This Guide helped me a little bit by my way to an own texture pack
But I have one big problem: The only thing I can change is the terrain.png
Can anyone help me?
If you are having troubles extracting the files from the minecraft.jar or just in knowing what the structure of a pack should be, I maintain a texture pack with all the default images here. Odds are you just have something in the wrong place in your .zip.
If it's something else, you will need to be more descriptive as to what exactly you are doing before I or anyone else will really know how to help you.
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Tis far better to be a witty fool than a foolish wit.
I don't know if this really fits with the file guide, but I found this
Quote from painterlypack.net/exploration.html »
Painterly normally uses the default game water, which is generated procedurally.
at the painterly pack website, it would appear that the water texture in the terrain.png (as well as lava, portal, and fire) are not used, and do not in fact exist, so you do need the patcher to change those.
I don't know if this really fits with the file guide, but I found this [quote=]Painterly normally uses the default game water' date=' which is generated procedurally.[/quote'] at the painterly pack website, it would appear that the water texture in the terrain.png (as well as lava, portal, and fire) are not used, and do not in fact exist, so you do need the patcher to change those.
This would be correct, mostly. Due to the fact that the game has the animation positions hard-coded in pixel coordinates instead of texture coordinates you can actually alter it without patching by changing your terrain.png resolution to 32x (anything larger crashes minecraft unpatched) Of course for the same reason that this lets you change it, it also does stuff like turn the nether into flowing water and put fire/water/portal animations on your bricks.
I'd like to note that it's possible to run higher than 32x textures for most of the other image files without problems, it's only the terrain.png that is really restricted. This means you can have stuff like 128x resolution monster textures in an unpatched game. (If your game crashes from trying this, odds are it's a memory issue due to the extra resources being used.)
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
This would be correct, mostly. Due to the fact that the game has the animation positions hard-coded in pixel coordinates instead of texture coordinates you can actually alter it without patching by changing your terrain.png resolution to 32x (anything larger crashes minecraft unpatched) Of course for the same reason that this lets you change it, it also does stuff like turn the nether into flowing water and put fire/water/portal animations on your bricks.
I'd like to note that it's possible to run higher than 32x textures for most of the other image files without problems, it's only the terrain.png that is really restricted. This means you can have stuff like 128x resolution monster textures in an unpatched game. (If your game crashes from trying this, odds are it's a memory issue due to the extra resources being used.)
Still, without using a filmstrip style image file and patching it in, you won't be able to get nearly enough frames on the portal animation and the fire animation, and your still water and lava won't have animation without the filmstrip images.
Still, without using a filmstrip style image file and patching it in, you won't be able to get nearly enough frames on the portal animation and the fire animation, and your still water and lava won't have animation without the filmstrip images.
Right. I'm just being nit picky I'm afraid. :wink.gif: Was just pointing out that it is technically possible to alter how water looks in an unmodified game, it is not however something I'd suggest doing. :smile.gif:
So yea, if you do want to do those things and do them right, use the patcher. Go seek out it's thread if you want to know what files it uses for the animations.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
They are in the right folders, I only changed the .png
I just read this thread and noticed this post:
I think this is my problem
But i think i´m doing something wrong because it won´t work either:
I compress the sun/moon.png into a terrain.zip, then I compress it with the rest of the files into mytexturepack.zip
I hope someone explains it so that i can understand it^^
Don't compress them first, just put them in a folder named 'terrain' that is at the same level as your terrain.png
Basically you should have something like this before zipping:
This is exactly what I´m doing
putting the images in the folder
selecting all folders and then compressing them
But somehow all the images in folders won´t work
Is there a way beside this to use my texture pack?
At this point, I may suggest using a different program to compress your texture pack, incase what you are using is doing something funky with the folders, like automatically compressing each directory within the archive.
New files are:
misc/mapbg.png - Background image for map
misc/mapicons.png - Icons displayed on map
misc/watercolor.png - Appears to be a biome color file for water (Is this used?)
Important bug fixes!
misc/grasscolor.png and misc/foliagecolor.png are now being loaded from texture packs by the vanilla game!
I have not yet tested to see if this fix also applies to the other images that suffered from the same bug. For the record those images are:
misc/dial.png - The sun/moon in the watch dial
The watch and compass icons in the gui/icons.png image.
If someone would test those on a vanilla version of the game (No mods including the HD patcher!) I would appreciate it.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
I have not yet tested to see if this fix also applies to the other images that suffered from the same bug. For the record those images are:
misc/dial.png - The sun/moon in the watch dial
The watch and compass icons in the gui/icons.png image.
Still showing the default images for the compass and watch/watch dial
I only changed the terrain so the only files in the pack are terrain.png, pack.png and pack.txt
Why it no work
@Fool - The OP still says that the logo.png isn't used. Just a heads up
"This may hurt a little, but it's something you'll get used to...."
logo.png isn't used. It's mclogo.png in the title folder that does the logo on the main menu screen.
That said, I've finally gotten round to updating this to the current version. (1.5)
>_>
lol..Now I R confused...I'll have to look again (not that yer wrong..I need to get more edjumucated that's all)
Still all around good stuff Fool. Not tryin to bring ya down
:biggrin.gif:
"This may hurt a little, but it's something you'll get used to...."
If you are having troubles extracting the files from the minecraft.jar or just in knowing what the structure of a pack should be, I maintain a texture pack with all the default images here. Odds are you just have something in the wrong place in your .zip.
If it's something else, you will need to be more descriptive as to what exactly you are doing before I or anyone else will really know how to help you.
Same goes with the sun and moon, those have to be inside the terrain/ folder.
Minecraft will only load the files if it finds them in the exact same place as they are in the minecraft.jar.
This would be correct, mostly. Due to the fact that the game has the animation positions hard-coded in pixel coordinates instead of texture coordinates you can actually alter it without patching by changing your terrain.png resolution to 32x (anything larger crashes minecraft unpatched) Of course for the same reason that this lets you change it, it also does stuff like turn the nether into flowing water and put fire/water/portal animations on your bricks.
I'd like to note that it's possible to run higher than 32x textures for most of the other image files without problems, it's only the terrain.png that is really restricted. This means you can have stuff like 128x resolution monster textures in an unpatched game. (If your game crashes from trying this, odds are it's a memory issue due to the extra resources being used.)
Still, without using a filmstrip style image file and patching it in, you won't be able to get nearly enough frames on the portal animation and the fire animation, and your still water and lava won't have animation without the filmstrip images.
Right. I'm just being nit picky I'm afraid. :wink.gif: Was just pointing out that it is technically possible to alter how water looks in an unmodified game, it is not however something I'd suggest doing. :smile.gif:
So yea, if you do want to do those things and do them right, use the patcher. Go seek out it's thread if you want to know what files it uses for the animations.
Don't compress them first, just put them in a folder named 'terrain' that is at the same level as your terrain.png
Basically you should have something like this before zipping:
Then you would select the terrain.png, pack.txt, pack.png and terrain folder and zip those all together into your mytexturepack.zip
Opening your mytexturepack.zip then should look like this:
At this point, I may suggest using a different program to compress your texture pack, incase what you are using is doing something funky with the folders, like automatically compressing each directory within the archive.
New files are:
misc/mapbg.png - Background image for map
misc/mapicons.png - Icons displayed on map
misc/watercolor.png - Appears to be a biome color file for water (Is this used?)
Important bug fixes!
misc/grasscolor.png and misc/foliagecolor.png are now being loaded from texture packs by the vanilla game!
I have not yet tested to see if this fix also applies to the other images that suffered from the same bug. For the record those images are:
misc/dial.png - The sun/moon in the watch dial
The watch and compass icons in the gui/icons.png image.
If someone would test those on a vanilla version of the game (No mods including the HD patcher!) I would appreciate it.
Still showing the default images for the compass and watch/watch dial
Need to use a mod (HD patcher) for doing custom water and lava (and portal and fire) animations.
Yea watercolor.png isn't used. (yet, crosses fingers)