes. The pigmen taught humans how to create them during the Nether invasion, so they could defend themselves.
Another pigmen construct, engineered to protect the strongholds from zombies; but they never got produced before the pigmen migrated to the Nether. The blueprints survived, though, and were taken by villagers later.
- The golems look like villagers because the blueprints were damaged, and they needed to come up with something.
-Pigmen now live in the Nether, with the same mind as before, but in a world too dangerous for their old civilization.
-Creepers succeeded in becoming the dominant species.
-Also means humans are slowly dying out, and with creeper attacks, undead and monsters, and natural death, they will eventually become extinct. Remember respawning is just a game mechanic.
-Humans build big structures and mines, since they remain greedy.
-Endermen walk in the world without a purpose to live.
- Herobrine does not exist. Period. This story don't credit stupid made-up stuff.
-Some humans don't realize they need to fight together to survive, and try to steal from each other - which could be expected seeing humans are greedy already.(PvP in SMP). Some just want to kill others in a way they have fun, while still minding the diamonds (griefers).
Please post feedback. Hope you liked it.
Amles has been kind enough to put up a version of this to replace the infamous credits poem:
To install it, open up your minecraft.jar and go to the title folder. delete the text file called win and replace it with the win file you download.
Thank you Amles!
Thanks to bontrose for fixing grammar errors!
Thanks to Ale_AKA_Sine for giving ideas on the Eye of Ender part!
Nov 4, 2011Posted in: Creative ModeHello, welcome to my re-creation of the Kanto Region in Minecraft. Here step by step i will be creating each individual City and Route and will be giving you screen shots upon completion of whichever one i am working
on at the time. There will be download link to the current world in the future.
Please leave comments and rate the topic.
Route 4 (West)
Route 4 (East)
Mar 3, 2011Posted in: Let's Plays HelpHow to Make a Let's Play
With the recent invention of this board it is needed that we have a basic resource of information on how to make quality videos. I won't be long winded with this introduction, but bear with me as I go over the basics of the guide. I am not going to include the technical aspect of making a Let's Play here (yet), this is purely tips on how to make the most of your Let's Play. I am not going to tell you what style to have either, these are just basic improvements that anyone can do regardless of style. If you find this guide helpful then please mention/link to it in your LP so others can find it.
Grimskellington/Main body of information/Minecraft Adrift
Edvun/Fraps Video Tutorial, Sony Vegas Video Tutorial/Edvun's Channel
Xeros612/HD Guide/Bitrate Guide
Frequently used terms:
LP = Let's Play abbreviation
Fraps/Camtasia = Common video recording devices
MC = Minecraft abbreviation
YT = Youtube
Upload = To download your video on to a video hosting website. From your computer to the website
WMM = Windows Movie Maker (Common video editor)
Sony Vegas = Common video editor (-BenBestvater)
General Tips for Any Let's Play:
1. Have a purpose
Know why you are making your videos. Are you making it because you want attention? Are you making it because you want to get a point across? Do you want to educate? Do you want to entertain? Know why it is you make a video and then center your style around it. Any reason can work, you just have to know it and work with it.
2. Don't record while you are bored.
If you are bored, you will sound bored and that is boring. If you aren't interested, how can you expect your audience to be interested? Far to many videos are made because someone is bored and looking for something to do. Videos should be made because you are passionate about what you are doing. Wait until later when you can give your all to making your video interesting. This ties in with other basic oration skills. Don't make a video while sick or otherwise impaired vocally. Wait a bit or make a video that won't require your voice.
3. Have a presentable voice
Clear your nose before hand, no one wants to hear you sniffle and snort your way through the commentary. Also make sure to get your throat clearing and other preparations done BEFORE recording. I highly suggest you take a few seconds before hand to warm up, even if it is just rehearsing your opening lines.
4. Breath through your nose
And going hand in hand with the previous point is to breath through your nose. If you breath through your nose then it probably won't make any noise. The mouth is facing the microphone directly and will make a loud rushing noise when breathed on. People are watching because they want to hear you talk, not breath.
5. Avoid monotone
A monotone voice is one that doesn't fluctuate. Everyone has heard one, but it can be very hard to stop yourself from having one also. Person to person talking is supplemented by a variety of body clues that add character to your conversation. Phone calls add cues and responses and keeps you on your toes. Commentating by yourself requires you to be able to talk to yourself for 15 minutes without forgetting you have an audience. Exaggeration is the key here, what you hear is never what it truly is. If you feel foolishly outgoing in your talking then you are probably doing it right.
6. Be Professional
For the titles and descriptions, have proper spelling and capitalization. You don't have to be a perfect grammar nazi, but you really should take it seriously enough to include basic grammar. I have seen very few successful commentators who neglected to have basic language skills. If you are foreign then you get more lee-way on this, but it might be worth getting a friend to proof read it before posting. Having a set formula for your title/description might help reduce the problem. A fill-in-the-blank and copy/paste formula saves a lot of time.
7. Don't plagiarize
This isn't school but it still important to not take others work without their permission/citation. Use the description for this if you use someone else's material (songs included). Using material without copyrights is best, but still link to it out of respect. Letting them know you are using it is also a nice thing to do also and will increase your viewers
This applies to texture packs and mods as well, always include at least a name for what is being used in the description and preferably a link to where you acquired it.
8. Don't beg for attention.
Asking and begging are separate things and should be treated as such. Asking for assistance is perfectly acceptable (unless the other person has said to not ask). Begging is never acceptable. Begging includes posting links to your channel on other people's channels, spamming pms for your videos and any other act that is solely for gaining attention in an unsightly way. A lot of it is in the manner done and asking will probably getting you much better results. Use common sense, if this would annoy you to see someone else do, then don't do it.
9. Asking for
Don't be afraid to ask for subscribers/thumbs ups/comments, but don't overdo it. Making quality videos is hard work and you deserve to be recognized for it, but you don't deserve to be a jerk about it. Asking at the end of your video for the above things is alright in moderation, a friendly reminder can work wonders, but saying it too often can be off-putting.
10. Put effort into it.
This is something you are making and presenting to the world. This should be something that you can be proud of, not something you look back with embarrassment on. If something can be done to make it more appealing to the masses, then do it.
11. Be Polite to Others
Don't bad mouth other Youtubers/forumers in your videos. You do not want everyone to associate your videos with negativity, and that is what will happen if you do it. Regardless of what the other user has done to you, that is between you and them, not every one of your viewers. You will alienate other people and it more than likely will not positively help your video making career.
12. Dual Requests
If you are looking to join another person's LP, give them the information. Some people may be cool with anyone joining them, but others may be looking for a specific type of person. Ideally, make a video about it with your commentary or link to some of your own video LPs so they can get a handle on the type of person you are and if they want to invite you into their series. Both groups should be giving basic information, not just those looking to join.
When inviting others, be clear about who you are looking for. If you don't want anyone below a certain age, or a specific gender, accent, etc, mention it. Don't say you will accept anyone if you don't mean it. Be clear about who you want, but don't be a insensitive about it. Be polite all the same, even if you have to turn someone down. Don't belittle a demographic either (eg: All younger players are whiners, all teenagers are angsty, all adults take games too seriously, etc), just mention you aren't interested in their group.
These are tips that can improve your videos but are a lot less mandatory as the above rules.
1. Do my viewers want/need to see this?
A perfect example would be basic resource gathering (ie mining). We all spend time doing it, but do they want to watch you do it? Unless you are a master at improv without stimulus then it is likely worth it to cut it out/fastforward it. What I personally do is fastforward while playing some music in the background. Whatever you choose to do, please don't have half your video be of you whacking away at a wall while commenting on how awkward it is to have ran out of things to say.
2. Can my viewers see this?
Some places (Like caves) don't show up in videos because they are too dark. Don't assume that your being able to see what is going on means that they can too. Most video editing software contains a means of increasing the background light levels. Feel free to use it, it will greatly improve your video's quality. No one likes to be blind.
3. Break the mold
Why would someone watch your video over another? This is part advertising your video and part content. You have to be able to make your videos sound appealing before they click and after. Episode titles work wonders for this, but they won't help you if your video is boring once they are watching it. Try to think of a building that hasn't built before that would be interesting to build/watch being built. Pick different shapes for those buildings as well, squares rarely hold as much appeal as other shapes would. Do something different or fall under the heels of others.
4. Upload in HD
Quality of the video matters as well, never ever record with a hand held camera something that can be screen-captured. Ever. Likewise, don't have your video be crap quality either. Save in HD and upload in the highest quality you can. More information on uploading in HD is below.
Try to develop a schedule for your videos to follow. You don't need to upload a new video every day, but at least be consistent so others know when you have a new video to watch. (~Youssarian)
6. Test your equipment beforehand
Don't go blindly into the video beforehand without being prepared. Test your camera, test your audio, test your HD settings, adjust your in-game settings, etc. All this can be done in one 1-2 minute video, so there isn't much excuse for not being prepared ahead of time. (~Doggy080)
7. Make progress
Whether you do it by careful planning or on the fly design, make noticeable progress. No one likes to watch 20 episodes only to realize you've managed to scrounge together a dinky shack. In fact, they would likely never make it that far at all. You don't have to complete a megastructure an episode, but making noticeable progress on a large project or finishing a small one will make the episode feel worthwhile. (~Youssarian and Antice)
8. Keep an eye on the time
There is a 15 minute upload time limit on most Youtube accounts. Having an 18 minute video can be a real pain to work around, so try to keep time and start wrapping things up before your time is up. If you absolutely have to go over then consider extending it long enough that you can break it up and post it as 2 or more episodes. The downside of this is that you may run out of time in the episode and not have completed anything of interest(~Fun204)
An alternative to this is to take as long as you need while keeping commentary going and then edit the parts out that you don't need. This ties in with some of the previous advice of fastforwarding or deleting the boring parts. One might still want to keep an eye on the clock during it, but it isn't as important if you are willing to delete a fair bit of the episodes. (~Antice)
9. Find a stopping point
This is especially important if you are recording multiple segments at once. If you are editing 25 minutes of footage to make 2 episodes then find a nice stopping point. Usually you can find something near the middle that would function well as a transition point, even if it is just because you have to stop what you are doing for a minute to get more supplies. All else fails, find a stopping point in your commentary. Do not stop your video mid-sentence or at a point that will leave everyone confused now or at the beginning of the next episode.
These are my basic tips for making a Let's Play of quality. Everyone has their own style and purpose, but these are generalized advice that can help improve most anyone's quality. We are the actors and tv stars of our generation, lets live up to the quality made by our parents!
Technical Video Making Information and Programs
This section is for making the video itself and the programs needed to do this.
1. Fraps - Probably the most widely used recording software, you can get a free trial that will allow you to record for 30 seconds with a watermark here:
To use the Full Version with no watermark then you will need to buy it from the website listed above. (~$37)
For a written tutorial on how to use Fraps:
A video Tutorial for Fraps by Edvun
2. Camtasia - The other frequently used recording software, Camtasia has more options but also costs a hefty amount more. Camtasia also features a free 30 day trial listed here:
To purchase the full version of Camtasia, please visit here:
For a written tutorial on operating Camtasia:
http://download.techsmith.com/camtasias ... hrough.pdf
3. WeGame has a free video recorded, but it only works well for approved games and is notorious for its difficulty in recording sound:
For a written tutorial on using WeGame:
http://www.wegame.com/forums/support/tu ... or-7-only/
4. Snapz PRo X - A screen recorder for Macs that cost $69, but has a free trial. (~muncher21) (More information needed)
5. Camstudio 2 - Not the best recorder, but it is free and doesn't take a behemoth computer to run (~Doggy080)
http://download.cnet.com/HyperCam/3000- ... 09090.html
6. Camstudio - A subpar, but completely free, video recorder. (~Awesome Holzy)
7. Microsoft Expressions Encoder - "It comes with a recording codec (that records in HD), and an advanced video editor. It has a 10 minute limit for recording, but you can use the video editor and put videos back-to-back so that it seems like a continuous video instead of two 10 minute videos." (~Aaaboy97)
http://www.microsoft.com/expression/pro ... rview.aspx
8. Kazam - Linux only video recorder that got high reviews (~profebral)
9. VirtualDub - Its completely free and very powerful, a bit difficult to record with but it works very well if you can figure it and you don't need a awesome computer to run it. (~Anonymous52555)
Video Editing Software:
1. Windows Movie Maker Live (WMM) - WMM is a free program for Windows operating system. It provides a very basic but easy to use interface and requires minimal video editing skills to get the hang of.
http://explore.live.com/windows-live-mo ... r?os=other
2. Apple iMovie - Apple iMovie is a free video editor by Apple for their Mac computers. (More information needed)
3. VideoPad Video Editor Pro - A video editor that has many of the same features as WMM, but is supposed to have less lag and easier to use (Verification?). There is a free 14 day trial or you can buy the full version (~$69.99):
http://download.cnet.com/VideoPad-Video ... 06278.html
4. Sony Vegas - The cream of the crop video editor, Sony Vegas also has an enormous price (Several hundred depending on which up-to-date the version you get is). Tons of features though, and easy to use. A great editor if you can afford its steep price:
A video tutorial by Advun:
5. Videopad Editor - A video editor with various version costing various amounts depending on the amount of features you want (~Antice)
6. KDEnlive - A linux only video editor with a large amounts of features (~profebral)
7. Adobe Premium - A well known and full featured video editor. Very reliable if you can afford it.
Adobe Premiere costs $99 for the entry-level version (Adobe Premiere Elements) and $799 for the pro version (Adobe Premiere Pro CS5). (~Sir Toby and Qsdd)
This guide assumes you are uploading to Youtube, and will provide some basic information on how to use it.
-To upload a video, it must be saved on your computer and it must be lower than 15 minutes. If reach these qualifications, then click the "upload" button at the top of the screen to the right of the search bar.
-Press the big yellow "upload" button if the video is under 2gb in size. If it is larger then select the "try now" button under the "advanced video upload" title to the right of the screen. If the page says that there is an error with java then try pressing it a few more times, this will usually resolve the issue.
-Select your video from your computer.
-The video may take awhile to upload depending on the quality of the video (The higher the HD, the longer the upload time).
-During this time you will see a variety of boxes and options down below. This is all your video information and options. You can edit its title/description/tags from here as well as place it into a category. At least make sure to remove the .wmv from the end of your title if it is there.
-After the video is done loading your video has gone live. You can now enjoy your video!
2. Some advice on HD
""A good tip that could be included is that for HD videos, make sure to fullscreen (F11). Fullscreening through the maximize button produces strange resolutions, and F11 will generally be more standard. (Assuming you have a standard video resolution.)
On video resolutions, the standard window mode resolution(the window that pops up when you first open the client, and possibly the resolution the browser version uses) is approximately 856x480, so use that resolution in rendering if you are recording this way.
Any resolution greater than or equal to 1280x720 and less than 1920x1080 should be rendered as a 720p video as youtube will re-compress them to that anyways, and this will save you uploading time. 1080p and higher can be rendered at that specific resolution. (I think youtube offers "original resolution" for 1080p and higher.)
Make sure you render at the proper aspect ratio, too. If your monitor is 4:3 (CRT monitor; I don't think any LCD does this ratio), 960x720 is the resolution you should use. If your monitor is 5:4 (non-widescreen LCD screens), use 900x720. If your monitor is 16:10 (i.e. its resolutions are like 1680x1050), use 1152x720.
All these suggested resolutions may make rendering take a bit longer (as it has to resize things), but uploading will take less time and you won't be wasting any resolution that youtube would throw out for 720p." (~Xeros612)
For uploading in better quality HD:
"Regardless of the editing software you use, try to make sure you save your edited videos in a lossless format, as close to the original resolution as possible. After, use a second application, such as WMM or QT to compress the videos into desired format before uploading to YouTube." (~Riddler251)
All too often I see people putting up videos, especially HD ones, where the bitrate is too low to provide an enjoyable viewing experience. I don't have the most experience with some of the newer, fancier codecs like H.264 (none of my programs can really use it for rendering edited videos that I've found), so I'm not going to talk too much on them.
I'll start at the general upper bound: 1080p.
Personally, I've found 15MB/s video, 256kb/s audio to be very successful in 1080p videos. Even after youtube's re-compression, it generally looks clear and pleasing to the eyes. (Only tested with WMV9 Advanced Profile video & WMA 10 Pro audio codecs. Others may operate similarly.)
12 MB/s video, 192 kb/s audio. While, as stated before, youtube's re-compression can screw over even 720p videos, this produces a very watchable quality in my experience. (Tested with WMV9 Advanced Profile video & WMA 10 Pro audio codecs.) This is the one I have the most issue with because I see so many people throwing videos out there in HD to ride the "HD = more views because SD is old and terrible!!!111" bandwagon, while their bitrate would barely be acceptable for 480p. If your internet can't handle higher bitrates, I'd suggest sacrificing HD. A decent bitrate 480p is better than a poor bitrate 720p.
That got a little bit into the rant territory, but you want to provide good content for your viewers. Charisma can make up for it, but only to a certain extent. (People watching on phones or ipods or whatever probably won't care because their devices can't handle high res anyways, or at least not well enough for it to be worth it.)
However, if you use H.264 video codec, you can probably get away with more like 3 MB/s bitrate. hpaw.net uses this for their downloadable HD videos, and the quality is very nice. (Then again, it doesn't have to go through youtube's re-encoding there, so it'd probably be best to run a higher bitrate.)
4 MB/s video, 160 kb/s audio. (Tested with WMV9 Advanced Profile video & WMA 10 Pro audio codecs and MPEG Layer 2 audio/video codecs.)
While youtube hits any non-HD res real hard on the re-encoding, providing the best possible quality is never a bad idea.
Experimenting with other codecs and bitrates is worth the time, but these ones I've found to be tried and true. (~Xeros612)
I am planning to expand on the technical section later for Fraps/WMM, but would like someone to also write a tutorial for the other common recorders/editors. Naturally anyone who does will be listed in the authors section and will be accredited for their work, I'm not in the business of plagiarizing here. Also, any further tips would be appreciated and accredited as well (though a fair bit will be required to be added to the authors section). All authors will have their name/contribution/link to their LP.
Grimskellington/Main body of information/Minecraft Adrift
Edvun/Fraps Video Tutorial, Sony Vegas Video Tutorial/Edvun's Channel
V1: 3/3/11: Initial release
V1.1: 3/3/11: Added technical section basics (Several video recorders/editors)
V1.2: 3/3/11: Added Guide to HD and several technical tutorials
V1.3: 3/4/11: Added Fraps video guide, Sony Vegas video guide, several additional technical softwares, a youtube uploading guide, and reorganized some of the layout
V1.4: 3/8/11: Added several more tips, some basic reorganizing, added a video recorder
V1.5: 3/16/11: Added several more tips and some technical software updates
V1.6: 3/4/12: Fixed the coding errors from the new site layout
Nov 23, 2011Heh heh. I got lost once, couldn't find my house (but didn't quit the world!), made a new house, and played in that world using the second house from Minecraft 1.4 all the way to Minecraft 1.8Posted in: Discussion
Then one day, I was out exploring and I came across a familiar pond. Then, I heard the distant sound of a burning fireplace! Could it be? I wondered.
Yes. It was.
I found my old house.
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