• 1

    posted a message on Texture Artists' Union
    Quote from Cynips

    Why my title is now tagged "1.7.10" and "512" even when I always write that it's for 1.7.4 and I have already "1.7, 512" in my title? This is completely random. Is there a way to change that?

    At the top of your thread there is a green "Tools" button. Click that and select "Edit Thread". There you can edit your "Prefixes" which is the text that appears in the red boxes.

    It was probably auto-populated from your thread title.
    Posted in: Resource Pack Discussion
  • 1

    posted a message on Texture Artists' Union
    Quote from Meringue

    I'm playing too with the new snapshot, is there a bunny template somewhere?
    About the blockstate stuff, is there a difference between this/what does it mean if there's x and y rotation in the same line?
    {"model": "gravel", "y": 90 },
     { "model": "gravel", "y": 90, "x": 90 },
    Ocean stuff... i think the turquoise stuff is too flashy.

    That X/Y rotation is what makes the mirrored version of the texture. Horizonatal and vertical mirroring respectively.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Latest Changes
    Quote from Ringoster

    I could definetly see pack artists selectively adding support for other pack's models in their own packs, just like modders incorporate the API's of other mods into their mods to allow extended compatibillity. Of course, some packs, like InsomniacLemon's pack for example, have a massive amount of custom models that would have to be textured, and I'd imagine most artists (myself included) wouldn't bother making such a large amount of custom textures just to allow compatibillity (I could be wrong, though).

    Those are two different, incompatible ideas.
    If you wanted to re-texture Lemon's tools you would hope he used unique names. Those textures almost certainly wouldn't work for another random pack's tools.

    I could see people like Lemon or the guy that already did it for faithful releasing packs add-on packs that are only models-- but that is more straightforward when you are making models for an existing pack.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Meaningless options in Resource Pack Prefixes
    Quote from citricsquid
    With regards to a snapshot prefix, do you mean "snapshot" or for Snapshot versions? Thank you!

    I haven't really weighed the pros and cons of either approach. But i think there should be something.
    Posted in: Feedback Archive
  • 0

    posted a message on Meaningless options in Resource Pack Prefixes
    I think it is pretty cool that you can now sort texture pack threads by some preset tags, relating to style, resolution and version. However most of the version selections are redundant and confusing. As far as a texture pack is concerned, there is no difference between MC 1.7.2, 1.7.4, 1.7.5, 1.7.10 etc. Nobody makes different 1.7.2 and 1.7.10 versions of a texture pack-- there's no difference. However since those distinctions are significant for mods, many users probably assume it matters for texture packs too.

    So texture pack artists are in the annoying position of having to spam a bunch of version tags (which may push actually useful tags off the display) or skip some and risk giving the impression that their pack is incompatible with the version of MC somebody is using.

    I think it would be much better if you simplified the available version prefixes. 1.5, 1.6, and 1.7 ( or 1.5.x, 1.6.x, and 1.7.x). Also please add a snapshot prefix.
    Posted in: Feedback Archive
  • 1

    posted a message on Latest Changes
    Quote from The_Fool76

    Of course as a side effect of this flexibility, we are going to see less cross-compatibility between resource packs as each person starts naming stuff using their own conventions. At some point we might want to try and establish a convention that if we use non-default names in our packs we list them as a convenience for other resource pack makers who might want to be cross-compatible. (Kind of like supporting a mod.)

    Except in the cases when Pack A is intended as an add-on to Pack B, any cross-compatibility is purely chance, and usually doesn't work out very well IMHO, even now.

    Quote from CommanderNebula9

    I have no interest in converting the random textures in my pack to Mojang's style. MCPatcher allows for more options, its easier, and its set in stone. I bet the Mojang system is going to change every other month.

    MCPatcher definitely has more options and is easier. As for being set in stone-- i wish. Significant stuff usually changes as Kahr adapts to each new major MC release. Up until 1.8 naturally stuff will change with Mojang's format-- after that i don't expect much change-- they would have to redo all their blocks and/or items if they changed the format.

    My choice for now is to support both-- it is really nice to get those variant textures in for all the Lithos users.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Quote from diam_0nd
    ..And I also saw this 'shooting star' in a pack. It worked, but I don't know how to replicate it D:

    Open up that texture pack with the shooting star and see how they did it.
    Posted in: Resource Packs
  • 0

    posted a message on 32x LITHOS - Default-Style, Detailed & Complete - 1.5x - 1.15x and beyond!
    Release v1.7-S

    For those playing the latest snapshot i've got most of the random textures working that you used to need MCPatcher or Optifine to see.

    See the first post for downloads, etc.

    Changlog:
    Vanilla:

    •Enderman Skin (with Random Variants)

    •New Bowl

    •New Mushroom Stew



    Snapshot:

    •3D red and brown Mushrooms (14w27b or later)

    •Rabbit Stew



    •Random Variants for the Following:

    •Andesite (Natural and Smooth)

    •Bookshelf

    •Diorite (Natural and Smooth)

    •Dirt (Regular and Corse)

    •End Stone

    •Wood Fence

    •Ore: Coal, Diamond, Gold, Iron, Redstone, Quartz

    •Prismarine: Dark and Rough

    •Granite (Natural and Smooth)

    •Grass

    •Gravel

    •Stone

    •Stonebrick, Cracked and Mossy





    Mekanism:

    •Ores and Dusts





    Ores Plus:

    •All the Common Ores

    Posted in: Resource Packs
  • 0

    posted a message on Texture Artists' Union
    Quote from insomniac_lemon

    Personally, I use custom_blocks for main textures, custom_items for item texture replacement (mainly for item models), and custom_particle when I need to make particle sheets (small images that can be used to "bust" apart for block-breaking particles when the main texture isn't suitable for this). It makes it easier to work with, reduces blobiness of the main texture folders, and also assures that your models will be textured appropriately is another pack is above it!


    Um, can you expand on that thought?
    I have noticed that if you stack a pack over mine that doesn't have .JSON stuff, Pack X will replace only the default texture, while any alternates still come from my pack. I.E. Lithos has dirt.png, dirt2.png, and dirt3.png. If i stack something over it, dirt.png is replaced by the other pack, but the other two show up. Two different styles of dirt mixed together look pretty odd.

    Now i certainly could point the .JSON at dirt1.png or to another folder and avoid the weirdness described above, but i'm also concerned about keeping Lithos easy to update, and staying compatable with earlier versions of MC. Though there are definitely advantages in making a separate pack for 1.8+
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Quote from XSSheep

    EDIT: okay, changing my question about the grass ctm thing because I fixed it. Now I just want to know if I can put the textures for the variants in a folder other than 'blocks'...

    I don't know, but you can certainly but them in a sub-folder.
    Posted in: Resource Pack Discussion
  • 2

    posted a message on Texture Artists' Union
    Got the red mushroom textured (different on all sides), and figured out how to put them in pots :)

    Posted in: Resource Pack Discussion
  • 2

    posted a message on 32x LITHOS - Default-Style, Detailed & Complete - 1.5x - 1.15x and beyond!
    The red mushrooms and potted mushrooms: more complicated models

    Posted in: Resource Packs
  • 0

    posted a message on Texture Artists' Union
    Quote from loki_of_sassgard

    RE: the problems I'm having with Minecraft crashing in the snapshot. I spent a bit of time today trying to work out what the heck is going on, and still utterly failed. It was absolutely fine until I edited the leather texture a few days ago. I saved the image, refreshed the textures in-game, and it crashed.

    It will load just fine in the release builds. I can run any version of 1,7 just fine. But in order to get to the snapshots, I have to run default. If I try to switch to my pack whilst in the snapshot, it will just kick me right back out to default.

    I just updated Java today, in the interest of eliminating all variables, and Minecraft has 2,5GB of RAM, which should be more than enough to run my pack.


    Why don't you believe the error message is accurate? It is quite possible that something has changed in the snapshots so that the memory threshold has changed.

    If you want to eliminate the possibility that it is a problem with the new images-- when you add them remove an equal number and see if it will run.

    Also there is a much more efficient way to show the effect of change to a texture pack.
    Press F3 + t to make MC reload the current texture pack.



    Quote from MasterfulGamer


    I assumed you wanted to use the model in a 32x32 texture so I went ahead and test the model.

    You didn't copy "This is a reeds model" too, or did you?


    No i didn't include that part.

    I figured out what was wrong. Your quoted text is missing a brace after "elements":
    Posted in: Resource Pack Discussion
  • 0

    posted a message on 32x LITHOS - Default-Style, Detailed & Complete - 1.5x - 1.15x and beyond!
    Quote from bball01
    It is a nice pack. I am wondering if you could change the tools and weapons to look more like default minecraft?

    Thanks. :)

    From what i've gathered the tools and weapons are one of the more popular parts of my pack. But nothing appeals to everyone.

    If you unzip my pack, and go to assets/minecraft/textures/items/ you can delete the image files weapons and tools you don't like, and the default versions will appear instead.
    Posted in: Resource Packs
  • 0

    posted a message on Texture Artists' Union
    Quote from loki_of_sassgard

    I have the same problem with random things deciding to crash my game. I can't get into snapshots at all again with my pack loaded, after just getting it fixed last week. I edited the leather texture, and now it's broken again.

    If you look at the "Development Console" tab in the launcher, it may tell you what the problem is.

    Quote from loki_of_sassgard

    I'm really liking those mushroom models, though. They do look nice and Minecrafty, and now I'm wondering why they don't look like that in Vanilla.


    Because there is an outcry of shock and horror from the internet whenever anything in minecraft is changed?

    More likely they are just focused on trying to get the new systems to make everything look like it did under the old systems.
    Posted in: Resource Pack Discussion
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