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    posted a message on Getting up to speed with 1.12 packs

    I've been out of Minecraft for a couple of years now, and would like to get back into it. Problem is my resource packs from earlier versions are only half working. Custom tools skins and some block skins are working, but the skins for bows and arrows and sounds are not, etc.


    What tool is everybody using to compile packs for vanilla Minecraft 1.12? I checked the wiki, but the three tools listed don't seem to be updated for the new version.


    Any help is appreciated. Thank you!

    Posted in: Resource Pack Help
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    posted a message on Better Villager skins?
    I'm hoping for human skins, ideally -- the aliens are cute but definitely specific to that concept, and higher-res versions of the lumpynose-bedsheet combo are still the lumpynose-bedsheet combo.

    Times like these I wish my pixel art skills actually, uh, existed. I'd be happy to provide for the community if there's really this large gap for villager skins.
    Posted in: Resource Pack Discussion
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    posted a message on Better Villager skins?
    I've been searching the web, searching forums, searching far and wide for skins that will make my villagers into something a BIT more appealing to look at. Less like Squidwards. It's kinda hard to care about the wellbeing of lumpy giant-nosed weirdos wearing bedsheets.

    I found the fantasy skins pack, which replaces them with more realistic humans (largely old men with hats), and the Stevian villagers... but I'd like to find more options as well. Female skins, modern skins, anything that's better than the default Testificate look -- and preferably without mods.

    Either that, or some means of converting player skins into villager skins... the formats SEEM similar but don't quite map over due to the way all villagers have their arms crossed.

    Anybody know of more skin resources for villagers?
    Posted in: Resource Pack Discussion
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    posted a message on Minecraft 1.8 (About Mods Forge & MCP)
    Thanks for posting this summary -- I'm a n00b when it comes to mods and I was wondering why it was taking so long for them to catch up. This explains quite a bit about the process. Oughtta be stickied.

    I was worried we'd be looking at a code fork, with the mod community forever building off 1.6.4 and losing access to future features like Twitch and new biomes. Glad to see my fears were unfounded.
    Posted in: Mods Discussion
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    posted a message on Start a new world now or wait until 1.7?
    Yeah, I'm having second thoughts about using even the snapshots to get my headstart. I'm figuring when 1.7 officially launches I'll just rebuild the building I made in a snapshot -- at worst it'll take a few hours, so why not.

    One thing I'm wondering is if MCEdit will work properly on 1.7, with all the map changes. I'd like to start with a gigantic tower and being able to copypaste floors would help save me a lot of time.
    Posted in: Recent Updates and Snapshots
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    posted a message on Start a new world now or wait until 1.7?
    I'm pondering this question too -- but more specifically, start a new world now using the snapshot build or wait until 1.7 is officially released?

    I'm looking to restart my little community's world, launching day one with a hub area prebuilt and ready to go. If I could get a head start on that using a snapshot, I probably should. But if there will be changes between the latest snapshot and 1.7 which break things or mess up the biomes, I should wait. I'm not really sure.

    What do the experts think? Is the snapshot ready to build things on, or is it unsafe for future-proofing?
    Posted in: Recent Updates and Snapshots
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    posted a message on Advice needed: Picking an item sorter design
    I was pretty much asking for an advertisement, so your boredom is very much appreciated!

    Thanks so much! I'll look into these designs and get to work on my server's big 'ol resource hub.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Advice needed: Picking an item sorter design
    Hello!

    I'm working on an SMP world with my friends, and we've clearly outgrown our storage shed. I'd like to get a fully automated item server in place using hoppers and chests and redstone. I know this is a pretty common thing, but I've googled and googled and searched youtube and the forums and I've seen a dozen plus designs and I'm really not sure which one I should be using.

    Ideally, the one I use would be
    1. Compact-ish and tileable, so I can support a LOT of different items.
    2. Not use water or minecarts, since water item streams are glitchy and minecarts are loud.
    3. Be vanilla SMP-friendly... if it jams up or dies outside of a smooth single player environment, I can't use it.

    What design would be the safest and most appropriate one to use, given my situation? Given the complexity of these things I'd prefer not to pick one, build it, find out it won't work in SMP or something, tear it down, pick another, build it, etc...

    Thanks in advance!
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on What is a resource pack?
    http://www.minecraftwiki.net/wiki/Resource_pack

    In short: Replacement for the texture pack system, able to also do sound and language, in the future will be the modding API.
    Posted in: Resource Pack Help
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    posted a message on Mod API, Resource Packs and Mods
    As of now, no mods are possible -- but this is the in-road that will be used in the future for modding.

    The idea is that it's a texture pack on steroids, able to hold so much more than textures. Right now you can do textures, sounds, music, and language replacement. In the future mods will be possible.

    Right now there's no way to auto-download them like you can with texture packs, but that's also coming.

    I've been able to do a lot with resource packs so far to "theme" my server... replacing bows with rifles (with sound effects), changing music, etc. It's quite powerful even if it's not mod-ready.
    Posted in: Resource Pack Help
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    posted a message on Making an Adventure Map, have questions for players...
    That's my plan -- chests with books in them for "extra detail" style story. I want the primary story delivered through narrative triggers. I think players may be slightly confused if they ignore every single book they come across, there's no way to avoid that, but the majority should be like whipped cream on top of a piece of cake.

    I agree about playing a copy of the map; I'm going to come to that point soon, I think. But for now using the resettable plates has two benefits... one, the reset. Two, no dialogue spam if they step on the plate again and again. So, can't hurt to keep using 'em and use a basic soft reset for light testing when I don't feel like recopying.

    I've been using high res textures thanks to 1.5 -- I doubled the scale on the paintings so I could make slightly finer detailed wall-art without making it TOO un-blocky. I'll be doing the same for the weapons, no doubt. It may be weird to have a mix of default textures, default resolution, and double-res... but I can't redraw everything in the game and I'd prefer to use my own artwork to avoid any odd copyright issues.
    Posted in: Maps Discussion
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    posted a message on Making an Adventure Map, have questions for players...
    My goal is to make the map easily resettable, so I can do test runs at any time and then clear the game back to a start-state. So, anything which introduces permanent changes like spawners I'd like to avoid. I can use clocks for positional sensors using 1.5's Comparators with Testfor -- but it seems to slow the game down.

    Fortunately, I have a solution. Scoreboard-based flag variables! I have a pretty nice mechanism for dialogue triggers. Step on plate, narrator reads line, repeated steps on plate won't repeat the line. THen, one server command clears all plate-step flags and the game's reset back to normal.

    Odds are I'll have a few puzzles I need to manually reset, and any combat will need a manual reset... but the more I can do with automatic resets, the better.

    I like the idea of forcing the soundtrack; I think I can get away with that since I have few real musical cues needed and generally they fire up on arriving in an area. Just tie an iron door to a juke circuit. Nice tip!

    Right now I'm focusing on using texture map tricks to remove the need for an actual mod... trying to reskin bows into something approximating a gun, notably, since this is a modern / urban map. I've seen a few examples of this on the forum but most are too hyperrealistic or require optifine, so I'm going to try original art.

    Also, pondering ways to simplify the story... the amount of reading you have to do right now to know what's going on is a bit much. But, that's a narrative issue, and my stock in trade is narrative. I can handle it. (The map's going to be based on City of Angles, my fiction series.)
    Posted in: Maps Discussion
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    posted a message on Making an Adventure Map, have questions for players...
    Wow. That's incredibly helpful (and lengthy!) and you have my thanks! I may take you up on that offer for PMmy help.

    I think I can use vanilla. I've been getting great help over in the redstone forums for using 1.5's new toys to do some good interactivity. There's only two things I wish I had in terms of mod support, and that's being able to activate jukeboxes remotely (for a soundtrack) and better NPCs. However, with a custom texture pack, I can make the Testificates into less wonky looking NPCs. Hopefully texture packs are A-OK even if mods aren't.

    I do have a lot of text in my map (books you find, etc) which provides more backstory for what the heck is going on, and I think that's unavoidable -- I'm basing the map on a fiction series I'm writing, for a sort of crosspromotional push. I am however trying to have the immediate text on screen (dialogue triggers from pressure plates) point the player in the right direction and indicate the overall shape of what's happening. I want the player to be able to at least enjoy the sight without having to read every book they find. Still, I hear you, and I think I can simplify it a bit further. (Right now I have a bait and switch antagonist, which may complicate things. Better if it's clear who's to blame for the mess right away.)
    Posted in: Maps Discussion
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    posted a message on Making an Adventure Map, have questions for players...
    'ello!

    I'm working on an adventure mode map. This is my first one and I'm not very familiar with the community that's sprung up around adventure maps, so I want to make sure that I'm building to "community standards," if there are any. Make sure I'm not overlooking some obvious no-no.

    For instance, mods. Should I aim for vanilla Minecraft, or is requiring use of a specific mod (or multiple mods) to make my adventure work OK? How likely are you to download a map if it uses or doesn't use a mod?

    Lengthwise, I'm seeing folks who do Let's Plays preferring maps that are about an hour long. Is that right? I think I could swing that, if so -- I wouldn't want to overshoot.

    Lastly, style... do you prefer maps with or without combat? With or without puzzles? Exploration and story focus? (I'll admit I'm hoping explore+story is popular, that's where my strengths lie!)

    Thanks. I welcome any and all feedback.
    Posted in: Maps Discussion
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    posted a message on Command block triggering once and only once
    Sure thing. Edited the OP to link down to your solution.

    I've been implementing it in my map; it's working quite nicely. I've got four of these things in close proximity with no issues, and they sure do add to the atmosphere!
    Posted in: Redstone Discussion and Mechanisms
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