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    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!
    Time for a bunch of responses and general musings:

    Quote from lollerz »
    The lapis should look pretty much like the redstone.

    Redstone I took some artistic liberty with on this pack, making it more crystaline, translucent and less chalky. Lapis Lazuli is a real mineral though so I made it look the way it should.

    Quote from Streptovsky »
    Hey Misa I don't know if you already have something in mind or already did it but when it comes to sandstone you think you could make it more reddish than it is right now? Or maybe make an alternate texture for it

    It'll be an alternate, but it's upcoming. May take awhile though after the grind of work I had yesterday.

    On a slightly related note, I also plan on doing a second release of the main pack with some additions to the old textures that didn't make it in last night (Yeah, I got tired of lightstone looking like oatmeal and popcorn kernals lodged into a burgundy sponge) I'll probably wait for Notch to re-release the new painting he forgot before I release any of that.

    Quote from operatorace »
    Little pots would be epic!

    This reminds me. I'm not entirely satisfied with the work I did on the item icons for the dyes. Mostly the little ceramic mortar stands for them and the lack of centering. I think for the next mini-update I'm going to remove the former and correct the latter. I may decide to leave the mortar on the secondary-color dyes though, since it'd make some sense considering they're mixtures. The raw items like the ink sac, bonemeal, flower petals and cooked cactus shouldn't come 'served on a platter' though. I noticed how tacky this was when I killed an octo/squid last night after uploading the pack.

    Quote from bagatur »
    edit: when installing with the patcher is "custom lava" and "custom water" supposed to be grayed out ? I cant select those boxes.

    Issue with MCPatcher not being updated to support the latest version. You can't check the custom liquids without breaking the game until it's updated.

    Quote from lollerz »
    Well bettergrass and betterlight works with the addon.
    Wild Grass DOES NOT WORK!
    Also all the mini map addon works too.

    Wild grass needs an update. My pack should support it just fine once it's up to date.

    Quote from Puppytime »
    Saw Wesley live a few times

    Lucky! I wish I made enough money to buy some of his drawings.


    Quote from Baleur »
    Then there's the question of "sand-looking sandstone" or "white sandstone", depends on if Notch decides to add more variations to the same type of blocks, but judging from the trees, its a possibility :)

    I really do hope so. I've fallen in love with the sandstone. I'd REALLY like to see them give the same three-tile treatment to cobblestone. I'd love to have a stone floor that looks like the current cobblestone, with sides that have larger chunks. I really wish I knew why they opted to remove the three-tile support for the mineral blocks like iron, gold, and diamond... I really liked those that way.

    Quote from Kahr »
    custom_portal.png


    Ooh, nifty.

    That was actually an accident to include when I packed everything up. Though I guess it doesn't really matter. It was some work I had done for a custom portal animation which isn't yet implemented. I sent it to xau, and he said he was working on a way to have more custom animated textures. Here's an animated example of what it may look like when actually implemented.

    Note: The color-loss from the GIF format doesn't fully capture all the mesmerizing details. :P

    Quote from Techrocket9 »
    The Mediafire download link is not working for me :(

    I'll work on getting some mirrors on the main page a bit later. Some posts after this have already provided mirrors, so everyone will just have to use those when the main download is down until I can get around to editing the main post.
    http://www.megaupload.com/?d=IRY7Q44E
    http://rapidshare.com/files/442552765/Misa__s_HD_Texture_Overhaul_v1.7.zip

    Quote from sts x killer »
    Will someone tell me what the 3 types of brick are right there in the terrain pick? well other than red thats just normal, but there are 2 different types? or its just another block thats was changed to look like it...

    Quote from Baleur »
    I'd also like to know what all those extra textures are (down there), just replacements if you prefer the alternative?

    Quote from Pieman »
    ...I don't really know how to use the alternate sprites. Do I just make a backup of the old texture.png and paste the ones I want to use over the old ones? I'm not really sure.
    Or do they actually have some appearance in the game?

    That's an old version of the pack, no longer supported. All those tiles at the bottom were there as alternate art that people could swap around with copy and paste in an image editor(that supports alpha channels) if they didn't like the defaults. From now on I'll provide alternates in a separate file, due to the sheer mass of alternates and the increasing official usage of terrain.png.

    Quote from mikules »
    I do have ONE favor of you for two of your textures. Can you add a 2D'ish shadow to your Tracks and Ladders?

    The thing about that is both of those textures float off of the surfaces they're placed on, so adding a shadow would mean that the shadow was floating, and in the case of tracks, turns would shift the angle of the shadow. Another thing is that those textures only support binary alpha, so the shadows would be purely black and I don't think they'd look any better than what I currently have. Really, someone just needs to improve/rewrite the lighting engine for these things to look right.

    Quote from xCR_7 »
    hey guys... a hd texture pack patcher for the v1.2 hasnt been released yet
    so how can i install this this texture pack??

    The current MCPatcher works. You just won't get the custom animated water/lava.

    Quote from Nemo187 »
    *NOTICE*

    version 1.6.5 must be installed prior to installing 1.7.

    i just spent an hour beating my head on my desk trying to figure out why it wouldn't install properly.
    i had to revert minecraft to an earlier stat due to a technical issues with minecraft upon installing other mods, and thus uninstalled v1.6.5 making the install of v1.7 impossible. Just thought I would throw this tid bit out to anyone having install issues of v1.7.

    This sounds like an issue with your current installation, maybe a non-deleted backup file from a patcher. It's not true that you must install 1.6.5 before 1.7 if it's installed properly on a clean installation.

    If I missed anyone that required a response, just post again. The work yesterday threw off my regular response system. And to all those who have shown their support, you have my gratitude. A lot of the improvements afterall are made in part by viewers like you!™ Honestly though, the pack is mostly fueled by criticism, good and bad. I may not agree with all of it, but I'll at least attempt to justify why in a response. Everything else that I do agree with or am inspired by has greatly influenced the evolution of the pack. Which is the main reason I made it public to begin with!

    As I mentioned earlier in this post, I plan to release a second version. I've no ETA on that yet though. I've got a lot of IRL stuff to catch up on, so I may not seem as active for a few days. (But then again, who knows?) Here's a bit of an early, and unorganized release of some of the alts.

    Posted in: Resource Packs
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    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!
    Quote from Grisspy »
    Not sure if I just mis-installed but the tops of my sandstone blocks are transparent

    They shouldn't be if you're using the latest version of MCPatcher.
    Posted in: Resource Packs
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    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!
    Updated. Here's hoping I missed nothing!
    Posted in: Resource Packs
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    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!
    Finally the items are done. I ended up using small off-white dishes with heaping contents for a majority of the dyes. I may opt to later remove them and just have piles of powder/goo, but for now, this'll do.

    Just going over everything now, doing some last-minute testing and doing the minor tweaking before I pack everything up for upload. Shouldn't take more than 15 minutes tops.
    Posted in: Resource Packs
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    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!

    Pretty hard to get a decent screenshot of these guys. (image brightened in an editor)

    10pm here. I wonder if I'll be finished before midnight! All that's left to do is the items, and that's the part I'm dreading the most. Maybe once I get started, it won't be all that bad. A lot of the new items are the dyes, so there's a lot of simple palette swapping for some of those if I wanna go the lazy route. I kinda wonder if I should stick with the vanilla 'little piles of stuff' theme or just make little pots with colored dye in them...
    Posted in: Resource Packs
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    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!
    A bit more stuff to drop.


    Things left to do:
    EDIT: -EAT!
    -Cake: I already have some resources I was working on last night for this. Just need to start assembling.
    -Squid/Octopus: Very simply constructed, few details, shouldn't be difficult at all once I get going with it.
    -GUI for Trap/Dispenser: Shouldn't take more than a few minutes.
    -Music note particle: 1-minute job.
    -Item sheet: :( This is what's going to delay release if anything.
    -General tweaking: Making sure everything fits, color-wise. Gotta try to avoid clashing.

    I didn't see much else that needed editing aside from the other things on terrain.png and the foliage colors. If there is something I'm missing, let me know.

    @Streptovsky
    In regards to sandstone, I approached it more along the lines of, "If I were to build a pyramid or an Arabian market, what kind of building material would fit best?" But yeah, I can make alternates later. I'm planning on releasing alternate textures as a separate pack a bit after release of the main pack.
    Posted in: Resource Packs
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    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!
    Dropping a little preview here:

    These aren't the only pieces I've done so far. I just thought I'd throw out a few bits here and there. If can't tell these are the new wood blocks (Love you, whoever at Mojang implemented this!) and the dispenser/trap (you know me and my Creeper faces!). All furnaces also use the blocky texture as opposed to the cobblestone, and I'm using the lighter/flatter cobblestone as default cobblestone now. I think the variation's pretty nice. Naturally people can still replace the cobblestone with the blocks. But personally, I think the new Sandstone might replace the need for block-looking stones.

    @Malth. Regarding the wheat, I'll play with it a little, but as it is I think it's pretty fine. Yellow seed pods appear at the tip of the wheat only when it's fully grown already. I'll try to tweak the color a bit or something. Maybe add some weeds.

    Back to work on the new foliage!
    Posted in: Resource Packs
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    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!
    Quote from LemmingJesus »

    If you don't get to work it won't be the only one doing some ass kicking around here.


    My legal team (the ghost of Wesley Willis) has instructed me to issue you this service of process.

    Posted in: Resource Packs
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    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!
    Edited the main post's announcements to give some of my thoughts on the work for upadting the pack. I've now got a good enough feel for the new content that I'm ready to start pumping out textures.

    ...Well, after I grab something for breakfast anyway. I'm in the Pacific Standard Timezone, so my post earlier was from like 15 minutes after having just woken up. My stomach is kicking my ass at this point.
    Posted in: Resource Packs
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    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!
    I'm already working on updating the pack. Don't need posts about the content being updated. It's been anticipated since it was announced on the blog that Thursday was the content update patch. I've been waiting for it since then. Release will likely depend on how quickly MCPatcher is updated (Provided it needs one), since need it to test my work in-game before I'm satisfied with posting a release.
    Posted in: Resource Packs
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    posted a message on [1.3.1] GLSL Shaders (DoF, Bump Mapping, Waving Wheat, Dynamic Shadows, and More!)
    Quote from azraeil »
    I would recommend starting on a bump map for your texture pack pretty soon (or at least have something ready to use when he comes out with that feature).

    HDR and lighting effects in general are a total headache as the game doesn't use any realistic lighting to begin with. The likelihood of either of those things being added in the game's current state is not too high. The lighting tests he has posted on the front page were experimental at best.


    With the main client possibly updating with new content soon, I'd probably end up swamped if I started working on my bumpmaps already. I'd also need to know which format the bumpmaps would be in, greyscale relief or normals, and if specularity would be implemented as well or not. And I'd want to do a lot of testing in the game before contemplating support so I'm not expecting an immediate overhaul to my texture pack as soon as bumpmaps are supported. As I'm an ATI user, I haven't even had the chance to test the normal mod out yet. This is why I use language like "may." I'm not entirely committed to my texture pack supporting this project, it just looks promising to me.

    In regards to color correction and lighting shaders, I've written a few of these shaders as global post-process for other games in HLSL in the past. I wasn't expecting them to be released with this or anything. That's why I said I need to brush up on my GLSL. I was just thinking aloud about what I'd love to mess around with regarding the GLSL shader compatibility.
    Posted in: Minecraft Mods
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    posted a message on [1.3.1] GLSL Shaders (DoF, Bump Mapping, Waving Wheat, Dynamic Shadows, and More!)
    This looks very promising. When bump-mapping is available after the ATI fix, I may end up redoing my texture pack to make full use of it. I definitely need to brush up on my GLSL too. I'd love to see a script for color correction/HDR. Colored lighting emitting from various block types also sounds very awesome. Keep up the great work!
    Posted in: Minecraft Mods
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    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!
    For some reason my email hasn't been notifying me of any of my PM's or posts to this thread. Seeing as that's what kept me checking up on this regularly, I guess I'm a bit behind in responses, (thinking there were none since the last ones I read). So here's the response post:

    Quote from paycheck52986 »
    EDIT: I feel like such a jerk.. any chance you could make a "vine(y) cobblestone" if it tiles well that would be what would make it totally pimp. If you could put the vines on all 3 cobblestones that would be even better (normal, lighter, and brick) I'm not sure if I like normal or lighter better atm. Both are good, I'm not into the brick one so much.

    Quote from Urthman »
    As for the moss, I think what people are asking for (and what I think would look good because it would make it more clear that it's not just green-colored stone) is clumps of moss growing between the stones.

    Yeah, I kinda figured seeing as that's how it is in vanilla. Part of the issue is it's hard to make that type tile well with normal cobblestone. I'll play around with the idea again and see what happens this time. I'll probably just stick with testing on the blocks and the flatter cobblestone(I'm thinking of replacing the old default with this altogether). The old cobblestone will still be provided as an alternate resource.

    Quote from Urthman »
    Oh, and if you're in a request-taking mood, is there any chance you'd be interested in doing a variant for your half-step blocks that looks more like a slightly rough slab of natural stone? Something like a large brick or a large slab of one of your more-regular cobblestones, or maybe even a larger version of one of the stones in your new cobblestone variant in the lower-left corner of your terrain image.

    I've been sick lately, so work's been slow, I'll see if there's anything I can do with that. I make no promises though. It's kinda hard to make a perfect rectangle look natural as a single block that uses the same top texture, but different side textures (1/2 of the top and the bottom). There's also issues with tiling.

    Quote from Bomba »
    I would love to see a way to easily use Misa and all of these other mods together. It's a pain in the ass to repeat every installation-step again in again when Notch releases an update.

    I agree. If I were a programmer I'd love to create patcher that automatically installed my pack with all the mods I recommend. I'd probably engineer my own graphical mods if I could too... Alas, I was intimidated by the phonebook-sized C++ book my dad gave me when I was a kid and never got into programming beyond simple stuff in Qbasic back in the DOS days. :/

    Quote from Saxguy101 »
    Great... I can't play minecraft anymore because this stupid texture pack messed it up... Thanks.

    Erm, you're welcome? I'm guessing this is a joke, because normally when people have a technical problem, they seek help on how to fix the problem rather than insult the first person they can find who may or may not even be related to their issue. That said, there's no way my texture pack can prevent you from ever playing Minecraft anymore. Simply follow instructions 1 and 2 on the main installation instructions to clean your installation of the game. That's what they're there for.

    Quote from SkyPiercers!? »
    Can anyone tell me which of these mods conflict:

    Mo' Creatures
    Humans+
    Colony Mod
    Charlotte
    FancyPack
    Minecraft Advanced

    Any mod that alters the default art files will conflict with this texture pack. And I provide no additional support for mods that alter gameplay.
    -Mo' Creatures will probably work, though have slightly clashing graphics with my higher resolution default mobs.
    -Humans+ will likely have the same functionality as Mo' Creatures.
    -Minecolony adds new items to the game, not sure what resources it uses for these, but I doubt it'd be compatible.
    -Charlotte. Seeing as it's shown using another HD custom texture pack on the main page, it should be compatible with mine.
    -FancyPack. This is practically it's own texture pack and a complete mess when it comes to compatibility with other mods. I see no way this'd be compatible with any HD texture pack.
    -Minecraft Advanced is another megamod that likely doesn't play well with other mods.

    Quote from Bal0rCIM »
    This is in 3D :)

    And here I thought it was just multiplied RGB offset. :P

    There ya go!

    Quote from somican »
    EDIT: ok, deactivating anisotrophic filtering in my videocard options solve the problem.

    Yeah, Minecraft and HD texture packs don't play well with many video card 3D settings outside of their default state. :/

    Quote from darkmatter2222 »
    i added some motion blur to the grass mod


    Sorry! Couldn't resist. Anyway, here's the thread you're looking for. http://www.minecraftforum.net/viewtopic.php?f=25&t=100771

    Quote from ChemicalFire »
    Is there any kind of pack that I can download to get all of the things that I need to run this mod. I love the look but I'm kinda confused as to what I need to get it to top quality.

    As mods used to get the top quality are authored by different people, there's no way for me to create a complete pack with all their work without getting each and every one of their permission, and then you'd still have to follow the same instructions. Best I can do for now is provide installation instructions for my pack, and provide links to the threads of the other mods I use.

    Quote from Iceman »
    I'm sorry, but how do you install it? Which one is the latest version? You need to work on your thread layout. It's waayyy too confusing. :c

    You install it by following the installation instructions for the texture pack.
    The latest version is the only version of this pack you can download (v1.6. A quick glance at the patch notes confirms this.). All the other files in the downloads section are mod support files and alternate resources.
    I'm not seeing how the layout is really all that confusing. Every section of importance is divided with a wavy ASCII line and headed with a bold title; Announcements, Downloads, Installation, Patch Notes, Multimedia, and Description. Both the Downloads and Installation sections are right next to each other so you can download the pack and know how to install it. Not sure how much more I can simplify it without removing important information for users looking to get the most out of the pack.

    I really need to get my email notifications back for new posts in threads... Is it a problem with the forums for everyone else at the moment, or just me?
    Posted in: Resource Packs
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    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!
    I'll just drop these here.

    Some quick tweaks: higher coverage of more texturized moss for both main types of cobblestone, flatter default cobblestone that's a bit lighter to better suit what it's supposed to be made of, and a simple iron door.
    Posted in: Resource Packs
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    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!
    Quote from Nakiamiir »

    ...I was wondering if I could request two alternate textures? First one would be another iron door, one that would look more like a fortified door (with no door handle since we can't open them directly) rather than a prison door. The second one, would be another diamond block, one that would look more pristine for decoration.

    Door should be easy enough. Really you could do a quick fix by just copying two of the iron block tiles. Since that's likely going to the be the base for the iron door when I do it. Did you have anything specific in mind regarding the diamond block?

    Quote from Volumunox »
    ...the only thing i can't stand is when textures aren't tileable.
    if you at some point fix the tiling of your textures then i'd gladly use it

    Last I checked, all the textures tile seamlessly, and last patch or two ago I even retouched some of the more common tiles to address some repetition issues. Care to elaborate on which tiles you're having issues with?

    Quote from Politeod »
    Can you give me version with only creeper-pumpkins and pumpkin vision?

    How would that even work? Just copy and paste the art files for it into whatever texture pack you're using. The creeper pumpkins are part of the main tilesheet. I can't just release them by themselves. They have to be spliced into another terrain.png.

    Quote from ReaperOfDeath »
    Might I suggest a medium sized grounded cobble stone?

    I'll see what I can do.

    Quote from GilbyJazz »
    Cobblestone
    I think, it is, because cobblestone is too different from stone.
    it is made from stone, so why is it much darker?
    And it looks like some stones i have simply grabbed from the ground rather than some i worked out of massive stone.
    Yes, the name of the block is "cobblestone"^^
    But i mostly use cobblestone for walls...

    ...Now to wood
    The wood block is not bad, but every time i look at it,
    i got the feeling it could also be stone, yellow/orange bricks or something...

    I'm a sounddesigner and don't know much about graphic and how to describe what's wrong,
    so, sorry for not come up with a solution for this^^

    Cobblestone
    It appears darker because of all the shading of the cut edges. Much like how the default texture for cobblestone appears darker than the smooth stone. I did provide larger, cut blocks though for those who didn't want vanilla-style textures.
    Wood
    I put the random-position separations in the planks because they seemed much more realistic than the uniformly straight planks, however I did provide two alternates for wood as well. I may provide a fourth wood tile in a future update that doesn't have any cuts at all, if I can get it looking decent enough.

    Quote from paycheck52986 »
    However, even in those alternates, the mossy cobblestone is still horribly ugly : /. It just doesn't look mossy. It looks green splochs on cobblestone : (. And actually, I'd ideally like a somewhat less round version of the stone brick thing.



    Mossy brick/cobblestone is supposed to look like green splotches on stone. I could do more coverage and basically just make the whole thing more green, but then in dungeons it wouldn't tile very well with normal cobblestone at all.

    Quote from TranquifexXIII »
    Are the player faces from TESIV? They sure look like it...

    No. They were created by me in 3D before they were flattened by hand though based on the facial structure of the original minecraft guy morphed with an average human male face. All subsequent faces were offshoots of that original.

    Quote from GilbyJazz »
    Unfortunately Misa's alternative wood texture isn't better than the original^^
    Of course, only my opinion^^

    I checked other 64x64 mods,
    but i couldn't find something that i like.

    So i hope he/she](?) changes the wood texture or add additional ones.


    What kind of wood are you looking for exactly? Describe it or find some photos online. I can't really change the wood for the better if I don't know how you want it to be changed.
    Posted in: Resource Packs
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