I was referring to the connected textures of Misa's pack. The latest version of Misa's pack relies a lot on the Connected Textures mod, and SEUS lacks bump mapping and parallax mapping support for connected textures, so if you want to use SEUS you'll have to disable these features. Also, as I've said, Misa has issues with Optifine, which SEUS requires to run. Optifine may not support all the pack's features. 'Til SEUS adds support for the CTM, and Optifine issues these problems with Misa's pack, among others, Misa won't be doing official support for SEUS and would recommend against using Optifine.
Well i did read your reply which was after I gave my opinion of option, and I gave the option of using the unstitcher as a way to just try and make things a little easier for conversion, you know save as much time as you can where you can for the poor update being served to us, I was just giving ideas to make your life maybe a little easier while we, i mean the community, tries to figure something to do since those support mods are gonna be pretty broken for a while.
I was referring to the connected textures of Misa's pack. The latest version of Misa's pack relies a lot on the Connected Textures mod, and SEUS lacks bump mapping and parallax mapping support for connected textures, so if you want to use SEUS you'll have to disable these features. Also, as I've said, Misa has issues with Optifine, which SEUS requires to run. Optifine may not support all the pack's features. 'Til SEUS adds support for the CTM, and Optifine issues these problems with Misa's pack, among others, Misa won't be doing official support for SEUS and would recommend against using Optifine.
If you really are working for a bump/parallax mapping support, that's awesome. I don't use bump mapping and parallax mapping since my laptop lags like hell with them, anyway. I just use SEUS for the realistic lighting and waving plants/leaves, among other things.
Hey misa, if you don't know, Dinnerbone released an unstitcher tool, to convert the texture packs for the new format, i tried using on your texture pack, and worked fine, just the things like animated textures and the nether portal arent working, also water is normal too, but its a good way to start converting your texture pack! The link is http://assets.minecr.../unstitcher.jar
Well, the good part is, now minecraft support animated textures which is a good thing, that was on McPatcher, and now is vanilla!
this is an amazing texture pack misa, great work!! just one quick question: this texture pack does work with Mcpatcher, but does it work with Optifine also?
Ok, I'm using your pack but I got this twich when I move my mouse. I use a 128 by 128 texturpack but it doesn't lag, so I know its not my computer. The twiching is hard to play with and I need Help fixing it. I Look on youtube to see if someone else it having it but no one is. Help me Please!?!?!?!
It's a Texture Pack converter. It is able to take ANY old texture pack and pull it apart, or "unstitch," all the individual blocks and items from the terrain.png and items.png into their new, separate, allocated folders.
In other words, one way to look at is this:
You could keep making your Texture Pack how you were, and just run the unstitcher on it; at least until they add even more items or blocks.
And now for another response post few people will take the time to read!...
...Automatic conversion isn't so much my worries as is the loss of important features. Dinnerbone released an unstitcher to help with the conversion process. He just seems to fail to understand that texture packs these days are more than just terrain.png with custom animation support...
...As stated in the reply above, conversion was never the issue. It's the loss of important features (CTM, Custom Colors, Randomobs, etc.) that many complete, high resolution texture packs have relied upon for ages and the poor technical implementation of high resolution texture support (Buggy held item edges, animation properties using the formatting-corruptable *.txt extension, the unnecessary restitching and unstitching on the code's side, etc)...
Knew it would go unread by most people.
I've been aware of this long before the snapshot even came out, and it doesn't solve any of the real problems I had. My large response posts are really the best source of information if you want to know my complete stance on any brought-up issue. I appreciate the sentiment, but right now I don't need any help that I'm not already getting. Also it kinda slows down the process of replying to PM's and emails.
The Meaning of Life, the Universe, and Everything.
Join Date:
11/18/2011
Posts:
45
Member Details
Looks like Kahr made some good progress with MCPatcher over the weekend. Hope it all works well for you and that your pack can once again be used without issue. Your work is amazing
Well at least it's a good step towards not needing to HD patch at every release, I have no doubt the team will get the rest that's still missing sorted soon enough. Keep ya chin up, things will only get better, you'll see ;-)
I was referring to the connected textures of Misa's pack. The latest version of Misa's pack relies a lot on the Connected Textures mod, and SEUS lacks bump mapping and parallax mapping support for connected textures, so if you want to use SEUS you'll have to disable these features. Also, as I've said, Misa has issues with Optifine, which SEUS requires to run. Optifine may not support all the pack's features. 'Til SEUS adds support for the CTM, and Optifine issues these problems with Misa's pack, among others, Misa won't be doing official support for SEUS and would recommend against using Optifine.
I hope this clears things up for you.
Well i did read your reply which was after I gave my opinion of option, and I gave the option of using the unstitcher as a way to just try and make things a little easier for conversion, you know save as much time as you can where you can for the poor update being served to us, I was just giving ideas to make your life maybe a little easier while we, i mean the community, tries to figure something to do since those support mods are gonna be pretty broken for a while.
CTM is now supported
http://www.minecraft...ed-by-karyonix/
I've personally been working on some ctm shader support for Misa's pack, but I'm slow and lazy and haven't gotten much done.
and if you notice there's even shader support on the hand held items now too.
Oh wow. That was quick.
If you really are working for a bump/parallax mapping support, that's awesome. I don't use bump mapping and parallax mapping since my laptop lags like hell with them, anyway. I just use SEUS for the realistic lighting and waving plants/leaves, among other things.
Weights used in the screenshot: 25 6 9 8 6 6 6 4 13 7 6 4. If you don't know what to do with them - read first post in MCPatcher thread.
http://www.planetminecraft.com/member/spejs/
----------
That's what I wanted to say
Well, the good part is, now minecraft support animated textures which is a good thing, that was on McPatcher, and now is vanilla!
Details?
cool. thanks for the tip!
P.S nice pack
At some point around Snapshot 13w02b, Dinnerbone himself released this:
http://assets.minecraft.net/unstitcher/unstitcher.jar
It's a Texture Pack converter. It is able to take ANY old texture pack and pull it apart, or "unstitch," all the individual blocks and items from the terrain.png and items.png into their new, separate, allocated folders.
In other words, one way to look at is this:
You could keep making your Texture Pack how you were, and just run the unstitcher on it; at least until they add even more items or blocks.
Hope this helps!
Knew it would go unread by most people.
I've been aware of this long before the snapshot even came out, and it doesn't solve any of the real problems I had. My large response posts are really the best source of information if you want to know my complete stance on any brought-up issue. I appreciate the sentiment, but right now I don't need any help that I'm not already getting. Also it kinda slows down the process of replying to PM's and emails.