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    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!
    Quote from Verrie77 »
    Even with fresh new files I cant get past 77% - 78% on the pathcer :(

    Go to the appropriate thread for MCPatcher. I didn't write the patcher so I can't help you. I'm an artist that supplies art for the patcher, which makes my art actually work in the game.
    Quote from oODigitOo »
    You see all the diagonal shadows? I'm kind of out of ideas what i'm doing wrong here.

    That'd likely be an issue you're having with MrMMods since that's the only mod that alters the way lighting and shading works, go to the appropriate thread. I don't do coding, I draw pictures.
    Posted in: Resource Packs
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    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!
    Quote from Shykary »
    Could you make a boar skin for Mo's Creature mod?

    I've answered this several times before and my position remains the same. I don't provide resources for mods I'm not using, and currently that extends to all mods that affect gameplay and saves. I'd prefer to keep my maps intact when the client updates and a mod ceases to.

    Maybe when a stable API is officially released, I'll dabble in some of the more balanced player mods. Until then, it's just a huge hassle and more effort than it's worth. I can't really easily test something I refuse to install for the safety of my maps. Basically I have no idea how skins are turning out without seeing them in-game. And then there's the total lack of motivation in making something I'm not using to begin with.

    As I've stated in other responses to this question, I DO like the concept behind this particular mod, so I wouldn't hold out all hope of me supporting it at some point in the future. Just likely not anytime soon.

    I do plan to support all safe, graphical-based mods though to the best of my ability. (Provided I like them.) So suggestions for candidates in that department to support are always welcome.
    Posted in: Resource Packs
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    posted a message on [1.4.7] ejhopkins Wild Grass v16.0 updated for Forge
    Quote from ejhopkins »

    Yeah, I can't even find a decent tutorial on how to make a mod for ModLoader. I if I can't find out soon, I will just forget it. I've looked in the code for a way to do it myself, and it is easy for entities, and even items, but I can't find a way to make blocks access the proper functions to do this. It is driving me nuts. I have considered making grass an entity like signposts or falling sand, but I'm not sure the effect this would have on speed. Also, it would require making a "new" entity, which I want to stay away from loading new block and entities that could ruin your save games. Anyway ..... I really dig your grass sprites for 64x64. Awesome.


    Avoiding entities is probably best. One of the biggest appeals to me about this mod is the fact that I don't have to back up my absolutely massive map out of fear of losing it, should this mod not be updated with the game client in the distant future.
    I figure until Notch releases a stable API and a way to safeguard against map corruption from lost mods, the more you can do without adding entities to maps, the better.

    Also thanks. :) And I can't wait to mess around with the latest resources I've been working on...

    ...Only y'know, actually underwater! :P
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] ejhopkins Wild Grass v16.0 updated for Forge
    I personally don't use ModLoader it seems like more of a hassle than just dragging and dropping files into minecraft.jar. (Well, that and I don't use any major mods that alter gameplay or map files.)
    But if you can make it compatible and I can still install the class files manually without having to install an extra program, I'll be happy. I've even already begun artwork for sea flora and vines for my texture pack for whenever they're supported by this. :P
    Posted in: Minecraft Mods
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    posted a message on [POLL]Do you use a texture pack?
    While I don't think graphics make a game good, I have to say that I cannot play the Minecraft without my texture pack. (That's why I made it...!)
    The default bright colors and sharp pixelated edges just give me a headache during extended periods of play. Going for something that looks a bit more natural, smoother and desaturated is just physically more comfortable for me to sit through hours on end.
    Posted in: Alpha - Survival Single Player
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    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!
    Quote from djdori11 »
    oh, and i saw the you posted that BetterGlass mod, so your texture pack support is or not? oh and 1 suggestion, do a instructions how to install your texture pack with all the mods you posted (i know how) but i think so its really messy and hard to install...

    Current version of the game client doesn't support better glass, so it's currently unsupported until it gets updated. I've added an installation order for all the mods I use directing you to the appropriate instructions on the main post. I may eventually go around and ask the authors of the mods I use if I can include their mods in a large bundle for future releases. And if I can figure out how, I'll create a batch file or series of batch files accompanied with a step-by-step readme to get all mods up and running from a single package. This is all a big maybe though, it's a lot of work on me, and there's no guarantee the authors of the mods I use will all cooperate.

    Quote from mhn3773 »
    I know you said that you did not want to change paintings so they would not stand out but it might be cool on servers like mine where every decided to use your texture pack.

    The thing is, I've little drive to do the extra bit of work to create decals I wouldn't be using myself. If I were going to use them myself, I'd at least have some kind of focus or idea of what exactly I'd want to incorporate. I'd basically just be building in the game and say something like, "Hey, this structure could really use some red curtains." And then I'd know exactly what to add.

    As it is I don't know what all the community wants here, and tailoring these components to the needs of multiple individuals just gets to be way too tiresome for something I won't even be using, myself. However I MAY reconsider and make an alternate kz.png provided I can get enough clear, concise details of what the community would like to see added. I make no promises on this since the rest of the pack takes priority, but if you'd like to suggest a decal replacement for a painting, please submit it in this format:

    Dimensions: This will be the block ratio of the decal. (ie: 2x2)
    Item: What is it? Give a brief description. (ie: Two vertically hanging curtains tied open at either end.)
    Pattern: Give a recommendation for the color or material. (ie: Blue cloth with a yellow star pattern.)
    Usage: Describe the intention for the piece. (ie: Place this over 2x2 glass blocks to give windows curtains.)
    Optionally, you can also include a photo or sketch if you think it'd describe your item better.

    Try to keep in mind that you're suggesting things that everyone can use universally, so try to stick to the setting of the game. (I'm not going to make modern electrical appliances or anything!) Try to stick with Medieval and Renaissance-level technology with perhaps a tinge of Steampunk. Doesn't need to be purely Western European-style though.

    If I get enough good suggestions and have nothing more important to work on, I MAY begin work on this. Good suggestions are your way of convincing me I should do this! What I do not want is people sending me other people's alternate kz.png files. If I do make this, I don't want it to just be a direct knock-off of someone else's.
    Posted in: Resource Packs
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    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!
    Minor second update for support of even taller grass in Wild Grass v5.0.
    http://www.minecraftforum.net/viewtopic.php?f=25&t=100771

    If you're not using this mod, you don't need to download or install v1.6.5 if you already installed v.1.6.
    This only affects those using the latest version of Wild Grass.
    Posted in: Resource Packs
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    posted a message on [1.4.7] ejhopkins Wild Grass v16.0 updated for Forge
    Very nice! I'm updating my texture pack yet again to keep up to date with this, I love it that much.

    I'm not sure if this is a bug or a feature, but the grass no longer grows beneath fenceposts or flowers.

    It's sorta painted my fenced green landscape with big clashing brown lines of dirt. Personally I thought the grass growing up through the fence made it look even cooler, but at the very least, it'd be nice to have flat grass growing under the fenceposts again.

    As far as the flowers go, this is purely aesthetic to me. I think it looked nicer when the tall grass was growing on the same tile as the flower, instead of having bald patches in a meadow for a few flowers here and there.

    Compared to what this update has added to the game these are mostly minor nitpicks, but I thought I'd report/give feedback on 'em anyway in case they were bugs. Overall I'd have to say this is becoming my favorite mod though, 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!
    Quote from Urthman »
    Misa, if you're looking for further ideas for updating your pack, maybe you'd be interested in doing some alternate painting textures that are home furnishings and other details (larger bookshelves, cabinets, tapestries, curtains, vents, wallpaper, wood panels, etc.) instead of actual paintings.

    I'm kinda trying to stay compatible with the vanilla game for online play. It'd be kinda silly to go onto a server that has, say, a building with an art gallery that's covered with a drawn curtain here, an air vent there, etc. Or inversely to make a server that has a house with all these decorations that just appear to be paintings covering your windows in a horribly tacky way. If custom decals for this kinda thing are made standard for the game, then yeah, I'll do 'em. I like the concept, but at this point it just seems like wasted effort.

    Quote from xgatto »
    But the only thing that would be awesome if you make it better, is the GUI of containers, inventory and crafting.

    Okay, how? I need something more to go off of than 'make it better.'

    Quote from lordemperor »
    Flowing water is moving at turbo fast speeds, it looks like a raging torrent that will rip my legs off if I dare to step in it. Is this the intended appearance of your custom water?

    Yeah, though I doubt it'd rip your legs off. Until there is a way to set a gradation between slightly angled water and vertical water fall, flowing water is set up best for vertical waterfalls. (since slow-flowing waterfalls look like viscous blue sludge) I may work on it a bit more later though. Animations that tile both ways aren't easy to just apply a simple fix to.

    If you want slower flowing water you can just delete custom_water_flowing.png, and it'll revert to the older whitewater that's not animated but flows slowly. Also someone in this thread made an alternate flowing water based off of my flowing lava if you want to try that out.



    Oh yeah, and the texture pack has been updated!
    Posted in: Resource Packs
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    posted a message on [1.3_01] Handheld Torch Light - Performance
    Works perfectly with all the current graphical mods I'm running and now I'm probably going to end up losing sleep over cave exploration tonight.

    Can I have your babies?
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] ejhopkins Wild Grass v16.0 updated for Forge
    Quote from Equeon »

    How is it easier to farm seeds...? The grass is not wheat.

    I didn't say it was. Hit the tallest grass in this mod with a hoe and see what happens.

    Each height of grass has a chance to drop seeds, and hitting the grass with a hoe only decreases it by one height. So you can get a lot more seeds without having to actually till a field that you later need to stomp out for grass to return. It's a very minor alteration, but with the mod it's much easier to get seeds now that each grass block has a chance to drop up to 6 seeds or so. (though you're more likely to get about 1-3 per block, which is still more than vanilla)

    Seeing as how I don't really have much of a need for seeds on my main map though, the visual effects are well worth this very minor gameplay change for a gameplay purist like myself.
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] ejhopkins Wild Grass v16.0 updated for Forge
    I'm normally very reluctant in using mods that alter gameplay in any way (easier to farm seeds for this), but this is just too awesome to not be as essential as MrMMod's.

    I guess I'd better get altering my texture pack to support this!
    Posted in: Minecraft Mods
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    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!
    Quote from Tohclan »
    Well its not an error with his program. It works fine. I can rune 32x32 packs no problem. Soon as I switch to 64x64 or 128x128 I get this error. So it has something to do with the pack not that patcher.

    No. I assure you it is not a problem with this pack in particular.

    At default Minecraft will support up to 32x32 with or without the patcher, it'll just looked bugged on a couple tiles if not patched. If you're having trouble with my pack, you'll also be having trouble with any pack that's 64x64 and up with custom water and lava. 99% of the time it's the patcher having issues with the latest version and HD support. Often solved by not checking custom water or lava. Aside from that and the other workarounds listed on the first post and in the instructions, there's not a single bit of further technical support (or alteration to the pack) I can provide for getting this pack to run.

    I simply provide the HD art resources, the patcher provides the means to make them actually work with the game.
    Posted in: Resource Packs
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    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!
    Quote from Tohclan »
    So I'm not sure if its my computer or minecraft or my luck, or something I did wrong.
    But I followed your instructions EXACTLY and I get this error after selecting your pack in game as well as every time I try to start the game after I get the same error.

    java.nio.BufferOverflowException
    	at java.nio.DirectByteBuffer.put(Unknown Source)
    	at java.nio.ByteBuffer.put(Unknown Source)
    	at fu.a(SourceFile:148)
    	at fu.b(SourceFile:355)
    	at dk.a(SourceFile:81)
    	at kb.b(SourceFile:331)
    	at net.minecraft.client.Minecraft.run(SourceFile:622)
    	at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT 265ce979 ----------

    First post, first paragraph, bold text. "Search this topic" feature works as well.
    Posted in: Resource Packs
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    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!
    Quote from Caduryn »
    Pictures are not working or? if i place one and relog, its gone.

    That wouldn't be an issue with my pack, that'd be an issue due to a corrupt save file, a bug in the client (Possibly due to conflicting mods), or editing of that cluster in a third-party level editor.
    Posted in: Resource Packs
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