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 14 years, 9 months, and 7 days
Last active Wed, Apr, 10 2024 10:29:48
- 30 Followers
- 830 Total Posts
- 1351 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.
0
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.
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.
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.
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.
Wild grass needs an update. My pack should support it just fine once it's up to date.
Lucky! I wish I made enough money to buy some of his drawings.
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.
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.
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
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.
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.
The current MCPatcher works. You just won't get the custom animated water/lava.
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.
0
They shouldn't be if you're using the latest version of MCPatcher.
0
0
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.
0
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...
0
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.
0
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!
0
My legal team (the ghost of Wesley Willis) has instructed me to issue you this service of process.
0
...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.
0
0
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.
0
0
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.
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.
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. :/
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.
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.
And here I thought it was just multiplied RGB offset.
There ya go!
Yeah, Minecraft and HD texture packs don't play well with many video card 3D settings outside of their default state. :/
Sorry! Couldn't resist. Anyway, here's the thread you're looking for. http://www.minecraftforum.net/viewtopic.php?f=25&t=100771
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.
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?
0
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.
0
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?
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?
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.
I'll see what I can do.
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.
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.
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.
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.