Does this pack use IRL pictures that are slightly pixelized?
For some of the item sheet items which I kinda rushed just to complete the pack I used some real life photos. Though nearly everything there was still doctored and painted over to some degree by hand. I plan to redo many of those icons at a later time anyway.
For the main textures though, no. I may have used some brushed on greyscale texturizing or tiny detail samples that came from a photographic source as is standard practice, but the textures themselves are definitely not just shrunken down photographs. And while many contain combined components of higher resolution texture work I've done in the past for other games, just as many contain brand-new hand-created work just for this game.
Apart from the above mentioned techniques, I also occasionally employ various 3D modeling tools to get a desired texture effect or source.
Can't wait to try the new version, Misa! I've been using this pack since the Halloween Update was released and it's a pleasure to look at in the game. It really makes the game much easier on the eyes! Thanks for all the time and effort you put into it, and releasing it so the rest of us can use it. It is greatly appreciated!
Thanks for all the time and effort you put into it, and releasing it so the rest of us can use it. It is greatly appreciated!
/agree
/bump
I installed it last night, and really think it looks great. I'm probably going to lighten everything up, so that it's a bit easier to see what is going on in the dark.
Just installed your Texture pack a short while ago using Minecraft patcher and theres only one issue...
I'm experiencing Invisible fencing?
If wood is still visible, this wouldn't be an issue with my patch. Ensure you're using the latest HD texture patcher linked in the main thread, and review the installation instructions carefully.
If you're still having trouble after that, it may be an issue with conflicting mods. Currently my texture pack requires Xau's MCPatcher 1.1.8, and supports the MrMMods 1.1. While it should work with other mods, any conflicts between additional mods could cause errors with this pack and I can provide no support for these.
If you're not using any other mods and following the installation instructions to the letter doesn't help, I really don't know what the problem could be caused by. If wood is still visible though, it's probably an issue with MCPatcher and some settings on your computer.
great to see animated liquids. Lava is pretty boring right now, wish custom_lava_still looked more like the still lava in terrain.png. Both water and lava seem to animate a little fast, especially falling water. I wonder if it's tied to framerate somehow.
I'm not entirely sure about the grass color. Smoother gradient perhaps? It's a little jarring to see individual grass blocks differing from those around them so visibly. I applied gaussian blur radius 10 to grasscolor.png and I like the look in game a lot more
Anyways both of those are issues that could, if you wanted to, be fixed with tweaking. Important bit is that they work, which is awesome
And of course there is stuff that we are waiting on Notch to fix. Like hitting grass blocks now causes grey particles instead of green, just like the case with leaves before he applied the gradient to leaf particles. Until he does the same for grass particles, it looks a little weird. I am experimenting with making grass in terrain.png green again (for the particles) and "de-greening" grasscolor.png to compensate. The shades aren't *exactly* the same as before but it is close. Of course that will be entirely superfluous if/when notch fixes grass particles.
Last thing: flowers' stems and leaves look really super green on top of autumn biome grass :biggrin.gif:
great to see animated liquids. Lava is pretty boring right now, wish custom_lava_still looked more like the still lava in terrain.png. Both water and lava seem to animate a little fast, especially falling water. I wonder if it's tied to framerate somehow.
I'm not entirely sure about the grass color. Smoother gradient perhaps? It's a little jarring to see individual grass blocks differing from those around them so visibly. I applied gaussian blur radius 10 to grasscolor.png and I like the look in game a lot more
Anyways both of those are issues that could, if you wanted to, be fixed with tweaking. Important bit is that they work, which is awesome
And of course there is stuff that we are waiting on Notch to fix. Like hitting grass blocks now causes grey particles instead of green, just like the case with leaves before he applied the gradient to leaf particles. Until he does the same for grass particles, it looks a little weird. I am experimenting with making grass in terrain.png green again (for the particles) and "de-greening" grasscolor.png to compensate. The shades aren't *exactly* the same as before but it is close. Of course that will be entirely superfluous if/when notch fixes grass particles.
Last thing: flowers' stems and leaves look really super green on top of autumn biome grass
I had vocal people complaining about the varied look of flowing and still lava, so I figured I could still make it "realistic" by turning up the temperature on the lava to produce the smooth orange glow on the current animated textures. (Nevermind the fact that you'd probably be cooked instantly if you got within a few feet of it. :P) Initially I was going to animate it to resemble the old two-state lava appearances, but animation isn't really one of my fortés, and I wasn't happy with the way things were turning out. I may try some more to improve it since I agree that it's pretty boring, but for now it should serve its purpose for most people. Those who use it as a decorative light-source behind glass for instance should be pleased with the current look. Fortunately, if you want to revert any part of the liquids to the old style, you just have to delete the appropriate animation file.
As for the speed of liquids, unfortunately I have little control over it unless I want to kill people's framerates by tripling the amount of frames in the animation. It'd be nice if xau included a config file for animation speed...
On the biome grass, I was going specifically for a mottled, noisy look for some of the biomes; namely the dryer regions. The transitions between biomes themselves on newly generated maps are still very smooth, but there are intentional patches of browns and yellows here and there, much like you'd see in reality. I was basically trying to match a lot of the diverse dynamics I used for trees which give forest edges in cold, dry climates autumn leaves. Personally, I think it adds a lot of visual variety to an otherwise golf-course-looking world.
I really wish I had a very close programmer buddy to mod all the visual stuff I'd actually like to put into this game, texture-wise, but I guess I just have to work with the limitations. :/ It'd be nice though to have varied grass tiling, and liquids which ignored the block-sized grid, as well as having varying degrees of textures for the angle of movement. Foliage and flora that varied by location in a biome would also be awesome. And don't get me started on the lack of normal (bump) maps and specularity maps!
Quote from LordTrilobite »
That skeleton reminds me of Coolface.
Oh really? Well...
Here's a preview of the next update where I troll everyone into thinking that I've actually modified the models of MOB's, and then blame their inability to get things working on not following installation instructions properly!
Here's a preview of the next update where I troll everyone into thinking that I've actually modified the models of MOB's, and then blame their inability to get things working on not following installation instructions properly! :tongue.gif:
Hilarious!
I have to say the new grass Biome is incredible...I'm not seeing what the previous poster mentioned as it blends very well...I'm using better grass, ambient occlusion with zero problems.
Water and lava work for me...seems the water might even be a bit more transparent which I like. Also not seeing a crazy fast speed to the animation of the moving water...
The new GUI works perfect...can see my coal in the dark easily now.
Few simple changes but it looks and plays so much better now.
The new grass transitions are fantastic!! When I had a chance to look at them in an overhead I was amazed how much better everything looked! Great job on the coloring, Misa!
I just remembered about this. Is anyone else getting some small artifacts on top of the Torch block with the new release of this Texture Pack? I never had a problem with it before, but since I installed it yesterday, I get a dotted line across the top of the "Torch Block" in all instances. Just curious if it's just me, or if it's in the texture .png itself? Thanks!
I have got the new update of minecraft with the auto textures feaure. When I add this texture pack in and try and use it it freezes the game. Is anyone else having this problem? and how to I fix it?
You can't use the new in-game texture patcher with any of the HD texture packs. To install Misa's pack, simply follow her instructions in the First Post in this thread. It's very simple. :wink.gif:
In the newest update the lava looks really bad - no offence im a really big fan of your texture pack, but it moves way to much and its way to unclear and yellowish
First of all, this is my favorite pack out of all the HD packs. The 128x128 versions still can't compare to the realism you put into this game with only 64x64 textures.
Next order of business
I'm curious about the color of trees... What is the logical operation behind their different varying colors? Is it distance from something or age because I have some trees that I would like to stay a lush green but they've all turned brown lol, which is very disheartening for a place which is to be considered a "sanctuary" haha. The leaves are still attached to the trunks, however I have trimmed them... Could that possibly be a factor?
Minor annoyance
Lava and Water, as was said above, lacks a certain depth. It's very flat and unappealing compared to the original texture. I don't mind the speed of either animation, but I think the texture needs a bit more "fine tuning" if you will. Just thought i'd share my thoughts on that.
Lastly
I'm a programmer and would love to work with you on modifying texture-specific code, however my knowledge of java is very lacking. I'll let you know if I think I could help you with that or not. I just looked at the code and I wouldn't even know where to begin haha. Never been fond of Java and I was reminded why haha. Anyway, your pack is amazing and I look forward to future versions. You should see if you could team up with the guy who created the McPatcher.
The pack has been updated with greatly improved animated lava! It's a bit more similar to the original lava textures I used on terrain.png, though the blending between still and flowing is a much smoother transition.
Overall I think the look is much more true to real life. It looks more like a semi-solid layer of glowing red with bits of orange peeking through the cracks (wider cracks on flowing lava), with the animation giving off a nice rippling heatwave effect.
Also the frame-count has been doubled, so the flow is also half as fast as it was. Admittedly it's still a little too fast, but it's a lot better than it was.
I may redo water at some point, but for now that's not as much of a problem among most people as the lava was.
1.Ensure your game is clean by deleting 'version' from your bin folder and loading up the game to patch it.
2.Ensure your texturepacks folder is empty. (This fix will not play nicely with other texture packs loaded in-game.)
3.Run the latest HD Texture Fix Patcher.
4.Select 64x64 for the tile size. Check all five boxes. Patch.
5.Open minecraft.jar with winrar or similar.
6.Drag and drop the files from this texture pack into the base directory of minecraft.jar.
Screw me. I literally tried this three times already.
When I start minecraft, and log in, I just get a black screen.
Any help?
Rollback Post to RevisionRollBack
RaepSodaKind of like grape soda, but a little less purple, and a lot more forceful
For some of the item sheet items which I kinda rushed just to complete the pack I used some real life photos. Though nearly everything there was still doctored and painted over to some degree by hand. I plan to redo many of those icons at a later time anyway.
For the main textures though, no. I may have used some brushed on greyscale texturizing or tiny detail samples that came from a photographic source as is standard practice, but the textures themselves are definitely not just shrunken down photographs. And while many contain combined components of higher resolution texture work I've done in the past for other games, just as many contain brand-new hand-created work just for this game.
Apart from the above mentioned techniques, I also occasionally employ various 3D modeling tools to get a desired texture effect or source.
It has damn near all the stuff I had planned to release next weekend.
Enjoy!
I will gladly have xau's and MrMessiah's babies for giving me a reason to update my pack so soon!
Mcpatcher first.
/agree
/bump
I installed it last night, and really think it looks great. I'm probably going to lighten everything up, so that it's a bit easier to see what is going on in the dark.
If wood is still visible, this wouldn't be an issue with my patch. Ensure you're using the latest HD texture patcher linked in the main thread, and review the installation instructions carefully.
If you're still having trouble after that, it may be an issue with conflicting mods. Currently my texture pack requires Xau's MCPatcher 1.1.8, and supports the MrMMods 1.1. While it should work with other mods, any conflicts between additional mods could cause errors with this pack and I can provide no support for these.
If you're not using any other mods and following the installation instructions to the letter doesn't help, I really don't know what the problem could be caused by. If wood is still visible though, it's probably an issue with MCPatcher and some settings on your computer.
I'm not entirely sure about the grass color. Smoother gradient perhaps? It's a little jarring to see individual grass blocks differing from those around them so visibly. I applied gaussian blur radius 10 to grasscolor.png and I like the look in game a lot more
Anyways both of those are issues that could, if you wanted to, be fixed with tweaking. Important bit is that they work, which is awesome
And of course there is stuff that we are waiting on Notch to fix. Like hitting grass blocks now causes grey particles instead of green, just like the case with leaves before he applied the gradient to leaf particles. Until he does the same for grass particles, it looks a little weird. I am experimenting with making grass in terrain.png green again (for the particles) and "de-greening" grasscolor.png to compensate. The shades aren't *exactly* the same as before but it is close. Of course that will be entirely superfluous if/when notch fixes grass particles.
Last thing: flowers' stems and leaves look really super green on top of autumn biome grass :biggrin.gif:
I had vocal people complaining about the varied look of flowing and still lava, so I figured I could still make it "realistic" by turning up the temperature on the lava to produce the smooth orange glow on the current animated textures. (Nevermind the fact that you'd probably be cooked instantly if you got within a few feet of it. :P) Initially I was going to animate it to resemble the old two-state lava appearances, but animation isn't really one of my fortés, and I wasn't happy with the way things were turning out. I may try some more to improve it since I agree that it's pretty boring, but for now it should serve its purpose for most people. Those who use it as a decorative light-source behind glass for instance should be pleased with the current look. Fortunately, if you want to revert any part of the liquids to the old style, you just have to delete the appropriate animation file.
As for the speed of liquids, unfortunately I have little control over it unless I want to kill people's framerates by tripling the amount of frames in the animation. It'd be nice if xau included a config file for animation speed...
On the biome grass, I was going specifically for a mottled, noisy look for some of the biomes; namely the dryer regions. The transitions between biomes themselves on newly generated maps are still very smooth, but there are intentional patches of browns and yellows here and there, much like you'd see in reality. I was basically trying to match a lot of the diverse dynamics I used for trees which give forest edges in cold, dry climates autumn leaves. Personally, I think it adds a lot of visual variety to an otherwise golf-course-looking world.
I really wish I had a very close programmer buddy to mod all the visual stuff I'd actually like to put into this game, texture-wise, but I guess I just have to work with the limitations. :/ It'd be nice though to have varied grass tiling, and liquids which ignored the block-sized grid, as well as having varying degrees of textures for the angle of movement. Foliage and flora that varied by location in a biome would also be awesome. And don't get me started on the lack of normal (bump) maps and specularity maps!
Oh really? Well...
Here's a preview of the next update where I troll everyone into thinking that I've actually modified the models of MOB's, and then blame their inability to get things working on not following installation instructions properly!
Hilarious!
I have to say the new grass Biome is incredible...I'm not seeing what the previous poster mentioned as it blends very well...I'm using better grass, ambient occlusion with zero problems.
Water and lava work for me...seems the water might even be a bit more transparent which I like. Also not seeing a crazy fast speed to the animation of the moving water...
The new GUI works perfect...can see my coal in the dark easily now.
Few simple changes but it looks and plays so much better now.
Great job.
You can't use the new in-game texture patcher with any of the HD texture packs. To install Misa's pack, simply follow her instructions in the First Post in this thread. It's very simple. :wink.gif:
Next order of business
I'm curious about the color of trees... What is the logical operation behind their different varying colors? Is it distance from something or age because I have some trees that I would like to stay a lush green but they've all turned brown lol, which is very disheartening for a place which is to be considered a "sanctuary" haha. The leaves are still attached to the trunks, however I have trimmed them... Could that possibly be a factor?
Minor annoyance
Lava and Water, as was said above, lacks a certain depth. It's very flat and unappealing compared to the original texture. I don't mind the speed of either animation, but I think the texture needs a bit more "fine tuning" if you will. Just thought i'd share my thoughts on that.
Lastly
I'm a programmer and would love to work with you on modifying texture-specific code, however my knowledge of java is very lacking.
I'll let you know if I think I could help you with that or not.I just looked at the code and I wouldn't even know where to begin haha. Never been fond of Java and I was reminded why haha. Anyway, your pack is amazing and I look forward to future versions. You should see if you could team up with the guy who created the McPatcher.Overall I think the look is much more true to real life. It looks more like a semi-solid layer of glowing red with bits of orange peeking through the cracks (wider cracks on flowing lava), with the animation giving off a nice rippling heatwave effect.
Also the frame-count has been doubled, so the flow is also half as fast as it was. Admittedly it's still a little too fast, but it's a lot better than it was.
I may redo water at some point, but for now that's not as much of a problem among most people as the lava was.
Screw me. I literally tried this three times already.
When I start minecraft, and log in, I just get a black screen.
Any help?