Normally I just go ahead with little additions, but since this one is a little different, I want to gauge public opinion before I make it final. I've made mossy cobblestone and mossy bricks mossier on their northern face. (this doesn't require optifine to work). If approved I could add the effect to mossy walls as well.
Normally I just go ahead with little additions, but since this one is a little different, I want to gauge public opinion before I make it final. I've made mossy cobblestone and mossy bricks mossier on their northern face. (this doesn't require optifine to work). If approved I could add the effect to mossy walls as well.
Now would it just be extra mossy on that single side? I like the idea of it but i'd also do it on the southern face as well because of mirroring things.
Then i'd really like it. It's great idea though.
Rollback Post to RevisionRollBack
Hellfire Designs:
Bringing architecture of buildings to the world. Lengthy builds are request-able and will be public downloads to all if completion is a success.
Normally I just go ahead with little additions, but since this one is a little different, I want to gauge public opinion before I make it final. I've made mossy cobblestone and mossy bricks mossier on their northern face. (this doesn't require optifine to work). If approved I could add the effect to mossy walls as well.
Turtles, dolphins, fish, sea grass, kelp, and the turtle helmet still needs textures. I could have done the helmet but I want to make sure it matches the look and style of the turtle.
It only happens on the northern face because in the northern hemisphere moss grows thickest on the northern side of things.
Thanks for the clarification on that. Either way, I don't have any major qualms about it. It's a personal nitpick of mine.
Do what works, Giam. I'll still use the pack either way. Have been since...what feels like forever.
Rollback Post to RevisionRollBack
Hellfire Designs:
Bringing architecture of buildings to the world. Lengthy builds are request-able and will be public downloads to all if completion is a success.
Normally I just go ahead with little additions, but since this one is a little different, I want to gauge public opinion before I make it final. I've made mossy cobblestone and mossy bricks mossier on their northern face. (this doesn't require optifine to work).
The Meaning of Life, the Universe, and Everything.
Join Date:
5/29/2013
Posts:
449
Member Details
Hey Giammodified, you seems to have a pretty good grasp of the json so I wondered if there was any chance you were going to play with the trident item models? I think most people are pretty excited about the new trident but I find it really disappointing that they seem to be using a rendering of the trident entity for the item in your hand rather than letting us create a flat image like the swords or other tools. I see in the assts\minecraft\models\item folder there's trident.json trident_in_hand.json and trident_throwing.json and from what I've seen the guys for dokucraft playing around with I know these files can be altered to change the appearance of the item in the hand and when it is thrown into the world as an item entity so I was wondering if you had any desire to do something like that. The entity file is still used for the trident flying through the air and when it is stuck into something but I think for pvp and pve it would be pretty awesome if what was in your hand resembled your trident item .png rather than being the actual entity. This is something I lack the experience to do, I don't even know how hard it would be to do or what all it would involve, but I thought I would see if you knew and/or had any interest. If not I suppose I'll have to try to figure it out myself or wait it someone else does it successfully so I can try to reverse engineer what they did.
First thing to be said about this update is that I've changed the name of the resource pack. it's no longer Misa+Giammod's patches. Since this pack is solely supported by a community of Misa fans I've changed the name to "Misa Community Resource Pack v1.13.1" and added a change log to the root which is divided into two sections: vanilla contributions and Optifine/MCpatcher contributions. The list is wildly incomplete because I only had up to 1.12.2 contributions to go on. As the community contributes to the pack this file should be updated to keep track of what contributions each contributor makes. I think the community should make a pact to keep Misa's resource pack in Misa's style alive. When Optifine is finally out, I intend to to take new screen caps and make a new thread dedicated to the "Misa Community Resource Pack."
That said Optifine development has been painfully slow for 1.13 making it difficult to test Optifine's features. I wasn't planning to release another version of the pack until Optifine was out, but they're taking too long. so:
Redacted
Changes:
-InfiniteCorner's updated horses and phantoms are now integrated.
-More of Misa's CTM blocks added to vanilla pack (I'm going to stop saying everything possible is integrated into vanilla as I keep figuring out more)
-Mossy blocks are now Mossier in the northern face to replicate real life moss growth patterns.
-Glass and Stained Glass panes have a new edge texture that connects.
-New Purpur blocks and pillars(while nice looking in vanilla, they are intended for use with optifine).
-New Prismarine(same case as above)
-Added Drowned.
-Added Conduit
-Added lazily animated seagrass and kelp until someone can make proper ones(I've been struggling with it).
MCpatcher/Optifine changes and additions:
-Updated for 1.13 rules
-Made Red sand resemble regular sand so that their hi-res textures would line up.
-Added Beach Sand
-Added Hi-res Concrete and Concrete Powder for all colors.
-Re-added Misa style CTM Glass (it's a different render method as Optifine still can't support renderpasses[And probably won't ever again] But I think it still looks good).
-Added CTM glass for all stained glass variants.
-Added custom glass items so that glass blocks and panes in hand will render the new glass style
-Added random mobs for illigers, phantoms, and acacia and dark oak wood types of creepers As well as random Drowned, Husks, and Strays.
-Added more paintings including Misa's originals.
-Added mossier CTM rules so that extra mossier block faces doesn't appear below sea level.
Please keep in mind that not all Optifine's functions are working in the current build of optifine. Custom Items and animations are not working, and most biomes don't work so most biome based textures are not working.
As usual, nothing is final.
I will likely need to make changes once Optifine is fully functional.
In the mean time I'd like to move on to the future a bit. So I ask you all, I'd like to make patches to continue to make Misa better Which should I make a patch for first?
-Misa 3D (I'd like to make models for the basic textures so that things like doors and trapdoors have depth in their windows rather than a cutout texture.
-or-
-Biomes-O-Plenty Misa patch, Misa style textures for the Biomes-O-Plenty mod (which is my favorite mod) BoP is not out yet for 1.13 but I assume it will be in due time.
So happy that Misa's work is being looked after, honored and administered in this way. It certainly looks to me like you're handling things with the respect they deserve and in a sensitive way too.
Thanks alot Giam and the community keeping the pack alive.
Can't live without this pack. Had such a problem in the early years of MC finding a texture pack I liked that I managed to stumble upon this pack. Nothing stuck out for me except Misa and her work.
Can't think you all enough. I much appreciate it. Especially Misa herself even though she is no longer around.
Rollback Post to RevisionRollBack
Hellfire Designs:
Bringing architecture of buildings to the world. Lengthy builds are request-able and will be public downloads to all if completion is a success.
The Meaning of Life, the Universe, and Everything.
Join Date:
5/29/2013
Posts:
449
Member Details
Okay, so altering the models to do what I wanted wasn't as hard as I was thinking. It's confusing and time consuming but I'm getting it to work, tweaking rotation and orientation then zipping and testing. Sadly when I'm finished with this it won't be of much use to you folks because I make a mixpack for myself and use DokuCraft's 64x tools and weapons so that's what my trident will end up looking like once I'm finished. That said: once I have the vanilla model redone properly it would just be a matter of making a nice trident picture (I used 128x to maintain 64x detail on the head) and redoing the entity to match it roughly since it will only be seen when in flight on in a block like an arrow. I also wanted to mention the item frame and GUI seem to draw their display from the trident.json file so if you want to keep your current trident head image for those we can actually make the new, full-size trident something like trident_held.png and reference that for the throwing and in_hand jsons. I think you'll agree that it looks a lot better than looking at the entity, it's just going to be a matter of making a new weapon image that fits my model and is in line with Misa. Do you have original source material you used to make your trident Giammodified, anything beyond what is there already? I could take a crack at it but I'm not sure how well I'll do, there's a reason I like Doku.
P.S. I realize now after putting these images together that I have my first person holding the trident like a sword but apparently Mojang tips it forward. Guess I'm not done with that file yet.
I realize now after putting these images together that I have my first person holding the trident like a sword but apparently Mojang tips it forward. Guess I'm not done with that file yet.
Noticed that too Good luck finding your way through!
The Meaning of Life, the Universe, and Everything.
Join Date:
5/29/2013
Posts:
449
Member Details
I've gotten my trident working to the best of my abilities. I'll upload it here so you guys can see how you feel about using the item model to render the trident rather than using the entity. Any feedback would be appreciated and if anyone knows how I can rotate my models so the lighting of the texture is displaying up that would be great, I've been trying for hours and finally gave up. I like the detail offered a lot more than the entity version and if you folks do too then I could try to start working on a Misa style trident... or you folks can make your own; it's a lot easier with a flat image and the model should apply just as well to any properly sized trident. Enjoy!
The Meaning of Life, the Universe, and Everything.
Join Date:
5/29/2013
Posts:
449
Member Details
I made a Trident for the pack that uses my new item model. The entity isn't as nice as I would like it to be but that's why I'm using the model in the first place. If anyone has any input I'd be open to suggestions. Still can't figure out my lighting bug with the shadow displaying improperly in some perspectives, maybe someone else can figure it out.
Alright erveryone, I've made a tiny little discord server for all of you who are interested with the Misa resouce pack. I would be really happy if some of the artist who already contributed to the pack would also join. There are special roles waiting for you ^^
Normally I just go ahead with little additions, but since this one is a little different, I want to gauge public opinion before I make it final. I've made mossy cobblestone and mossy bricks mossier on their northern face. (this doesn't require optifine to work). If approved I could add the effect to mossy walls as well.
quite interesting, i personally like it.
Now would it just be extra mossy on that single side? I like the idea of it but i'd also do it on the southern face as well because of mirroring things.
Then i'd really like it. It's great idea though.
Bringing architecture of buildings to the world. Lengthy builds are request-able and will be public downloads to all if completion is a success.
It only happens on the northern face because in the northern hemisphere moss grows thickest on the northern side of things.
Nice job on the Phantoms, they look really good in-game, don't suppose you've done the Turtles and Dolphins?
It works for me, seems a pretty good addition.
Turtles, dolphins, fish, sea grass, kelp, and the turtle helmet still needs textures. I could have done the helmet but I want to make sure it matches the look and style of the turtle.
Thanks for the clarification on that. Either way, I don't have any major qualms about it. It's a personal nitpick of mine.
Do what works, Giam. I'll still use the pack either way. Have been since...what feels like forever.
Bringing architecture of buildings to the world. Lengthy builds are request-able and will be public downloads to all if completion is a success.
Interesting pick I think I like it.
Hey Giammodified, you seems to have a pretty good grasp of the json so I wondered if there was any chance you were going to play with the trident item models? I think most people are pretty excited about the new trident but I find it really disappointing that they seem to be using a rendering of the trident entity for the item in your hand rather than letting us create a flat image like the swords or other tools. I see in the assts\minecraft\models\item folder there's trident.json trident_in_hand.json and trident_throwing.json and from what I've seen the guys for dokucraft playing around with I know these files can be altered to change the appearance of the item in the hand and when it is thrown into the world as an item entity so I was wondering if you had any desire to do something like that. The entity file is still used for the trident flying through the air and when it is stuck into something but I think for pvp and pve it would be pretty awesome if what was in your hand resembled your trident item .png rather than being the actual entity. This is something I lack the experience to do, I don't even know how hard it would be to do or what all it would involve, but I thought I would see if you knew and/or had any interest. If not I suppose I'll have to try to figure it out myself or wait it someone else does it successfully so I can try to reverse engineer what they did.
I hadn't intended to. If you'd like to do more with the trident I think it's a good idea.
Update Get!
First thing to be said about this update is that I've changed the name of the resource pack. it's no longer Misa+Giammod's patches. Since this pack is solely supported by a community of Misa fans I've changed the name to "Misa Community Resource Pack v1.13.1" and added a change log to the root which is divided into two sections: vanilla contributions and Optifine/MCpatcher contributions. The list is wildly incomplete because I only had up to 1.12.2 contributions to go on. As the community contributes to the pack this file should be updated to keep track of what contributions each contributor makes. I think the community should make a pact to keep Misa's resource pack in Misa's style alive. When Optifine is finally out, I intend to to take new screen caps and make a new thread dedicated to the "Misa Community Resource Pack."
That said Optifine development has been painfully slow for 1.13 making it difficult to test Optifine's features. I wasn't planning to release another version of the pack until Optifine was out, but they're taking too long. so:
Redacted
Changes:
-InfiniteCorner's updated horses and phantoms are now integrated.
-More of Misa's CTM blocks added to vanilla pack (I'm going to stop saying everything possible is integrated into vanilla as I keep figuring out more)
-Mossy blocks are now Mossier in the northern face to replicate real life moss growth patterns.
-Glass and Stained Glass panes have a new edge texture that connects.
-New Purpur blocks and pillars(while nice looking in vanilla, they are intended for use with optifine).
-New Prismarine(same case as above)
-Added Drowned.
-Added Conduit
-Added lazily animated seagrass and kelp until someone can make proper ones(I've been struggling with it).
MCpatcher/Optifine changes and additions:
-Updated for 1.13 rules
-Made Red sand resemble regular sand so that their hi-res textures would line up.
-Added Beach Sand
-Added Hi-res Concrete and Concrete Powder for all colors.
-Re-added Misa style CTM Glass (it's a different render method as Optifine still can't support renderpasses[And probably won't ever again] But I think it still looks good).
-Added CTM glass for all stained glass variants.
-Added custom glass items so that glass blocks and panes in hand will render the new glass style
-Added Hi-res Purpur block and Pillar tops.
-Added vertical CTM Purpur Pillars.
-Added Animations for the Conduit.
-Added random mobs for illigers, phantoms, and acacia and dark oak wood types of creepers As well as random Drowned, Husks, and Strays.
-Added more paintings including Misa's originals.
-Added mossier CTM rules so that extra mossier block faces doesn't appear below sea level.
Please keep in mind that not all Optifine's functions are working in the current build of optifine. Custom Items and animations are not working, and most biomes don't work so most biome based textures are not working.
As usual, nothing is final.
I will likely need to make changes once Optifine is fully functional.
In the mean time I'd like to move on to the future a bit. So I ask you all, I'd like to make patches to continue to make Misa better Which should I make a patch for first?
-Misa 3D (I'd like to make models for the basic textures so that things like doors and trapdoors have depth in their windows rather than a cutout texture.
-or-
-Biomes-O-Plenty Misa patch, Misa style textures for the Biomes-O-Plenty mod (which is my favorite mod) BoP is not out yet for 1.13 but I assume it will be in due time.
So happy that Misa's work is being looked after, honored and administered in this way. It certainly looks to me like you're handling things with the respect they deserve and in a sensitive way too.
The new textures look wonderful!
Long may the project continue...and well done!
Thanks alot Giam and the community keeping the pack alive.
Can't live without this pack. Had such a problem in the early years of MC finding a texture pack I liked that I managed to stumble upon this pack. Nothing stuck out for me except Misa and her work.
Can't think you all enough. I much appreciate it. Especially Misa herself even though she is no longer around.
Bringing architecture of buildings to the world. Lengthy builds are request-able and will be public downloads to all if completion is a success.
Okay, so altering the models to do what I wanted wasn't as hard as I was thinking. It's confusing and time consuming but I'm getting it to work, tweaking rotation and orientation then zipping and testing. Sadly when I'm finished with this it won't be of much use to you folks because I make a mixpack for myself and use DokuCraft's 64x tools and weapons so that's what my trident will end up looking like once I'm finished. That said: once I have the vanilla model redone properly it would just be a matter of making a nice trident picture (I used 128x to maintain 64x detail on the head) and redoing the entity to match it roughly since it will only be seen when in flight on in a block like an arrow. I also wanted to mention the item frame and GUI seem to draw their display from the trident.json file so if you want to keep your current trident head image for those we can actually make the new, full-size trident something like trident_held.png and reference that for the throwing and in_hand jsons. I think you'll agree that it looks a lot better than looking at the entity, it's just going to be a matter of making a new weapon image that fits my model and is in line with Misa. Do you have original source material you used to make your trident Giammodified, anything beyond what is there already? I could take a crack at it but I'm not sure how well I'll do, there's a reason I like Doku.
P.S. I realize now after putting these images together that I have my first person holding the trident like a sword but apparently Mojang tips it forward. Guess I'm not done with that file yet.
Noticed that too Good luck finding your way through!
That was intentional, I've been experimenting with particles. If the community doesn't like it, I can revert them back to normal.
I've gotten my trident working to the best of my abilities. I'll upload it here so you guys can see how you feel about using the item model to render the trident rather than using the entity. Any feedback would be appreciated and if anyone knows how I can rotate my models so the lighting of the texture is displaying up that would be great, I've been trying for hours and finally gave up. I like the detail offered a lot more than the entity version and if you folks do too then I could try to start working on a Misa style trident... or you folks can make your own; it's a lot easier with a flat image and the model should apply just as well to any properly sized trident. Enjoy!
http://www.mediafire.com/file/mfizb58rh4ppm88/BetterTrident.zip/file
(Since the latest update of the pack is out now I'm going to remove my downloads for the glass, phantom and horses.)
I made a Trident for the pack that uses my new item model. The entity isn't as nice as I would like it to be but that's why I'm using the model in the first place. If anyone has any input I'd be open to suggestions. Still can't figure out my lighting bug with the shadow displaying improperly in some perspectives, maybe someone else can figure it out.
http://www.mediafire.com/file/qsrim30igpxjnza/MisaTrident.zip/file
Edit: Post edited to include completed file.
Alright erveryone, I've made a tiny little discord server for all of you who are interested with the Misa resouce pack. I would be really happy if some of the artist who already contributed to the pack would also join. There are special roles waiting for you ^^
https://discord.gg/7u6VAyF
See you on the other side.
Helping hand on Misa's server (<- Link) Check by for the latest updates to Misa's Resource Pack!
It has been in beta for a week now, most features are still not implemented and it still has many bugs.