So first they try to make the site ridiculously family-friendly with strict swearing filters, now they force users to link accounts with an unrelated site that makes gratuitous use of streamers who swear for the entertainment of their viewers. Delicious irony.
Glad I avoided my invitation to the Curse summit all those years ago. Hate to think about potentially being part of the mess this has become.
- Misa
- Registered Member
-
Member for 13 years, 8 months, and 11 days
Last active Fri, Mar, 24 2023 00:25:26
- 28 Followers
- 828 Total Posts
- 1350 Thanks
-
Oct 10, 2017Misa posted a message on Merge Your Minecraft Forum Account With TwitchPosted in: News
-
Sep 15, 2014Misa posted a message on [Official] Microsoft has Bought Mojang and a message from Notch.*Grabs a bucket of popcorn to better enjoy all the unjustified, knee-jerk overreactions with.*Posted in: News
-
Jun 7, 2012Misa posted a message on Snapshot 12w23b Ready For TestingAnd boats are still broken... : / They're still pretty jittery with fairly noticeable control latency issues and you still can't stand on them without them now dashing off and exploding if they hit land.Posted in: News
When you try to disembark to hop from the top of your boat to a dock you built specifically for this, the game instead says, "Screw you, you're going for a swim a couple meters away. Enjoy all the entity glitches, single-player users! You're now stuck with all the annoying little problems that kept you away from multiplayer!" -
Aug 16, 2011Misa posted a message on 1.8 Updates: Meet More Meat*pushes glasses up on nose* Well actually...Posted in: News
http://twitter.com/#!/jeb_/status/103422025346981888 - To post a comment, please login.
1
Apart from those hard-coded issues, the main problem was the tabs recycling art from a limited-space graphic. It'd be nice if each selected tab overlay was individually editable (If that's what you already had planned, color me happy!
The actual compromise I had to go with for 12w21b was very bland and buggy by comparison. I had to darken the tabs instead of having the nice individual shading for the top and bottom tabs. The repeated art for every tab made for some nasty tiling issues. And of course the hard-coded text input bar clashed with the rest of everything. That about sums up the issues I had with the GUI. I hope my feedback may provide itself to be useful to you. I can't wait to see how this turns out in the end. I really do love the concept of this new window for creative over the old one and hope you keep up the great work.
On a side note, I also have just one design suggestion that's not related to texture pack compatibility. Feel free to disregard it as it's more of a personal preference thing than anything that's absolutely necessary. The thing I noticed was a missed opportunity in regards to function of the creative GUI--this big blank spot here:
It seemed kind of inconsistent with other GUI's where the player inventory is hugging the hotbar inventory. The big empty space is kind of a large gap to cross when organizing active and inactive inventory. The missed opportunity here would've been a way to incorporate the features of the survival inventory screen--namely equipment, as there's currently no way to remove equipment from the player in creative without changing game modes. This is a quick, sloppy edit of the above screenshot to illustrate what could be done with this blank space:
The paperdoll and crafting boxes wouldn't be as necessary as the equipment slots, but they'd seem to make good use of the space. Again this is just a personal suggestion and not at all crucial to making this GUI play well with texture packs.
@_zombiehunter
Read the rest of what I wrote though. In principal it may be possible and simple simple, in practice it's tedious and impractical. I still feel the negatives outweigh the positives. The filesize of the animations would greatly increase the size of the texture pack for visual gains that are pretty marginal. I'd rather keep this simple for the sakes of the KISS principal, my sanity, downloaders of my pack, and room for potential simpler edits/workarounds in the future.
Y'see, if at any point Kahr was able to figure out how to get translucency to be taken into account from animation files and to overlap existing coordinate selections instead of replace them, I'd have a vastly simpler and more design-efficient way to pull off animated ores on CTM stone.
1
To this:
2. I think I've already addressed this. If not, I know I've discussed it with my tester. Anyway, adding ores to CTM wouldn't work because most of my ores are animated. You can't have animated CTM stuff as far as I'm aware. And if you can, it'd likely be a pain in the ass to pull off and just waste a ton of space. I worked hard to ensure that the new stone texture at least matched up well enough that most of the time the seams are not at all noticeable. It makes sense that stone bits with ore in them would be more rough-looking anyway. So long as the colors and edge patterns are close enough that the seams aren't immediately apparent, I didn't see it as a problem. It's ore anyway. You mostly encounter it in the dark underground and it's usually immediately mined on sight, so I don't see this as a big issue.
3.If by that you mean darker and with less yellow, I'd have to disagree. Emeralds have a range of valid hues and my pack has a very specific color scheme I try to stick to. All (non-light-related) colors are muted to some degree to match a low saturation color scheme. A dark, highly saturated common emerald green would be a bit visually jarring when compared to other similar blocks. You'll notice that greens in general on my pack don't tend to be super vibrant (Compare the cacti, melons, bed, and green cloth blocks to a true green)--this is by design. As far as the texture for the ore block goes, you could say the same thing about coal. I didn't think it was that big of a deal, I just made something that I thought looked good, and made sure that the dropped emeralds matched the ore in color. I'm pretty happy with the end result, and given that it's an animated block, I'm probably not going to consider altering the design at this point.
Congratulations, I think you're the first person ever to make this claim against any texture pack! Anyway, it'd help if you actually provided constructive criticism, and mentioned what exactly you think is wrong with any of the 40-or-so zombie skins in my pack, so I can actually attempt to do something about it if there is indeed a problem with them. I really can't work at all with something along the lines of, "Your pack is ruined because of this one texture." You need to explain why and provide suggestions for improvement if you're to come across as anything but insulting.
It's likely just the memory allocation bug that's been cropping up since around beta v1.8. My pack has a lot of graphic resources and if Java finds inconsistencies while allocating the amount of memory required to load them, it will either fail to load everything (causing white textures--or colored plain textures in the case of blocks affected by biome palettes) or cause the game to crash and give you an error message. To resolve this, check out the first issue addressed on my FAQ for a comprensive guide on how to help alleviate the problem and improve general performance.
0
The new GUI is a mess and has tiling issues as well as un-editable hard-coded ********. It was not designed at all with texture packs in mind, so I'm not comfortable releasing what I have at the moment. Simply delete the allitems.png file from my texture pack so it'll use the default. Problem solved.
0
As far as my error on the pack.png version number goes, it's such an inconsequential error, it's not worth posting an update over. To prevent this from happening again in the future, the next version will have a proper logo for my pack.png that won't require a version number to be posted in the image itself.
1
Please read before you download, the update for my pack was for 12w21a, not 12w21b. I just woke up and this is the first I've even heard about 12w21b. Not sure how you can possibly expect me to have updated for that yesterday...
I'll probably post a second update sometime today since I messed up on the icon for my pack and need to fix that--it says 4.1.3 instead of 4.1.4.3
0
I'm not sure my texture pack really needs an installer. I mean you just run the latest MCPatcher and place my pack in the texturepacks folder as you would with any other. Thanks for the offer though.
That was a failed experiment. Unfortunately, it doesn't work with the current version of the mod. I was trying to use the top method of CTM rendering on it, and that apparently only works on block-shaped blocks at the moment. A change to MCPatcher will be required to make this work. It's fairly low priority at the moment though.
I've already answered this in detail, so I'll just copy and paste what I wrote before with some edits to update it:
Mob skins, like animations, are something that usually takes a good bit of time so they're typically lower priority on my to-do list, but they're still there. Mainly what I need are good ideas for how to implement them that I can run with and then the time to make them. If they're just palette swaps or something that's not too difficult, but anything more requires a good bit of time and effort. I'll go through each of the mobs you mentioned to give my thoughts on them.
-Endermen: I always liked the idea that these seemed like a horde of clones. Much of my work on them (and all things related to the End) was inspired by H.R. Giger's work. Given his work on the Alien films, the idea of the hive was pretty strong in my mind when designing Endermen. No individuals, save those creeping around in the real world as scouts--and at any rate no uniquely identifying characteristics. All legion--part of a single unit.
-Silverfish: It's based on an insect that in reality doesn't have much variety other than size. Couple this with the fact that they're fairly rare and small. I'm not seeing much I could do with these. And considering they like to swarm when attacked, a hive-like uniform look might be best on these. I mean when you see a bunch of cockroaches scattering in reality, you don't really notice color/pattern variety among them as much as you do their movements--Same with ants. So unless I get some really clever ideas for these I don't see it happening. To me, they're just zergy clone bugs.
-Mooshroom: This one poses a problem. While I'd LOVE to do a brown mushroom variant, unfortunately this mob pulls the red mushrooms directly from the terrain.png (Much like the snow golem pulls the pumpkin) And if you were to somehow get around that, they'd still drop red mushrooms when sheared... So all I can really do with these is change the spot pattern on the red model. Kinda boring.. : /
-Ghast: It is possible and I have considered it. They were actually the next mob on my list when I put my Randomobs work on hold for other features. Around the time I was working on the techniques used for the Enderdragon I was testing much of it on Ghast skins. Nothing was saved or made intentionally for randomobs, but some of the results were promising. These are probably the highest in priority at the moment for randomobs support--though with all the randomobs already in my pack, randomobs in general aren't the highest priority.
-Blaze: Flaming skulls. Not sure what I'd do with these. I need ideas.
-Magma Cube: These are kinda featureless as they are. They barely have a face. Their variants would simply be things like different arrangements of the stone/lava pattern. This would be pretty boring to work on and wouldn't provide much in the way of variety so much as it would increase the pack's filesize. Like with the silverfish I'd need to hear some really clever ideas before I messed with these guys.
-Ocelots: Ocelots have a pretty distinctive fur pattern. There are variants, but nothing that I can see that'd warrant spending the time on making randomobs files for. I do plan to do more variants for the tamed cats eventually though.
Thanks. The donation really does help a lot as does the usage of the adf.ly links. I hope I can continue to live up to expectations. : ) I play with nothing but MCPatcher anymore, it's nice that the developer is open to suggestions for improvement and it's really helped shape the direction of my work (Or is it the other way around? Probably a bit of both. :P). I definitely have more planned though. It's all just a matter of finding the time to get it all worked out. But yeah, expect more in regards to the latest features and hopefully new features in the future.
Mediafire didn't launch a virus attack on you. At worst, one of the ads on their site made use of malicious code, and was likely removed pretty quickly when discovered. At any rate, you should probably be using an ad blocker on your browser to avoid any malware caused by ads. Much of this many site owners do not have 100% control over. This is just one of the many risks associated with browsing the Internet unprotected and not an issue with Mediafire.
As far as Dropbox goes, my pack generates too much traffic for that to be a viable host. I tried it once, and the link was down within 15 minutes or so due to exceeded bandwidth. If you know of any other free file hosting service that allows direct file linking and has unlimited bandwidth usage, I'll be happy to switch.
Yeah, I don't think there's anything I can do about this. It's just an issue with the game.
And what was the point of posting this? This isn't how constructive criticism works. If you want me to do something to attempt to correct your issues with my work, you have to actually tell me what's wrong and make suggestions for what you think would solve them. Otherwise there's no reason to make such a post other than as an attempt to flame or be insulting.
Direct all thinks regarding permission to PM's. Some permission requests require that certain details of use are cleared up before I can grant permission, and I need to be able to keep track of all whom I've given permission to to defend them from moderators if need be. This thread is not the place to clutter up with that kind of thing.
0
My pack does not at all function properly on Optifine. Half of the features of Custom colors are missing, and it doesn't even support 90% of what my last update was all about.
There's a 1 in 100 chance that an area where a melon is grown will have a faint creeper face on one side. It's just a little visual perk that'll only occur in that one spot. Harvesting a melon will just give you a normal melon, though any melons grown on that spot will always have the face when placed or grown there. It's just a little fluff thing, nothing too important. Though it's given me an idea to have pumpkins that grow WITHOUT the carved face on them which only appear when in the player's inventory or when they're crafted into a jack-o-lantern.
That was actually the second thing I tried. It looked even weirder, especially when not making perfectly rectangle windows. I also tried an engineering approach with diagonal crossbeams and wasn't satisfied with the results for that either. I tried at least 6 ways to make CTM glass look worthwhile, and didn't like how any of them turned out. A lot of the problem is with how glass blocks are horribly unrealistically rendered in default Minecraft to begin with. Only three faces are shown at a time on the blocks, Many of the CTM things I've tried MIGHT work if all 6 sides were rendered. Though texture translucency would be preferable so I can just make some actual glass-like glass texture.
Actually that's not what I did. I didn't recycle the old carved melon art. It's just a new texture that has a really faint, natural-looking creeper face.
Netherrack is on the list and snow is already done on my end (along with ice and bedrock). Leaves, I plan on looking at, though I can't make many promises as those are one of the harder textures to pull off well for all of its uses and giving them random variations that still tile aren't as easy as it is for grass. I may just have to make a new leaf texture (I know the old one kinda sucks for shrubs and is pretty ancient-looking compared to the other two leaves) and not worry about CTM support for those at the moment.
It will change everything that uses that texture, including the fence. Which will look very dark dark red, and the netherbrick will also be a darker-than usual red. You need to delete the color palettes for the nether bricks in the misc folder.
As I said on the first post of this thread, don't send your errors here. I can't read them and it's likely not my pack that's the problem, send them to the MCPatcher thread. My best guess just by glancing over it is that you do not have enough memory allocated for java. The first issue on my FAQ addresses how to fix this.
http://www.minecraft...-25apr2012/#FAQ
Yes, REALLY. I've been editing components of Minecraft for more than two years now. I'm not likely to be pulling any info out of my ass at this point. There is not a single difference--all the extra space in between biome pixels on the smoother biome palettes is now completely ignored by Minecraft. As I said before, this issue is a a bug with the custom birch and custom pine colors for MCPatcher, that Kahr has to (and will soon) correct. The old blended biome palettes no longer make any difference if used in place of of the new ones. The ONLY thing that matters to the game's coding on the new biome palettes is a single pixel for each biome. All the smooth blending has been done program-side since the update to the new map format with the editable biome placement. Cut down the offending biome-border tree or grab the new MCPatcher whenever it's available to fix the issue altogether.
Clearly you wouldn't be updating faster AS me because I haven't bothered to update for the snapshot yet. Also I wasn't aware I was racing against other authors to get out a second update in a row after the recent massive one I posted (which kicks the ass of the snapshot in terms of visual content added) just to support a single missing item icon from a snapshot that most Minecraft players don't even know about.
Snapshots are low priority. According to my texture pack download numbers, during snapshot updates and real updates, few people even care about updating for them anymore. I'm guessing this is because most people play SMP, and servers almost never update to use the latest snapshot. Of those that don't, only the ones who REALLY bother to keep up on the forums and game news will have heard about the snapshot, and of those, not all of them will bother with trying to get it to work.
3
I answered this like just a few posts above this. Also I don't really have time to follow other packs at this point. I've always seen my pack as more of a trend-setter than trend-follower anyway.
I'll take a look at it. Though making dirt a bit smoother, at least in parts, was part of the goal.
As much as I hate connected textures for glass, this came about after testing it, so yeah, I was considering including the test piece as an alt, but decided against it to save on space, and to not encourage that as a feature of my pack with the way my glass looks. CTM on my glass makes it look as though there's not even a block there--Which I find makes glass seem almost unnecessary as anything other than a way to block things from moving through something. I'll think about including the old ctm.png I made, but there are no promises.
Hello, uh nice to meet you too.
1. Uh, they were just released last night. Give 'em a second to get used to 'em, sheesh. The corner caps HAD to be put on there due to the pillar bases on the sides otherwise conflicting with them. I could remove them completely, but then you'll have tiling issues anytime you have a corner with a depth of one block. As far as tiling issues go on edges between textures, given the dynamics of CTM, this isn't exactly an easy task to pull off without creating some other, more noticeable tiling issues. I'll look over them, but I can't make many promises of a perfect remedy for the situation.
2. /facepalm The birch tree colors are fine. What you're posting a screen of is just the way biomes currently handle coloring on borders. It's a rendering issue. There's absolutely nothing I can do about this without homogenizing all my colors. And that's definitely not gonna happen. I'll talk to Kahr about it, if anyone can do anything to remedy this, it's him.
3. I'm guessing you're new to my pack, but this is not a bug. In fact it takes a lot of work to even make the netherrack fence a different color from the blocks. This has been a feature of my pack for a few patch cycles now as burgundy fences are completely stupid and fairly worthless as a block. Black fences however can be used to simulate dark, cast iron bars and be used above ground without looking out-of-place. They also add some variety to the color scheme of the Nether. (Red and black are a winning evil texture color combination afterall.
The new sand blocks really shine in large groups--like in deserts. There's a lot more visible depth there than on small coastal beaches. However all the new textures will likely be reviewed and undergo some minor changes and improvements over time. Smooth stone and dirt were the ones I put all my effort into given their prevalence--especially smooth stone. Getting the texture to not have the per-block tiling issues, while still resembling my old stone and being able to do an okay match job with ores, was no easy task. I'm very happy with how it turned out in the end though.
Oh, and to answer your question from awhile back (I think it was you who asked.), the Tinychat got to be too much to keep up. I'm unemployed (this texture pack sadly is what pays my bills at the moment) and keeping up a schedule where I put in so many hours on the tinychat was preventing me from trying to get my real life back on track. Also near the end, I was getting maybe two people in there per day (Both of which would be too scared to actually talk to me.
Though I've got some free time and I guess I could try hanging out on the old Tinychat for a bit today to answer any questions or talk about the new features on the pack or whatever.
0
0
-Added MCPatcher CTM support:
-Circle stone blocks can now be used to construct pillars, archways, and all sorts of interesting geometric stone patterns.
-Tops of logs will now expand to form a large smooth tree ring surface when 4 or more are connected at right angles.
-Jungle tree logs will now be shaded dynamically based on width--other logs are unaffected for wall-building.
-Brick walls now have corner stones.
-Hieroglyphic sandstone blocks have more variety in how they tile and when placed alone or in groups.
-Smooth sandstone blocks now have a completely smooth surface everywhere except their edges.
-Light wooden planks now have CTM dynamics that allow better framing on the side with unique tops.
-Crafting workbenches can now form desks, shelves and drawers when placed adjacent to each other.
-Stone slabs now have random variation that matches the new look for Smooth stone.
-Stone blocks now have random block angles, where some blocks may jut out or sink in slightly more than others.
-Oak, Pine, and Jungle planks now have some minor random variation to their tiling pattern.
-Roses and yellow flowers now come in 9 various shapes and sizes each.
-Dead bushes now come in various stages.
-Tall grass has more variety to it now.
-Lilypads can now face in 8 possible directions as opposed to the previous 4.
-Watermelons have an incredibly rare chance to spawn in some locations with a creeper face.
-Gravel tiles much less obviously and makes for more rugged-looking roads.
-Clay is now more usable as a building material with its new variance.
-Dirt has a lot more character and detail than ever before.
-Sand is now slightly more granular and the dune-size has been realistically increased to tile better over large areas.
-Custom sign color added.
-Decreased the view obstruction a bit when wearing the pumpkin. Nightvision effect is unchanged.
-Replaced the completely worthless sponge texture with a more useful bale of hay, due to similar properties/function.
-Modified the texture for light wooden planks to account for the new dynamics introduced by CTM. (may do the same for brick later)
-ALTERNATES.png has been updated to store any altered old versions of textures.
-Colored areas on terrain.png to water and lava colors so they work properly on mini-map mods.
-Fixed a stray pixel on the animated diamond shovel.
-Fixed the missing animated blaze texture.
-Fixed a missing snout on Pig12.png.
-Fixed a few stray pixels on inventory.png
You may notice that I have not done CTM support for glass. This is due to me thinking that it looks absolutely terrible on my texture--it's as if nothing is there at all. If translucent glass becomes possible in the future, I'll reconsider adding this, but for now, I think the default individual panes of glass looks best.
0
0
1. Grab an image editor that supports transparency. (Paint.NET is free and easy to use for any beginner.)
2. Grab both texture packs and extract their files into different folders and pick one as the pack you're going to add stuff to.
3. Start opening same-name files then (in the editor) selecting, copying and pasting the stuff you want over the stuff you don't. Do this for every file you want to alter.
4. Save the files, select all the files and folders in the new folders you made and put them in a zip file.
There are many ways to do this. This way is just thorough. When personally editing stuff from my pack, if it doesn't have a large working file (like terrain.png) I'll simply extract that file, edit it, then drag it back into the zip of my pack for testing using WinRAR.
I could've sworn I've answered this many times, but apparently not on this thread. Realistically, diamond tools (And some stone and gold tools) are stupid and make no sense. Diamond may be one of the hardest substances known to man, but it's also extremely brittle. A sword, axe, pickaxe or shovel made largely of diamond would shatter upon its first impact with anything hard. So I opted to go with a fantasy approach. Using fantasy logic to imply that a somehow hollow blade would be more structurally sound (and better use of limited material) for diamond with its ability to disperse vibrations without shattering (a tuning fork came to mind when designing this). Naturally, in reality this wouldn't do ****, any blade made of diamond, regardless of the shape would still shatter. So yeah, it's a fantasy blade. The white edges are just to imply that it's been finely ground (with magic!11) to achieve an ultimately sharp double-edge, and thus reflects more light.
Now I could've made an ultimately realistic diamond (and stone) sword, but it wouldn't have fit the general look (or construction recipes ) of Minecraft tools where the head of a tool is made almost entirely of the chief material. A real diamond (and stone) sword, using only wood and diamond as the materials would be mostly made of wood. It would've resembled a macuahuitl which is more of an edged club than a sword. I didn't want most of my swords to NOT look like swords though, and wanted each sword to have a drastically unique look. So I went with just a primitive-looking sword (better suited for iron than stone) for stone and a crazy fantasy-looking sword for diamond.
Anyway, it's not likely to be changed at this point. Many people have gotten used to it and for each one of those who have told me they don't like it, there are two who have told me it's their favorite-looking item in the game. Also being an animated item, it's not exactly a simple process to change it even if I were to come up with a design I perceived to be as better-looking and more realistic, while conforming to the 'logic' of Minecraft and my pack.
Okay, let's see how many of these I can hit up in an orderly fashion:
1. The cleaning instructions are only to ensure that if you've never installed a high resolution texture pack before (but may have dabbled in mods) that you won't have anything conflicting with it. If it works without it, then ignore it. It's just there to make the installation dummy-proof.
2. The red mushroom's color is intended to emulate amanita muscaria. As this is a realistic pack, I'm not going to use the exact same color schemes as the default. In fact the reason I even started my pack was because the default textures' color saturation was too intense and hard on my eyes.
3. Not sure what you mean by out-of-context in regards to 'the sword.' Which sword?
4. Relax, I'm not covering the sides of grass blocks with grass. That's just Better Grass. If you don't like it, simply don't check it when you run MCPatcher. On the topic of realism though, considering it only works when it's one block high, to me it's a good feature to simulate rolling hills in a distance which minecraft desperately lacks.
5. I update every single time there's a major update to the game that adds new art. Snapshots, I may be a few days behind on, but I usually get those out in a timley fashion too. You can be notified of my texture pack's updates by either subscribing to this thread (I always post an announcement when I've updated.) Or subscribing to my Planet Minecraft listing. The latter, I think will only inform you of updates.
6. And yes, Misa is a female name. Though I've been somewhat recently made aware that it CAN be regarded a male's name in some countries. I'm not from one of those countries though.
Any particular reason? My current pack should be just as compatible with 1.5 as it was, and if any art was changed, you can easily change it back on your own using my ALTERNATES.png file.
Yes, probably. Currently my development version of the pack will not work with the latest MCPatcher. So the texture pack update will likely shortly follow the release of the next MCPatcher as it relies on some features that are not yet officially implemented into MCPatcher. MCPatcher's CTM support will have new rendering options and will improve upon random textures by fixing the randomization algorithm, allowing these to be applied to non-block blocks, and giving texture pack artists more control over frequency of random blocks that are encountered. It will also be adding support for very large textures that tile over multiple blocks--Something I've been dying to have for ages.
Search Post is your friend. I already addressed this when it was first brought up. It was a file naming bug which will be corrected in the next update.
3
0
About the only change to the other logs is that when enough are placed together, the log tops will connect (Something I can't avoid at the moment). I did ensure that thin placements of adjacent logs didn't connect though, so old wall tops should be unaffected. But now with enough logs, everyone has a new floor/ceiling material to play with.
The MCPatcher support of CTM will work for both. My pack has not yet been updated to support it yet though--however it will be as soon as some of the kinks can be ironed out.
The alternate character skins had to be scrapped due to a change in the facial proportions of my characters and the shape of helmets to compensate. The old alternate characters became obsolete, and judging by the small number of downloads they had and the fact that more people prefer to use uploaded skins, they didn't seem to be in high enough demand for me to go through the process of remaking them to fit the new format.