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 15 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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Metadata flags are intended to work with block ID, not tile/texture ID (Textures have no NBT properties themselves). As redstone dust 'blocks' use more than one texture and don't have the standard block faces the way most blocks do, you can't really use block ID to replace its textures. For that reason, what you're trying to do is unfortunately impossible to my knowledge.
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In regards to your intended separation of tall grass from flat grass, it sounds like you may have two palettes applied to grass which are blending -OR- only the default grass palette is rendering for both. I know of no way to disable the default grasscolor.png (which is applied to both flat and tall grass) short of making the file completely white. You'd then need to make two custom palettes--one for flat grass and one for tall grass.
Unfortunately, custom palettes only work by block ID at the moment, so the palette would also likely apply to the dirt sides of grass blocks. To accomplish what you seem to be attempting, you probably need to ask Kahr if he could implement a new standard custom palette exception (tallgrasscolor.png perhaps?) specifically for tall grass which overrides grasscolor.png the way birchcolor.png overrides the default, hard-coded value when present.
Asking for a junglecolor.png file for jungle leaves might be useful too, but using the method described above you should in theory already be able to separate jungle leaves from oak leaves. Though it's a bit more over-complicated as foliagecolor.png also affects vines and swamps have their own palette to override Mojang's disgusting, hardcoded mess.
For separate oak and jungle leaves, in color.properties, you'd basically need to create the following lines:
Then you create the six png palette files named on those lines in the misc folder and ensure that foliagecolor.png and swampfoliagecolor are completely white. Keep in mind that while this theory is sound I haven't actually tested any of this and there could be some lines of code that prevent applying multiple palettes to the standard minecraft palettes. Ultimately to avoid massive amounts of pointless complexity, I think asking Kahr to just add a tallgrasscolor.png, junglecolor.png, and possibly a vinecolor.png to standard CustomColors would be the best idea.
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Sounds like a sloppy installation issue. Are you using a clean version of the jar before you patch with MCPatcher? Installing MCPatcher over mods instead of installing the mods with or after MCPatcher can lead to problems like this.
quotes a post from over two years ago by a user that hasn't been active in this thread for rougly the same amount of time lol
They need to do way instain texturepacks artist> who kill thier game. becuse these game cant frigth back? it was on the news this mroing a artist in ca who had kill three ppls game. they are taking the three game back to mojagn too lady to rest my pary are with the gamer who lost there gmaes ; i am truley sorry for your lots
The reason you probably haven't seen many people post about this yet is because there's still not enough information to go off of on how this will affect business as usual. Most of us are more concerned with getting our texture packs working in their current state before we think about what else we'll be able to do with content packs. And until they go live and MCPatcher is forced to adapt, we really have little idea of what kind of work we'll have to do to repair our packs and what work we'll be able to do to improve them.
As far as new features go from what we do know, I can only say that I look forward to creating a companion realistic soundpack to my texture pack. Though it probably won't be one I can release publicly. I've no microphone or digital recorders to obtain my own samples or do my own folly, so I'll likely be mixing and editing samples from content that I do not own the rights to. It'll likely just be for personal use only.
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Anyway as far as glass panes go, their coloring isn't as pronounced as the blocks because they're much thinner. Like real glass, I wanted them to seem as though they''re hardly there. That said they're still more visible than real glass would be and are only about half of the opacity of the blocks. If you like the look of the glass blocks more, it wouldn't be too hard to edit the pack to have the panes use the block art and still use the frames by just changing the file arrangement. In the CTM folder, all of the files related to glass are clearly labeled and separated into the translucent bit and the frame bit--It'd just be a matter of copying the contents of glass_block into glass_pane.
Regarding carpets, I believe I might've already mentioned that I'm reverting cloth blocks to their original appearance where the side textures are the tops as well again. The carpet will use the unique tops that wool blocks previously held. Some thought has already gone into the idea for things like CTM-based frames for rugs, but in practice this didn't work out very well. The problem with CTM rugs was that if you're using the carpet to carpet a room with furniture, the frame traces every piece of furniture. Naturally this would limit the usage of carpet to a very specific and narrow space for designs.
Design choices for the pack have to keep things like this in mind. People need to be able to use blocks in my pack the way they can use them with the vanilla textures. After that's ensured, I can then sneak in extra functionality on my pack so long as it doesn't conflict with the current set of uses for the texture. The chiseled stone block CTM is a prime example of this. In vanilla, it has extremely little use as anything other than a decorative bit you use in stone structures. Building entire structures out of the block are pretty painful to look at in vanilla. In my pack, it follows the same use, but placing it in different orientations only adds to the look of the details and some minor added functionality (such as stone columns) are possible without ruining the normal usage of the block. My birch planks would by contrast be a poor example of a design choice, as making entire walls out of birch may not always look good in my pack while it may in the vanilla textures. As a result, in the next update I've added full CTM support to them so that when stacked vertically they appear as solid vertical planks (while still retaining the crate/frame look and functionality).
You only need to delete bin if your game client has been modded to clean your installation to its default state. And then you can reinstall your mods through MCPatcher (see their thread for details). As far as your problem goes it sounds like you might be running into a memory issue that I, personally used to run into on older versions of the game. The best advice I can give is to ensure you're using the latest correct version of MCPatcher for your game client, and then check out the first issue of the FAQ on my main post for the performance guide. The only addition I'd make to it would be that disabling BetterSkies, and mip-mapping seems to help a lot of people whose computers have memory-issues.
I could go on an hour long rant about mini-maps in general, but I think you already know that from the old Tinychat so I'll spare you.
Sounds like whatever this mod is, it's extending its definition as a mod and is breaching into texture pack territory and replaces the default font-rendering code as well as the font graphical resources which SHOULD be drawn from my pack but are apparently not. As already suggested I'd look into installing the mod with MCPatcher instead of after the fact.
Though I wouldn't get my hopes up too much about this. Creating models is one thing--actually getting them to animate and work in the game is another matter entirely. Depending on how they implement resource packs (Since they're talking about making the vanilla game a resource pack) I'd might need to remake all the mob code from scratch to even replace the models for the existing mobs. And then there's the issue of animation and if I want to incorporate procedural animation so that the models move more realistically across terrain. Pretty much all of that stuff is currently beyond my knowledge. As I used to state pretty often, "I'm an artist, Jim--not a programmer!" So yeah, unless I
have the time to learn Java on my ownfind a competent coderto be my slavewhocan do everything I demand of themI can work well enough with to do this, it's unfortunately more of a pipe dream than something that'll actually happen. That said, if Mojang adds modular MD3 replacement support for existing game models, this might not be too unfeasible. It all really depends on what we have to work with on these content packs.First section of the first post--read it.
Screenshot, please? I see no such stray pixels on my end of the files. Are you sure you're not using an unofficial or modified version of my texture pack?
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If that doesn't work, MCPatcher's thread would probably be a better place to redirect your questions regarding this. Of course 1.5.2's version of MCPatcher will be completely defunct by the next major game update and the new MCPatcher will likely not be backwards compatible. If you don't play servers it might just be more worth it to grab one of the snapshots and use the latest beta MCPatcher and see if the problem persists.
Are you planning on following the installation instructions which makes the water look the way it's supposed to?
(Hint: It doesn't look white/grey if you've installed it properly.)
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Until I release the alternates pack, you can get it from the pre-1.5 texture pack linked in the downloads section on the main post.
With Custom Colors' method of coloring you can't, because the desert and the Nether use the same color coordinates. However, it is still possible if you use the biome flag with CTM. Using that with the replace or random method, you could easily make alternate textures for blocks that differ from biome to biome. And since it uses actual biome names instead of palette coordinates, you can differentiate desert from nether. I've wanted to make use of this feature for awhile, but just haven't had the time to play with it much yet.
They work just fine on my end. Are you using the correct version of MCPatcher for the version of the game you're running? And do you have all the essential components checked?
I used to release an update for every single snapshot in the past. But it's really a lot of work, and the nature of snapshots is horribly uncertain. I could add a bunch of features for one snapshot just to have them made worthless the next. It's a lot easier for me to just work on the components that seem the most stable, and assemble resources so I'm prepared for the official updates. (Which are always released within 24 hours of of the official updates.)
Technically snapshots are released for testing, feedback and mod developmental aid purposes. It kinda annoys me that the forums make a huge deal out of them and post them on the front page now. People seem to widely consider them as official game updates now, and many servers even require them to play... It's pretty obnoxious for us third party developers.
Compound all this with the fact that Mojang is currently making changes to texture code EVERY SINGLE SNAPSHOT (requiring a new patcher every single time) and you'll quickly see why it's actually impossible for advanced texture packs like my own (which require said patchers) to keep up with snapshots. When Mojang stops messing around with the texture coding, there's more of a chance that I'll go back to updating for snapshots.
Of the tests I've conducted with birch plank-based blocks, there's very little room for improvement that I can find apart from adding random CTM to the horizontal planks on stairs (Which you can use for walls if you get creative enough). As far as the blocks and slabs go though, I'm actually pretty happy with them, and in my tests realized that you could do all sorts of interesting brick-like patterns by combining double slabs and blocks.
So yeah, I can only see revisiting the stairs texture to add randomization to it the way Oak and Jungle planks have. There's also two new horizontal-vertical/vertical-horizontal CTM methods that have been added recently that I've used to sexily expand chiseled sandstone, but I don't think they'd be really practical for this sort of material. The only other thing I could do would be to add FULL CTM to birch plank blocks, and that's a lot of work and would take up a lot of space--though I guess I did recently do it for every stained hardened clay block...
Edit: I added full CTM support to birch plank blocks. Slabs, and stairs remain unchanged (You can still make the stacked crate look with double slabs).
Not much I can do about that. Babies obnoxiously use the same textures as adults. It'd be nice to be able to specify baby textures for each randomob, but currently I can't think of an efficient enough way to implement it properly to even suggest it to Kahr.
You'd almost need more properties files for it to work, and there's already a ton of those. I mean you could have a simple filename tag like redcow2_baby.png for baby textures, but if you wanted to make all baby chickens yellow, then you've got issues with having to make a duplicate texture for each chicken alternate the pack has. All this of course is provided that it's even possible to assign a unique texture to mobs at different stages of growth. And then what's the cutoff value? At what growth value would the baby cease to use the baby texture and start to use the adult texture? That right there would scream the need for more properties files, so then you have to come up with what parameters you need, and yeah... I'm getting way off topic from your question now.
What versions of the game, MCPatcher, and Java are you running? I've never seen any bug like this before.
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I'm still foolishly holding out hope that Mojang will do a little more with addressing the issues with the crappy horse model--especially regarding the saddle. If the model remains as atrocious as it currently is, I'm going to have to completely redesign my saddle icon and the texture applied to saddled pigs to look less realistic than before... Even if they fix the consistency issue by changing the pig model to use the horse saddle model, we'll still end up with limitations to what textures can do to make the saddle look like an actual damn saddle.
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Water is supposed to range from various shades of blue to brown in swamps. My guess is you are not using the correct MCPatcher version for the latest snapshot. You need to grab the beta 4.0+ version located among the last few pages of the MCPatcher thread. The live version of MCPatcher is currently only for the live version of the game and a few of the earlier snapshots. The reason it hasn't been posted as the live link is because backwards compatibility with earlier versions is not available in the current beta patcher.
A bit of a correction: The white water has nothing to do with my texture pack and is nothing I can fix. As stated above, it has to do with people just using the wrong MCPatcher on the latest snapshot.
This texture pack has far more advanced extra features than the average 128x128 texture pack. CTM, animations, Randomobs and stuff like Better Skies (the latter two of which are optional) take up a good bit of resources. Judging a pack by resolution alone is a terrible gauge for performance. And really, if you're not on a computer designed for gaming, you probably shouldn't expect to get too much out of modding. Prior to Minecraft, it was pretty much completely unheard of for non-PC gamers to partake in modding communities for PC games. Graphical mods like texture packs always have been and likely always will be the mods that push your hardware to its limits.
That said, this pack is about as optimized as it can be on many computers for all the features you get with it over most other packs. The most I can provide is the performance guide posted as the first issue on my FAQ. The only additions I'd have to make to that guide would be to disable Advanced GL in-game as well as disabling optional components in MCPatcher such as Better Skies (and at worst, Randomobs). Following that guide and and my additions should improve performance quite a bit on most computers. As far as the game running fine, then freezing goes, I've never experienced or received reports of this happening from users running MCPatcher. So for the time being, I can't explain really that any other way than to dismiss it as a potential issue with Optifine only until I have more information.
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If there is any vendetta, it's purely one-sided and something completely unrelated to this texture pack. Kahr has no problem with Forge and has often gone out of his way to ensure that it remained compatible with MCPatcher. You just have to ensure you install Forge with MCPatcher's mod installation system. And as far as I'm aware there aren't many if any packs that require Optifine for features that MCPatcher doesn't already cover (and likely came up with to begin with). So yeah, I'm not seeing what the dilemma is here.
If you're going to suggest mods you need to provide links. By the sound of it though, I'm guessing that hats and furniture involve adding new blocks/items to the game and aren't purely aesthetic.
I actually don't hang around the forums too much to communicate effectively through them. For just random chat on pretty much any subject, anyone is free to PM me though for my AIM screen name. I'm on that pretty much all day, every day and rarely too busy to talk.
If you mean on the upper right corner, that's endstone and bedrock. Kexikus already accurately named all the materials in that screenshot.
What part of:
did you miss the first time I responded to you regarding this? Because I can still find absolutely nothing on the subject.
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Sure you can. You'll just be missing out on a lot of features and won't be able to get support here for whatever problems you encounter.
Actually it does seem to be a Mojang issue.. They changed the Overlay blend method of that tile for seemingly no good reason at all. I'll have to either adapt my texture to work with their crappy, new blend method, or wait for a fix from MCPatcher.
Back when I had the Tinychat, there were quite a few people to make similar comments, I confirmed that I was in fact physically attractive, but also ran a silly little social experiment and had several people try to guess what I looked like before giving them a proper description. I kept a little record of this for statistical analysis and my own amusement. The majority seemed to be under the impression that I had really long, blonde hair, blue eyes, pale skin, an athletic build, and large breasts--Basically a supermodel. Sufficed to say they were off on 5 out of 6 of those points. There was also a signifigant group of people who refused to believe that I wasn't some blue-skinned thing with purple eyes who always wore a helmet. I will only confirm that I do in fact own a helmet like that in reality.
Uh. All my stuff is completely original and non-derivative from other texture packs. If anything they're derived from the default game textures and any photographic resources used. Though I typically don't edit those so much as make my own from scratch and model them after that. What you're describing is more of what a hack would do than what an artist does.
Well, this was the first 64x64 texture pack ever made. It's pretty well-established after all these years. It'd probably have more if I were more active here with my own posts.
That shouldn't stop you. MCPatcher is a client mod, and it updates with snapshots pretty regularly. I'm always on the latest snapshot and am usually running a new release of MCPatcher with no issues. It may take a few days for an update to be posted, but Kahr's pretty good about that.
A screenshot might help. As it is, it sounds like you're describing a chunk loading error (a problem with the default game engine) which neither my texture pack or MCPatcher has anything to do with. I'd need a screenshot to know for sure though.
Animating armor isn't all that easy as it's a large file to begin with, the animation frame files for them would be pretty massive and take up a lot of space and graphics memory. That said, there's some cool new stuff I'm working on for enchantment effects which will add some new animations to anything that can be enchanted (including armor).
You'll have to check up on or wait for a version of MCPatcher that works with the snapshot you're running before installing. You need MCPatcher for this pack.
I've tried, but I can never come up with anything I like for cobblestone, and other stuff is currently higher priority on the to-do list. Eventually I'll probably do something cool with it though.
Yeah, now try doing that with CTM and all the other special non-vanilla features that were also affected by the change.
Nope, I'm crazy and did full CTM support for every single one of them--at least for the time being. I may do some alterations a bit later, but for now this is how they're shaping up:
As far as new mobs go, I'm kinda hoping horses are it... Mobs are kinda annoying to skin for the first time. I'm still having difficulty working up the nerve to finish what I started with the horses. And I haven't even started on the donkeys yet... Maybe if Mojang hadn't completely dropped the ball on the horses' models, I'd be more enthusiastic about finishing them, but at the moment, they're just a huge source of headaches for me. If this weren't a realistic pack and I wasn't trying to line up muscle groups to all the blocks that overlap, they'd be done already.
Uh yeah, COOL STORY BRO. Care to provide some sourcing for that claim?
And just how exactly would you suggest I add Optifine support to my pack anyway? I want you to tell me exactly what Optifine support would entail and what I'd need to do to provide it. Because last I checked, Optifine has less advanced texture features than MCPatcher, and the best I could do would basically be to just delete a ton of features I've spent many hours on for a crappier-looking texture pack. You're basically demanding that Ninendo make Super Mario World with the same graphics on a Nintendo Entertainment System. Also how on Earth do you even expect any serious artist to develop their texture pack with Optifine to be ready for major releases if we can't work on them, fully patched during snapshots?
If anyone is to provide support for anything, it seems Optifine is the one with the responsibility to be updating every snapshot and providing support for my pack and the countless others who use the same texture standards MCPatcher has already established. Or y'know, Optifine should just drop the MCPatcher copycat nonsense and go back to doing what it originally did and aim to work with MCPatcher instead of against it.
Me getting blamed for the shortcomings of someone else's mod is beyond old already.
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Vague, generalized query of no discernible value to anyone?
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The hearts are still there and working on my end. The file for them is particles.png.
Horses are about 80% complete, but not in a screenshot-worthy state yet.
I'm going to have to demand a source for this info regarding sail boats, lobsters, crabs and jungle birds--I could find literally nothing to confirm any of that.
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I'd strongly recommend against using the conversion tool to fix problems, as the pack is already formatted and conversion can only do harm (as unlikely as that is to happen) to the formatting of the pack at this point.
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99% of the time, white/missing textures are a result of insufficient memory. I've never seen them associated with corrupted textures. I'd imagine with corrupt textures, the textures would either look buggy or would simply render the default texture in its place. I'd suggest going over the first issue in my FAQ to ensure your installation is as optimized as it can be. Also not on the FAQ is the suggestion to disable the optional features--namely BetterSkies.
This sounds like an issue with a broken installation of Custom Colors and Better Glass. Unchecking components of custom colors is not recommended as it is typically regarded as a required feature for this pack. As far as the glass goes, my glass should be semi-translucent, not completely transparent if Better Glass is properly installed. The following features are pretty much absolutely required for this pack to function properly:
Extended HD
Custom Colors
Connected Textures
Better Glass
I didn't forget it--there are no missing textures on the iron armor leggings. If anything every armorsmith throughout history who's ever successfully designed functional plate armor forgot to add it:
Though it's more likely that they didn't forget about it so much as elected to not include it, as completely encasing the upper thighs and buttocks in plates of armor would:
-Cut off circulation to the lower extremities.
-Prevent the common actions of running, kicking, squatting, sitting, and horseback-riding.
-Potentially sever the siatic nerve when under impact stress--paralyzing the wearer for life.
As far as the netherbrick fence goes, it's been black for more than a year now:
-Nether brick fences are now dark grey to increase their usability by mimicking wrought iron fences.
6/16/12
-Reverted to the old coloring method for nether bricks and nether brick stairs. (Fences will look weird in the inventory and hand only.)
The issue with it showing up as a dark burgundy color, is a limitation of the CTM feature that allows the texture to appear unique when placed. (It's the same reason the icons for wooden fences don't match the placed look of them) At the moment, there is little that can be done for it. I did use Custom Colors to darken the texture however. So if your gamma/brightness isn't too high on your monitor/video card, the item icon should appear black when compared to nether bricks.
Now for a more general announcement:
To anyone having issues with the glowing block breaking texture, please report the issue on the MCPatcher thread. Be sure to include a detailed report of which version of MCPatcher you are running and which version of Minecraft.jar you are patching so this bug can be reproduced in testing.
Don't demand an immediate response or repeatedly pester Kahr about this either. Mojang has once again changed the texture loading system on today's snapshot, and he'll likely be busy enough as it is dealing with adapting MCPatcher to function with the game yet again.