For the 1.11 pack, can you fix the color inconsistencies between shulker boxes? (All shulker boxes except purple have a darker bottom)
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JosephRockman posted a message on [1.20.4] The "BETTER THAN DEFAULT" resource upgrade - v2.7Posted in: Resource Packs -
81
Noxite posted a message on [1.6.2] Jeoffrey's Chamber Series [Fully voice-acted and crazy adventure!][Over 100k Downloads]
Written and Voiced by:
Noxite
Story By:
Noxite
Avondale1718Noctis_Mori
Project Lead:
Avondale1718
Noxite
Music By:
Isaac Wilkins
Artists:
Arsenic
Skyao
Bluws
Marios123
Builders:Avondale1718Noctis_MoriZothianMasdockE_MouseBulgurpundThonaxChrisBambiiBejnoTonyverseCritchleyHarnellJakeLZvedeJyodaAntliaNiallSBLykarus
Additional Music:Taylor Grover (Digison)
Special Thanks:MewulfDuhShronky
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3884
Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]Posted in: SuggestionsThis system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.
Table of Contents:
Overview
Changes in how things work
Data storageFrequently Asked Questions
Changes to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
[WIP] The Cubic Chunks Mod!
Gallery
Supporting this suggestion
Special thanks
[spoiler=Tl:dr]Q: Won't this increase lag?
A: Absolutely not. The title of this suggestion and big red letters at the top of this post aren't lying. If you want to know how, then I suggest you actually read this post.
Q: Will this change terrain? Will this break existing worlds?
A: No. Terrain change is not necessary. Existing worlds can be converted fairly easily with a process described later in this post.
Q: How can sunlight or rain work with infinite vertical space?
A: I suggest you read Coping with sunlight, because it's too complex for a tl;dr.
Q: I have a different question but still don't feel like reading this post. What do I do?
A: Too bad, read the FAQ. I put way too much work into this for the entirety of it to be ignored.[/spoiler]
Overview:
In Minecraft, the sky is the limit - literally. It doesn't matter how many thousands of blocks a player has traveled, or what dimension they're in, or even if they're playing in creative or survival, the highest they can ever build is up to a height of 256. Why is that? If Minecraft can have a world that's infinite in the north, in the south, in the east, and in the west, why can't that world be infinite up and down too?
In Minecraft's earliest days, in Classic and Indev, the world was not infinite in any direction. This was because the entire world needed to be generated at the same time, and the entire world needed to be simulated at the same time as well. This led to a conundrum - the bigger the world, the more it lagged.
Notch didn't like this. He knew his players liked to explore and build large creations, so he found a way to make the world truly infinite. When the Minecraft '' class='bbc'>Infdev came out, it brought with it truly infinite worlds. Suddenly, players could travel hundreds of thousands of blocks in any direction, and never encounter a barrier, or become too laggy.
The Infdev update brought about a very large change to Minecraft worlds to accomplish this feat. For the first time, instead every world being just a single huge piece, they were broken up into a two-dimensional grid of pieces, called chunks. Through breaking the world up into pieces, this 'chunk system' enabled infinite worlds by letting Minecraft create new pieces and simulate them only when it needs to.
Why does that not apply to the vertical axis? Because the type of 'chunk system' Minecraft uses right now is a linear one, which, by using only a two-dimensional grid to map out chunks, means that it is impossible for chunks to stack on top of one another, and by extension, meaning that a single chunk must cover the entire vertical space. This brings back the problem that the Infdev update was supposed to eradicate, now only with chunks, instead of an entire world; the bigger a chunk is, the more laggy it is. You can't just increase the height limit and make chunks taller, because it will become laggier, and laggier, and laggier to do it.
That's why, to fix this, Minecraft must change over to a cubic chunk system. Under this system, 163 block chunks are aligned on a three-dimensional grid, completely eliminating maximum height as an aspect of lag.
The immediate benefits:
•Minecraft worlds become as virtually infinite vertically as they are horizontally: The absolute limit being Y = ±30,000,000.
•A large FPS increase: Alpha testers report an FPS increase of 100~200%.
•Increase in running capability: Computers running Minecraft on Tiny render distance will handle only 30% the blocks they do now.
The possible features:
•Spherical render/load distance: Reduce handled blocks by up to 30% by cutting corners made of unneeded chunks.
•Server chunk occlusion/exclusion: Reduce bandwidth usage and defeat hackers by only sending data for visible chunks.
•Three-dimensional biomes: Save biome data per chunk rather than per block column, create volcanoes with magma chambers, underground rivers, tropical skylands floating over icy taigas, and more.
The disadvantages:
•Unloaded gravity-pause: Falling non-player entities and fluids will be forced to pause their fall if they reach unloaded chunks, but will resume falling when those chunks are loaded.
•Slow falling-pause: Players with slower computers and smaller render distances will have falling occasionally paused as they fall into unloaded chunks, until new chunks can be loaded.
The problems:
•Current sunlight and rain calculation methods cannot work with infinite vertical space: The solution to this is described here.
•Current BiomeDecorator cannot work with multiple vertical chunks simultaneously: The BiomeDecorator code must be altered to function correctly with this, or removed.
•Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
•Current grass/dirt generation algorithm forces additional chunk requests when chunks are loaded, causing chunks to load slower than they should: This algorithm must be replaced with something else.
Changes in how things work:
Obviously, the implementation of this new chunk system will change quite a few things. These changes are mostly either necessary or in the interest of increased efficiency. Such changes are categorized and explained below.
How worlds will be stored:
[spoiler]How the current storage works, and what changes:
Interestingly enough, the current method of storage, the Anvil format, is derived from the storage method that the original Cubic Chunks mod used. The Anvil format stores individual chunk as a series of 163 quasi-cubic chunks. These 'fake' cubic chunks allow for easier reference of specific data, but they still can't be separated from each other, meaning that it fails to reap the full benefits of this system. Even so, the change allowed Mojang to double the maximum height with no performance hit. Chunks are stored in groups of 322, inside 'MCRegion' files, for a total of 1024 chunks.
By nature, cubic chunks does away with the 'quasi-cubic' nonsense. In terms of chunk grouping, instead of using groups of 323 chunks, new "3DRegion" files would contain groups of 163. This means each 3DRegion file contains 4096 chunks, four times as many as MCRegion files. However, each 3DRegion contains only one fourth the amount of blocks. For per-chunk positional metadata, 3DRegion files would use the same number of bits as MCRegion files, after compression. Calculations show that the same area encompassed by a single MCRegion file would consume 64 kilobytes of extra space with 4 3DRegion files, which is nothing.
Converting existing worlds:
Most people are probably wondering something like "But won't this totally destroy all existing worlds?". Absolutely not; conversion could not be simpler. When a non-cubic world is loaded after the implementation of this system, a conversion process will begin and convert the entire world at once(To avoid making chunk loading take longer during play). First, all existing MCRegion files will be divided into quarters to create 3DRegion files. Then, all existing chunks are divided into sixteenths using the quasi-cubic properties to identify boundaries. After that, conversion is done.
The "isEmpty" flag optimization:
A 1-bit flag is added to each chunk, named "isEmpty". If the chunk consists of 100% air blocks, this bit is 1, any other case makes it 0. When the bit is 1, all data for the chunk besides the isEmpty flag is deleted and ignored, which reduces filesize. Empty chunks are never loaded, and locations where they occur are merely simulated as entities reside in them. The chunk will only load when something requires saving inside it.[/spoiler]
Changes to terrain, ores, etcetera:
[spoiler]Terrain:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
Biomes:
By default, nothing will change.
Ore generation:
By default, nothing will change.
Structures:
By default, nothing will change.
The Void:
After conversion to Cubic Chunks, the void and bedrock layer will still exist and generate as they always have. However, the void(Not the bedrock layer!) will not exist as a hard limit and is able to be moved, but not removed, by editing an associated NBT data tag inside a world's level.dat. This feature, that allows for increasing the maximum depth, is intentionally disabled without external programs, to prevent terrain change of any sort. It is intended to be used by experienced mapmakers and world generation mods only.
Superflat settings:
Existing superflat worlds will not change. However, new superflat worlds will gain a new decoration parameter, 'void'. Inclusion of this parameter will cause the void to form below the lowest defined layer. Exclusion of it will cause all layers below the lowest defined layer to copy the settings of that layer.[/spoiler]
Coping with sunlight:
[spoiler]There used to be a solution here, but it wasn't deemed good enough by Jeb. Suggest solutions in this thread.[/spoiler]
Changes to servers:
[spoiler]Settings:
There's a setting inside the Server.properties file called 'max-build-height'. The setting makes it impossible for any player to place or remove blocks above that height.
With the implementation of Cubic Chunks, a new setting named "maximum-generation-depth" would be added. The void, bedrock layers, and magma layers will generate normally at and above the Y level designated by the value of this setting.
Chunk occlusion/exclusion:
Using the raytracing methods already available in the code and used for explosion calculations, servers can identify which chunks are visible to a player, within safe assumptions, and only send the data for those chunks. This both reduces bandwidth usage, and cripples the usefulness of X-Ray cheats.[/spoiler]
Render/Load distance alterations:
[spoiler]After the implementation of Cubic Chunks, view distances' radii will apply to the vertical axis too. This reduces handled blocks in the cases of tiny and short render distances, and increases them in the cases of normal and far render distances. This can be optimized by utilizing a spherical render distance instead of a cubic one, which would reduce handled blocks in all distances except Far.[/spoiler]
Frequently Asked Questions:
[spoiler=FAQ]Q: This is impossible.
A: No it's not. See below.
Q: Is this available as a mod?
A: Not yet! But it will be!
Q: I like X-ray! What if I don't want it to be broken?
A: First of all, breaking X-ray hacks will only be possible to do in multiplayer. That said, the system that would break X-ray would be possible to disable by the server owner. If the owner doesn't disable the system, then they don't want you using X-ray, and you should not be doing what the server owner doesn't want in the first place.
Q: I play on a PvP/Anarchy/Raid/Faction server. Won't this system let people pillar up into the sky and create a base thousands of blocks in the air and never be found?
A: No.
Q: I like Minecraft's current height limits. What if I don't want to have an infinite sky or infinite underground?
A: If this system is added, all worlds will not automatically gain an infinite underground. As stated below, the Void will remain in all worlds, even after the conversion to Cubic Chunks. The ability to remove the Void will simply be there. As for infinite space in the sky, the current build limit is over one hundred blocks above any terrain that vanilla Minecraft can possibly generate. It is ENTIRELY your decision on whether or not you take advantage of this height. If you play on a server, like stated above, the server owner can set a maximum build height. If s/he doesn't, then don't play on their server - you don't play on servers where the server owners allow things you don't like. Why would you play on an anarchy server if you hate being stolen from and killed?
Q: Will this affect Redstone at all?
A: No. This system will simply make it possible to make larger redstone circuitry than before.
Q: Won't this break existing worlds?
A: No. Existing worlds can be easily converted by dividing each MCRegion file into 4 pieces, then slicing the existing 256 block-high chunks inside them into 16 individual chunks.
Q: Won't this affect mods? Won't mod authors have a hard time updating their mods?
A: The answer to this question depends solely on the answer to the following two questions: Do parts of the modification code rely on chunk data/metadata? Does the mod author want to take advantage of the features of the new chunk system? If the answers to the first and second question are both "No", then updating a mod to this system should be very easy and quick. If the answer to the first question is "Yes", then those parts of the code will need to be rewritten somewhat, but in most cases, the changes should be fairly quick and easy. The only time that it should be hard to update a mod to this system, is if the answer to the second question is "Yes".
Q: Won't this require a total rewrite of the mod API if that's released first?
A: No. Whether or not even a small part of the mod API needs to be rewritten depends on the way that it is implemented and whether or not there are API inclusions for chunk handling and other chunk-related behavior.
Q: Could a player fall into unloaded chunks if chunks aren't loaded fast enough?
A: No, they could not, and for several reasons. Minecraft has a terminal velocity, though it might not seem like it. This velocity is slower than it should take to load new chunks below the player. In cases with exceptionally slow computers, even if the player did manage to reach an unloaded chunk, their fall would be paused until that chunk can be loaded.
Q: What would happen when water, sand, or a mob falls into an unloaded chunk?
A: Nothing. The water/sand/mob would freeze in place until the chunk is loaded and it can continue moving. You can already see this same thing happening on the horizontal axis.
Q: What will happen to the Void?
A: It will still exist, along with all its effects. The only difference is that the Void is no longer a hard limit and it can be moved. After the conversion to Cubic Chunks, the Void's location will be stored in a world's ' class='bbc'>level.dat, and this location can be changed with NBT editing tools. When and where the Void exists, chunks will cease to generate.
Q: Will this affect terrain?
A: No. However, terrain generators will gain the ability to use infinite height.
Q: Will this affect ore generation?
A: No. Ore is a part of terrain generation. As stated above, terrain will not be changed.
Q: Won't all current terrain generators be incompatible with this system and need to be rewritten?
A: No. Terrain generators work independently of chunks. When a chunk is generated for the first time, it calls the terrain generator and receives a specific section of the resultant terrain to save inside itself. Because of this, some custom terrain generators can generate steep terrain all the way to Y256, where you can experience a large, flat cut-off. Since there are no chunks above Y256 to call the terrain generator for terrain, no terrain exists there.
Q: What would happen if there's a huge solid ceiling so far above you that it is unloaded? Wouldn't you just see the sky, just with everything being completely dark?
A: Yes. This already happens on the horizontal axis, and it is an issue with sky rendering, not this chunk system. As such, this has nothing to do with this suggestion. Please do not post about this.
Q: If you go deep underground, will your plants grow/ores smelt/animals grow?
A: No, because those chunks would be unloaded, just as if you had walked far away. This is a flaw with any chunk system, regardless of shape. It is a necessary evil that allows Minecraft to have infinite worlds. The only way to fix this would be to introduce a separate new system that works with chunks as they are loaded and unloaded. This suggestion deals with the chunk system itself, and not sister processes. Because of that, that is outside of the scope of this suggestion. Please do not post about this.[/spoiler]
[WIP] The Cubic Chunks Mod! (Tall Worlds Mod):
Cuchaz has taken it upon himself to bring us the glorious Cubic Chunks, since Mojang refuses to do so.
Cuchaz is using a API of his own creation to help assist in the making of this mod, and he's quite far along, as seen in these two tech demo videos:
[spoiler=T-Demo 1: Vertical chunk loading][/spoiler]
[spoiler=T-Demo 2: Broken height cap and no lag!][/spoiler]
With the basic functionality in place - a complete overhaul of the basic chunk system, and height limit removed - this whole concept can already be considered proven. What remains is making sure everything else functions correctly under the new chunk system. In any case, stay tuned for future updates if it interests you(If it doesn't, then you are the weakest link - goodbye!).
You can follow the mod's development in much more depth in its very own topic!
Gallery:
[spoiler=A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS.][/spoiler]
[spoiler=A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.][/spoiler]
[spoiler="A video demonstrating Nocte's engine."]
Support & Submission to Mojang:
If you support this, hit the rep button in the bottom-left corner of this post. It is the only good way of accurately measuring support here.
If you wish, you can put the following banner, courtesy of laz2727, into your signature. It helps to attract support from all parts of the forum!
[url=http://www.minecraftforum.net/topic/1707097-cubic-chunks-infinite-height-elimination-of-x-ray-and-more-60-supporters/page__st__0][img]http://img833.imageshack.us/img833/443/hov.png[/img][/url]
Please help us get word out of this suggestion! Share this with your friends, with Minecraft celebrities if you're familiar with them, or even with Mojangsters like Jeb or Dinnerbone! (Do not share this with Notch. Notch doesn't work with Minecraft anymore.)
The purpose of this suggestion is to have Cubic Chunks implemented in Vanilla. Being available as a modification does not fulfill that purpose. The modification featured in this suggestion is to act as a proof-of-concept only(Note: Its being featured here is to act as a proof-of-concept. The modification itself is on its way to becoming a fully fledged modification).
Special thanks:
Cuchaz, for taking Barteks' proof and running with it, to give us a truly functional Cubic Chunks mod.
Barteks2x, for updating the Cubic Chunks mod to 1.6.2, proving that it is possible.
Azraile, for posting the original suggestion and allowing me to take ownership of it.
Nocte, for helping resolve flaws and designing Hexahedra.
MineCrak, for a large amount of valuable insight and enthusiasm into the topic of Cubic Chunks.
aaronfranke, for helping resolve flaws.
PanJouda, for creating the original banner.
Flexico, for creating the predecessor to the current banner.
laz2727, for creating the current banner.
Robinton, for creating the original Cubic Chunks mod.
The_Watchman13, for answering all those stupid questions so I don't have to.
Note: Many calculations and information can be found among the many posts of this topic. There are too many for me to cite here, but if you wish, you can search for them yourself.
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codewarrior posted a message on MCEdit: Minecraft World Editor (Now open source!)MCEdit, a Minecraft World EditorPosted in: Minecraft Tools
MCEdit is an open source world editor for just about any version of Minecraft. MCEdit was first created to allow players to preserve anything built with several old versions of Minecraft and take them forward into newer versions of the game. It also aims to be forward-compatible with future (or even modified) versions of Minecraft. It has since been improved with brush tools for laying down blocks in different shapes, integration with the Minecraft Server to generate terrain using Minecraft’s own seed algorithms, support for multiplayer worlds, and editors for certain blocks including chests and mob spawners.
To get an idea of what MCEdit can do, just watch this tutorial/walkthrough by a famous mapmaker:
To download the latest MCEdit or report any problems you may have, head over to the official site. You can find downloads and other helpful links on the left sidebar, and news about the program's development will be posted regularly. If you want to share MCEdit, please only link to the official site at http://www.mcedit.net/. Don't upload MCEdit to a file sharing site or post links to the direct downloads. If you downloaded MCEdit from a site other than mcedit.net, I do not recommend using it.
MCEdit is continually under development. If you want to help, the simplest thing to do is download one of the "development" builds from the download page and play around with it. Post in this thread or on the issue tracker on GitHub if you find anything wrong. Be sure to include version (and build) numbers or your report won't be very helpful. Click on the Report an Issue link to find out what is needed for a helpful problem report.
A brief Frequently Asked Questions list is maintained on github. If your question isn't answered there, go ahead and post in this thread. If you think it should be included in the FAQ, just say so!
Features:- Navigate the world using familiar WASD controls and mouse aiming.
- Show the locations of dropped items, game entities including monsters and villagers, hidden ores, plus blocks with TileEntities and other Minecraft internals.
- Load saved games from current Minecraft versions, plus the older Classic and Indev versions.
- Limited support for Minecraft Pocket Edition saved games
- Export blocks and game entities as a .schematic file to be imported by MCEdit or compatible programs.
- Automatically fixes wool colors when importing and exporting between Minecraft PC, Classic, and Pocket editions!
- Double-click on a chest to change its contents, or double-click on a mob spawner to choose what spawns.
- Brush tool “paints” blocks in a round, diamond, or square shape with configurable size. Different brush modes will add new blocks, replace blocks, alter the top layer of the terrain or wear it down to smooth out rough objects.
- “Paste” brush allows you to import an object with a single click.
- “Flood Fill” brush will change all blocks that form a connected mass.
- Clone tool makes a copy of blocks and entities, optionally making multiple clones in a line or scaling the copy up or down.
- Clone and Import tools can rotate an object around any axis, or flip it horizontally or vertically.
- “Filter” plugins let users add functionality to MCEdit by writing Python code.
- Move the world’s spawn point, automatically removing blocks to make sure the spawn point is acceptable to Minecraft.
- Move and rotate any player in a single- or multiplayer world.
- Expand or contract the world’s size by adding or deleting chunks. Chunks are the basis of Minecraft’s “infinite” saved game format.
- Create new worlds or add chunks to existing worlds. The Minecraft Server can be harnessed to create natural terrain that meshes with the world’s existing seed. Flatlands can also be created at any height.
- “Analyze” feature counts the block and entity types in a selected area, optionally saving them to a .csv file.
- Maintenance commands can delete all blocks, entities, or chunks in a selected region. This is useful for getting a “corrupted” world back into a playable state.
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1121
Kahr posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3Posted in: Resource Packs
Features:
Custom item textures!
Better Glass! More transparency options for glass textures.
Better Skies. Add your own textures to the day and night skies. Many options for fading and blending.
Connected Textures.
Custom Colors mod. Texture pack authors can now customize many colors in the game including swamps, lighting, and more. See Misa's texture pack for examples.
Balthichou's RandomMobs mod.
Extended animation, mipmapping, and font support.
Ability to load other mods like ModLoader. See "Installing other Mods" for details.
Ability to save and load mod profiles and switch between them easily. Also organize your mods by the Minecraft version they go with.
Notes and Recent Changes:
Updated to 1.8.4. Note: Some features such as Better Glass are not yet implemented in 1.8.
New biome colormap format.
Custom item textures. Show different textures based on item damage, stack size, and NBT data. Custom enchanments and armor model textures are also supported.
Compatible with Forge, FML standalone, and LiteLoader.
Downloads:
Ad links are available for those who wish to support this project. Or you may donate via paypal:
MCPatcher for the new launcher:
Windows only:
Download
Alternate download
md5sum: 06f828cbfee2cc826c0f42a72f7f6787
All other platforms:
Download
Alternate download
md5sum: 9ef73b0e69ecfecfd69714dd57d8906b
Basic Instructions:[list=1] [list]
Download the correct version of the patcher for your OS.Double-click the patcher. You should see this:
If the wrong Minecraft version is shown (1.6.1 instead of 1.6.2 for example), use the right-hand dropdown box to select the proper version.If you would like Better Grass (full grass texture on the sides of grass blocks next to other grass blocks), select the Options tab, scroll down to Connected Textures, and check the box next to Better Grass.Click Patch.Close MCPatcher and start the game normally. Ensure that the patched profile (e.g., MCPatcher, not your username) is selected in the game's launcher. Or click Test Minecraft to run Minecraft without logging in (single-player only).[/list]
Installing non-Forge Mods with MCPatcher:NOTE: Some of the screenshots below are out of date. The process remains the same, however.
Use MCPatcher to manage other mods as well. This is not only more convenient, it ensures maximum compatibility between MCPatcher's features and other mods. Note that mods must still be compatible with the version of Minecraft you are running. MCPatcher does not and cannot do anything to make mods work with any version of the game other than the one they were written for.[list=1]
[list]
In the main patcher window, click the Add (+) button.Select the zip file containing the mod you wish to apply. In this example, we'll use ModLoader.
Click Ok.Next a window showing the list of files that will be added will appear. This is mainly informational. Confirm that the right files are listed and click Ok.
The main patcher window should look like this now:
Now we're going to add a second mod, Better Than Wolves. This will illustrate two important things: How to add just a subfolder from a mod and how to resolve mod conflicts.Click the Add (+) button again.Choose the BTW zip.
Since there are multiple subfolders to choose from, the subfolder window appears. If you blindly add everything from the zip, it will not work. Instead, select the MINECRAFT-JAR folder and click Ok.
Next the list of files to be added is shown. Notice this time how files are being copied from the MINECRAFT-JAR folder into the root of minecraft.jar.
Now we have a slight problem. Both ModLoader and BTW contain vl.class. If you try to patch at this point, you will get a warning about the conflict.
You can ignore this warning and patch anyway. Or you can fix it by removing vl.class from ModLoader. Double-click ModLoader and the list of files will appear again. Select vl.class and click the Remove (-) button. Note: Doing this does not change the original ModLoader.zip file, only the list of files that will be copied from it.The file list should now look like this. Click Ok.
The main patcher window should look like this:
Click Patch and run the game![/list]
(New) Installing Forge, FML, and/or LiteLoader with MCPatcher:The process for installing Forge/FML/LiteLoader is different.
[list=1]
[list]
Close MCPatcher for these first steps.Download the Forge/FML/LiteLoader installer for the corresponding version of Minecraft.Run the installer as usual. If using LiteLoader and you want to chain to Forge, select the appropriate option in the LiteLoader installer.Start the launcher and run the game once with the Forge/LiteLoader profile just created. This will ensure the necessary libraries are downloaded.Close the game and start MCPatcher.From the Game Version drop-down menu, choose the Forge/LiteLoader version that was just created. For example, 1.6.2-Forge9.10.0.804 or LiteLoader1.6.2.For Forge or FML, an extra entry will appear in the MCPatcher mods tab, but nothing extra will be added for LiteLoader. This is normal.Click Patch.Click Test Minecraft, or close MCPatcher and run the launcher, making sure that the correct profile (e.g., MCPatcher) and version (e.g., 1.6.2-Forge9.10.0.804-mcpatcher) are selected.[/list]
NOTE: FML will produce many errors during startup complaining about binary discrepancies. These are due to the fact that FML and MCPatcher modify the same classes and can be safely ignored.
FAQ / TroubleshootingMy virus scanner says the patcher has a virus!
Some scanners detect WS.Reputation.1. It is a false positive that can be ignored. WS.Reputation.1 isn't so much a virus as it is the scanner saying "This file is new, so I don't trust it." See this post by shinji257 for more information.
Extended HD or one of the other mods is greyed out.
If you install mods by hand before running the patcher, you may run into this problem. Start from a clean minecraft.jar instead and this shouldn't happen. Delete the bin folder in .minecraft and redownload it. Try patching again first without any mods. If that works, then add mods one at a time using the patcher as described above.
I want to use a texture pack created for Minecraft 1.5 with Minecraft 1.6.
Use the Convert Texture Pack options in the main menu to convert a texture pack to the new format. This replaces Mojang's TextureEnder.jar and converts MCPatcher-specific features like CTM to the new format. The converted texture pack will be in the resourcepacks folder.
I installed XXX Mod using the patcher and now the game crashes.
Try using the Up/Down arrows in the patcher to apply mods in a different order. In my experience, putting other mods before Extended HD, etc., (which is the default behavior) works better, but you can also try moving them after.
I tried installing XXX Mod both above and below the built-in mods, and it didn't work.
If you tried installing both ways and it didn't work, then you're out of luck. You'll have to choose between MCPatcher and the other mod. Unless the source code for the mod is available, I probably won't be able to fix the incompatibility.
All this patching, repatching, installing, and uninstalling mods has made a mess of things. Now I just want to start fresh.
Open the .minecraft/versions folder and delete the -mcpatcher folder.
The "Open Resource Packs Folder" button in the game doesn't work. / Where do I put my resource packs?
Navigate to the appropriate folder for your OS. The resource folder will be in there.
[list]
Windows XP - C:\Documents and Settings\\Application Data\.minecraftWindows Vista/7 - C:\Users\\AppData\Roaming\.minecraftMacOS - From your home directory, go to Library -> Application Support -> minecraftLinux - ~/.minecraft[/list]
As a shortcut, in Windows, you can also press Windows key+R, then type %APPDATA%\.minecraft\resourcepacks and hit Enter.
Multiplayer does not work / Achievements are not saved / I get the "Unlicensed copy or logged in from another location" message when using the Test Minecraft button.
That's because the Test Minecraft button does not log in. It is useful for testing that the patcher worked, but if you want multiplayer or achievements, use the normal game launcher.
Does this work with version x.y.z of Minecraft?
Unlike most mods, MCPatcher is designed to be version-independent. It should work across multiple versions of the game, only breaking compatibility when there is a major change. MCPatcher 4.x should work with any 1.6-or-newer release. MCPatcher 3.x is for 1.5, and 2.x is for earlier versions. Before breathlessly posting to ask when MCPatcher will be updated, just try running the version you have. Most of the time it will work as-is and you'll save yourself some unnecessary waiting.
I have a different problem not mentioned here.
Before posting, please Google for "mcpatcher other keywords site:minecraftforum.net" to see if your question has already been answered. If you do post, please include the log in your post as well. The Copy To Clipboard button puts code tags around it so all you have to do is paste it into your post.
Information for Texture Pack Authors
NOTE: The information in this section is being moved to the MCPatcher wiki on bitbucket.
Custom Animations
See https://bitbucket.org/prupe/mcpatcher/wiki/Custom_Animations and https://bitbucket.org/prupe/mcpatcher/wiki/Dial_Animations.
HD Font
See https://bitbucket.org/prupe/mcpatcher/wiki/HD_Fonts.
Random Mobs
See https://bitbucket.org/prupe/mcpatcher/wiki/Random_Mobs and https://bitbucket.org/prupe/mcpatcher/wiki/Leash_Fishing_Line.
Custom Colors
See https://bitbucket.org/prupe/mcpatcher/wiki/Custom_Colors.
Connected Textures (sample ctm .properties)
MCPatcher offers a greatly enhanced version of the Connected Textures Mod. In addition to connecting blocks to their neighbors in various ways, MCPatcher supports random, repeat, and fixed methods. Any of these methods can be applied conditionally by block ID, tile name, metadata, face, biome, or height.
CTM properties files and supporting textures are in the ~/ctm folder. Each properties file represents one block or tile override and contains a method, some supporting textures, and optional conditions like metadata or face. Multiple properties files can affect the same block or tile, but only the first matching one (in alphabetical order by filename) will be used. Files in ~/ctm can be organized into subfolders any depth. The subfolders are simply to make organization easier; MCPatcher doesn't care about their names.
A simple connected glass block requires a properties file and 47 separate textures:
~/ctm/myglass/block20.properties:<br> method=ctm<br> tiles=0-46<br>
The tiles must be separate png files in the /ctm/myglass directory following this pattern:
The image above shows the pattern of the 47 tiles. In your texture pack you must provide 47 separate image files, not just a single tilesheet.
Horizontally-connected CTM follows this pattern. Again, use 4 separate images, not a tilesheet.
Vertically-connected CTM follows this pattern:
Horizontal+vertical and Vertical+horizontal (method=h+v and v+h respectively) combine the two, favoring one over the other. Each requires 7 tiles. Template, courtesy of Misa, here.
See the sample ctm.properties file for more information.
A CTM rule can act on the output of another CTM rule. Just use the full path of the first CTM tile in the second's matchTiles property. Here's how to create randomized horizontally-connected bookshelves:
# Main top-level bookshelf CTM<br>~/ctm/bookshelf/block47.properties:<br> method=horizontal<br> tiles=0-3<br># One additional CTM matching each output tile of the previous CTM<br># Tiles 4.png and 5.png will be used in place of 0.png, etc.<br>~/ctm/bookshelf/book0.properties:<br> matchTiles=~/ctm/bookshelf/0.png<br> method=random<br> tiles=4 5<br>~/ctm/bookshelf/book1.properties:<br> matchTiles=~/ctm/bookshelf/1.png<br> method=random<br> tiles=6 7<br>~/ctm/bookshelf/book2.properties:<br> matchTiles=~/ctm/bookshelf/2.png<br> method=random<br> tiles=8 9<br>~/ctm/bookshelf/book3.properties:<br> matchTiles=~/ctm/bookshelf/3.png<br> method=random<br> tiles=10 11<br>
Better Glass (sample renderpass.properties, sample texture pack)
The Better Glass mod extends Connected Textures to add full alpha channel support to glass blocks and panes.
Colored glass is made with two textures, one for the frame and another for the glass part. Due to a limitation of the game's renderer, the glass part will disappear when it is behind another translucent texture like water or ice. However the frame will remain visible, which is a decent compromise.
~/ctm/myglass/block20.properties:<br> method=ctm<br> tiles=0-46<br> renderPass=2<br><br>~/ctm/myglass/block20a.properties:<br> method=ctm<br> tiles=47-93<br> renderPass=3<br><br>~/ctm/myglass/block102.properties:<br> method=ctm<br> tiles=0-46<br><br>~/ctm/myglass/block102a.properties:<br> method=ctm<br> tiles=47-93<br> renderPass=3<br>
The renderPass property specifies when the block should be rendered. Each render pass has different properties:
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0: Normal, solid blocks. Virtually all blocks use this rendering pass. Only on/off transparency is supported.1: Existing translucent blocks (water, ice, etc.).[/list]
Better Glass adds two new rendering passes:
[list]
2: Same as pass #0 but with backface culling disabled. Again, only on/off transparency is supported. If you find it unsettling to see only the front faces of a supposedly transparent glass block, use this render pass to make all six visible.3: Extra pass with full alpha support. Will be hidden when rendered behind water, etc., from pass #1. The blending method can be changed in renderpass.properties.[/list]
The rendering passes happen in this order: 0, 2, 1, 3. Note that the glass block uses render pass 2 for its frame but the glass pane does not. If you use 2 with the glass pane you will see z-fighting because the game puts the two sides of the pane at the same coordinates.
As you may have guessed, Better Glass can be used with any block that supports CTM by adding the appropriate entries to their properties files. One limitation is that the properties must be based on block ID rather than tile name. Also keep in mind that the render pass is applied to all blocks with the same block ID. Render pass 2 replaces render pass 0, so if you assign, for example, stone slabs to render pass 2, then you must have CTM rules covering all slabs (block ID 44) for render pass 2. Otherwise the other slabs will be invisible.
Better Skies (sample sky.properties, skybox template)
Tired of the default starfield? MCPatcher supports fully customizable skyboxes! Multiple skyboxes can be layered together using several blending methods and set to fade in and out at certain times of the day.
Each "layer" of custom sky must have a .properties file located at ~/sky/world0/sky.properties. In it you specify a texture (default: ~/sky/world0/sky.png), the time of day the texture should fade in and out, and a blending method (default: add). Various blending methods are available: add, subtract, multiply, dodge, burn, screen, and replace. See the sample sky.properties file for more options.
The skybox texture is mapped onto a rotating cube around the game world. The texture can be any size but must have 2 rows of 3 tiles. The template shows how the six tiles on the texture map to faces of the skybox. This orientation is taken at noon in game time, so the sun is drawn in the center of the top face and the moon in the center of the bottom face. This means that a custom starfield should have whatever you want to be directly overhead on the bottom face.
Better Skies works only in the overworld. The Nether and The End are not supported.
Custom Item Textures (sample cit.properties, sample cit_single.properties)
What CTM does for terrain, CIT does for items. Customize item appearance by damage value, stack size, and NBT data. Create different effects for different enchantments.
All files related to CIT are in the ~/cit folder. Like CTM, files can be further organized into subfolders. An optional cit.properties file specifies global behavior of CIT, particularly with how multiple custom enchantment effects are handled.
The bulk of CIT behavior is defined in multiple properties files within the ~/cit folder. Each properties file lists a type (item, enchantment, armor); some criteria for when the replacement should happen based on item ID, damage, etc.; and one or more replacement textures. If multiple files match the same item, the one with the highest weight property takes priority.
type=<item | enchantment | armor><br>items=<item IDs><br>damage=<damage values><br>stackSize=<stack sizes><br>enchantmentIDs=<list of enchantment IDs><br>enchantmentLevels=<list of enchantment levels><br>nbt.<expression>=<NBT value><br>weight=<priority relative to other CIT files><br>texture=<replacement texture><br>
(Most of these properties are optional.)
CIT type=item defines a simple texture replacement. The game uses a custom texture instead instead of the default one in textures/items. Replacement textures can be animated using Mojang's .mcmeta format. For items with more than one texture (bows, potions, spawner eggs), specify all the replacement textures in a single properties file:
# Wrong - will show the same texture when the bow is pulled back<br>texture=my_special_bow_standby<br># Correct - separate textures for each bow state<br>texture.bow_standby=my_special_bow_standby<br>texture.bow_pulling_0=my_special_bow_pulling_0<br>texture.bow_pulling_1=my_special_bow_pulling_1<br>texture.bow_pulling_2=my_special_bow_pulling_2<br>
CIT type=enchantment replaces the default glint effect. Different enchantments can be given different textures based on enchantment type or level or both. If an item has multiple enchantments, the effects can be blended together or cycled. If no custom enchantment is found for an enchanted item, the default enchanted_item_glint.png is used. This can be disabled by setting useGlint=false in the global cit.properties file.
CIT type=armor replaces the armor texture shown in third-person view and on other players. Each armor type has two textures except for leather which has four. Use the same syntax as with the bow example to replace multiple textures:
# Diamond<br>texture.diamond_layer_1=...<br>texture.diamond_layer_2=...<br># Leather<br>texture.leather_layer_1=...<br>texture.leather_layer_1_overlay=...<br>texture.leather_layer_2=...<br>texture.leather_layer_2_overlay=...<br>
There is an alternate method for replacement textures for potions. Rather than dealing with the complexities of damage values for potion types, there is a simpler filename-based method you can use instead. No properties files are needed to use this method, only a png file with the proper path. See the section at the bottom of the template cit_single.properties file for details.
Other InformationOther links:
[list]
Java source code - includes a project for the IntelliJ IDEA IDE.Older versions: Bitbucket githubxau's original MCPatcher thread is available here. The old patcher (1.1.12_02) no longer works as of Beta 1.5_01.[/list]
Settings, including the list of enabled mods and files to include, are saved to mcpatcher.json in the .minecraft folder. The format should be self-explanatory for those familiar with json.
From the main patcher window, you can also
[list]
enable or disable individual mods by checking/unchecking them,edit a mod by double-clicking it,remove altogether a mod you previously added by selecting it and clicking the Remove (-) button, andchange the order in which mods will be applied using the up and down arrows.[/list]
If you are curious about the actual bytecode changes MCPatcher makes, use MCP to decompile a patched minecraft.jar.
Version History4/18/2015 5.0.3 release
[list]
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Updated for 1.8.4.Fixed Forge detection for newer versions.Sync with recent launcher changes.2/21/2015 5.0.2 release
[list]
Updated for 1.8.3.Support for custom underlava overlay color via colormap/underlava.png.Ability to turn off clouds entirely via clouds=none in color.properties.[/list]
[/list]
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11/24/2014 5.0.0_02 release
[list]
[list]
[list]
Updated for 1.8.1.Fixed error rendering enderman held blocks.[/list]
[/list]
[/list]
11/4/2014 5.0.0_01 release
[list]
[list]
[list]
Fixed missing "preRenderHeld" method crash.Fixed incorrect mooshroom overlay rendering.[/list]
[/list]
[/list]
11/2/2014 5.0.0 release
[list]
[list]
[list]
Updated to 1.8.1.Backported current features to 1.5.2.Too many other changes to list.[/list]
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6/26/2014 4.3.2_03 release
[list]
[list]
[list]
Updated for 1.7.10.[/list]
[/list]
[/list]
4/1/2014 4.3.2_02 release
[list]
[list]
[list]
Fixed vertical ctm with certain block types.Fixed Better Grass coloring issues.Fixed potential crash with null blockAccess object.[/list]
[/list]
[/list]
3/20/2014 4.3.2_01 release
[list]
[list]
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Updated to 14w11b.Fixed extra render pass issues with forge.Fixed glass panes connecting incorrectly.Reset custom redstone colors when switching packs.Less strict checking of neighbor metadata for CTM.[/list]
[/list]
[/list]
2/27/2014 4.3.2 release
[list]
[list]
[list]
Updated for 1.7.5 / 14w08a.Fixed launcher incompatibility with Test Minecraft button.Replaced min/maxHeight properties with "heights" in CTM and Random Mobs.Fixed useGlint=false not applying to armor models.Fixed conflict with Forge texture loading.Fixed problem rendering a custom compass in item frames.Various CTM and custom colormap fixes.[/list]
[/list]
[/list]
1/1/2014 4.3.1_01 release
[list]
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Do not render top and bottom edges between connected glass panes.Use new URL for downloading libraries.Use gson 2.2.4 for older Minecraft versions.Handle newer Forge versions named 'forge', not 'minecraftforge'.[/list]
[/list]
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Scuttles posted a message on LB Photo Realism, 1.6 convert 7/16/2013. RPG Realism 1.3.1 updated 10/12/2012Supporting the Union. ^^Posted in: Resource Packs
About this pack:
This pack was originally to appease my insatiable hunger toward making this game as realistic as possible. What started as a compilation of other mods became a new texture pack of it's own.
DONATE!!!!Donations are more than welcome. I'm going to remove the Adfly links entirely so donating will simply help pay for the Mediafire pro account. =)
People to thank for their large donations:
Thank you for your dedication and donations. I really appreciate people understanding the delicate time and effort put into these higher resolution packs.
If I don't know your forum name, I post just the first for confidentiality. ^^
Stobrawa elias79 Ignacio barrowsx Stuart Tobias empyre69 - Left me speechless. @_@ The folks at GLARN (Global Artist Network) kolo Sarah Maik Joseph Michel - My new hero <3 Jordan Judy Maarten Bradley Timothy Anne James -REALLY sweet of you Paul Vladisval Sue Martin/Sani9000 - Huge donation. =) Daniel - Awesome comment Ken RacheHobbiT David W David B
Videos:
I'll find another. =(
IMAGES: (Put them in spoilers for the sake of this page loading faster)
Downloads:
(16x16) DOWNLOAD LINK:
The default Minecraft resolution. I'm going to work on this quite a bit to make it look better. Again, only created out of personal request. =)
Mediafire Link 1.6: Latest Version
Medaifre Link 1.5: Version 1.5
(32x32) DOWNLOAD LINK:
I had a few personal requests to do these lower resolution textures. They still need heavy refinements but still came out pretty decent with the downsampling. I won't be doing compressed versions of these since it would simply be redundant.
Mediafire Link 1.6: Latest Version
Mediafire Link 1.5: Version 1.5
RapidShare Link: http://adf.ly/22TnX (Not to 1.5 update yet)
(64x64) DOWNLOAD LINK:
For those who aren't capable of running the other HD packs, but are still a loyal fan or just love their fps more than visual effects.
Mediafire Link 1.6: Latest Version
Mediafre Link 1.5: Version 1.5
RapidShare Link: http://adf.ly/1l2IB (Not to 1.5 update yet)
Compressed Version: http://adf.ly/1l2FG (Not 1.8 Compatible)
(128x128) DOWNLOAD LINK:
The standard 128x128 which this pack was originally made in when I first started.
Mediafire Link 1.6: Latest Version
Mediafire Link 1.5: Version 1.5
RapidShare Link: http://adf.ly/1l2JQ (Not to 1.5 update yet)
Compressed Version: http://adf.ly/1l2GI (Not 1.8 Compatible)
(256x256) DOWNLOAD LINK:
This is probably my best work of art. It's was a continuation off of nickhimself's 256 pack from way back in the day when it never seemed possible.
Alternative to Adfly: Latest Version
Mediafire Link 1.6: Latest Version
Mediafire Link 1.5: Version 1.5
RapidShare Link: http://adf.ly/1l2Ju (Not to 1.5 update yet)
Compressed Version: http://adf.ly/1l2HO (Not 1.8 Compatible)
LB RPG Pack:
DOWNLOAD LINKS:
This is actually an entirely new texture pack but I'm far too lazy to create a new thread. Please give constructive criticism as this is a really rough beta and I need helping finding the negative aspects.
RPG Realism x64: http://adf.ly/29zPi
RPG Realism x128: http://adf.ly/29zTa
RPG Realism x256: http://adf.ly/29zUU
RPG Realism x512: http://adf.ly/29zar
CHANGE LOG (LB RPG REALISM):
Version 1.7.7 (10/12/2012) -Updated to 1.3.1 textures -GUI Additions -Let me know if I missed something. Version 1.5.6 (3/29/2012) -Updated to 1.2.4 textures -Fixed more wood textures to be more uniform Version 1.1.5 (2/24/2012) -Updated to 1.1 Minecraft (mostly LB placeholders) -Updated the GUI -Few textures improved to reflect theme (such as the door) Version 0.9.0 (9/20/2011) -Added 1.8 textures. Not all yet Version 0.8.2 (8/17/2011) -Added in some GUI. Compliments to Aageon for the base. =) -Refined a few textures on the terrain. -Next up is the HUD and finishing the terrain and wildgrass. Version 0.7.6 (8/8/2011) -Added in additional textures -New animated fire texture. Takes more memory, but really looks nice -Sand texture has a bit more life to it. -Darkened the cobblestone slightly Version 0.6.2 (7/29/2011) -Added LBPR placeholders for liquids Version 0.6.0 (7/29/2011) -Terrain is about 50% finished Version 0.5.2 (7/25/2011) -Added more textures to the terrain.png Version 0.4.6 (7/21/2011) -Initial beta release few textures finished
CHANGE LOG (LB PHOTO REALISM):
Version 10.0.0 (7/16/2013) -1.6 conversion. Temporary convert Version 10.0.0 (6/11/2013) -Fixed clock -Fixed compass -Added missing textures -Tweaked metal blocks Version 9.0.5 (3/30/2013 -New grass textures -New dirt textures -New sand textures (Not quite completed) -New stone textures -Quartz textures -Redstone block added -1.5 compatibility -Missing a few texture for 1.5 still working on them -New tall grass -Fixed a few items such as flower pots and nether bricks Version 8.5.4 (12/27/2012) -Added latest textures for the terrain.png -Updated items.png to latest items -Updated particles.png -Added the new GUI Version 8.0.0 (8/19/2012) -Added in the various GUI for MC 1.3 -Updated Terrain.png to 1.3 -Updated Items.png to 1.3 Version 7.8.2 (3/29/2012) -Added in 1.2.4 wood textures -Fixed missing jungle sapling -Fixed default cat texture -Food bar no long default -Added in the new sandstone blocks -Added new stone circle block Version 7.6.1 (3/2/2012) -Added the 1.2 textures. Some are currently unused in the game so they are default. -New mobs (done by Misa with her permission) Version 7.5.0 (1/29/2012) -Added 1.1 textures (such as language button) -Dragon egg texture added -Fixed issue with default items in x128 and lower resolutions -Book texture added -HD font added Version 7.2.0 (12/25/2011) -Added in watermelon vine texture -Fixed mission boss health and added new texture -Updated the items.png removing default placeholders -Added additional particle textures Version 7.0.0 (12/5/2011) -New Netherbricks -Ender portal textures added -New Gravel texture (finally!) -Fixed the chest textures for lower resolutions -Added the alchemy stand -Updated to Misa's current mobs -Items.png update again by DaBiggman. -Hardcore health bars placeholders for now. Version 6.9.2 (11/6/2011) -Added many 1.9pre5 textures -Added fan-made items.png. Kudos DaBiggman! -New 1.9 GUI added. -Fixed many small issues with textures -Phases of the moon. (Not sure if this is in 1.9 yet. I didn't test it too much) -Updated the mobs to 1.9 with Misas mobs. Be sure to thank her and maybe download her pack. I do. -Next update is coming fairly soon and will include some pleasing esthetically pleasing improvements such as importing the clay from the RPG pack and a new gravel which looks really nice thus far. Version 6.6.8 (10/3/2011) -More textures added to the items.png. Contribution of DaBiggman again. -Tweaked the side grass for better depth -Added some more 1.9 textures to the terrain -Many 1.9 placeholders to be removed this week. -1.9 is entirely "playable" with this update. Comment any issues or things I've missed. Version 6.6.2 (9/20/2011) -Updated the items.png with some fan made textures. Thanks to DaBiggman! -Fixed the mushroom mistake Version 6.5.0 (9/13/2011) -Made it 1.8 compatible. Unfortunately, many placeholders. -New watermelon texture -Hopefully my final version of vines added -All types of bricks -Mushroom (not used???) Version 6.3.5 (8/25/2011) -GUI overhaul. Hopefully much easier on the eyes. ;D Version 6.2.0 (8/11/2011) -Minor graphical glitches -New animated fire texture which looks SO much better. ^^ Version 6.1.0 (7/19/2011) -Touched up on many graphical glitches -Polished very few of the textures in the lower resolutions -Sorry for the lack of updates, the x512 is taking a huge amount of my time -Everyone should post issues that need fixing. I will try to respond and fix them in the next update. Version 6.0.5 (7/10/2011) -Half-assed fixed the clock. I have to go through each resolution individually and fix it each pixel for it to work properly. -Slightly changed the hue of the glowstone -Added wildgrass support back into the terrain.png -Compressed Versions finally updated to 6.0.5. Disregard the version in the .zip. I forgot to update the text. Version 6.0.0 (7/8/2011) -Added x32 and x16 resolutions out of person request. x32 came out pretty well, actually. -Fixed the graphical glitches in the sign/bread, lever, and redstone dust -New gold/iron blocks with bolted edges -New glowstone texture. I may switch this out if no one likes it -Added the old glass texture back -Additions to the items.png such as new sign, canvas, and watch -I will add back in the wildgrass tonight. I'm short on time and can't do it right now. Version 5.5.2 *Hotfix* -Fixed cake texture Version 5.5.1 *Hotfix* -Fixed bed issue Version 5.5.0 (6/30/2011) -Changed some textures around in the items.png -Updated to 1.7. I'm using some placeholders in the mean time. Version 5.3.5 (6/10/2011) -ADDED A CAKE TEXTURE!!! -That's pretty much download worthy, right? -New door textures thanks to Blizzard (User not the company) -Added a new wood texture -Tall grass refined. Hopefully able to differentiate with wildgrass. It may be difficult with the x64 pack. I'll work on that. Version 5.0.4 (6/1/2011) -Finished up with texturing the crops -Worked on optimization of texture sizes. Future updates will have more -Had to post a quick fix because too many people are downloading the old one. HOTFIX: -I messed up with the downscaling filters for the x128 and x64 so if you don't have the _01 attached, please redownload. Version 5.0.0 (5/26/2011) -Updated everything to 1.6. Some Misa placeholders -Few texture tweaks. -Stone tiles better Version 4.5.1 (5/21/2011) -Tree texture slightly browner in tint -Glowstone fixed (Old one was missing a layer) -New nether textures -New dirt texture -New snow texture -Fixed "fancy" side grass -Added new sprouts. I'm not entirely finished with the crops. -Modified the glass texture Version 4.4.6 (5/11/2011) -New glowstone texture -New iron/gold textures -New glass texture -Many alternative biomes under the "Alternatives" area. -Fixed a few items in the items.png to be uniform with the new stone -New iron armor texture (Took a huge amount of effort on this one) -Modified the fire texture to a slower version -Added Wild Caves mod support. Version 4.2.2 (5/2/2011) -Overhaul of minerals to blend in well with the new stone -Added in a new fire animation -New stone texture reflecting better realism -Few graphical changes -New glass textures (Not finished, but looks great) Version 4.0.8 (4/27/2011) -Fixed many issues with graphical errors on the clouds -Few graphical changes such as dirt -New boat texture -Added in the less intense rain texture -Messed with the grass and biomes again. Still not the perfect harmony, but certainly closer. -Tweaked the GUI slightly. I'm still working on this, though so not completely finished. -Found/fixed some graphical errors with the items.png Version 4.0.0 (4/19/2011) -Added in a massive amount of changes -1.5 compatible with HD weather and saplings -Revamped the Iron door and brought back in Nickhimself's old texture -New leaf textures. I'm a little indifferent at the moment. Feedback please -Added in a new GUI for the menus some are still loosely based off of Misa's and will change with time -Perfected the new "fancy" biome compatible grass. It looks amazing now. ^^ -I did alot for this update and most likely missed something here. Version 3.2.6/2.9.6 (4/9/2011) -Changed around some textures in the terrain.png such as the iron block to become more seamless -Tweaked existing textures such as grass to have less grain and the torches are a little more detailed -New textures added such as mushrooms -Wolves refined from Misa's to be less ugly. (Sorry Misa) -Particles updated to HD -More graphical errors fixed such as the black line above the diamond hoe. Version 3.1.4/2.8.4 (4/1/2011) -Fixed a few graphical errors -Updated and made 1.4 compatible Version 3.0.0/2.7.0 (3/25/2011) -Fixed side grass -Refined tools/weapons -New items -Tweaked some existing items -changed some textures such as glowstone -Arrows are now mine. ^^ -New biome plant -New mineral blocks -New roses -Lapis Lazuli is a darker blue to reduce confusion -I'm working on adding some new wildgrass currently -New more realistic sun texture (Glad I know space art) -Moon reduced in size to be more realistic -Slight biome change and enhancement -Leaves should "pop" more on trees -Refined some existing items such as the diamond sword and axe -Paintings borrowed from Adriorn until I can get a proper one made -Tweaked the shading on the chests These are the old 128x128 updates. Anything above this affects all packs (256 was lower down) Version 2.9.0 -Added in unique HD items Version 2.8.3 -Most of the pack is now uniform -New water textures which tile extremely nice. Thanks Archer -Small graphical changes to have better tiling Version 2.7.0 (Getting Uniform) <---- I'm sorry for taking so long. I really am. =( -Added many things to become more uniform with the 256x256 (See those updates) -Fixed the texture pack for 1.3. These are not permanent changes and I would appreciate comments. Version 2.0 (finally!) -Major changes to the terrain.png to make it uniform with the 256x256 pack -Added the new custom water -New biome specific overhaul is present -Removed the better glass mod link. Sorry fellas. =\ -Support with the 128x128 is not dead Version 1.4.3 -Added a new Lava texture and refined the heat haze -Fixed the particles.png so it is update with game -Not too many big changes, mostly subtle and unnoticable Version 1.4 -Lightened many things for a more enjoyable night time experience -Added in compatibility with pwned's glass mod -Added in my own lava textures that took hours up hours to make... never again... -Fixed a few slight bugs with the items conflicting and causing graphical errors Version 1.3.2 -Refined the cracking pattern a bit to minimize highlighting -Revamped the arrow box because I love Mayan/Aztec culture -Made some hd sandstone. Feedback welcome on the new block -Made that blue stuff that I have no idea what it is for -Ignored the fact that the cake is still blurry -Enhanced the minerals slightly again Version 1.2.8 -Fixed many uniformity issues including the clay and bricks -Made an interesting looking arrows box... -Attempted to enhance the my minerals by request. They should stand out more. Feedback is welcome -Darkened the cobblestone slabs to fit the pack better Post-release -Fixed the strip missing from the pink cloth, thanks for copperdomebodha's good eye [Updated download link] -Added many beta 1.2 features such as Aza's hd cloth -Updated items to beta 1.2 using bumpmaft items for now Pre-release -Remodeled things such as the grass and dirt -Remodeled the stone textures and minerals -Fixed the little strip missing from the pink cloth [Updated download link] -Added the 1.2 textures (Many are still copy paste of vanilla Minecraft) -Updated the trees and gave them a different looking leaf -Felt that mixing Sanguine with Minecraft Enhanced gave the wild grass a better feeling -Remodeled the cracking pattern into a more hd version (Actually wasn't difficult) -Minor bugs and graphical errors fixed -Got enraged at the fact that making custom water is a pain in the and I've given up 256x256 Changelog: Version 2.9.0 -Added in Unique HD items Version 2.8.3 -Graphical fixes such as the red mushroom bar (No one noticed that???) -Smoothstone is more seamless as well as grass -Sand has a softer ripple effect and decreases distortion of textures in distance -New water texture which completely eliminates distant distortions (Thank TheArcher for kicking my ass into gear to make a different texture) -Thickened the pine tree texture -Reskinned the bed to be seamless (Hard to notice due to improper lighting in-game) -Sandstone is more flush with sand color now -Ice should tile less obviously, but still needs work -Wool colors more uniform with original MC Version 2.7.0 -Changed the plowed dirt to be uniform with my dirt -Updated the damn thing to 1.3 with HD bed and something to do with redstones -Changed the sandstone to be a more uniform block. (Took top off) -New bamboo texture -Added in Misa's mobs because the pigs are less... creepy -Revamped the glass to be less cluttered -Added depth and enhancements to the minerals in preparation for GLSL optimization Version 2.3.5 -Added Nickhimself's wooden door -Updated GUI with lower res Aaegeon's. Boosts fps minimally -Fixed the wool bugs. (I think) -Tweaked Cactus and obsidian -Small graphical fixes such as missing pixels in chest/furnace -Made nickhimself's wood seamless and added it in Version 2.2.8 -Placed some high res wool. (You swine) XD Version 2.2.7 -Added in mipmapping mod compatibility -Added in the items from the 128x128 pack with enhancements -Unique wool is now available. Go punch some sheep. >:D -New ice texture. I haven't fully tested this, so it might be a major letdown. Version 2.0 -Massive overhaul of biomes and foliage -Fixed a few graphical things that looked unsightly such as clay -The new wildgrass is compatible using the old fashion method (Direct installation) -Fixed improper tundra biome Version 1.4.6 -Added Sandstone -Tweaked the minerals -Wood just seems broken. -Added a new water texture. It's not 100% and needs critique Version 1.3.1 -After hearing opinions on the beta I began work -Added hell world stones -Better gravel -Enhanced the wood and fixed coal, which tiled horribly -Minor tweaks on textures such as obsidian and wood -Revamped many blocks to tile better such as the dirt
THINGS TO DO:
-Secrets... =)
Banner:
I decided it's about time that we spread some propaganda.
Put this in your signature if you wish to support this pack. ^^
[url=http://www.minecraftforum.net/viewtopic.php?f=1021&t=136785][img]http://i.imgur.com/YlGOo.png[/img][/url]
Another banner created by Blizzard. =)
[url=http://www.minecraftforum.net/viewtopic.php?f=1021&t=136785][img]http://imgur.com/fcOwt.png[/img][/url]
THE COPYRIGHT
[represent]All textures/artwork done in this texture pack (unless mentioned specifically below) are protected by a copyright and is NOT free to redistribute without permission from the original author (Scuttles). Please notify me before posting ANYTHING that includes textures that I have created.
Now, labeled below are artists that are currently still part of my texture pack and I currently have permission to use their work.
Misa's HD Pack http://www.minecraft...hp?f=25&t=73861
I'm currently using Misa's mobs and icons for the maps
Adriorn's Basico Art pack: http://www.minecraft...f=1021&t=158214
I'm temporarily using this to remove purple squares until I get around to making a proper art image.
aageon's Bumpmaft http://www.minecraft...65936&start=120
From the items.png: armor icons,cart/boat icons, sign.png, cart.png, boat.png, icons.png
Most of the armor credits to him as well.
Legality of proof from Aageon. Thanks mate:
License ref #1648 for the OW #19804 (items.png) granted to Scuttles:
Scuttles may edit and use artwork out of this file.
https://myows.com/ow...rtificate/19804
Password: w5k06fbognu50430q3oy
-----
License ref #1649 for the OW #19712 (sign.png) granted to Scuttles
Scuttles may edit and use artwork out of this file.
https://myows.com/ow...rtificate/19712
Password: 9eh390831m33kc9302e8
-----
License ref #1650 for the OW #19693 (gold_1.png) granted to Scuttles
Scuttles may edit and use artwork out of this file and all other armor related files.
https://myows.com/ow...rtificate/19693
Password: 8094zexq74m7ls0w966d
KDstudios 256 pack was used as a template so here are the textures remaining in the pack:
Terrain.png:
-Wool texture
-Cactus texture
-Sugar Cane
Items.png:
-Pork/fish
-Cowhide + saddle
-Flour
-Mushroom stew + bowl
-Green + Gold records
-Bone
http://www.minecraft...f=1021&t=150387
Please notify me if I missed an artist after more of this pack is pieced together. -
19
josseriot posted a message on Petition: Mojang needs to change the EULA!Granted, my opinion of that cesspool of testosterone- and immaturity-fueled entitlement called "Reddit" is even lower than my opinion of Mojang, so chances of me signing a petition that started are exceptionally low but I'll hear you out, Bjarn...Posted in: Discussion
Since Mojang changed the EULA, we're forced to accept their EULA before running a server. The most important rule is:
You're not allowed to earn money in any way with Minecraft. This doesn't make any sense at all and it also destroys the community. Let me explain that last thing:
Server owners will stop running servers because they're not allowed to earn money with it, so they can't pay the bills and developers. Minecraft artists, who make parodys, drawings and more, aren't allowed to sell their work as it's using Minecrafts content. Mojang has to change this, or it'll destroy the game and its community.
/facepalm
OK, I don't now how old you are, but let me explain something: THIS IS NOT HOW THIS WORLD WORKS.
There's no way in heck Mojang didn't already have this in the EULA already. Maybe it was worded poorly, but I'm sure it was already there somehow. Minecraft is their business, their product, their livelihood, not the fans. The fans are the consumers. Mojang put the resources, time and talent into developing Minecraft. The fans didn't. So if you are not on Mojang's payroll it's not your right to make money off of Minecraft.
I agree that the fans are very important in the success of Minecraft. But like it or not, we live in a capitalist world, that's just reality, and that reality means you don't get to be a parasite like this, making money off someone else's product without an expressed and legal business arrangement. Like with any other trademarked and copyrighted product, Minecraft isn't public property and the relationship between Mojang and the fans isn't a co-op.
And one last thing. I've been around many, many fandoms. Some, like D&D, Star Trek and Dr Who fandoms are ancient by comparison to Minecraft, and in those fandoms there are lots of people making artwork and fan fiction and whatnot. Yet no one who's genuinely fan in those communities is looking to make a profit. They do it because it is what they love. This idea that these moochers and parasites represent the Minecraft community is shameful and insulting to the fans who want to be part of the community simply out of love of the game and have no other motivation. -
15
Misa posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!Well, that took longer than expected.Posted in: Resource Packs
Sufficed to say I'm now successfully moved in to a new place, have Internet and a (mostly) working machine to connect to it with. What I didn't mention before I disappeared was that my main data HD (the one with all the texture pack working files on it) was dying around the time I was rennovating the house to sell, and organizing a packing effort. Fortunately my friend sent me an old laptop hard drive to back up most of the irreplacable material before it completely died. This doesn't guarantee I got everything, but most of my work should be backed up to where I can pick up on the pack at a later time. My whole application setup is unfortunately completely gone--meaning I'll have to reinstall everything and possibly hunt down some hard-to-find missing plugins and codecs before I can do more work.
My computer's long overdue for an upgrade anyway so right now I'm saving up to remedy that, then I'll be less reluctant to go through the grind of setting everything up again. As it stands I don't have enough motivation to reinstall everything to a system that may be dead soon just to have to do it all again later. Ultimately real life has a higher priority right now.
I'm living on the opposite side of the US I was on in the middle of nowhere and my access to many basic resources I took for granted at my old place are absent here. I'm still learning the area and muddling through some of the culture shock of going from West coast suburbia to the rural South. Things I took for granted like grocery shopping or job hunting now manage to pose a real challenge. It doesn't help much that I don't have an always-reliable means of transportation at the moment either. That all said, the pack will unfortunately have to be put on hold a bit further while I try to get my life all squared away.
Now to possibly set a record for response posts by responding to every post that demands a response since my last post in early September of last year!:
I don't really have any plans to release miniature add-on packs for the snapshots because that's counterproductive to how I work on the pack. When I work on snapshots I take the main pack and just start adding things onto it. Doing mini packs would be a lot more work because I'd have to rebuild the file folder structure and include any updated properties files with the note that those ones are to be prioritized over the old ones, and yeah.. It'd just be too messy for me to work with and slow down the whole process of updating a pack for me.Quote from JeyBeeHH
Hi Misa,
your texture/recource-pack ist the best... but you know it.
With Minecraft 1.7 is it possible, to use multi texturepack. (thats mean to use more then one texture/recourece-pack)
Thats a perfect solution to create little updates, for tests or experimentals. (Like snapshots)
And 1.7 will have much new flowers and fishes.
Can you create a little texturepack update for actual snapshots?
I try it self, but it dosn´t match to your texturepack-style. :/
Please Misa... give us an update or preview for comming textures.
In love .... your greatest german fan...
Jey Bee
And at this point I am so far out of the loop with the progress that's been made to Minecraft it's not even funny. I imagine I'll have a lot I have to relearn and redo.Quote from VashTS240
and so it begins.
Misa is in the long process of moving (cross-country, if I understand correctly), the snapshots made several changes to the code & how certain things work, and MCPatcher isn't even updated yet (newest snapshot broke some of the changes/fixes to MCPatcher).
This texture pack will probably never be updated before MCPatcher because it relies on MCPatcher for the features (updated WITH MCPatcher, however, is a different story).
Oh, and... uh... bugging people (Misa for texture pack, Khar for MCPatcher) about things does not get things done faster...
They'll be done when they're done & with quality work (I'd, personally, rather wait for something to be done really well than to have it rushed and end up sucking, even slightly)
100% intentional. All my color choices were made very carefully. Reality tends to be a bit more desaturated compared to fantasy, and given the nature of this game's long-term playability, I needed a pack that was easier on my eyes than the default.Quote from Arthandas
With all the technical excellence of this texture pack, I must say it could really use some saturation. IMO when compared to many non-realistic (especially pixel art) packs, this one looks a bit depressing in the long run. Before playing, bump your color correction setting in graphic card's control panel and you'll see a real difference.
The supersaturated and high contrast color of vanilla gave me eyestrain after many consecutive hours of play. The ORIGINAL texture pack I made for Minecraft (long before texture packs were a thing and even before survival existed) was a 16x16 semi-realistic take on the vanilla blocks with desaturated colors that were darker and easier on the eyes--comparable to the color schemes used in a lot of old MMORPG's that had intentional lengthy playtimes. The current pack is an evolution from that original pack I made to ease my eyestrain. The palette has also been somewhat optimized for use by people with any of the two most common types of color blindness.
One interesting little point of trivia that most people don't notice is that the 'green-dyed' blocks in my pack are actually an illusion that works off of the rest of the colors in the palette. They are in fact not green at all, but a strongly-desaturated grey-yellow. (check out the RGB values for yourself!) This is not just my own little trick either. Other games with limited color palettes have done similar. Duke Nukem 3D's palette is a prime example of a desaturated color palette with a lesser-than-true green range.
Bright-colorful landscapes aren't nearly as common as you'd think, and most photos you see of those for like desktop wallpapers are heavily edited anyway. There's a reason 'earth tones' are primarily muted colors. If you want high saturated colors though you could always check out my mushroom biome. I added some special feature to that biome through Custom Colors that actually increases the color saturation of many blocks for fantasy-land builds. It was built specifically with the emerald block in mind and the ideas of an Emerald City. In that biome, my grey-yellow green-dyed blocks (mentioned in the previous response) are actually true green.Quote from RickyTheHedgehog
When you take an unedited photo of a bright and colourful landscape, Misa might take this into consideration.
Quote from VexusDylan
Hey, I am getting grey water here.
Yes, I followed your instructions correctly.
Yes, I'm using MC Patcher 4.2.2 for Minecraft 1.6.2.
Yes, every other texture works great.
No, I don't like swimming in wet cement.
I used this texture pack previously and I never had this problem. I'd adjust the ammount of memory Minecraft uses, but MC Patcher seems to have removed that feature.
My guess is you just forgot to select the MCPatcher-modified version of the minecraft.jar in the game launcher. It's a common mistake that even I've fallen for from time to time. I just know that if there's grey water, 100% of the time it's because MCPatcher was not properly installed onto the version of Minecraft.jar you're currently running.Quote from Venthrac
Hello all,
I love this texture pack. It's among my very favorite. I do have a question, however, as Im seeing something weird with it lately. More to the point, my water is light-gray in color.
Now, I'm aware that this can be corrected bt using the Custom Colors setting in MCPatcher, but here's the weird part... that doesnt' seem to work anymore, UNLESS I use the "Test Minecraft button in MCPatcher. I don't know if this is an issue specific to the texture pack, or if it's an MCPatcher issue, but I figured I'd try here first and then go poke over there if necessary. Or perhaps something just nmeeds to be updated for 1.7? I really don't know, but I would appreciate any insight
Thanks guys!
First post. Read it.Quote from andrewkm
Using 1.6.4 OptiFine and Latest Misa 64
Some of my letters are cut off as such:
Any ideas why?
Also Mojang was trying to implement their own way to space high resolution fonts last I was working on the pack, and I vaguely recall it was in conflict with the spacing file I use on MCPatcher's version of high-res font rendering.
Don't fall for the Resource Pack propaganda! This is still a texture pack and will be referred to as such. Typically resource packs that add more than textures and graphics are referred to as overhauls. And resource pack is more of just a general term for client mods that don't affect game coding. I really wish they would've just called them "Mods" and let the author describe what type of mod their mod package is. Seriously find any other modding community that has a category of mods that just go by 'resource pack'--but I digress!Quote from iliektacozz
I've been using this texture pack (It's a "Resource Pack" now I swear to the almighty space-cat Shaleron this game changes every time I come back to it) for a while now,it's a great textu...Resource pack and I hope it doesn't die off like dokucraft did.Diamond pants for you!
This pack probably won't die off the way Dokucraft did. Probably. It's in a bit of a rut at the moment though. Dokucraft if I'm not mistaken though has been pretty well-maintained by fans--at least it was last time I noticed.
Poke around the search feature on this thread or on Google. Many fans have provided themed texture support with my pack for third party gameplay mods such as this.Quote from Crash666
Great Texture Pack. Can you make an update for Buildcraft 4.0.2 and Industrial Craft 2_2.0.221-experimental also the Minecraft 1.6.2 Versions?
Sure why not?
Yep...
Evidently Minecraft ist cool and they love it. (likely for its coolness or something)
Being the mortal I am, I'll probably die at some point, but I'll do my best while I'm still living.Quote from Lafarge124
Very detailed information, love the texture pack and I hope you keep this running forever! You are amazing at textures.
Same stuff I use for all my other pack files. Jasc Paint Shop Pro 9, MS Paint, and occasionally some 3D modeling software for the graphics. Plain old Notepad or Notepad++ for the properties files. And I guess I use WinRAR for adding stuff to the pack itself.
The pre-1.5 version linked on my main thread should have it in ALTERNATES.png.Quote from Lanaru1
May I please get the Resource Files for the Plain Red 64x64 bed that you have? Thank you.
This is something you'll want to PM me about. That's where I prefer all permission requests to go for record-keeping purposes. That and I may have some questions on your project and don't want to clutter this thread with a back and forth for something potentially unrelated to the main topic.Quote from Redmann
Hey Misa! I am making a small horror game and I want to ask you if I can use some of your textures for my game? I will give you full credit for the textures.
Tell me what you think.
My cool glass relies on MCPatcher's CTM and Better Glass. Ensure they're properly installed and you have the MCPatcher-modified jar selected when you play.Quote from MrSilvioSpeed
I have been using your texture pack for months now. It has been working fine, until this point. For some reason the glass texture doesn't work for me. It is now the ugly vanilla. Is there any reason for why this might be? I am stumped.
Thank you,
-MrSilvioSpeed
It doesn't quite work like that. I'd have to basically remove functionality for it to be optimized for Optifine, or release a second version of the pack that I'd also have to keep updated. There is no way to simply make something compatible with something that has less functionality. Any visual errors that occur on Optifine are completely unintended side-effects of a trick used to get something to work the way I wanted it to with MCPatcher's special features.Quote from TJBRUCE17594
Can you please make this texture pack work for optifine! McPatcher doesn't install for me and I really want the Star Trek Textures for the Voyager map. It would be a great help to me and for my Forge FML!!
Thanks
Tj bruce
It's almost the same as asking a pizza chef to make their exact same signature pizza in a form that can be cooked in a toaster instead of a standard oven. It's not gonna happen without completely changing parts of the recipe, and not really for the better.
Well, I think I'm the first person on the Internet to have built a scale model (Not 1:1, but still massive and to scale) of the USS Enterprise (NCC-1701-D) in Minecraft and I made a forum account back in 2009 just to post it to the forums (back when the forums were basically one giant thread of what people had created). I was largely an inactive lurker prior to that. It wasn't too long after when I posted screens of the game with my pack on it in some Halloween update thread and people requested that I release what I had posted. So I guess in an extremely vague round-about way you could link the two.Quote from VashTS240
This is the most confusing post I have read in a while. How does Misa's texture pack have anything to do with Star Trek? Unless I missed it, I don't think it does.
Anyway, you can use Optifine and this pack together: you just won't get all the features.
PS: Optifine support has been covered to death in this thread. Search this topic for Optifine for more detailed explanations on why it won't happen any more than current support exists (and happy reading).
Also Notch tweeted about how he loved my Enterprise and linked to it close to around the same time my pack was released.
I recall him also mentioning it once in a live interview, and one of the interviewers said that the person who made it probably used editors to build it--kinda annoyed me considering I built the entire thing all by hand without even so much as a fly mode.
The stem thing's been addressed around the time I released the last update, as for the Birch Tree leaves, I'd LIKE to have all different trees with unique leaves at some point. That's easier said than done though. I've run into problems in the past when I've tried to make new leaves. A lot of it stems from the way the leaf blocks are constructed. If leaves were more flat sprites or something that always faced the player and looked more like leaf patches than leaf-textured blocks, I'd have done it all ages ago. Changing the leaf block model may be a possibility now though I hear.Quote from Lejonell
The melon stem are the default one not the misas one. And when are you going to make a alternative texture for the Birch Tree leaves?
I also plan to redo a lot of the log/wood art whenever I next address trees. With the newly added wood types, my current woods don't all fit the color scheme I'd like to go with with the new types. For example I don't want my wood to be any darker than it currently is for Spruce, so the Spruce wood planks and such may end up getting moved to the Dark Oak planks with a new texture made for spruce. I've already experimented with some good synergistic color schemes that fit vanilla and nature and have assigned real life woods to the in-game stuff on paper for my own reference.
Just be sure to get permission from me in a PM before posting it. The forums are strict on that sort of thing. Otherwise I encourage fans to provide mod support for my pack since they're probably better at doing it than I would be as I don't use any content-altering mods.Quote from MrKrowely
Figured i would post this on here...
i've been working on a Misa500 texture pack adding support for FTB:Unleashed mod pack, i figured i would post some screenshots of some of what i've gotten so far.
I'm not doing this for profit, and once i get done and like everything i will upload it and share the link on here.
Regarding the gravel/dirt issue I can only imagine things will get even more ambiguous with the new stone and dirt types.. Best I can say is keep those torches handy and put a pumpkin on your head--the nightvision from that is usually good enough for me to see in areas that otherwise look pitch black on my monitor.Quote from Vulpis
After seeing this pack get used in Dataless822's videos on YouTube, I had to give it a shot (which says something, because the only texture packs I've gotten until now were for novelty value, and I usually just go with the default pack). I must say, it's *gorgeous* seen in your own game. Much thanks to Misa for the excellent work!
That said, two minor quibbles:
In dimmer lighting (particularly in the Nether), the gravel's a little hard to tell apart from the dirt--though given that this *isn't* a problem in daylight on the surface, that may as much be due to the lighting system as anything else.
The other...is probably pretty expected by now. The bed. :-) I can deal with the creeper-pumpkins and the creeper-dispensers, but the creeper bedspread is a bit much for me. With some of the advice I did manage to find searching this topic, I managed to get the block textures culled from the pre-1.5 version (paint programs can be a pain about maintaining *transparency* for some reason), but I can't seem to find a matching 'item' picture in the older pack (presuming there is an alternate for that..). If some kind soul could point me to a red-recolored version of the bed.png, I'd appreciate it--my art-fu is too weak to properly recolor the gradient that makes up the underlying cloth texture (especially while editing out the creeper), and while I could just color the thing a flat red, it wouldn't really look that goos alongside the rest of Misa's texture work. Thanks in advance, and thanks again to Misa for the great artwork!
I often get criticized for my injection of creeper faces into my pack as being somewhat unorigional. Yet ironically probably every texture pack out there with a creeper bed is in some way actually derivative of mine. I was the first person to do the whole creeper bed thing back when the whole Creeper face injection wasn't even a thing and just my own little signature--and it's more carefully hidden in other parts of the pack that make it difficult to spot. I guess it picked up a lot in popularity though and now everyone seems to do some degree of it. But yeah, the red bed alternate is still available in ALTERNATES.png from the pre-1.5 pack linked on the first post. There's also a more hue-shift-friendly version available on the same file
(See previous response)Quote from dispereo
I totally agree with you on that one. I already tried finding an alternative but wasn't very lucky and I am not really good in fiddling around with the graphics anyway. Some offer graphic vaults (like Ovo Rustic Redemption), however Misa doesn't seem to do that and there is no customizer anymore either. So I can't really help you with that, but I'd definitely sign the petition to get a different duvet for the bed! ;P
It's the first 64x64 texture pack ever posted on the forums too.Quote from NyuCraft
It was the first Texture Pack i've seen and it's still wonderful! Thank you for your great work. <3
All permission requests need to be directed to PM, please.Quote from MMohoh
Hello,
I wanted to ask whether I get the permission to use Misa's Realistic Texture Pack for monetarized (advertisement in front of the videos) videos on YouTube . I am trying to finance my studies with videos of Minecraft and since your texture pack is one of the packs I use often it would be really helpful to get this permission!
regards,
MM-ohoh
Lies.Quote from CutTheLettuceToastTheBuns
By the way, you can remove everything about MCPatcher. You no longer need it as of 1.5.
Quote from MasterM64
Thank you for uploading this and taking the time to make it all nice and organized! Do you have the red bed icon from items.png by any chance?
Quote from MasterM64
Sounds good, that would be great. I still wonder though if Misa has these particular files for all 3 beds, it would be cool if she was able to release the alternate items.png to us so we all can fully utilize the alternate textures.
I never made item icons for them. The icon for the creeper bed though was just me taking a screenshot of the bed in-game and then cutting it out and shrinking it. Admittedly I am probably making that sound easier than it actually was... I've a very specific process for making my item icons to have binary transparency while maintaining decent-looking edges. And Nowdays I have a new method for flattening 3D shapes for item icons like Minecarts and whatnot.
Seemed like ages ago since I was last dealing with the palette system... I only recall that they added 'length' to what is read from the default palette format for height or temperature or something... I had been working on a template for the biome palette template thread but then real life happened and next thing I knew I was in a hotel with two cats. I'll have to pick up on it later. If I recall correctly though on that biome palette template thread I created some people posted some really good images of how the new palette works. There was also a secondary optional palette system I helped come up with for MCPatcher that was implemented that I think Kahr posted the template for that I created. I imagine that's all on the mcpatcher thread. Sorry if this response is a bit delayed and of little use by the time you read it.Quote from Wayuki
Sorry for bothering you, but what biome palette issues did the recent snapshots introduce, exactly?
I personally hadn't noticed anything off, but after reading this comment, I'm worried I'm missing something glaringly obvious.
I'd be curious to see how my stained glass will look too.Quote from FHX
Hey Misa
Can we have some sneakpeak-screenshots of the upcoming features?
I would like to see the stained glass if you already finished that!
The only work I have to show for is like concept diagrams and self-reference spreadsheets and palettes. Nothing particularly interesting. You can thank the hard drive dying on me for that. The move didn't help much either.Quote from bytemage
Misa, please give us a quick sneakpeek at your work.
Just to feed our curiosity while we wait ...
Admittedly the posts asking me to update do irritate me, and the less I have to post about it to get them to knock it off the better. I've no problem with this kind of fan forum policing to keep things on topic instead of being filled with clutter demands...
Hell if I know... If Kahr's been working some of his insane voodoo magic, then probably, though you'll have default textures mixed with mine for the new blocks/items. No texture pack can possibly corrupt your world though. They operate on completely different systems of the game's code.Quote from gopher65
So is it possible to use the 1.6 compatible texture pack still? Or will that mess up things in Minecraft 1.7.2? Will the game simply use default textures and animations if Misa's pack doesn't have the new ones? Or will it corrupt my whole world or something bad like that?
Generally I prefer permission requests to be directed to me via PM. Anyway, I've actually thought about releasing a downscaled version of the pack in 32x32 for slower machines and from that train of thought have even occasionally thought about making a completely new texture pack from scratch in 32x32... Though that's not likely to happen anytime soon, as far as upscaling the resolution of the pack goes, I don't feel that my pack would look all that great at higher resolutions. Even if I had used my higher resolution resources to do so rather than things like median and noise filters. I know I've explained why a few times in my thread (check the search feature). All that said, I'd still like for my work to be executed by myself. If you wanted to rescale it for personal use or limited distribution (like among friends or something) that's fine. I just prefer to not officially promote anything that I'm not creating or working on myself. I like to have complete creative control over my projects, and even something as seemingly simple as a downscale is a bit more complex in my mind's eye if I'm to release it as something I'd be happy to have my name on. That shouldn't discourage you from PM'ing me though. I'd be happy to further discuss with you things of this nature if you have any other thoughts on the subject.Quote from _xXgingyXx_
Hello, Misa. Let me first start by saying that I have been quite a big fan of your texture pack since shortly after I began playing Minecraft around March of last year. I absolutely adore what you're done with this pack and how you've far more than adequately displayed the potential for HD texture packs and for MC Patcher. My only concern is the inability for texture packs in differing resolutions (32x for when I'm using my old computer than struggles to run minecraft, and a 128x for my computer that handles your pack at 70-80fps.). However, I completely understand that merely keeping a regular texture pack up to date can be a challenge, let alone one that pushes MC Patcher to it's full potential. Because this is the case, I would love to offer my assistance. If you would permit it, I would happily help to create resized variations of your pack. I am capable of resizing it to any resolution except for 512x(I don't know how to properly make one that size just yet that won't come with a multitude of performance issues).
However, I want to forwarn you that if you permit me to undergo this, that it may take some time for me to complete this, as I have my own texture pack that I am in the midst of creating. I predict this may take me as long as a few months to finish, but no longer than that. If you are concerned that there might be an issue with whom claims what as their own, know that I'm not only not inclined at all to take credit for your work, but that I actually would have no problem with you taking credit for my work in making your pack more accessible(or satisfy the hunger of "graphics whores" like myself). To explain why despite this sounding too good to be true, I feel I am trustworthy. Why am I? Because I adore this pack far too much to even consider hinder it's progress in such a way.
When you have decided on how to respond to my request, I would highly recommend that you reply to my email, as I do not regularly visit this forum, except to submit my work and check the progress of packs I follow. That email is [email protected]. Thank you for your consideration.
- _xXgingyXx_
If only we could specify different fonts for different uses. I'd love to have a more unispaced console font for the console/chat with the more rustic one for signs and maybe even something else for the GUI.Quote from Xyvius
This may have not been intentional, I could not say, but i do know that the previous "misa font" did not play well with "clickable links" as the location which needed to be clicked did not scale with the texts slightly more "bulky" width. Now with 1.7 including the ability to have "interactive text" (via the tellraw command) I can imagine that many servers (my own included) would not recommend using the more elegant font, despite its obvious beauty. Unless it is "standardized" to a uniform width, I foresee many people extracting it out of the graphical pack... to make playing on there favorite servers less frustrating. Who knows, if it can't be "standardized" then maybe, now that 1.7 allows multiple packs to "stack", the font could be separated out as its own pack... Just a thought.
Regardless, I will continue to recommend it graphically! I love this pack!
Pretty sure he did. I know before I lost access to my computer he asked for my template so he could post it on the MCPatcher thread. And given the circumstances I probably won't be the first to explot it for once.Quote from Lojack_2000
Oddly enough, Misa did such a good job with textures that I have found a few in the old alternates.png file that can be used for some of the new blocks. I started yesterday with the acacia, will try to look at the dark oak tonight or tomorrow. I'm sure she will do much more appropriate when she returns, but for now, it helps to minimize some of the new blocks from being all basic minecrafty.
BTW, did she ever post more information on the biome scheme? I know someone over in the mcpatcher thread posted a bit about it, and it seemed great, but wasn't sure if Kahr rolled it into the current version (and as Misa was the creator, I'm sure she'll be first to exploit all the features)
Possible, but not probable or even remotely easy. And I'm not fond of upscaling to 128x128 or 256x256 short of using textures of those sizes (or larger as is the case with ice) with the CTM Large Repeating texture feature. I've explained why from a design standpoint I prefer 64x64 or lower for this pack in the past (search).Quote from MasterM64
I completely agree, I have yet to see a realistic texture pack that can live up to this one in every possible angle. Everything from the font to the CTM (connected textures) capabilities of this texture (resource) pack are beyond phenomenal. Can you imagine this texture pack in 128x+?
@Misa: Just out of curiosity, is it possible to turn the tools/weapons textures into 128x+ definition (especially the sword)?
I can't if I've disappeared from the forums and can't get online. :/ I don't think they were intending to attack you anyway.Quote from cupcake cat
I am sorry I personally offended you and dishonored your family, I am sorry, but I looked at the last page and people were just saying: Great pack! Which it is, I am not NAGGING, I can very much live without it, plenty of other fish in the sea. I can wait. But in the future, have more patience ok? I am sure Misa can defend herself and does not need you. Thanks for understanding.
Nope.
By the time you're done your finger might fall off though.Quote from Xiooo
The fastest way to get the Texturepack is:
1. Open the MISA main page
2. Hit F5 again and again until the Title says "[64x][1.7.2] Misa's Realistic Texture Pack"
3. Profit!
¡Hola!Quote from MrTomTom
Come on Misa. Most of us are ok with waiting for the update just say hello that we know that you are allright!!
Reminds me.. I'll have to probably redo my red and yellow flowers from scratch. Which means dropping the old CTM random support I had of them and making something new. I'll need to create something more consistent and easy to expand upon when creating the new and more uniquely-shaped flowers.Quote from milococo1
Don't push her, Misa is going through real life stuff, she is probly fine, and just is too busy to go online just to say 'hello'.you should be excited for what misas textures for the new blocks/flowers will look like, I know they will be awesome!
This is kind of an ironic post if you think about it. Either way I've no problem with people telling other people to read a few pages back when I'm not there to do it myself because I've no way of accessing the forums.Quote from volvoV70guy
The vigilantism on this thread is getting very old. Is begging for updates fruitless and, in a way, disrespectful to Misa? Yes. Is it anyone's responsibility beside her own to fend off people innocently asking for an update? No.
PM me with permission requests, please.Quote from MKNT
Can I port this pack into PE and upload in Korean MCPE Community and My Blog? I will give you full credit, post link. and I won't upload that anywhere except there
I haven't followed it in awhile to even know if it's still active but if it is, CrEaTiVe_ONE's Medieval pack probably. A lot of our inspiration for our packs comes from similar places, and lord knows how many tutorials and tricks I gave the guy on my Tinychat. Also I saw on the later pages I haven't gotten to yet someone did a fan update for my work that'd probably be worth checking out.Quote from Zuzax
Any recommendations for 1.7.2 texturepacks to use as secondary packs with Misa's 1.6.4 pack as the primary? I've tried a few but they just don't blend in well enough so I just stick with the default as secondary to fill in the new bits.
Gives me a newfound appreciation as to how really, really good Misa's pack is.
Pretty much.Quote from Gezzer51
Except for couple of minor points you've missed.
1. She can't defend herself because she has RL sht going on.
2. It seems that there is a major amount of dumb asses adding more useless posts begging for an update instead of doing what everyone here with a brain has done, read a couple of posts. Posting a plz update post is not only a waste of Misa's time, but everyone else's because we have to read them all in the process of finding anything that's actually important. So in a sense it's disrespectful to the community in large as well.
Go for it. I'd appreciate a link to my thread in the video description or something though.
I don't see it... and Dammit, Zuzax beat me to the Wikipedia pareidolia link.Quote from Hiro TDK
I would just like to point out, because it seems no one in this thread has noticed, that Misa's dirt has a f***ing face in it. I can't stop staring it it now. It just stares back. Just look at those eyes!
It used to be better back in the old days... I know I can't stand the search feature now for as much as I recommend that other people use it. The change to the forum format broke it and never bothered to fix it I guess.Quote from Hiro TDK
Really? It's only been seven pages since Misa's note?
You're not even remotely joking about this one. Holy f***ing Christ, man. I can't find things when I know an exact quote from the post.
I'm sure I won't know what the hell I'm doing at first whenever I get around to working on it again...Quote from zaphod69
The biggest issue with ALL the texture packs right now is some problems with the MC textures themselves and how they have been changed, there are a number of bugs and other issues involving the setup of the format and the alignment of textures in game, look at a bed in vanilla from both sides to see an obvious example, or pay attention to how doors look when used.
Honestly this is like extremely low priority at this point, and just because they can be spawned doesn't mean they have an official use to be important enough to provide a coherent texture scheme for.Quote from Darckray
Misa, Do you remember this? well... i was hoping that when you resume your texture pack again, you could take consideration about this, because you don't need third party software to spawn 'unused' content anymore, with the command /summon, you can spawn all of these, even more, you can spawn almost everything in the game, even EnderCrystals!, i don't think Mojang will remove those in the future, they have stated that they would keep 'unused content' for map makers, if you don't think it's possible, try it yourself, here are some examples: /summon Giant ~ ~ ~ or /summon EntityHorse ~ ~ ~ {Type: 3} (or 4)
you can even make the skeletal horse and the zombie horse rideable!, i assure you a lot of map makers will use these 'unused mobs', no, they're already doing so, it would be awesome for you to make textures for those... and... about the green robed villager's role... i guess he could be some type of Druid or something similar, or a hobo XD, Thanks
You can also add your own resources to maps now... I know that may not be a comforting answer, but I've really way too many things on my plate as it is.Quote from MasterM64
I completely agree on this Darckray; as a map maker myself, this definitely should be done since I personally see this as the best HD texture pack in the community of Minecraft. I would love to be able to utilize these illegit mobs in my maps and recommend Misa's texture pack for the ultimate visual experience to the playerbase that play my maps.
I'm secretly a ghost right now. But yeah, I'm fine.Quote from derdaist123
After more than 3 month hearing nothing of Misa, we should consider.. erm.. serious health problems? I mean can we be sure, that Misa is still alive? :-/
I dunno about expediting the pack. I can only go as fast as real life allows me. Donations do help me get by though considering I've no real source of income at the moment. Anyway there's a pink donate button on the first page near the download section.Quote from GitarGr8
Is there anywhere I can donate to Misa to help expidite the 1.74 release? Maybe she's waiting for 1.8? Either way, I've been so spoiled by this texture pack, I can't play minecraft with any other.
I wasn't flipping the house. Main reason we had to move is that we were broke and Southern California was too expensive to live in with no income. I had to do all the remodeling myself on a very limited budget and always be on call for showings since I had nowhere else to stay to let realitors just have free reign of the place. Couple this with the fact that I had to pack up my computer and shut off the Internet to save money and prepare for a move across country to a house we hadn't even found yet by a certain deadline that if not met would put us on the streets. Even after the move I ended up living in a hotel for a good while, which after the sale of the house we were fortunately able to afford--though it did eat a good bit into our repair fund for the new place. And yeah, the new place didn't even have working plumbing, electricity, or duct work when we purchased it. Things just aren't as easy when you're broke.Quote from Zuzax
I think the point here is that people are starting to worry - not about the texture pack but about Misa the person. I've bought, refurb'd and sold several houses and never went off line for this long during any one of them. Last public word from her was early September.
I hope nothing has gone wrong...
I always recommended his pack to anyone that couldn't run mine in my Tinychat. I like his style and color scheme a lot. One of my early ideas for a texture pack to make for my own personal use before I actually had one posted was steampunk-related as my favorite game series of all time had a strong medieval steampunk setting. Though I saw little need to make one, as Glimmar's covered the genre better than I probably could've from scratch..
The ones with the hats that stick well above a square-shaped head. There's only a few hat types in my villagers, and they're identical across the randomob versions, so just learn to recognize those and you should be able to spot them easily.Quote from MagpieTear
Okay, dumb question about Misa's pack. Since the villagers look like actual people instead of Squidward, I can't tell which zombies are Zombie villagers. I would like to try to cure zombie villager, but don't know which ones to capture and which to destroy. Anyone have a clue as to tell which are which?
I really do appreciate this.Quote from pscof42
Hey, everyone, I just wanted to let you know that I've created a PATCH for this resource pack.
I've started the thread here:
http://www.minecraftforum.net/topic/2251774-x64174-misas-realistic-resource-patch-by-pscof42-updated-30dec2013/
I'm not dead! I'm getting better... I don't want to go on the cart! I feel fine! I think I'll go for a walk... I feel happy! I feel happy!Quote from nessomik12
R.I.P Misa. Best pack all the time.. always so detailed and everything was just awesome.
Typically the cure-all workaround for dead-end creative works like that is software patches that can take the official files downloaded from a legit source then shuffle them around to where they need to be. This is not one of those instances yet however.Quote from Zuzax
So what's the etiquette for when a developer abandons a texture pack and disappears without a word from the community? I've seen plenty of instances where people have stopped developing something but usually they have given their blessing to one or more other texture pack artists to carry on their work.
I suppose that it could carry on as a two-part affair, with the base being Misa's 1.6.4 along with other developers' "patches" to her initial work in order to bring it up to 1.7.x and beyond, but eventually Mojang will come up with another major re-write or an actual API that could render Misa's 1.6.4 unusable as a base. What then?
We're about to enter the fifth month of no word from Misa about the future of the texture pack, and it becomes a little more obsolete with every point release. How long before it's considered abandoned by the community and the work is continued by someone (not me) else?
Hopefully this absurdly long response post helps correct the lack of information over the past however-long-it's-been.Quote from Deepblue686
I agree.
What if Misa simply cannot get online at the moment?
Why should we have any rights to say her pack is discontinued?
How would you like it if unforseen circumstances came up which stopped you from coming here to update your pack (or even just post about delays) and, when you were able to return, someone else had been editing your work, claiming you'd stopped working on it?
Right now, we don't know much of Misa's personal life and what's going on. We shouldn't just assume things.
Most pack authors who stop because of personal reasons usually tell us and let someone take command.
I'd rather wait and hear what she has to say, rather than use an unofficial continuation that she hasn't approved.
Well fan continuations can also be used to help bridge the gap or sate the fix of a lot of players until the official source can get rolling again. It certainly eases some of the stress for me to feel a need to sacrifice my health or something equally dangerous for an update.Quote from Deepblue686
Well to be honest I'm probably not talking, specifically, about him.
I mean, yeah, I should have read his thread in a bit more detail I'll admit.
Mostly I'm talking about people who dismiss a pack as dead the moment they don't get an update when the corresponding update for the game comes out. and I suppose there are those who start up a "fan continuation" the moment they deem it "dead".
...rubs the lotion on its skin.
Oh wait, no, it uses coconut oil instead because it hates the sticky residue many lotions leave behind.
Your fingers will probably be indefinitely crossed. The 64x64 resolution is more of a design decision than a technical limitation.Quote from Achaius1
It's been awhile since I used ths pack. Was the first I ever used and at the time I was glad it was only a 64. Now I have a better computer and was looking to see if a higher res was available but to my disappointment, no. I will check back at a later date with fingers crossed.
This is just false and outdated information. A texture pack contains resources that are identified by copyright law as creative works. And copyright law hasn't required registration for years to classify a work as copyright of its creator since works published online became so prevalent.Quote from DanSparrow
Original maybe, copyrighted? not really, it's just a word, but not a real thing, let's face it you don't register a texture pack into the copyright so they aren't really yours. The most you can do is make people notice someone used your texture pack to make another one. Beside Misa hasn't posted since september, that kinda lets people know it's unlikely for this to be updated by the creator.
Basically the moment you first post a creative work online, that work is automatically copyrighted to the poster. That's not to say you can't or shouldn't register with the office. Naturally your authorship can be challenged by the real artist (or a thieving scam artist) if you're just posting a copy of their work for the first time to the public domain. In this case, registering would give you financial assistance for legal fees from the copyright office. Otherwise if you're challenged as owner of a copyright you haven't registered, you just have to pay all legal expenses out of your pocket and provide your own evidence of authorship. And most of the time, the legal fee issue is moot with a countersuit and enough evidence to prove yourself as the author of the work.
Under the current copyright laws, it is a very real and valid copyright. When I was a kid it probably wouldn't have been, but there's been many changes to copyright law since the Internet took off.Quote from Deepblue686
While it isn't a real copyright, I suppose it's still a copyright as part of the site rules.
You can if you're broke and the only money you have is the money you plan to make from selling the house to live somewhere much cheaper that you haven't even found yet. And then to do it with 4 people, 3 animals, and you as the closest thing to an able-bodied physical laborer. I'll probably have back problems for years from this move.Quote from ItstimeforaDANCEPARTY
No body could take five months to move not even to a different country i am sad to say that maybe misa has abandoned the pack. But someone could take up her work and if nobody does then i guess all of us will have to move on. If anybody wants to i think she wouldn't mind.
Mostly my reaction has been slight amusement with a twinge of befuddlement. It's almost entertaining to see what people make of you on limited information. I remember I used to play a game along those lines in my Tinychat where I'd ask people to describe what they thought I looked like, having never given a personal description. I'm apparently a blonde, big-breasted supermodel with pale blue eyes.Quote from Darkone003
There could be a million reasons why she either can't or doesn't want to post right now. At the end of the day, Minecraft isn't going to take priority over her life, if she has a lot going on that's going to be what she's focusing on. So yeah she may be moved, and have everything she technically needs to work on her pack, but even assuming she actually moved into a new place, she could have a lot of other stuff going on in her life right now. It could even be as simple as her not feeling like getting back into it right now. We don't know her, all we know is she worked very hard in her spare time to give us an amazing texture pack and if she was done with it she will tell us when shes able.
This is Misa's work, no one can use it for anything without HER permission, it doesn't matter if she's done working on it or not. I really can't believe some people are arguing about the legality of re-using her artwork and no one is even considering that it's just plain disrespectful to her, whether it's legal or not.
If you were Misa and you came back to this thread, months later, and saw this conversation, what would your reaction be? I doubt it would make you feel warm and fuzzy inside seeing people contemplating stealing your hard work. :x
I get it too, but my machine is really old and also has some memory issues with the OS and java. I imagine my pack uses up a lot of memory too. I kinda just cope with it until I can afford to upgrade.Quote from jadeDHero
Quick question for you all:
When I play Minecraft while using this texture pack, I always get a non-responsive Minecraft window while the actual game is loading.
The game doesn't respond for maybe a minute or two, and then functions normally.
Does this happen with anybody else?
Sounds about right.Quote from Keirgarth2007
Been a while since I looked in, sorry to hear Misa is currently on the missing list. Hope she is doing well and that things work out for her, as I love her work. I do have to tell you pscof42 that Misa might accept your building a temp patch for her work, but she will likely refuse to take any of your work as her own. I have offered some of mine and she has turned it down saying she prefers to keep all work in the pack hers alone.
Looking forward to the time when Misa finds time to come back, though if she decides not to, then I wish her well.
If there is, it'd be a fan version, and if one exists, I'm not aware of it. I'm not even familiar with Hexxit.Quote from ManOnTheEdge
Hey guys, made an account after lurking this thread to ask if anyone thinks there might be a Hexxit version of this pack in the works someone might be making? The custom mobs and items not covered by the Misa pack tend to clash with the rest that are so it'd be nice to have it fully compatible.
That is kinda the way most modding communities ultimately go. At least with regard to old giants going under to be replaced with new blood if the game's community is still going strong for many years. Though yeah, my absence was at least (hopefully) just temporary.Quote from OlioPL
Please make a updated version for Minecraft 1.7.4!!! Why everybody stops now making new texture packs!? What happened? I miss Minecraft, please bring it back! This is a disaster, this community gets smaller or what!? Please don't stop your work!
A job, let alone one I'd enjoy would be nice, yes--unfortunately that'd be a miss. Hit on the computer though! It's around this time I actually got in contact with my real life best friend over the phone and asked him to let everyone know I was alright. Sorry I didn't have much more to go off of to have him relay at the time.Quote from Gezzer51
I'm reaching the point where I really could care less about the texture pack. I just wish someone could tell us she's alright.Well I'm hoping she's got a new job creating great computer art and is just too busy. That or her computer is shot. Because my mind's starting to wander into the WTF has happened to Misa territory, and it's unsettling.Misa please post your alright or have someone else do it for you.
wut
I didn't give him one because I was operating off of limited information myself at the time and had no estimates for when I'd be able to return to the community, let alone the status of the pack. That's still a little fuzzy for me at the moment.Quote from Zuzax
Wow. I'm impressed that someone whose product was a fixture of a connected community could go so cold-turkey-completely-off-line for nigh-on seven months. I can't go a half hour without checking in somewhere.
Anyway, I hope you're legit and not trolling. You don't have much history to verify. Did Misa give you a notion as to when she hopes to emerge from the void?
I think you should PM me with permission requests.Quote from JacquesRemy
I'd like to port Misa's TP to pocket edition 0.8.1, but she's not here to give permissions, do you think that there will be any problem if I just do it? after all she said that it's possible to use her work...
"You are only allowed to use work from this pack for remixes and compilations... if I am given credit for my work on your release."
what do you think?
It's kinda hard to write anything on the forums when you have no way to access the internet, let alone remember your own user login info for Curse.Quote from Cheyron173
That is really good news.
But i am a little surprised that Misa did not even wrote a single post in months. (even when she is moving)
If she just posted: "i am really busy but alive. Expect new update in about five months"
... than i would be happy.
But as she is not answering at all, i'm still worried.
Anyway.
I just wanted to say, i used this texture pack for three years now, and i can not imagine my Mincraft-World without it.
Everytime Mojang updated Minecraft, i was curious to see what the new items will look like.
And mostly they looked better than i expected them to be.
I also tried other HD texture packs, but every time i did that, i just thought: "No ... no ... no ... , Misas is still better "
I would be very happy, if you came back.
Or poor and stuck in a rural area of the Southern US with unreliable transportation. I've never owned a smartphone in my life. The only cell phone I've owned was a $15 tracfone from Wal-Mart that I can occasionally afford to recharge the minutes on. And I only got that thing maybe less than a year ago.Quote from Zuzax
Unless you are in the rugged Alaskan wilderness somewhere, in a third-world country, or in prison, you almost can't avoid getting online. These days, the ubiquity of smartphones, 4G wireless, free WiFi at cafes, free internet terminals at Public Libraries, and many other free or cheap access points makes it seem like a conscious decision to avoid the many ways one can go online cheaply, easily or even for free.
Not saying that it couldn't happen at all, but that it seems, well, curious.
You apparently don't know me very well at all. And to assume you could really know me as a person well enough from posts I make to a video game community for a mod I produce is a bit of a stretch.Quote from TheManinTheBlackFeltHat
I think we all know Misa from her posts well enough to know that if she had something she wanted us to know about her health or whereabouts, she wouldn't send in some anonymous person claiming to be her RL friend whose profile doesn't even give their age, gender, or location to deliver the first information we've heard about her for 6 months.
I've reported your post and hope others will do the same.
I didn't send an anonymous person, I was on the phone with a friend, he mentioned people were thinking I was dead and I asked him to let everyone know I was alright. Also wouldn't it stand more to reason that a real life friend of mine wouldn't have many posts on here because they weren't met through Minecraft? I've not met up in real life with a single person I've met through the Minecraft community. And since when is it law that people on the Internet have to know your age, gender or location for you to not be a liar or troll?
I've been around the internet since before the Internet had graphics, and the real-life anonymity was actually one of the big initial draws that got people from niche groups to connect and form BBS's and IRC's that were the backbone of the web before companies like AOL started capitalizing off of it with wider market of the general populace. Had it not been for anonymity, the Internet likely would've never taken off the way it did, or would've become a heavily regulated and censored corporate circle-jerk the way most television has become--but I digress.
Even if saotomato wasn't who he claimed to be, what exactly would you be reporting his post for? Which rule specifically would that post be in violation of?
First time I moved, the internet wasn't even a big thing, second time I had it within a week and it was still in the dial-up era, but was also just moving maybe 10 miles away to another city. This third time... Well I've made enough responses on the topic already in this giant post for anyone interested enough to piece the entire story together by now.Quote from Cheyron173
I think, you just went too far with that.
Seatomato does not have to be the biggest Minecraft fan with over 1000 posts in the forum, to be a legitimate Misas IRL-friend.
I moved twice, so far.
I had no internet for one week, so ... you be the judge ...
I'm sure there's a clever counter-analogy to make here comparing Mojang's shoddy development practices to the pirates or something else related to one of the more negative aspects of Peter Pan lore, but I'm having trouble making it work.Quote from JacquesRemy
Maybe Misa grew old and forgot about Neverland... got out of fairy dust and lovely wonderful thoughts, Idk but I'm sure that one day she'll be back
That works too. I was really hoping to take a petty jab at Mojang's incompetence at some point though.Quote from Glimmar
That's a very sweet and sad picture...lets hope not!
More like the Neverland pirates have been up to their nasty tricks again and Misa is held a prisoner of RL circumstances.
I've known a few very skilled homeless people who just lacked opportunity to make proper use of their talents. In my experience it's more common than someone being homeless just because they're talentless or lazy. Circumstance is a bitch.Quote from JacquesRemy
That makes me think about all the people that we usually find homeless everywhere, how many of them are talented people? (angry, depressed people sometimes) how many deserves a cup of coffee or even a smile? maybe they created master pieces such Misa's pack and almost for free...
It took me ages before enough people even convinced me to add optional adf.ly links, and even longer before I got around to adding the donation link. I'm a little wary about taking money for the work I do here. I tend to get hyper-critical of my work and what's expected of me when I feel extremely obliged to do something. While the money helps a lot, it doesn't come without a bit of that obligation for me. And honestly I probably did push myself a bit too hard in the past with updates.Quote from VashTS240
When she get's internet back, she should, in my personal opinion, create a Patreon page. If everyone who likes/uses her pack is willing to support her even if only $1/month, that will be a somewhat substantial amount of money per month (not to say the least of which are those who can afford more). [I understand not everyone will be able to due to either financial reasons of their own or age, but...]
The last one I actually lost more than 50-some hours worth of sleep from overdosing on caffeine to get it ready for the release day. I worked all day the day before, into the morning of the next and then ended up giving tech support late into the evening of the release day. (don't overdose on caffeine, kids--it's no fun) As things are I need to take it a little easy and feel no real pressure to immediately update, and making more money at this point would probably just make me feel guilty about not being able to maintain my past stellar record of consistent updates within a day of major releases.
Never going to be a premium or pay version of the pack. As a poor person, I take issue with the sort of business model that rewards those who are better off financially than others. I prefer the model where if you enjoy doing something and are good at it, share it freely with no strings attached and let people toss coins into your hat if they got something out of it and have the coins to spare.Quote from lescard60
I, like everyone else, hopes Misa is well and will return soon....especially with the new 3D update coming up. Her texture pack is simply the best out there hands down. Maybe once she gets back on her feet, she'll consider a free version and a pay version. Connected textures, 3D, and animated features could be a paid for option...I know I would be willing to contribute. The amount of work involved is staggering considering she's done this all for free.
Thanks again and look forward to your return
Les
Probably will.Quote from Darckray
i haven't been able to play minecraft since october, my laptop died a long time ago, i hope misa comes back before my computer does...
You can stop now.
To everyone else who has shown their support for me during this time, I'd like to express a very big 'thank you.' I'd also like to thank those who kept things under control here and quelled any weird speculations about my whereabouts and were generally helpful to people new to the party. And yet another thank you to those who found ways to keep the pack going in my absence.
I'm still in process of this whole move with renovations to make the place more livable, and settling in and hopefully getting a job or going to school or something that'll help me to sustain a decent lifestyle. So you may not hear too much from me as often as you used to, but I'll still be checking up on this more regularly. MASSIVE WALL OF TEXT should keep you all busy enough for awhile anyway. Tomorrow I'll probably get around to sifting through all the PM's I've got. So if you've been waiting for answer all this time, you can likely expect one tomorrow.
-
4
Kahr posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3MCPatcher is updated to 4.3.2 with support for 1.7.5 and 14w08a. See OP for download links and list of changes.Posted in: Resource Packs -
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Kahr posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3Download MCPatcher 4.3.2-beta2 for 14w07a and earlier: jar exePosted in: Resource Packs
The snapshot-breakage-to-patcher-update cycle is getting shorter, so here's another beta release. Notable changes since beta1:- Compatible up to 14w07a. I'd like to eventually do something to expand on the custom block models Mojang introduced, but it's too early to plan anything while the format is still up in the air.
- Fixed CTM not applying to the grass side texture. Use matchTiles=grass_side_overlay for the most reliable match.
- Fixed useGlint=false not working for worn armor models.
- Fixed CTM not applying to certain other textures.
- Started to work on the render pass issues again, but everything Mojang changed in 1.7 changed again in 1.8, so it was all for naught. At this rate 1.8 may prove to be as painful an update for modders as 1.7.
- To post a comment, please login.
67
Mediafire
Older versions:
v2.5: Download (for Minecraft 1.14.x)
v2.4: Download (for Minecraft 1.13.x)
v2.3: Download (for Minecraft 1.12.x)
v2.2: Download (for Minecraft 1.11.x)
v2.1: Download (for Minecraft 1.10.x)
v2.0: Download (for Minecraft 1.9.x)
v1.9: Download (for Minecraft 1.9)
v1.8: Download (for Minecraft 1.8.x)
v1.7: Download (for Minecraft 1.7.x)
v1.6: Download (for Minecraft 1.6.x)
v1.5: Download (for Minecraft 1.5.x)
v1.4: Download (for pre-1.5 Minecraft versions)
What is that?
This resource upgrade for the default resource pack of Minecraft aims to improve the appearance of the game without the use of mods, while staying faithful to the general style of Minecraft. All features included in this resource pack work with vanilla Minecraft.
What are the main features of this pack?
It adds a bunch of improved textures (water, lava and fire animations, several blocks and items, GUI elements, the sun, moon, paintings, armor, ...), some of them with increased resolution. It also adds a better readable HD in-game font, makes the dull biome colors a bit better to look at, tweaks several mobs and other entities, adds random terrain textures for more variety and proper 3D block and item models for some blocks and entities. Furthermore, it replaces the most annoying in-game sounds with improved or new ones and gives some blocks, items and entities better fitting names. For a more detailed list of features, see below.
How do I install the pack?
Simply copy the whole "Better than Default" zip-file to the resource packs folder of Minecraft, un-zipping the file is not necessary. Then start the game, open Options / Resource Packs, select "Better than Default", click "Done" and enjoy!
What about other texture features like connected textures?
Older versions of this pack (pre-1.9) supported a bunch of additional texture features like connected textures, custom colors, random mobs, better glass rendering and a custom HD skybox, which only work when using mods like MCPatcher or Optifine. Due to the (slowly) increasing amount of resource pack functionality in vanilla Minecraft as well as uncertainty about future updates for the required mods, those features are no longer kept in the pack and won't receive updates anymore.
I really like this. How can I support you ?
1. By reporting issues you found in the pack on this forum thread
2. By telling all your friends to use this
3. By adding the following banner code to your signature:
Recent changes:
List of implemented features:
● Adds better readable in-game font with 16x resolution
● Adds new SGA font to Enchantment GUI (2x resolution)
● Adds support for several Minecraft-styled color emojis, using the following unicode characters: Creeper Face 😈 U+1F608, Pig Face 🐷 U+1F437, Cow Face 🐮 U+1F42E, Zombie Face 🧟 U+1F9DF, Skeleton Face 💀 U+1F480, Steve Face 👨 U+1F468, Alex Face 👩 U+1F469, Villager Face 😐 U+1F610, Enderman Face 👽 U+1F47D, Iron Golem Face 🤖 U+1F916, Ender Dragon Face 🐲 U+1F432, Ghast 👻 U+1F47B, Slime 🦠 U+1F9A0, Pumpkin Face 🎃 U+1F383, Chest 🧰 U+1F9F0, Target 🎯 U+1F3AF, Diamond Sword 🗡 U+1F5E1, Diamond Pickaxe ⛏ U+26CF, Axe 🪓 U+1FA93, Shovel U+E00C, Hoe U+E005, Trident 🔱 U+1F531, Shears ✂ U+2702, Bow and Arrow 🏹 U+1F3F9, Arrow ↗ U+2197, Firework Rocket 🚀 U+1F680, Fishing Rod 🎣 U+1F3A3, Bucket 🪣 U+1FAA3, Bottle/Potion 🧪 U+1F9EA, Honey Bottle 🍯 U+1F36F, Apple 🍎 U+1F34E, Golden Apple 🍏 U+1F34F, Melon Slice 🍉 U+1F349, Potato 🥔 U+1F954, Carrot 🥕 U+1F955, Sweet Berries 🍒 U+1F352, Bread 🍞 U+1F35E, Raw Porkchop 🥩 U+1F969, Cookie 🍪 U+1F36A, Red Mushroom 🍄 U+1F344, Roses 🌹 U+1F339, Sunflower 🌻 U+1F33B, Tulip 🌷 U+1F337, Oxeye Daisy 💮 U+1F4AE, Oak Sapling 🌳 U+1F333, Spruce Sapling 🌲 U+1F332, Bone 🦴 U+1F9B4, Feather 🪶 U+1FAB6, Iron Ingot U+E006, Gold Ingot U+E007, Copper Ingot U+E008, Netherite Ingot U+E009, Brick 🧱 U+1F9F1, Diamond 💎 U+1F48E, Emerald 🪙 U+1FA99, Redstone Dust U+E00A, Glowstone Dust U+E00D, Coal U+E00B, Fire 🔥 U+1F525, Book 📕 U+1F4D5, Nametag 🏷 U+1F3F7, Totem of Undying 🗿 U+1F5FF, Painting 🖼 U+1F5BC, Bell 🔔 U+1F514, Chains ⛓ U+26D3, Ladder 🪜 U+1FA9C, Red Wool 🟥 U+1F7E5, Orange Wool 🟧 U+1F7E7, Yellow Wool 🟨 U+1F7E8, Lime Wool 🟩 U+1F7E9, Blue Wool 🟦 U+1F7E6, Purple Wool 🟪 U+1F7EA, Brown Wool 🟫 U+1F7EB, Black Wool ⬛ U+2B1B, White Wool ⬜ U+2B1C, Noteblock 📻 U+1F4FB, Sponge 🧽 U+1F9FD, Dirt U+E00E, Cobblestone 🪨 U+1FAA8, Goat Horn 📣 U+1F4E3.
● Adds some new splash texts and removes boring ones (reduces overall amount to ~250)
● Changes HUD icons and bars to be in 8x resolution
● Adds a better looking hover effect to menu buttons
● Adds better looking pop-up notification windows
● Adds countless minor GUI improvements
● Adds scountless tweaks to the english language files (US/GB), including many renamed blocks, items and entities.
● Adds hunger, armor, health, poison, air and XP "preview icon" characters to all food, armor and several potion bottle and tipped arrow items, giving more detailed information about how they affect the player when used/consumed.
● Improves the descriptions of several advancements to be less vague and more helpful to new players. Challenge-type advancements also show a clear "Challenge" designation and the reward.
Environment:
● Adds a more natural looking sun (4x resolution) and moon (16x resolution)
● Adds new rain and snow particles (4x resolution)
● Adds a less dull color palette to grass and leaves
● Adds high-resolution water blur (4x resolution)
● Changes darkness blur to allow a slightly better view in dark areas and underwater
● Changes pumpkin blur to make more sense and allow a slightly better view
Blocks:
Terrain:
● Adds better looking textures for Limestone, Tuff, Ice, Mud, Glowstone, Copper and Iron Ore Blocks, Cobwebs, small and giant Mushrooms, Ferns, Sunflower Heads, Cacti and Dripstone
● Adds minor improvements to leaf colors and transparency (leaf blocks in fast graphics mode, azalea bushes, darker dark oak)
● Adds new side textures for snowy Podzol and Mycelium blocks which actually fit the blocksBuilding, Decoration, etc:
● Adds better looking textures for all types of Glass blocks and panes, Carved Logs, Chiseled Deepslate top/bottom, Beacons, Glazed Terracotta, Bricks, Explosive Charges, Lapis Lazuli Blocks, Lodestones, Brewing Stands, Smithing Tables, Jukeboxes, Soul Campfires, End Rods, Iron and Oak Wood Doors and Trapdoors
● Adds more crystalline-looking Diamond Blocks and properly colored diamond corners to Enchanting Tables
● Adds several improvements to the Sandstone textures: Regular sandstone showing the cracked/cobbled texture on all sides, better seams for the decorative variants, tweaked Smooth Sandstone texture to reduce lattice effects
● Adds proper slab, double slab and stair side textures for all blocks with a seam
Farming:
● Adds better looking melon textures as well as proper bottom textures for pumpkins and melons
● Improves the growth stages of Wheat, Beetroots, Carrots, Potatoes and Sweet Berries to make them more realistic and distinctive
● Adds different textures for the moisture levels of farmland
● Adds different textures for the age levels of Chorus Flowers
● Adds different textures for the honey levels of Bee Nests/Hives
Redstone:
● Slightly improves the appearance of Redstone wires and torches, Tripwire and Detector Rails
● Adds improved input and output textures, arrows and symbols to Repeaters, Comparators, Hoppers, Dispensers, Droppers, Observers and Pistons to make redstone contraptions significantly easier to build and troubleshoot
● Adds proper instrument and tuning displays to Noteblocks, making them a lot more straightforward to use
● Adds more useful, high-contrast Redstone Lamps
Block Animations:
● Adds better looking animations for water, lava, fire and portals
● Adds fire and glowing animations to lit furnaces
● Adds red pulsing animation to Monster Spawners
● Adds tweaked, animated Command Block textures
● Adds bubble animations to bottles inside a Brewing Stand
● Improves the Basalt column, Door, Trapdoor, Piston, Lever, Tripwire Hook, Comparator, Repeater, Wall Torch, Candle, Chipped/Damaged Anvil, Iron Bars, Lightning Rod, Tree Sapling, Sunflower, Cactus and Potted Cactus block modelsBlock Models:
● Adds new 3D block models for Sugar Canes, Crops, Lily Pads, Frog Spawn, Furnaces, Dispensers, Droppers, Jukeboxes, Observers, Daylight Sensors, Glass Panes, Iron Bars, Rails, Ladders and Pointed Dripstone
● Adds a simple "bushy leaves" feature to all leaf blocks for a much better in-game appearance
● Adds backface rendering for normal and tinted glass blocks, Beacons and Monster Spawners
● Adds 6-way connecting borders for mushroom blocks
● Fixes several issues of big dripleafs, the shading of potted plants and the saw blade animation of stonecutters
Random Blocks:
● Randomises the textures/block models of all stone types including their polished variants and slabs, all mineral blocks, all dirt, sand and ice variants, Mud, Packed Mud, Moss, Grass, Mycelium, Podzol, Dirt Paths, Gravel, Clay, Limestone, Tuff, Obsidian, Crying Obsidian, Pointed Dripstone, all mushroom blocks, Tall Grass, Dead Bushes, Hanging Roots, Cobwebs, Lily Pads, Lapis Lazuli Blocks, Bookshelves, Soul Sand, Shroomlights and Glowstone, for more variety in-game and to reduce lattice effects
Items:
● Adds better looking items for Doors, Signs, Paintings, Glowstone and Redstone Dust, Gunpowder, Sugar, Ender Eyes, Nether Stars, all kinds of bottles and potions, Compasses, Clocks, Shears, Paper and Maps, Lava Buckets, Pink/Purple/Light Blue/Lime/Gray Dye, Melon Slices, Pumpkin Pie, most seed types, Wheat, Sugar Canes, Sunflowers, Pitcher Plants, Nether Warts, Rotten Potatoes, Cooked Fish, Firework Rockets, Totems of Undying, Spyglasses, Tridents, Phantom Membranes, Music Discs and Smithing Templates
● Improves the colors of all coal, diamond and gold items as well as Copper and Iron Ore, Dried Kelp and arrow tips
● Changes Tree Saplings to show their respective fruit/seed instead, which make more sense to drop from decaying leaf blocks
● Adds small preview icons onto Banner Pattern items
● Adds better looking armor and elytra items and fitting armor/shield inventory slot icons
● Centers many oddly placed items for a better appearance in inventories
● Adds 3D models for all block and entity items that don't show them by default
Item animations:
● Adds smooth dial/needle movement to clock/compass
● Adds animated XP orbs inside XP Bottles
● Slightly improves the bow texture and its pull animation
Entities:
● Adds faithful, high-resolution paintings (4x resolution)Static entities:
● Adds better skins for Trapped Chests, Enderchests and colored Shulker Boxes
● Adds a better looking HD enchantment book with readable SGA text to the enchanting table
● Adds a better looking, cleaner front texture to the signs
● Adds properly colored flint tips to arrows
● Adds better looking Ender Crystals and more decorative Decorated Pots
● Adds better looking beams for active Beacons and End Crystals
● Adds better looking Ender Dragon Fireball texture from Minecraft Bedrock Edition
● Adds better looking, high-resolution XP Orbs (4x resolution)
Mobs:
● Adds tweaked skins for Cows, Red Mooshrooms, Chickens, Wolves, Skeletons, Endermen, Blazes and damaged Iron Golems
● Adds new, better looking skins for Creepers, Slimes and Ocelots
Armor:
● Adds new, better looking player armor (2x resolution)
● Adds new, better looking horse armor (2x resolution)
● Adds new, better looking elytra (2x resolution)
● Adds shields and shield overlay patterns with doubled resolution
● Adds better animations for charged Creepers and Wither Armor
Particles:
● Adds a more realistic explosion animation (2x resolution)
● Removes the annoying white "sweep effect" animation and damage hearts popping up when attacking mobs
● Adds a smaller, less obtrusive glint particle seen when fertilising plants and feeding baby animals
● Doubles the resolution of the SGA particles emitted from bookshelves around an enchanting table
● Fixes breaking particles of wooden chests showing the wrong texture (MC-65915)
Sounds:
● Adds new, less annoying and more varied weather sounds (rain and thunder)
● Adds better explosion, lavapop, water, mud, flint and steel, bow shoot and bow hit sounds
● Improves the Nether Portal humming sequence
● Drastically reduces the volume of the player attack sounds
● Drastically reduces the volume of several zombie/husk banging, breaking and conversion sounds
● Re-adds the old, funnier cow sounds from Alpha/Beta
● Adds additional chicken and zombie sounds for more variety
● Changes the headache-triggering bat squeaking to a more realistic, higher-pitched sound
● Changes the weird Sniffer hurt and death sounds to be lower pitched and better fit this large creature
● Re-arranges and adjusts some of the background music to make more sense and be less annoying
● Changes all music discs to play Minecraft's most iconic background music tracks in full-quality stereo, instead of the mostly weird-sounding mono-channel vanilla record tracks
(Partially outdated)
More screenshots here:
Comparison Default / Better than Default
Better sugar canes, smooth needle and dial movement for compass and clocks, better rain:
Comparison Default / Better than Default
Better distinguishable crops and growth stages:
Comparison Default / Better than Default
Better looking glass:
Comparison Default / Better than Default
Slightly improved Redstone Wires, better Repeaters and high-contrast displays!
Comparison Default / Better than Default
Comparison Default / Better than Default
Snow and ice revamped!
Comparison Default / Better than Default
Enjoy Kristoffer Zetterstrand’s original artwork in 4x resolution!
Blowing up some houses is more fun now!
Better armor and random ores:
Comparison Default / Better than Default
More natural-looking moon:
Comparison Default / Better than Default
Camouflaged Creepers!
Also did some improvements to the End!
Comparison Default / Better than Default
Even hell is better than default!
Comparison Default / Better than Default
You can change or use the included features in any way you want, you don't have to ask me for permission. I'm OK with people using my pack to make texture presentation videos or even to make their own texture/resource packs, but please add a reference including my name and a link to my forum thread!
You're not allowed to ...
... make any money with anything containing my stuff! (no donations, no adf.ly links, ...)
... upload my pack anywhere else (distribution is only made via this forum thread!)
... use any features I took from other texturepacks without the permission from the authors!
I've permission to use textures from the following texturepacks:
>>> Forum Link
1
Buzzy Bees and Disgusting Bugs
Hey, everyone!
The pack has been updated to version 2.6 for Minecraft 1.15. This is mostly a compatibility update, the only significant additions are a new pumpkin blur texture and a better appearance of the distinctive honey levels of bee nests/hives. A complete list of changes can be found below. As always, Mojang was rather busy squishing bugs, but not without introducing a bunch of new ones, unfortunately also including some visual bugs affecting this pack (beacon beam no longer transparent, some items rendered dark, etc.). Here's a hand-selected list of some noticeable bugs that could need a bit of extra attention:
MC-120335: Flower pot bottom texture is not rendered because of incorrect "uv" values in the model file
MC-157727: The small cube in honey/slime blocks isn't displayed in inventory
MC-161917: Particles do not render underwater, behind water or behind other transparent blocks
MC-163153: Transparent parts of beacon beam texture appear black
MC-166135: Bees inside a nest/hive don't grow up or get their breeding timer reset
MC-166722: Some custom item models appear dark in the inventory
MC-167045: Banners are rendered too dark in the inventory
MC-167526: Back part of the glint animation on an enchanted bow or crossbow shows z-fighting
MC-167906: Beehive items at full honey level do not appear with honey in inventory/as item/in hand
MC-168230: End crystal beam is dark / desaturated
Changelog for v2.6:
Have fun with all the new bees and bugs
1
Hello everyone!
Finally, the pack is updated to v2.5 for Minecraft 1.14.4.
There’s a lot of things that happened since the last update, including a significant part of the forum being deleted basically overnight without properly informing everyone (see https://www.minecraftforum.net/forums/forums/forum-discussion-info/2944101-regarding-disappearing-threads-posts-and-users), the forum almost dying (https://www.minecraftforum.net/news/60727-important-minecraft-forum-archive-announcement) and the forum being saved from permanent archivation shortly afterward (https://www.minecraftforum.net/news/60728-a-new-and-exciting-beginning). The cleansing (or whatever one can call that) affected this thread too, but I managed to reclaim it, thanks to the admin @Lord_Ralex. This means my pack will be still available on the Minecraft Forum for now.
Apart from that, no major news from my side, but I could mention that there’s a Seed of Andromeda Discord server available now (link on the bottom of the OP). If someone’s still interested in the project or would like to contribute, this is the place to go.
This BTD update took a while to finish due to the significant changes on the vanilla side of the game in MC 1.14, now being shipped with a complete texture overhaul. I’ve looked carefully through all the new textures, compared them to the old vanilla textures or my custom ones and kept the better or at least acceptable ones in every case. Other major changes are:
- A massive update to the in-game font, now covering a bunch of new special characters as well as hebrew, armenian, vietnamese, upside down latin and runic character sets.
- Switched iron golems back to the vanilla appearance to stay consistent with the villager/pillager/ravager theme
- Lots of fixes, including missing repeater and comparator side textures
- Finally, particle.png has been split, allowing resource packs to modify them without breaking compatibility after each MC update. No more ugly green glint particles when fertilising crops!
- Added proper side textures for all stairs and double slabs of blocks with a seam (see polished granite/diorite/andesite or sandstone for example)
- New/old Nether portal animation: Replaced Misa’s old animation with an improved vanilla version of it, reducing its size by 90%.
- New, more complex 3D models for the two new furnace types
A complete list of changes can be found in the spoiler below. I hope you enjoy the new update
1
Well, it's dead, Jim. RIP
Not the update I would have liked to see, but understandable. I guess I have to find another place to host my resource pack. I don't like reddit, so Planet Minecraft seems to be the only popular option. We'll see ...
1
We know the data is just hidden and the mods are, in fact, able to restore them. But they have to do it post per post. The question here is if they'll come up with a tool to automatically resetore all posts or if they'll do it manually. Haven't seen any updates on this yet ...
2
Many users would certainly have if given the option ... I would definitely have provided my consent if the notification email were sent to the email account I'm actually using for this forum right now, and not to an obsolete one I used 6 years ago. "Many users could not provide their consent ..." would be a better way to put it.
I think more important than "who's responsible?" or "was this really necessary?" is the question: "What is being done to fix this mess?" ...
So far, not very much as it appears, but maybe you can give us an update on how things stand right now?
5
I'm not blaming anyone specific, I'm just trying to point out that something might, in fact, not have worked correctly here. Before deleting 1 million users and 10 million forum posts, you make absolutely sure everyone's aware of it. I doubt it is part of the correct procedure to send notifications to an obsolete email I used for my Curse account 6 years ago. I'm using Twitch to log-in into this forum. I did not recieve any information via the email adress provided to my Twitch account. If Curse is being bought by Fandom from Twitch, I would expect Twitch to inform me about this and how it affects me via the contact data I gave them. I got nothing. Otherwise we wouldn't have this problem in the first place.
It would just be interesting if anyone else had a similar surprise when checking his forum threads, and how easy it would be to restore the lost content from a server backup or something like that. Dunno. We'll see
Looking forward to updates on this ...
13
As one of the 1 million affected users, I would like to note the following:
1 - The notification emails you sent out were sent to my old (now unused) email adress I used when joining the forums 6 years ago, not to the current email I provided to my Twitch account, which the forum uses now. This is the reason I did not notice the transfer right away until my threads and posts have been deleted. I still haven't recieved any information why you did it this way, but I'm pretty certain something went wrong here.
2 - I've never seen any pop-up appearing on the forums hinting the transition to Fandom. It is not completely out of question that add-block ate it, but that's still strange as it only blocks web elements that are explicitely marked as adds. I've seen all other pop-ups appearing in the past too, even the one telling people to transfer their forum accounts to Twitch. Why would exactly this one be supressed by add-block? (Also, please don't come with "why u not deactivate add block? blablabla ... I've cought malicious stuff through adds in the past, also at least 90% of adds on the internet are pure cancer, especially the ones with sound. Not even talking about how much faster websites load with add-block ... the MC forums are no exception here. I'm not turning it off, never again!)
So yeah, I was completely unaware this purge is happening. I totally understand the GDPR and it's not a bad law, but it requires every company to give people a clear option to consent or opt out of any kind of data usage or data transfer. I did not recieve this option in any proper way. I get the feeling there might have been a few mistakes on your side, or not? I mean, the transition to Twitch worked flawlessly ...
I'm sure I'm not the only one having years worth of forum posts deleted out of nowhere, so what do you guys think? Anyone else out there who recieved zero information before having his stuff deleted?