• 1

    posted a message on Misa's Realistic Texture Pack - 1.19+ UPDATED 1 DEC 2022!

    It's nice to be working on the pack again. :) Current plan is to update every month (closer to weekly on Patreon) until I'm all caught up with 1.16. Then assuming I've beat Mojang's release of 1.17, I'll be releasing snapshots of work for that on Patreon until that goes live officially.

    Posted in: Resource Packs
  • 3

    posted a message on Misa's Realistic Texture Pack - 1.19+ UPDATED 1 DEC 2022!

    Pack's been updated to include a ton of new textures for the Nether content. Happy holidays!

    Posted in: Resource Packs
  • 2

    posted a message on Misa's Realistic Texture Pack - 1.19+ UPDATED 1 DEC 2022!

    Happy 10 year anniversary to this Texture Pack!

    Posted in: Resource Packs
  • 1

    posted a message on Misa's Realistic Texture Pack - 1.19+ UPDATED 1 DEC 2022!



    Here's a bit of a sneak peak of some of the newer Nether content I've been working on. (Currently available for through the weekly Patreon content patches. ;) )

    Posted in: Resource Packs
  • 4

    posted a message on Misa's Realistic Texture Pack - 1.19+ UPDATED 1 DEC 2022!

    I knew that adding a features list might bite me in the butt. :P I've since edited to try and clarify that point a bit. This is definitely not a 100% faithful to vanilla pack. It's more faithful to the design of vanilla blocks unlike many texture packs with a very strong theme or setting. This means no major substitutions to the intent behind what the blocks are supposed to be or represent. Color design in my pack is a slightly different story. For the most part I try not to deviate from vanilla's basic hues, and relative shade differences I try to preserve when possible. However, the original reason I made the pack was because the vanilla textures were too bright and harsh on my eyes after extended play sessions. Along with my more muted color scheme, the realism aspect also can often override the shade relations of certain blocks. (For example, the upcoming copper ore is coppery in color, but in reality is mostly oxidized when found in nature, and thus will be bluish green on my pack.)

    Part of my design for years has also been to separate naturally-occuring textures (primarily used for natural environments) from crafted textures (primarily used for building), with natural textures having designs and color schemes that blend well with the environments they naturally spawn in. As bone is naturally generated in darker or earthy-colored areas like the soul sand wastes, underground, deserts, swamps, etc. I went with a darker, more realistic shade that blended in better with those environments.

    Unfortunately with as much emergent gameplay as Minecraft has, it's pretty much an impossible task to predict how players will use materials in ways that may not have been originally intended (like using bone as a substitute for quartz). Different players will come up with different uses for materials in their builds and designing a texture pack to please everyone is not really doable. The best I can do is focus on maintaining consistency of the design principles that have been long-established in my pack, and encourage people to edit the pack to suit their needs. Over the years I've provided many alternate textures which should be easy to find on my Discord server, if not on this thread. Once I'm all caught up with updates and just working on extra features and improvements, I'll also be doing alternate texture commissions through my Patreon.

    Posted in: Resource Packs
  • 2

    posted a message on Misa's Realistic Texture Pack - 1.19+ UPDATED 1 DEC 2022!

    In order to gauge what the community would like to see prioritized I've set up a poll to determine the first steps forward on completing the pack.
    https://www.strawpoll.me/35154236

    Also don't forget to join us on Discord!
    https://discord.gg/2y8BCZwTMz

    Posted in: Resource Packs
  • 4

    posted a message on Misa's Realistic Texture Pack - 1.19+ UPDATED 1 DEC 2022!

    Okay, I'm back, hopefully for good this time. Please see the main thread post for details!

    Posted in: Resource Packs
  • 6

    posted a message on Misa's Realistic Texture Pack - 1.19+ UPDATED 1 DEC 2022!

    Yeah in regards to the shutting down of the Forums, head over to Maxikevey's Discord server: https://discord.gg/DCkHh9z

    I have my own Discord server too which I've not yet made public, but will likely do so early next month when I update the first post to future-proof it a little. I also hang out in the above Discord server and will mirror any announcements about future rally points for the pack there as well.

    I also already have a listing over on Planet Minecraft which I can be reached at: https://www.planetminecraft.com/texture_pack/misas-realistic-texture-pack/

    Posted in: Resource Packs
  • 9

    posted a message on Misa's Realistic Texture Pack - 1.19+ UPDATED 1 DEC 2022!

    Not even sure how I would've tackled the salmon without it also looking like a turtle, without somehow redesigning the model.


    The cube head of the model is so in defiance of the shape of a salmon's hooked beak. To texture it, the mouth seems like it'd have to be open to work. Even then, I'm not sure how well it could be pulled off--with or without transparency.

    As far as some pointers for making the eye more realistic. Avoid the twinkle. Eyes do not sparkle underwater as they do above water.

    Posted in: Resource Packs
  • 3

    posted a message on Misa's Realistic Texture Pack - 1.19+ UPDATED 1 DEC 2022!

    I'm glad you like and have been inspired by my old work. Having good fans when my pack was active really helped me out through some tough times in my life. However I'm sorry to disappoint, but updating the pack is probably not going to happen for many reasons:


    -MCPatcher (which my pack was developed alongside of) is dead. Many of the features I was in progress of working on (and helping to design) are now unusable on the current version of the game and unsupported by Optifine.

    -I work more than 40 hours a week at a very stressful and brain-numbing job. The thought of working even more than I already do for something that won't help pay the bills or replace the need for my actual job is unpleasant.
    -I don't play Minecraft anymore, and if I felt like playing or modding something like it, I'd just go with Space Engineers or Medieval Engineers instead. Its developers are much more technically competent and their product is already more polished than Minecraft despite still being in Early Access.

    -Working on the pack was a full-time job when I kept it regularly updated. It would do the exact opposite of freeing up time. At times I stayed up longer than 48 hours on patch days to finish my updates and provide live troubleshooting and quick fixes. I would eventually go to bed actually hallucinating.

    -I don't get many people sending me messages to update the pack anymore. You'd be the first one I can even recall from this year. I think 'tons' of fans is a bit blown out of proportion. I peaked several years ago.

    -My talent for making Minecraft textures may currently be overstated. I've not done much work with art in years, and as far as my knowledge of putting together a pack goes, most of that has been completely forgotten and obfuscated further by Mojang's repeated changes to the formatting. At this point, I honestly wouldn't even know where to begin if I were to start up my image editor and open my Minecraft working folders.

    Posted in: Resource Packs
  • 0

    posted a message on Misa's Realistic Texture Pack - 1.19+ UPDATED 1 DEC 2022!

    I believe so, but again, you're asking someone who hasn't touched any of this stuff in years. I am not a good one to ask at this point. Someone on the MCPatcher thread would be more likely to help you with this stuff. There were features added to MCPatcher at my request that even I hadn't yet had the chance to take advantage of.

    As far as the fire goes, I misspoke earlier. The particles were only for torches. The mobs also used the block art texture, which I always thought was stupid since it put this horrible flat edge line at the base of the flames. I found among an old wishlist of features to propose to Kahr the ability to have unique flame art for mobs. Probably how I confused it.

    Posted in: Resource Packs
  • 0

    posted a message on Misa's Realistic Texture Pack - 1.19+ UPDATED 1 DEC 2022!

    @Darckray

    I've not worked on the pack in years, and MCPatcher currently doesn't work with the latest versions of the game last I heard. So I can't really tell you how without looking up documentation, but it may be possible to have the renamed sword with fire aspect have custom art with blue flames. But there never was any way to change the color of the flames on things set on fire to blue without making all fire look blue.

    CIT only affects item icons. Armor model support was still in the experimental phase last I worked on the pack--nothing else. Fire on mobs is particle art and fire on blocks is block art.

    Posted in: Resource Packs
  • 2

    posted a message on Misa's Realistic Texture Pack - 1.19+ UPDATED 1 DEC 2022!

    Mojang is probably more to blame for the low nose. They're absurdly inconsistent with their mob models with stuff like horses and wolves being very detailed in their geometry, but then cows, who should have a face more elongated than a humans have a face that's somehow flatter than a human's. Chickens with duck bills instead of beaks, Spiders having three segments instead of two... It goes on and on.


    Hell, they could improve the bear model so easily by just making the head a single, elongated block and it'd instantly look much more bear-like:
    *5 second scribble in ms paint*

    But yeah... Aesthetically, Mojang is completely void of talent.

    Posted in: Resource Packs
  • 4

    posted a message on Misa's Realistic Texture Pack - 1.19+ UPDATED 1 DEC 2022!
    @JoniA
    -Privately since 0.0.20a (Minecraft classic, pre-indev, July 2009)
    It started out as a 16x16 pack with less painful, more muted colors and a bigger variety of simple textures on cloth blocks (which had just been introduced). Later I bumped up to 32x32 with a bit more of a focus on photorealism around the start of indev. Eventually it was bumped up to 64x64 when Xau created stable HD texture support for Minecraft in the first iteration of MCPatcher.
    This is one of the earliest, if not actually the earliest
    unreleased iteration of the texture pack. Yeah... I know.

    -Publicly since Alpha 1.2.0 (Halloween/Nether update, October 2010)

    Mine was literally the first complete 64x64 texture pack ever posted on the forums, and the first texture pack to ever tackle every single piece of art in the game's assets library. Prior to that, most texture packs were just a terrain.png and maybe an items.png if you were lucky. At release it was known as "Misa's 4x-Res Realistic," and was posted as a response to someone requesting it from a Halloween-themed thread where I posted a screenshot of my creeper in the moon.

    --Link to first public release--

    This link is provided as-is and for educational/historical purposes only. I will not provide support for it beyond what information is provided in this post. This version of the game did not support texture packs officially yet and required that you manually injected the files into your minecraft.jar, then ran Xau's MCPatcher to make it work (I don't recall which version at this point).

    --Link to Xau's old thread for MC Patcher--

    Posted in: Resource Packs
  • 1

    posted a message on Misa's Realistic Resource PATCH by Les [1.10] (Updated July 10, 2016)

    I've no idea what changes have been made to the font file system since I last worked on the pack, but I do know I went out of my way to include the Eszett in my pack given the large proportion of German downloaders. I remember it being a special case though and I had to do so through editing the unicode-only files. (the standard font support is extended ASCII) Anyway the file that needed to be edited at the time was unicode_page_00.png. When Unicode support was added to the game, it still referenced the ASCII file for those characters instead of unicode and just mixed the two together. Dunno if that helps any or if it's still in my uploaded version of the pack, but here's that file from one of my working folders if anything can be salvaged from it.



    Att one point I even had made my own custom Japanese (well hiragana and katakana) font support, but had to remove it due to one of many changes made to the font system that broke it. That and I had originally planned to do all the kanji as well, but it just got pushed off to the side due to prioritizing of other features and I don't think that many players would've appreciated the effort.


    Posted in: Resource Packs
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