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    posted a message on Wolfhound Pack - Build your own custom version!

    It seems the customizer is down right now, so maybe you're working on it? But, from what I had seen before it was down, I liked it. My only complaint about it is that there's not too much difference between the categories and the sub-categories. When I first clicked Blocks, I didn't realize it had opened up until I clicked it again and saw stuff go away. So, maybe have the sub-categories' header / bar be indented from the categories' header / bar a bit, or some font size or other color difference; if possible, maybe have the header bar of an open category / sub-category be darker than a closed one?

    Posted in: Resource Packs
  • 0

    posted a message on OptiFine CIT Tipped Arrows

    So, I'm using a resource pack that has a CIT quiver for 2+ arrows and I decided I want that for the other arrows. I've already done it for the Spectral Arrow, but I'm wondering, is it actually possible, currently, to do it for the Tipped Arrows, NBT tag or otherwise? Not one quiver texture for all of them, but a quiver texture for each Tipped Arrow type (Poison, Healing, etc.)?

    Posted in: Resource Pack Help
  • 2

    posted a message on changing arrow animation

    I'm pretty sure it changes both. I think the flying arrow and lodged arrow are both the same entity.

    Posted in: Resource Pack Help
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    posted a message on changing arrow animation

    No problem. It's still around the same area for 1.7.10. This time, it's just in "...\textures\entity\" and it's a file called "arrow.png." Changing the texture in that file should change the arrow entity if I remember correctly.

    Posted in: Resource Pack Help
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    posted a message on changing arrow animation

    You're talking about the arrow entity? If so, go to "...\textures\entity\projectiles" and there you'll have arrow, spectral arrow, and tipped arrow all in there. This is assuming you're editing for 1.9.+, I haven't gone into the .jar file of the other recent versions.

    Posted in: Resource Pack Help
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    posted a message on HELP! How can I make an item tiled for my Resource Pack?
    Are you trying to change the animation of the torch to the static image of the candle? If so, your problem may be that you're changing the animation to the static image and not deleting or editing the file that allows it to animate.

    If you're talking about making it tiled to become an animation, you just have to make a new image that is, for example, 32x1024 and copy and paste the 32x32 candle down from the top, making small changes as you go down the image, or you can use the torch animation and copy and paste the candle down that image, again making small changes to the candle as you go down.
    Posted in: Resource Pack Help
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    posted a message on Concept Survival
    IGN - Incrazone
    Posted in: PC Servers
  • 1

    posted a message on Misa's Realistic Texture Pack (UPDATED 1JUL13)
    Quote from YGOboy
    hi Misa, any idea on when the 1.7 patch will come out?

    1.7 is already out, it's been out since Oct. 25
    Quote from cupcake cat
    As if it wasn't enough with one person on my back, again. Calm down!

    They were calm...
    Posted in: Resource Packs
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    posted a message on Misa's Realistic Texture Pack (UPDATED 1JUL13)

    dumbass ^

    Strongly agree ^
    Posted in: Resource Packs
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    posted a message on Misa's Realistic Texture Pack (UPDATED 1JUL13)
    Quote from FreeTimeCrafter

    can i use this texture pack for a Lets Play?

    I'm not too sure about this but I think you can.
    Posted in: Resource Packs
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    posted a message on OFFICAL! AI Update Thread! Now With A SIGNATURE! TAKING IDEAS!
    Very cool ideas, someone should make a mod of this or something. But taking from the zombies being brought back from the dead with dark magic idea, witches should have a rare chance to spawn 4-5 zombies around them when in attack mode and upon the spawn of the zombies the block they spawn on will get destroyed.
    Posted in: Suggestions
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    posted a message on Misa's Realistic Texture Pack (UPDATED 1JUL13)
    Quote from ebichu

    any sollution to this glass pane problem? http://oi45.tinypic.com/aagivn.jpg
    it appeared after minecraft 1.5 update

    I too had this problem. I later figured out I didn't have "Misa500.zip" selected in the texture packs folder, it activated all CTM textures.
    Posted in: Resource Packs
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    posted a message on Misa's Realistic Texture Pack (UPDATED 1JUL13)
    Quote from BlueDrache

    I'm having issues with removing the custom font from the current .zip file. I do not care for it and have had no issues removing it previously. I've tried redownloading the file twice now and have the same problem. I am unable to unpack the .zip to repack it without the fonts folder, or just delete it from the zip like I'd always done.

    Using 7-zip 9.20 ... if that makes a difference. It throws "Unsupported Compression Method" errors:


    I had the same thing happen. You need to use WinRAR.
    Posted in: Resource Packs
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    posted a message on Rise Of Tredonia [64x][128x][256x][512x] [1.5] Won't be updated to 1.6 until late fall/winter.
    Quote from Raxxel104

    Is this 1.4.6? Just wondering

    Yes, SkyChaseZone added the 1.4.6 items in the last update but hasn't updated the title yet.
    Posted in: Resource Packs
  • 0

    posted a message on Misa's Realistic Texture Pack (UPDATED 1JUL13)
    Quote from timebener

    PLEASE does some one have the MISA pack for beta 1.3? or something around it?
    from beta 1.1-beta 1.4.

    PLS

    Yes, it's called "[64X][1.4.5]+[12W49A] MISA'S REALISTIC TEXTURE PACK (UPDATED 10DEC2012)" the textures locations almost never change. The only ones that I know have ever changed is emerald block replacing the old chest.
    Posted in: Resource Packs
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