They're glitchy, sometime save-corruptingly so.
They can't be modded, patched or re-textured in most cases.
Plus, I think enough people here suffered from the glitchyness of the Beta 1.8 pre-releases enough to never do it again.
...
(Gaben voice)
Worth the wait.
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I have a 256MB video card and 8GB of RAM as well and I can easily achieve 40+ FPS wit the 128px version, even in a forest.
Here's the trick: use Optifine, stay in fullscreen and close as many background programs as possible!
Also remember to go through Optifine's settings and disable anything graphics-heavy that isn't gameplay-useful (like clouds).
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As you can see here in the following image: Cobblestone CTM is not working (tested on larger masses of cobble from all angles) and the birch wood side textures are glitched.
I suspect this is a typo somewhere confusing block ID 4 with 5. (Though why it only affects the sides of sub-ID 2, I don't know.)
You will also notice that there is no CTM on glass blocks, only glass panes. This is because the new CTM method overrides the old one on standard-shape blocks, and the new CTM does not include glass blocks. I would like to see this corrected in a future update please.
Just happy to help. :3
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Thank you very much for fixing this! I absolutely love this texture pack, keep up the good support, through thick and thin!
(Also, love the missing texture text! XD)
P.S. When the sound mod gets around to being updated, PLEASE make the first change to make it something other than an .exe! I would like to be able to use it, and seeing as the mod itself is just for the game, (Java executable and class files) I don't see why I should be denied its usage because of my OS.
Or, at the very least, provide some way to access the sound files themselves, allowing users to obtain and install the non-variant version of the mod and implement what sounds they can. Thanks.
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T'would appear the 128px download link still provides the previous version.
I should very much hope to see this corrected.
(On an unrelated note, being currently in the middle of an Ōkami playthrough, and being an avid Minecraft fan, I simply MUST have this pack updated! :P)
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Issues of "pink square" and most instances of faulty liquids pertain to the texture pack itself, not the HD patch. If a texture pack does not contain a fully animated liquid texture replacement, MCPatcher will attempt to use the (ugly) static one. This can be circumvented in Optifine by using the "Dynamic" setting on affected liquids. As for your derision towards Optifine... You already install that many mods, adding another is hardly a difficult task. Configuration is not nearly as difficult as it seems, and Optifine's level of tweak-ability has actually become necessary to me on several occasions. There are settings which would fix your issues you've been having and I am willing to help you in your setup (if you are, indeed, willing to give it a shot); simply call my Skype: Rancore202 and I will render assistance if possible.
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All texture packs higher than 16px require an HD patch. Also, MCPatcher is not the best, it is designed to be a lightweight patch which can be updated quickly with low consequences. If you want a proper HD patch which gives you more control and improves your game's performance, use Optifine. (Trust me, I used MCPatcher for months, always thinking Optifine was some cheap imitation or something, now I only use MCPatcher for Minecraft snapshot testing and the like. There is literally no other reason to use it.)
Also, the MCPatcher utility itself can be used to install Optifine. Simply compile the .class files from the Optifine download (get the multi-core version, unless of course you have a single-core machine) into a zip. Then click the plus button in MCPatcher and select that zip. Uncheck all default installations and make sure the Optifine zip is checked, then hit Patch and you're done!
Hope I helped!
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The use of this is irrelevant in Tekkit, as it already incorporates Optifine, which utilizes all of these features and more, optimized for Tekkit. If you are referring to the mod installation feature, regrettably no, not that I know of. Consult manual installation methods if necessary.
Forge API is not a substitute for an HD patch. You require MCPatcher or Optifine. (Depending on current support status, the choice is yours.)
Also, to Kahr: There is an error in the current MCPatcher for the Prerelease involving CTM.
Connected cross-texture blocks do not render correctly as demonstrated here: https://dl.dropbox.com/u/14403620/Game%20screenshots/2012-07-26_22.21.10.png
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Make 'em last.
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They're glitchy, sometime save-corruptingly so.
They can't be modded, patched or re-textured in most cases.
Plus, I think enough people here suffered from the glitchyness of the Beta 1.8 pre-releases enough to never do it again.
...
(Gaben voice)
Worth the wait.
0
Actually, no. The version of Connected Textures Misa's seems to be utilizing lack the code for glass blocks, though panes work fine.
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Is there any known method to do this in Mac OS-X?
I have searched the system and the internet yet found nothing.
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As soon as you get one thing done another's already waiting!
Heheh, no rush. You can't rush good art!
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Eh, I'm on a Mac and don't yet have a copy of Windows. Paint.net doesn't appear to have a Mac version and the Mac version of Gimp is non-functional. (It won't launch at all.)
I wish I still had my old copy of Photoshop. >_> I have a texture pack too, but I can't update it due to aforementioned issues.
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Connected Textures does not yet recognize the new sandstone blocks, causing them all to appear as standard sandstone when placed.
Also, is there perhaps a way to make leaves render like most transparent blocks (blocks in the center aren't rendered at all) so as to allow you to see through them but with less of a frameburst?
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(Seriously though, the Default game needs to have Optifine integrated as-is, not dumbed down like Mojang seems to like...)