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    posted a message on Mod Texture locations & names for 1.5
    Along similar lines, I've been trying to texture the GUI elements from Thermal Expansion (the build with the latest stable Tekkit). While the backgrounds, item slots, and certain selectors show as retextured, the meters, gauges, and indicators are various forms of default no matter what I do.
    Using aseprite, no layers or anything complicated. Reloading, changing then changing back, zipped and folder-wise... nothing seems to fix this. I also don't see the textures for the machine tabs (config, power, redstone, etc).
    Advice, texture sages?

    Edit: I believe I've found the textures used in the CoFHCore mod - I'm going to guess that on its own, TE uses the textures present in the GUI files, but in the Tekkit pack, it uses CoFHCore textures.
    Posted in: Resource Pack Discussion
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Ok, bumping my post from yesterday with new information...
    Switching Java from OpenJDK to Sun Java did not work. Changing out my graphics drivers to both newer and older versions did not work. Last resort was creating a "clean" profile in MagicLauncher and starting the game. This fixed the glitch. Quit out, add OptiFine (ONLY) back in, glitched again.
    This seems to confirm that the glitch is OptiFine related. Any support/suggestions?

    (Specs and such are a few pages back, for reference)

    Edit:
    Ok, so swapping out 1.2.5_HD_S_C6/1.2.5_HD_MT_C6/1.2.5_HD_U_C7 with 1.2.5_HD_C6 seems to have fixed the issue. What is it about S/MT/U that causes this glitch?
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    People with "blocks look bad from far away" - have you tried lowering or turning off mip-mapping? Mip-mapping reduces the quality of textures at a distance to try and eliminate the Moire effect - it also has the side effect of making distant things look like muddy blurs.
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    I've got an odd issue which I'm not entirely sure is OptiFine related, however I've seen old posts linking thins type of problem to OptiFine in the past.

    At any rate, the issue is that models (players, mobs, chests, and so on) are being textured with what seems to be miniaturized portions of the texture pack - including animations (I have an animated Enchanting Table, and the animation cycles in the glitched area).
    I've tried: Updating java, updating LWJGL, updating OptiFine, disabling various OptiFine settings, disabling various mods (not OptiFine), using default textures... Nothing seems to fix the issue.

    For reference:
    - OS: ArchLinux x64 3.4.8-1
    - Java: Java OpenJDK 7.u5_2.2.1-1

    - Minecraft 1.2.5
    - MagicLauncher 0.9.8

    - Forge 3.4.9.171
    - OptiFine 1.2.5 HD U C7
    - GUIAPI
    - Macro/Keybind 0.8.7
    - IDR Patch
    - ID Resolver
    - NEI
    - Rei's Minimap
    - Inventory Tweaks
    - 3D Items (* Disabling does not fix *)
    - MystCraft [Forge] 3.3.8.152 (* Added after problem started *)
    - RedPower [All] 2.0pr5b2
    - BuildCraft
    - ExtraBiomesXL
    - EquivalentExchange2
    - CJB Info
    - GammaBright

    Any help would be most appreciated. Possibly of note is that the -same- setup worked fine on a Win7 x64 laptop.
    Posted in: Minecraft Mods
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    posted a message on [16x][1.4.6] SMP's 2263: A Sci-Fi Texture Pack - [01/05] - Website launched! New stuff.
    I love it - one of the biome screens made me wish that CTM could define a block's light level (to allow for, say, luminescent plants). Any chance of seeing a survival-oriented recut of this sometime down the road?
    Posted in: Resource Packs
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    posted a message on [32x][1.1]Junk Jack® Texture Pack[0.3]
    Quote from ACallander

    Sorry guys.. been busy. Redoing my server and just had twins, one of the twins came home from the NICU.. been kinda busy :smile.gif: I will update soon!


    Wow - congratulations, and good luck!
    Posted in: Resource Packs
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    posted a message on [32x][1.1]Junk Jack® Texture Pack[0.3]
    Did this pack die before it was even born? :sad.gif:
    Posted in: Resource Packs
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    posted a message on [32x][1.1]Junk Jack® Texture Pack[0.3]
    I'm not familiar with the parent game, but will this (eventually) be a total conversion? Anxiously awaiting this pack's release from beta!
    Posted in: Resource Packs
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    posted a message on I need help!!!
    Quote from Axel

    Since those packs do not specify the terms of use explicitly, you may need to ask permission to mix the packs, and don't forget to mention that it is for private use only.

    Technically, to place armor from one pack to another, you need to replace /armor folder inside one pack with /armor forder of another one. That'll do.


    I could be missing what exactly you meant, but as far as I am aware, you don't need the pack creator's permission to mix their textures with other textures for your own use. Of course, you couldn't mix the pack for someone else and post it in the thread for them to download, but that's a different beast entirely.
    Posted in: Resource Packs
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    posted a message on [32x] [1.6.4] Derivation RPG
    I saw this pack quite a while ago, and wasn't a huge fan (though the SNES-RPG/Demoscene vibe was great, even then). Now, with the 2.3 update, it's pretty much my favorite pack.
    A few points I'd like to note, though (on the technical side, not the personal side):
    First, there's a very visible seam on the cobble - looks like one side was highlighted, while the adjoining side was shadowed. Makes for strange moire runs up walls.
    Second, though not nearly as visible, is the seam on the smooth stone and ore, from 1px/2px shifts in the highlighting/shadowing from left to right.

    Finally, a request (for when you get to doing the customization): can you make a smooth stone variant that's actually smooth stone? The whole shingle thing is the only honest gripe I've got with the whole pack.

    Overall/TL;DR - great pack, love to use it! It's come a long way in the last month or so, and I'd bet it'll go even farther in the future.
    Posted in: Resource Packs
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    posted a message on Texture pack forum updates
    Quote from xaivern

    yes. That's like saying you work REALLY hard to become the best restaurant, but people aren't allowed to know you exist till they try all the new restaurants first. How is that fair to you? You work so hard day in and day out to be the best but your denied customers because you do so? That's ridiculous.


    Actually, it seems to me that the analogy is more like "You work REALLY hard to become the best restaurant, but people who don't know how to drive or read signs won't know about you because the cab driver doesn't drop them off in front of your restaurant."

    For the record, I don't think the new structure is the best solution, but between the new or the old, I've voted for the new, for much the same reasons that have already been stated.

    I don't always want to page through five or six pages of ever-shifting combinations of Doku, Doku-remixes, and simple packs, just to find something new. In our current system, new packs will almost always be buried fairly quickly (as the threads people already know are getting the traffic). If a new pack makes it back from the brink, then they stand a chance, and this (I would wager) is generally from someone with a lot more time and patience (or sheer luck) than the rest of us finding the new pack on accident.


    EDIT: Previous section redacted. It was an impossibly strong knee-jerk reaction to some of our less palatable posters. Having read some more thoughtful (and less "poor poor me") posts in the interim pages, I have to say that as much as I dislike using the current system, the new system probably won't help any more.

    Anyway, to avoid TL;DR, I'd say that ultimately the idea of using a forum format to showcase mods/packs and allow questions/commentary is unavoidably going to encounter exactly the kind of problems we are facing right now.

    EDIT: Also redacted, as I discovered an interim post that articulates this point much better than I did.
    Posted in: Resource Packs
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    posted a message on [Jul.08] Rei's Minimap v3.4_01
    Quote from malfunctionMC

    only small problem, the coordinates don't correctly match minecraft's own. the Y coordinate is always one below minecraft's own, and X and Z coordinates are 1 above when negative.


    The Y coord (your altitude) is reported by Rei's as where your feet are standing. Minecraft reports the altitude of your eyes (feet + 1.6m).
    As far as incorrect coords when in the negative, I'm not sure (never noticed it myself) but it may have something to do with MCs internal coords having both a positive zero and a negative zero (which makes no sense in positional terms).

    TL;DR MC's coords are correct for the code, Rei's coords are more spatially correct.
    Posted in: Minecraft Mods
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    posted a message on [Jul.08] Rei's Minimap v3.4_01
    Quote from Marik

    @Altecyrae



    This. So hopefully it will be done anytime in the future.

    The problem is that plugin writing is totally different than client mod writing. A friend of mine can make mods in single player, but has absolutely no idea how to make a plugin. Let's hope Rei will try to find it out^^


    Good call - I totally didn't see that comment buried in there.
    Posted in: Minecraft Mods
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    posted a message on [Jul.08] Rei's Minimap v3.4_01
    I love this minimap - best I've used so far.
    Also, this is my humble petition for this mod to be ported to Spout. It's a great client-server framework, and the only real mod I'm hardcore missing is this minimap!
    Posted in: Minecraft Mods
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    posted a message on Sphax PureBDcraft (14/09/2019) - All resolutions / 100% complete
    I'm not generally a fan of anything over 32x, but this pack is just great to use. Thanks for your contribution to the community - looking forward to whatever updates you roll out!
    Posted in: Resource Packs
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