I might have found a bug. I don't know if it is intended or not, but I was placing the barbed wire from the xtras pack and I noticed that the barbed wire takes on the shape of the stone walls instead of the iron fence like it used to.
Lastly for this post, can XBEE texture sheets go into a texture pack instead of the zip for the mod? Could that possibly be the problem with Forge not picking them up? It think I might try that out later.
As someone who used to change change every single ID in this mod I highly (and strongly) recommend that if you can change to default ID's then please do. Move all your other mods out of the way as it makes life so much easier. Unless you have extensively used this mod in such a way that your builds can't be redone (if you are a survival player you can always rebuild the affected areas in creative and you wouldn't be cheating) then it is worth the disruption. I am so glad I did it and should have done it much earlier.
Of course it all depends on your particular situation but that's my advice.
I believe that is intended and was changed from the standard block a little while ago. I think it was a block, and don't remember it being a fence but I could be wrong. To me, the block never looked right, so I am happy that it changed to using the wall as it gives it some depth that it wouldn't get with a pane.
You could always copy the texture onto a metal block and rename it. Then you'd have both options.
As far as I know, MCPatchers HDTextures are not compatible with Forge.
If you do use Forge for HDTexture support, as AngeloGaRo said, you will need to revert to the default texture pack and then reload your chosen texture pack to fix the white tile issue.
You should definitely add the xtrablocks set of texture folders into your texture pack and re-size them in there.
Alternatively, you could download the file below.
XtraBlocks HD Texture Sheets Download
32x32, 64x64, 128x128 and 256x256 texture packs.
Just open the folder that corresponds with the texture pack that you're using and drag the folders within, into your texture pack .zip.
With the more recent versions of Optifine, the flikering on panels is nowhere near as bad. They mostly flicker when viewed from afar, especially if they are near a light source (it gets worse with higher resolution textures).
I run with Optifine for HD textures and in the way that I have utilized my panels and pavers I never even see a flicker.
I still haven't had a good look into the z-fighting fix yet. I am having a break from any coding today.
I did however add a duplicate set of panels/pavers last night. They are just a little thicker and have no render issues with Optifine. I have named them RaisedPanels/Pavers
In the first picture, green are the raised panels and blue are the regular panels
They will be in the next release.
I also cleaned up some code with the doors. They should all behave normally again. ie they only drop one door when broken (even if you break the top half), the colored doors will not open when powered (I think I broke that in the last release), also they don't change position when using keys anymore.
@futhermukka,
wideload is correct.
I made the change from a regular cubed block to the wall type in 1.4.7_XtraBlocksEE v3.9.7c.
The only difference from that release is that they no longer connect to the other walls.
@Angelo,
I have to agree with wideload. If you use the default XBEE id's, it will be much easier.
Most of the big mods will install with no conflicts at all.
Just to clarify, HD texture packs like LB PhotoRealism, Sphax etc all work perfectly fine, at all the resolutions including 256x, with just Forge installed or with Forge and using MCPatcher for HDFonts, BetterGrass and RandomMobs but not HD Textures..
It is only 256x + 512x textures for mods that currently don't work. This morning I tried increasing some other mods png's to 256x and the same problem occured with them. I had wondered about them not being cached and have tried swapping to default and back, and restarting MC but with no luck. It's almost like it's not finding them, even though they are there in the correct folder.
Well i tested it in my laptop without mcpatcher it happened the same that you say with 256 resolutions, dont know if its because my laptop is not as powerfull as my desktop, unfortunately i cant test it on my desktop at the moment, but it still work with mc patcher. so i guess you cant use higher resolutions like 256 without HD patch
But for what im reading, you replaces the default textures inside the zip that is why the reload of the texture pack didnt worked for you.
Most importantly, how do you get your HD texture support with MCPatcher and Forge? Which versions are you using? I can't seem to get HD textures to work through MCPatcher.
If I install Forge first, then MCPatcher, the HD Textures option is greyed out but it lets me use HDFonts, BetterGrass and RandomMobs. Forge provides support for HD texture packs but this leaves me with the problem I have mentioned. This is my current setup with Forge #527 and MCPatcher 2.4.5_02. The same problem occurs with Forge #518 and I can't go earlier than that because of Mystcraft.
If I install MCPatcher (with HD Textures selected), then Forge, and launch Minecraft it comes up with some kind of 'particle error' log.
If I use MCPatcher to install Forge (first in the list) with HD Textures selected it comes up with an NullPointerException on launching Minecraft.
I don't know of any other ways to try. When installing Forge do you miss out, or not install any of the classes?
If you could tell me exactly how you get yours to work, with the versions, it might lead me down the correct path. And I really appreciate you testing an install with just Forge and no HD patcher.
im using forge 6.6.0.497 (should update soon XD) and mcpatcher 2.4.5_02
what i do to get both working is install forge from mc patcher (add it from mods>add) in a clean minecraft so all the options are still available. I only mark Random mobs and HD textures because if I install any other than that I get texture problems with the little blocks mod (not showing the proper textiures of modded blocks) i havent had any problem doing that and i have all my mods working perfectly.
Lastly for this post, can XBEE texture sheets go into a texture pack instead of the zip for the mod? Could that possibly be the problem with Forge not picking them up? It think I might try that out later.
yes they can in fact that is what i do. I made my own pack called angelopack just for test the textures fast without charge a full hd texture pack taking alot less time to charge and only testing the added textures.
to do so you just need create a folder with the name of your own pack and inside of it add a txt file called pack so minecraft recognizes it as a texture pack folder, inside of that txt you dont need to add any but if you do it will be de displayed description for your pack inside minecraft.
you dont need to zip it if you dont want to, also you can use your current texture pack if you dont want to create a new one like me.
to get the textures working you need to follow the same route as in the mod zip. as example, with xbee wood sheet, you find the textures inside a folder called xbwood and you find that folder as soon as you open the zip so that means you only need to place the texture sheet inside your pack in a folder called xbwood too.
to make the things a little bit clear
\.minecraft\texturepacks\Yourpack\Xbwood (inside that folder you place the png image.)
for other mods that add the sheet inside a folder inside another folder and that folder inside another folder ... XD you need just follow the route, lets put as example the coloured beds mod that someone told here before (maybe it was you i dont remember XD) so you have to place your png like this
\.minecraft\texturepacks\Yourpack\cbm\bedsPng (and inside that folder you place the png folder)
I hope I've explained well and that it helps
As someone who used to change change every single ID in this mod I highly (and strongly) recommend that if you can change to default ID's then please do. Move all your other mods out of the way as it makes life so much easier. Unless you have extensively used this mod in such a way that your builds can't be redone (if you are a survival player you can always rebuild the affected areas in creative and you wouldn't be cheating) then it is worth the disruption. I am so glad I did it and should have done it much earlier.
Of course it all depends on your particular situation but that's my advice.
yeah i wish i could do that, the problem is that this was not the first mod i installed so i installed many mods letting them take the ids they wished (lack of experience back on those times) so i collected and builded things. that means that let the defaults for xbee would destroy many biomes and things previously installed
As far as I know, MCPatchers HDTextures are not compatible with Forge.
If you do use Forge for HDTexture support, as AngeloGaRo said, you will need to revert to the default texture pack and then reload your chosen texture pack to fix the white tile issue.
Maybe i am just really really lucky XD
With the more recent versions of Optifine, the flikering on panels is nowhere near as bad. They mostly flicker when viewed from afar, especially if they are near a light source (it gets worse with higher resolution textures).
I run with Optifine for HD textures and in the way that I have utilized my panels and pavers I never even see a flicker.
I still haven't had a good look into the z-fighting fix yet. I am having a break from any coding today.
I did however add a duplicate set of panels/pavers last night. They are just a little thicker and have no render issues with Optifine. I have named them RaisedPanels/Pavers
In the first picture, green are the raised panels and blue are the regular panels
They will be in the next release.
So that means we will have more panels and pavers, or are you going to replace the other ones with the raised version
Thanks for the responses and the info guys. With your info and my own testing I have come to some definite answers, which is what I was after. At least they are definite answers for me. I'll try not to make this reply too long and get straight to the points.
Forge does have HD texture support and for texture packs that alter vanilla Minecraft it appears to be for all resolutions. For mods it appears to be only up to 128x, any higher and you get the white/black squares.
MCPatcher's HD Textures are not compatible with the later Forge releases, at least from build ~518. Angelo obviously seems able to get it working with #497, so he is indeed lucky. I would recommend that if you don't need to upgrade Forge (i.e. for a mod) then stay as you are, because it appears your 256x mod textures may not work if you do upgrade. I'd hang on and see what 1.5 brings with it.
Optifine would work but isn't an option for me as it renders the Little Blocks mod invisible. I see you use this as well, Angelo, so you know that problem and you know how good a mod it is. Little Blocks will beat Optifine every time if it's a choice.
wow at the moment i dont need upgrade anyway maybe i will test it later with the new version, 1.5 is getting really closer so i can start testing if i wont get them working anymore
I do actually have my own customised 64x texture pack which is a combination of textures from my 4 or 5 favourite packs and a few of my own creation. I had read that mod textures could go in there but had just never gotten around to doing it. The explanation was great and easy to follow, it definitely seems easier than going into every zip, for every mod, every time (not that I've done that many for mods). Going through the texture pack is definitely the way I'm doing it from now on.
im glad it helped
So, to sum up, I'm going to carry on creating 256x textures for XBEE so I can hopefully use them in 1.5+ but I will also put some extra work in and create them as 128x as well so I can use them now. Hopefully I shall be posting some soon. I hope you guys like movie/TV related items.
i cant wait to see your work
I really like the new raised versions. They seem more like proper signs now. But I like the flat ones as well so I hope you don't change them. I already use a couple of them as stone paths placed on grass. Having them raised wouldn't look right.
Thanks for the responses and the info guys. With your info and my own testing I have come to some definite answers, which is what I was after. At least they are definite answers for me. I'll try not to make this reply too long and get straight to the points.
Forge does have HD texture support and for texture packs that alter vanilla Minecraft it appears to be for all resolutions. For mods it appears to be only up to 128x, any higher and you get the white/black squares.
MCPatcher's HD Textures are not compatible with the later Forge releases, at least from build ~518. Angelo obviously seems able to get it working with #497, so he is indeed lucky. I would recommend that if you don't need to upgrade Forge (i.e. for a mod) then stay as you are, because it appears your 256x mod textures may not work if you do upgrade. I'd hang on and see what 1.5 brings with it.
Optifine would work but isn't an option for me as it renders the Little Blocks mod invisible. I see you use this as well, Angelo, so you know that problem and you know how good a mod it is. Little Blocks will beat Optifine every time if it's a choice.
I do actually have my own customised 64x texture pack which is a combination of textures from my 4 or 5 favourite packs and a few of my own creation. I had read that mod textures could go in there but had just never gotten around to doing it. The explanation was great and easy to follow, it definitely seems easier than going into every zip, for every mod, every time (not that I've done that many for mods). Going through the texture pack is definitely the way I'm doing it from now on.
So, to sum up, I'm going to carry on creating 256x textures for XBEE so I can hopefully use them in 1.5+ but I will also put some extra work in and create them as 128x as well so I can use them now. Hopefully I shall be posting some soon. I hope you guys like movie/TV related items.
I really like the new raised versions. They seem more like proper signs now. But I like the flat ones as well so I hope you don't change them. I already use a couple of them as stone paths placed on grass. Having them raised wouldn't look right.
Looking forward to seeing your creations!
So with all this talk , I loaded up my build that has no Optifine installed and confirmed that mods can only use a max of 128x textures.
I thought I must be going crazy at first, as my textures were working. Turns out that I must have figured that out already and forgotten, because all of my 256x texture packs are rockin' 128x textures for my mods.
I haven't looked but do you know if we have an official release date?
Last time I heard anything it was the end of Jan, until 1.4.7 delayed that, and then it was the end of Feb.
well mindcrafter already answer, i wasnt sure either i only knew that was suposed to be end of feb.
The original panels/pavers aren't going anywhere!
Regardless of whether or not I can make the Optifine fix work, both sets will be included.
Thanks for the info on the Barbed-Wire. I did not realize that you had changed it. Luckily I use one of the glass panes as barbed-wire also, So i will just come up with a shape appropriate texture for the actual block.
I have, like so many others I am sure, gotten inspiration from your mod and the seemingly endless amount of blocks and stuff to texture, that I have decide to attempt an adventure map.
As i was coming up with the plot-line and underlying story. I had an idea. That is what bring me to you....I would like to have different helmets/masks that have different overlays/HUD. (Think of wearing the carved pumpkin/Jack-o-lantern in minecraft).
Would it be possible to add 4 or 5 (or whatever you feel would be appropriate) Texture-able carved pumpkins into a pack, along with a corresponding overlay/HUD for each. (I believe it is the "pumpkinblur.png" in the minecraft textures)
I think this would be a great addition to have for any adventure texture pack. You could make helmets with Huds or miner hats with flashlight overlays, and stuff like that.
I don't know know if it possible to even achieve such a thing, but if it is, I would like to formally request it.
As i was coming up with the plot-line and underlying story. I had an idea. That is what bring me to you....I would like to have different helmets/masks that have different overlays/HUD. (Think of wearing the carved pumpkin/Jack-o-lantern in minecraft).
Would it be possible to add 4 or 5 (or whatever you feel would be appropriate) Texture-able carved pumpkins into a pack, along with a corresponding overlay/HUD for each. (I believe it is the "pumpkinblur.png" in the minecraft textures)
I have taken a quick look and found the code that I will need to use. I still need to figure out how to implement it. Once I get done with all the recoding needed for the the block naming to work, I will see if I can add some.
I'm going to disappoint you yet again. It's not because I'm being an @$$, I just don't have anything set up for the current texture sheets.
At least nothing that would really benefit you. I have a few 32 x 32 sheets containing some space themed textures for my current project. But the vast majority of those textures are used for walls.
Fixed double door drop when breaking top half of door.
Fixed door orientation glitch when using a key.
Fixed/Changed Door recipes.
Added 16 x Raised Panels.
Added 16 x Raised Fake Panels.
Added 16 x Raised Wood Pavers.
Added 16 x Raised Stone Pavers.
Added 16 x Raised Metal Pavers.
Added 16 x Raised Cloth Pavers.
Requires Forge: use the latest recommended version or above
(Built with "minecraftforge-universal-1.4.7-6.6.2.534").
You insult me....Space themed textures are always useful
Here's a few of the space textures and some wood (just because they were there).
They really don't have too much content as I am adding textures as I need them.
Like I said, they probably won't be very useful for you or maybe they will....
If you want to use them, I would recommend grabbing them from this: space 32x (so as to retain transparencies)
Here's a few screenies of them in use.
Very early stages of a build for a spaceship themed adventure map
Gonna sound like a noob here. How do i install the textures you sent MK?
There are two ways that you can do it.
First way is the easiest, but I would recommend the second method.
1. Open the mods .zip and inside that, the folder of the texture sheet you are replacing. Drag the new texture sheet from space32x into that folder, close and play.
The 32 x 32 textures should work just fine alongside the regular 16 x 16 textures.
Note:
In the space32x download,
I named the admin sheet incorrect, so you will need to change DIYAdmin.png to AdminBlocks.png.
If you want to use the wood textures, just delete the word True from "DIYWoodTrue.png" so that it's named "DIYWood.png"
(just named like that as I have the metal walls and pillars on the DIYWood.png also)
2. Place a texturepack (preferably a 32x32 to match the textures) in your texture packs folder.
Now open your texture packs .zip and drag all of the texture folders from the XBEE mod .zip into the texture packs .zip.
Next. Apply the steps from the first method only this time, add the new sheets into the XBEE texture folder within the texture pack.
eg. move DIYMetal.png from the space32x .zip, into /mincraft/texturepacks/YourTexturePack/xbmetal
Nice looking light. And I really liked you ship from the earlier post. It looks like it would be fairly small on the inside. Does it have tight corridors. The pic of the inside definitely gave me a reminder of Doom.
I've used Techne a few times and, having used 3D packages like Lightwave, I really like it's relative simplicity for building models. Although I have no use for them as I don't know a single line of code. But I do like creating them. This brings me to an idea I've been thinking about for quite awhile, but could never find anything definite on it. I'll get the idea properly thought through and send you a PM to see what you think.
Anyway, on to the point of why I'm posting and unfortunately I think I've found some bugs. But that's good, right? Better now than later.
1) Birch Door - When placed as a double door the top right texture is the wrong way.
2) Pavers - The wood, stone, metal and cloth pavers are sharing the same texture index as their raised versions. Is this intended?
3) Panels - Fake Panel 03, 15, 16, 17, 18 + 23 are all called Raised Fake Panel by default. Changing the name in the config doesn't alter this.
It's much bigger on the inside!
(sneaky TARDIS reference) At least it wasn't as bad as that pun that I dropped!
I wish that was the final size!.
That is just the very tip of the nose of the ship!
I will keep an eye out for your PM.
Oh! I fixed all them bugs too.
Thanks for the report.
In order to fix the birch door, I had to drop the textures down 1 block (just for that door)
I had totally forgotten that the texture will bug out if it is set to "0" on the texture sheet.
The outdoor lamp is included.
Requires Forge: use the latest recommended version or above
(Built with "minecraftforge-universal-1.4.7-6.6.2.534").
thanks for reading.
As far as I know, MCPatchers HDTextures are not compatible with Forge.
If you do use Forge for HDTexture support, as AngeloGaRo said, you will need to revert to the default texture pack and then reload your chosen texture pack to fix the white tile issue.
You should definitely add the xtrablocks set of texture folders into your texture pack and re-size them in there.
Alternatively, you could download the file below.
XtraBlocks HD Texture Sheets Download
32x32, 64x64, 128x128 and 256x256 texture packs.
Just open the folder that corresponds with the texture pack that you're using and drag the folders within, into your texture pack .zip.
With the more recent versions of Optifine, the flikering on panels is nowhere near as bad. They mostly flicker when viewed from afar, especially if they are near a light source (it gets worse with higher resolution textures).
I run with Optifine for HD textures and in the way that I have utilized my panels and pavers I never even see a flicker.
I still haven't had a good look into the z-fighting fix yet. I am having a break from any coding today.
I did however add a duplicate set of panels/pavers last night. They are just a little thicker and have no render issues with Optifine. I have named them RaisedPanels/Pavers
In the first picture, green are the raised panels and blue are the regular panels
They will be in the next release.
I also cleaned up some code with the doors. They should all behave normally again. ie they only drop one door when broken (even if you break the top half), the colored doors will not open when powered (I think I broke that in the last release), also they don't change position when using keys anymore.
@futhermukka,
wideload is correct.
I made the change from a regular cubed block to the wall type in 1.4.7_XtraBlocksEE v3.9.7c.
The only difference from that release is that they no longer connect to the other walls.
@Angelo,
I have to agree with wideload. If you use the default XBEE id's, it will be much easier.
Most of the big mods will install with no conflicts at all.
Well i tested it in my laptop without mcpatcher it happened the same that you say with 256 resolutions, dont know if its because my laptop is not as powerfull as my desktop, unfortunately i cant test it on my desktop at the moment, but it still work with mc patcher. so i guess you cant use higher resolutions like 256 without HD patch
But for what im reading, you replaces the default textures inside the zip that is why the reload of the texture pack didnt worked for you.
im using forge 6.6.0.497 (should update soon XD) and mcpatcher 2.4.5_02
what i do to get both working is install forge from mc patcher (add it from mods>add) in a clean minecraft so all the options are still available. I only mark Random mobs and HD textures because if I install any other than that I get texture problems with the little blocks mod (not showing the proper textiures of modded blocks) i havent had any problem doing that and i have all my mods working perfectly.
yes they can in fact that is what i do. I made my own pack called angelopack just for test the textures fast without charge a full hd texture pack taking alot less time to charge and only testing the added textures.
to do so you just need create a folder with the name of your own pack and inside of it add a txt file called pack so minecraft recognizes it as a texture pack folder, inside of that txt you dont need to add any but if you do it will be de displayed description for your pack inside minecraft.
you dont need to zip it if you dont want to, also you can use your current texture pack if you dont want to create a new one like me.
to get the textures working you need to follow the same route as in the mod zip. as example, with xbee wood sheet, you find the textures inside a folder called xbwood and you find that folder as soon as you open the zip so that means you only need to place the texture sheet inside your pack in a folder called xbwood too.
to make the things a little bit clear
\.minecraft\texturepacks\Yourpack\Xbwood (inside that folder you place the png image.)
for other mods that add the sheet inside a folder inside another folder and that folder inside another folder ... XD you need just follow the route, lets put as example the coloured beds mod that someone told here before (maybe it was you i dont remember XD) so you have to place your png like this
\.minecraft\texturepacks\Yourpack\cbm\bedsPng (and inside that folder you place the png folder)
I hope I've explained well and that it helps
yeah i wish i could do that, the problem is that this was not the first mod i installed so i installed many mods letting them take the ids they wished (lack of experience back on those times) so i collected and builded things. that means that let the defaults for xbee would destroy many biomes and things previously installed
Maybe i am just really really lucky XD
So that means we will have more panels and pavers, or are you going to replace the other ones with the raised version
wow at the moment i dont need upgrade anyway maybe i will test it later with the new version, 1.5 is getting really closer so i can start testing if i wont get them working anymore
im glad it helped
i cant wait to see your work
totaly agree
Looking forward to seeing your creations!
So with all this talk , I loaded up my build that has no Optifine installed and confirmed that mods can only use a max of 128x textures.
I thought I must be going crazy at first, as my textures were working. Turns out that I must have figured that out already and forgotten, because all of my 256x texture packs are rockin' 128x textures for my mods.
The original panels/pavers aren't going anywhere!
Regardless of whether or not I can make the Optifine fix work, both sets will be included.
Edit:
Here you go
well mindcrafter already answer, i wasnt sure either i only knew that was suposed to be end of feb.
that is great, I almost used all my panels
I have, like so many others I am sure, gotten inspiration from your mod and the seemingly endless amount of blocks and stuff to texture, that I have decide to attempt an adventure map.
As i was coming up with the plot-line and underlying story. I had an idea. That is what bring me to you....I would like to have different helmets/masks that have different overlays/HUD. (Think of wearing the carved pumpkin/Jack-o-lantern in minecraft).
Would it be possible to add 4 or 5 (or whatever you feel would be appropriate) Texture-able carved pumpkins into a pack, along with a corresponding overlay/HUD for each. (I believe it is the "pumpkinblur.png" in the minecraft textures)
I think this would be a great addition to have for any adventure texture pack. You could make helmets with Huds or miner hats with flashlight overlays, and stuff like that.
I don't know know if it possible to even achieve such a thing, but if it is, I would like to formally request it.
Thank you for reading this.
and keep up the awesome work!
No! I was going to at first, but then I decided that I would focus on getting the modulated version up to scratch.
I have taken a quick look and found the code that I will need to use. I still need to figure out how to implement it. Once I get done with all the recoding needed for the the block naming to work, I will see if I can add some.
I'm going to disappoint you yet again. It's not because I'm being an @$$, I just don't have anything set up for the current texture sheets.
At least nothing that would really benefit you. I have a few 32 x 32 sheets containing some space themed textures for my current project. But the vast majority of those textures are used for walls.
----------------------------------------------------------------------------------
1.4.7_XBEEModulated_Test_v2.0f
Block naming from config file, now applies to:
DIYCloth.
DIYDiscs.
DIYFood.
DIYGlass.
DIYGlow.
DIYMetal.
DIYPanels.
DIYStone.
DIYWood.
Fixed double door drop when breaking top half of door.
Fixed door orientation glitch when using a key.
Fixed/Changed Door recipes.
Added 16 x Raised Panels.
Added 16 x Raised Fake Panels.
Added 16 x Raised Wood Pavers.
Added 16 x Raised Stone Pavers.
Added 16 x Raised Metal Pavers.
Added 16 x Raised Cloth Pavers.
Requires Forge: use the latest recommended version or above
(Built with "minecraftforge-universal-1.4.7-6.6.2.534").
1.4.7_XBEEModulated_Test_v2.0f Download
Forestry stuff is in it!
Featuring Basalt and Marble, Karuberu's mud bricks and adobe, smoothest sandstone, sandstone bricks, colored cooked bricks (Millenaire fans yo!!!)
Here's a few of the space textures and some wood (just because they were there).
They really don't have too much content as I am adding textures as I need them.
Like I said, they probably won't be very useful for you or maybe they will....
If you want to use them, I would recommend grabbing them from this: space 32x (so as to retain transparencies)
Here's a few screenies of them in use.
Very early stages of a build for a spaceship themed adventure map
Looking through my pumpkin blur!
Here's a pic of the outdoor light, in game
Some of you may remember that I was going to add this model, way back when!
There are two ways that you can do it.
First way is the easiest, but I would recommend the second method.
1. Open the mods .zip and inside that, the folder of the texture sheet you are replacing. Drag the new texture sheet from space32x into that folder, close and play.
The 32 x 32 textures should work just fine alongside the regular 16 x 16 textures.
Note:
In the space32x download,
I named the admin sheet incorrect, so you will need to change DIYAdmin.png to AdminBlocks.png.
If you want to use the wood textures, just delete the word True from "DIYWoodTrue.png" so that it's named "DIYWood.png"
(just named like that as I have the metal walls and pillars on the DIYWood.png also)
2. Place a texturepack (preferably a 32x32 to match the textures) in your texture packs folder.
Now open your texture packs .zip and drag all of the texture folders from the XBEE mod .zip into the texture packs .zip.
Next. Apply the steps from the first method only this time, add the new sheets into the XBEE texture folder within the texture pack.
eg. move DIYMetal.png from the space32x .zip, into /mincraft/texturepacks/YourTexturePack/xbmetal
It's much bigger on the inside!
(sneaky TARDIS reference) At least it wasn't as bad as that pun that I dropped!
I wish that was the final size!.
That is just the very tip of the nose of the ship!
I will keep an eye out for your PM.
Oh! I fixed all them bugs too.
Thanks for the report.
In order to fix the birch door, I had to drop the textures down 1 block (just for that door)
I had totally forgotten that the texture will bug out if it is set to "0" on the texture sheet.
The outdoor lamp is included.
Requires Forge: use the latest recommended version or above
(Built with "minecraftforge-universal-1.4.7-6.6.2.534").
1.4.7_XBEEModulated_Test_v2.0g Download
..or magnets - that draw the arrows towards you.
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".