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
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Member for 13 years, 8 months, and 11 days
Last active Fri, Mar, 24 2023 00:25:26
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Oct 10, 2017Misa posted a message on Merge Your Minecraft Forum Account With TwitchPosted in: News
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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
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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.
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The adf.ly link has been has been stealth updated to include some unreleased in-development features of the texture pack.
This is by no means a complete list of textures that were being worked on, just ones that made it into the development version of the pack for testing. These additions are being provided 'as is' with extremely limited 1.8 block support. The same redistribution rights as outlined in the first post still apply.
The changelog shows features that were tested and working (as specified) on Minecraft v1.8.4 with MCPatcher v5.0.3. In the tests Mipmaps and clouds were disabled and brightness set to 33% in the game options. Each item is color-coded to give you an idea on its development progress and to assist people who are providing patches for the pack with decisions on alterations to their work. Enjoy.
Green = Acceptably finished
Yellow = Works well enough, room for improvement
Red = Unfinished, Much work or testing to be done.
Changelog:
-Fixed the issue where Mojang's poorly-thought out random oriented texture feature broke CTM for Grass, Dirt, Stone, Sand, Bedrock & Netherrack.
-Added textures for stained glass (No CTM support. Considered placeholders until Better Glass support was re-added. Still fairly satisfied with the result of the complex mathematics required to get the opacities to work just right in vanilla for each individual color.)
-Added texture for Iron Trapdoors. (Considered finished, though possibly a placeholder if I came up with something more useful.)
-Added texture for wet sponge. (Considered finished.)
-Added CTM textures for Granite, Andesite, & Diorite -- raw & Polished. (Made compatible with existing stone CTM. Considered finished.)
-Edited Slime Block model to support multiple textures. (Considered a temporary workaround until they could support CTM in MCPatcher.)
-Added textures for Slime Block. (Considered final given limitations. Would like to do more with proper CTM support.)
-Added full set of textures for banners. (Considered finished until I heard about Shields. :P)
-Added complex, animated, CTM texture support for Prismarine Blocks. (Performance intensive. Needed more testing. Considered a cool effect, but not sure if I was satisfied with it ingame or not.)
-Added texture for Prismarine Bricks (Considered final, pending possible changes to other Prismarine blocks that might require alterations to fit in.)
-Added animated texture for Sea Lanterns. (Same status as Prismarine Bricks.)
-Added CTM textures for Red Sand. (Considered finished.)
-Added CTM textures for Coarse Dirt. (Considered finished. For now.)
-Added limited Custom Color support in attempt to fix unnatural-looking Stained Clay. (Still probably needs some some other work of a larger scale to fix.)
-Added CTM textures for Podzol. (Incomplete. Not satisfied with results. Sides needed to look better and have more random variation. Top was too noisy and had some coloring issues that still needed resolving.)
-Added CTM textures for Double Tallgrass. (Considered finished. Might have thrown in a few more variations before release.)
-Fixed CTM issues with Dead Bushes, existing Flowers, Mushrooms and Webs.
-Added four CIT enchantment effects assigned to various effects. (Still a work in progress.)
-Altered world lighting to increase delineation of shadows in outdoor areas. (Basically I was getting annoyed with the lack of shadows being cast by trees. Some minor tweaking may be necessary later.)
Post moved to next page.
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Actually I guess I have some free time now that it's the weekend and I've not much going on. I figure all I'll do though is just load up an MCPatcher patched version of 1.6.2. Then I'll view all files in my pack and arrange by date modified and do some simple in-game testing to ensure all the additions/changes are 1.6.2 compatible. Once that's confirmed, I'll do another test on Minecraft v1.8.4 with MCPatcher v5.0.3, and if I'm satisfied, I'll stealth update the entire pack in an 'as is' state through the adf.ly link so I don't have to mess with the thread at all. Then I'll post a changelog here of the things that are added/fixed with comments on how finished each feature was or wasn't.
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I'd thought about it, but I'm not really sure how I'd go about it. A lot of the current version of the pack is full of unfinished work, and I've edited/changed stuff that relies on other stuff, so trying to pick out all the new files would probably be messy and time-consuming since I've not worked on the pack in long enough to where I don't really have my bearings on navigating it at this point.
I'd also thought about just doing a stealth update of the entire pack, redirecting the main download to the new pack and making note of it in the comments. However it wouldn't be size/performance optimized and I'm not sure what all is in there to begin with. There may be some placeholders from other packs I was testing that were going to be removed later that I don't have license to redistribute. There also may be things that break existing compatibility for 1.6.2. Hell, there could be pornography in there for all I know!
So yeah, I'm really not sure how to proceed on any of this with what little free time I have these days. I'd really have to sit down and go through all files in the current development version of the pack and do some in-game testing, cleaning, and filtering before I could release anything intact. Unfortunately I'd also have to do the same to release just some patch files...
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I said something about it three pages ago
#8714 I haven't touched the main thread because the forums have gone through so many format changes now that I can't be arsed to figure out how to edit it now without breaking something.

The short of it is I'm now a full-time ISP/OSP engineer and part-time as a student working towards a medical degree. My computer's not been upgraded because my PayPal account was locked out for purchases from non-subscription sources due to all the moves. Basically it's only useful to me for buying stuff on Steam until I can get the issue resolved with a trip to NC (which won't be anytime soon). Also I still don't have a car or long-term place to live.
I've learned if anyone ever tells you to 'get a life,' to ask them if they're insane.
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Life happened. :/ I'm working full-time as an ISP/OSP engineer and part-time as a student aiming for a medical degree--all without a car or long-term place to live.
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It's not, unfortunately... My Paypal is completely locked up after the move and there's little I can do at this point to get my money off of that to go towards the new machine short of going back to visit NC at some point to tie up some loose ends I didn't prior to the move to Wisconsin (It's complicated). Transportation for school became an issue after the final move, so I had to go job hunting just so I have a way to afford transportation now. Gotta buy a car and all that.
On the bright side I did end up getting a decent job as a subcontractor for a cable company that I can walk to. Was a pretty nice stroke of luck considering I've no experience in the industry--though my graphics design work and computer skills did come in handy. (I'm mostly drawing maps and diagrams on a computer) Right now that's eating up most of the free time I used to have, and the paperwork and training leaves me pretty mentally drained at the end of the day. And just today I caught the flu! Hooray.
As far as the pack is concerned I think I'm just gonna have to call it dead for now until I'm able to and decide to revisit it. It's been nearly 2 years at this point without an update. And if you've noticed Kahr's also kinda been on hiatus, and we tended to work pretty closely on releases coinciding with major game changes that broke the previous stable versions of MCPatcher. Currently there's still some broken features that my pack has relied upon, so even if I had the free time, new computer, and drive, I still don't think I'd be able to update the pack enough to my satisfaction for a proper release at this point. It's unfortunate it's taken me so long to realize it's just not working out as I'd hoped, but real life has to take priority for me right now. Sorry if I've built up any false hope, it was never my intention to just string people along before being forced to throw in the towel.
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Sometime next week I'm going to start putting in orders for components for the new machine. Hopefully I won't run into any problems with the change of address in relation to my PayPal account. For the weekend I'm now just working on figuring out how I want to arrange all the stuff in my room. Then on Monday, I'll be enrolling for classes next season and trying to sort out the proof-of-residency crap again. In the meantime I have made some progress on the texture pack. Though the major stuff will likely require the new machine for easy testing, and possibly some coordination with Kahr to get some bugs squashed in the current version of MCPatcher. Though even failing that, I'll still try to put out something for you guys to play with. At this point, I don't think I can really afford to be picky about releasing only fully-polished work. I have a few difficult decisions to make on the pack itself. I'll probably need some feedback on whether or not people will be fine with my current spruce block textures being made lighter, with dark oak taking on the darker tone that spruce currently occupies.
In the meantime, here's a little sneak preview of the banner stuff I explained on post #8669:
The purpose the stitch pattern serves when translating the vanilla designs to a higher resolution. (squint to get the idea of how it works to maintain consistency with vanilla-designed banners.)
Most of these designs were submitted by users to Planet Minecraft. I used them specifically to test compatibility between vanilla and my own system. Designs appear to be ~98% compatible with vanilla.
A close-up of the type of work that had to go into making the cloth loops that attach the banner to the staff work with patterns.
A detail shot of the difference between the front and backs of unique charges like the creeper--simulating wet paint bleeding through to the backside.
I've thought about it, but ultimately decided against it. I've also thought about a Halloween-themed version. Mainly I wouldn't know where to start that wouldn't just be extending existing winter biome textures into the rest of the world while still maintaining a consistent theme. That said, there is a creeper that's disguised as a Christmas tree in my pack that appears in snowy biomes. Really, the best way to see more Christmas content in my pack would be to bug Mojang to add some for me to texture.
I try to keep the work in my official pack as all my own work, so I won't be merging any fan-works into it. Though that doesn't really prevent people from doing it on their own if they prefer the fan textures over my own. I encourage people to mix and match their texture packs to work for their own needs.
As far as stained glass goes, while I also like what he's done with stained glass, my pack has always maintained a standard for realistic but as vanilla compatible as possible. I tend to keep the designs simple and as close to vanilla as possible so that projects constructed without my pack will still look good on my pack. I then take more creative liberty with things like CTM to increase the variety beyond the scope of vanilla while still keeping general compatibility in line. The current plans for stained glass will be solid colors. Much thought was put into how opacity will work on different colors though to where I can pretty much guarantee my stained glass will look better, and more colorful than vanilla's.
Some of the birch blocks in my pack are currently bugged by MCPatcher, and it's something I'll be looking into. Though I do want to maintain the original design ideas I had for them if possible. I'd also like to do something to better distinguish jungle wood products from oak wood products and completely redo spruce to be lighter as mentioned above.
I only hope my shout-out draws enough attention to get some more people to submit their completed exercise map. Would be nice to see different takes on the exercises. I submitted my own map and it was reviewed here: Though he did mistake me as being male.
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I'm in the process of my third and hopefully final move for the next 5 years or so at least. That'll be taking place all this upcoming week for me. So I'll be without a computer for a bit. But once I'm in the new place I'll finally have a stable enough address that I can start buying components for the new machine. I'll also be starting school soon, so I can't make any concrete promises, but I'd like to have the pack updated shortly after the new machine is built.
I was getting pretty bored of Minecraft for awhile and even had some games (Space Engineers!) that have sorta replaced it for me for the most part. However I've also been following a Youtube series on Minecraft produced by someone with a Ph.D. in architecture. It's been a long-running project and is only now nearing completion. It's essentially a series of video lessons on architecture with a map that has exercises for users to complete. It's pretty much what's kept me from getting bored with Minecraft, and the amount of work he's put into this project doesn't get nearly the amount of recognition it deserves. So if you've an interest in architecture, or are just looking to improve your building skills in Minecraft, seriously check this guy's project out:
ARCHMINE100 Project Forum Thread,
sckchui's Youtube Channel.
This is not a paid promotional or anything--I genuinely appreciate his work and it's been a large part of what's kept me from giving up on Minecraft.
I'll do my best to post another update once I've settled into the new place. And hopefully I'll have some good news in regards to the future of the texture pack. Til then, see ya soon.
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Right now I mostly just have a lot of free time in a transitional period and a ton of boredom. I can't really say how long it'll last. I've yet another move coming up in about three months, but fortunately not cross-country, and the expenses will be a non-issue. It should be my last move for a long while, which will finally give me time to settle and move on with my life.
At the moment, I've done a lot of brainstorming on how to handle different things on the pack anyway and have had this thought of occasionally doing little devblog-like posts on some of the interesting issues that come up while I've got all this free time. If you're interested check out the spoiler below:
So far I think I've got a great solution to this problem. I maintain the crisp, clean straight lines of a higher resolution texture, but use details like stitching to represent these grey areas. Hopefully in practice these will represent the pixels on these user designs as cross-stitched patterns that blend in with solid, clean lines. The real challenge comes from creating a stitching pattern that can be used for these edges that when shrunken down to one pixel, will equal the RGB value of the grey pixels on the vanilla masks. Things like charges I've got some different ideas for, like avoiding the stitching convention for charges that require rare items in favor of more unique and stylistic applications like ink, print, or iron-ons. But even those will need to follow a general sense of the shape, form and shading of the originals.
Another thing I've thought about and played with are bits of looped cloth that go around the guidon post. On vanilla they just kinda float the banner in front of the cross support. Fortunately, I've found out that it is possible to have the colored cloth bits extend beyond the banner itself, so I've been able to create cloth loops to better attach the banner to the post. The challenge here is ensuring that the top-most color and things like stripes transfer accurately to these strips as well. Anyway, that's about all I can think of to share at the moment on what my thought process is like when I'm doing brainstorming and early concept design for things in the pack. Hopefully other artists will find it useful. If you've any requests for topics to post about, or general questions about design, lemme know.
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I'm sure these blocks don't look all that dark when exposed to direct sunlight or moonlight. Also if the whole game was too bright, you'd never have a need to brew a night vision potion.
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No such thing exists. That animation was done at that resolution by hand. All I did was take the bubble particle from my pack, shrunk it down, placed it as a new layer (I forget which blend mode or opacity, but you should be able to tweak that as you see fit) then manually moved it up frame by frame with some slight back and forth, copied each merged image and pasted it as a frame on the animation strip.
For multiple bubbles I just took that animation strip and repeated the process, starting at a different frame each time and using a slightly different sized bubble particle. It was about as straightforward and primitive as it gets for animation.
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And I honestly couldn't tell you how I did at this point... CTM for tree rings is still one of those things that took so much trial and error to complete that it still surprised me when I eventually got it to work well enough. Organic circular patterns don't easily follow the logical rules for CTM that say the right angles of my chiseled stone did. Knowing there was no way I'd be able to easily repeat that work, I decided it was smarter to just figure out ways to recycle that art by recoloring it and using subtle, generic, tiling texturing overlays. A little known fact is that the CTM for my log tops was originally designed as an experiment for CTM with oak trees, and was later recolored for the newer jungle trees.
Last I was able to work on the pack, I'd actually planned on redoing most of my wood to just use that CTM texture with some recolors and maybe a few minor overlays. That would've been the most practical route to go. I had a lot planned for wood, really... Dark Oak kinda threw a monkey wrench in my color scheme. The spruce in my pack was as dark as I ever wanted any wood to go. So I basically needed to come up with a new, evenly-spaced color scheme for all 6 of the current wood materials. But I digress. If you want to do CTM log tops for other types of wood, I'd suggest trying to set up a layer rig that recolors what I have, and then work from there.
Edit: Dropping this here if anyone wants to mess with it: