Downloaded, installed and marvelled at your awesome genius. I am currently working on a new 32x32 pix texture pack and suddenly to have everything moving again was wonderful. Thanks be to you indeed
If I was to be petty and ungrateful... I too would be over the moon if it was possible to tone down the neon blue of the water. However, I try not to be either, so I am still ecstatic.
You have made this weekend as exciting as if Notch had released a feature packed Secret Friday Update!
Is there a way to get a manual installer (.zip w/ readme) for this? I'm kinda leery about running another .jar on my system as I don't know what it may do.
Is there a way to get a manual installer (.zip w/ readme) for this? I'm kinda leery about running another .jar on my system as I don't know what it may do.
My personal request would be to have the game automagically scale down the 32x32 lava/water textures and use them in place of the default textures. If not, it would be nice if the patch would make it so the game would recognize another file or two as replacement lava/water textures and use the defaults if they were not available.
I'd also like to throw in my vote for a version that keeps the un-animated 32x32 textures over the defaults.
Basically, I'd like animated textures even if they're the 32x32 pixel textures scaled down, but not if they're the defaults. The defaults just don't work with some texture packs.
But could you please tell us what you have changed, so we can tailor our own custom tilesets for it without having to change any blocks?
I don't know what you're asking, but:
For animated textures, Minecraft draws on top of your terrain.png/items.png as the game runs. All this stuff was hard-coded for 16x16 textures, so using bigger textures would make it draw on the wrong tiles. The patcher modifies the compiled game code so it draws them in the right place. The game draws fire at row 2&3, column 16, water at row 13 columns 14&15, and lava at row 15, columns 14&15. I did not modify any tilesets.
Quote from MikeC2103 »
Would it be possible to have an option so that the items are not changed. I like the compass and i dont find I need the items at any higher res.
It uses the same code for both, so it'd draw the compass needle in the wrong place. (Actually I think it's even out-of-bounds and just crashes if I don't scale up items.png). It should look the same anyway.
Quote from Sephiroth »
Is there a way to get a manual installer (.zip w/ readme) for this? I'm kinda leery about running another .jar on my system as I don't know what it may do.
Not from me. Distributing modified classes violates the one major rule: "Do not distribute anything I've made. This includes the client and the server software for the game. This also includes modified versions of anything I've made."
You wouldn't know what the .class files you'd have to drag into minecraft.jar are doing either anyway.
Plus you wouldn't get to use all the cool options in the update I'm about to post!
I had just spent two hours resizing and editting Doku's RPG skin, trying to make it look good at 16x16 to get rid of those damnedable fire-corners (I was not going to distribute, of course), and was coming to the forum to search find out how to properly save the skins so I didn't get opaque white windows, etc, when I found this thread. I don't even care about that wasted time now, because I was dying to have the high-def skins.
Xau, you are the man.
Or woman.
Or transgender?
Anyway, keep up the good work.
Rollback Post to RevisionRollBack
Read everything I say twice. Use your sarcastic tone for the second one.
Meh, I thought you actually fixed it to let it use the modded animations.
Then I saw the before and after pic. I did this a week ago, just resizing the textures.
I figured more people would have figured that out :tongue.gif:
How the **** would he magically make a static image animate
Also, by resizing the terrain you're pretty much just ruining the entire point of the 32x32 px texture
Anyway, great job so far dude. Keep the good updates coming :tongue.gif:
For people who are having trouble, make sure that ALL the texture pack is 32X32. I was having trouble with it and then I remembered that I had a compilation of 32X32 and 16X16 textures. Changed it to a full 32X32 texture pack and it worked like a dream :smile.gif:
LATEST UPDATE:
1.1.2 - Really fixed bug with backup making.
1.1 - There is now a GUI which will let you choose to keep static textures, and can optionally install a texture pack for you. 64x64 textures should work (compass will be screwy). 16x16 textures also work, allowing you to remove animations from those packs. It should automatically find your minecraft.jar on any OS, and you can manually browse for it if not.
LATEST DOWNLOAD:
Please see first post in thread for latest downloads.
Meh, I thought you actually fixed it to let it use the modded animations.
Then I saw the before and after pic. I did this a week ago, just resizing the textures.
I figured more people would have figured that out :tongue.gif:
How the **** would he magically make a static image animate
Also, by resizing the terrain you're pretty much just ruining the entire point of the 32x32 px texture
Anyway, great job so far dude. Keep the good updates coming :tongue.gif:
Isn't the animation just the 5 frames in the terrain.png? Forgive me if I am wrong.
I suppose it does ruin the point of a 32x32px texture, but I used it solely for the new textures, not the high resolution.
Sorry Xau, it appears your fix is quite useful :smile.gif:
I'm curious to know if this will affect mods that use the same class files. Such as the North Marking Compass mod, which also changes the aa.class file. Possibly the bytebuffer ey.class file fix as well (although I mainly use that for the art.png at 64x64), unless that was an already existing modification to your ey.class file.
LATEST UPDATE:
1.1 - There is now a GUI which will let you choose to keep static textures, and can optionally install a texture pack for you. 64x64 textures should work (compass will be screwy). 16x16 textures also work, allowing you to remove animations from those packs. It should automatically find your minecraft.jar on any OS, and you can manually browse for it if not.
Isn't the animation just the 5 frames in the terrain.png? Forgive me if I am wrong.
No.
Quote from compass »
I'm curious to know if this will affect mods that use the same class files.
The patcher scans the bytecode for patterns to fix, so it may work. The ey.class patch should be fine, but it's one of the things the patcher does anyway.
and the compass is cooler also :biggrin.gif:
If I was to be petty and ungrateful... I too would be over the moon if it was possible to tone down the neon blue of the water. However, I try not to be either, so I am still ecstatic.
You have made this weekend as exciting as if Notch had released a feature packed Secret Friday Update!
But could you please tell us what you have changed, so we can tailor our own custom tilesets for it without having to change any blocks?
THIS!
Would it be possible to have an option so that the items are not changed. I like the compass and i dont find I need the items at any higher res.
Server IP: 109.169.60.140
viewtopic.php?f=25&t=46173&p=763406#p763406
Hope it helps.
I'd also like to throw in my vote for a version that keeps the un-animated 32x32 textures over the defaults.
Basically, I'd like animated textures even if they're the 32x32 pixel textures scaled down, but not if they're the defaults. The defaults just don't work with some texture packs.
I don't know what you're asking, but:
For animated textures, Minecraft draws on top of your terrain.png/items.png as the game runs. All this stuff was hard-coded for 16x16 textures, so using bigger textures would make it draw on the wrong tiles. The patcher modifies the compiled game code so it draws them in the right place. The game draws fire at row 2&3, column 16, water at row 13 columns 14&15, and lava at row 15, columns 14&15. I did not modify any tilesets.
It uses the same code for both, so it'd draw the compass needle in the wrong place. (Actually I think it's even out-of-bounds and just crashes if I don't scale up items.png). It should look the same anyway.
Not from me. Distributing modified classes violates the one major rule: "Do not distribute anything I've made. This includes the client and the server software for the game. This also includes modified versions of anything I've made."
You wouldn't know what the .class files you'd have to drag into minecraft.jar are doing either anyway.
Plus you wouldn't get to use all the cool options in the update I'm about to post!
Then I saw the before and after pic. I did this a week ago, just resizing the textures.
I figured more people would have figured that out :tongue.gif:
I had just spent two hours resizing and editting Doku's RPG skin, trying to make it look good at 16x16 to get rid of those damnedable fire-corners (I was not going to distribute, of course), and was coming to the forum to search find out how to properly save the skins so I didn't get opaque white windows, etc, when I found this thread. I don't even care about that wasted time now, because I was dying to have the high-def skins.
Xau, you are the man.
Or woman.
Or transgender?
Anyway, keep up the good work.
How the **** would he magically make a static image animate
Also, by resizing the terrain you're pretty much just ruining the entire point of the 32x32 px texture
Anyway, great job so far dude. Keep the good updates coming :tongue.gif:
1.1.2 - Really fixed bug with backup making.
1.1 - There is now a GUI which will let you choose to keep static textures, and can optionally install a texture pack for you. 64x64 textures should work (compass will be screwy). 16x16 textures also work, allowing you to remove animations from those packs. It should automatically find your minecraft.jar on any OS, and you can manually browse for it if not.
LATEST DOWNLOAD:
Please see first post in thread for latest downloads.
Isn't the animation just the 5 frames in the terrain.png? Forgive me if I am wrong.
I suppose it does ruin the point of a 32x32px texture, but I used it solely for the new textures, not the high resolution.
Sorry Xau, it appears your fix is quite useful :smile.gif:
I love you. Please have my babies.
Although there should be an option for the compass, too.
No.
The patcher scans the bytecode for patterns to fix, so it may work. The ey.class patch should be fine, but it's one of the things the patcher does anyway.