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    posted a message on Avery's Textures

    Oh shoot, I was on minecraftsix? Crazy, thanks for letting me know. And yeh, I'd be up for a gander at your texture pack. How done is it? Also, rode your coaster. You weren't kidding about the lag. My poor machine can't handle the juice. Had to turn off all my other programs, and give minecraft 14 gigs of RAM. Golly.


    The some parts are a slow, but things get more fun when I couldn't see what was around the next corner. The cobweb line was a 2001 space odyssey trip. Gave me time to sit and wonder, is there a block in existance he hasn't used? Oh and then the flashing glowstone eyeball, that was great! Oh I spoke too soon bout the space odyssey, the beacon tunnel was that part. Really just, the whole thing uses tons of ideas. I'm not a coaster connoisseur, so it all feels new to me. Like the floating tracks. The amount of time put into shows with it's length and volume of stuff. Extensive.


    Oh and, that's my one and only resource pack.

    Posted in: Resource Packs
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    posted a message on Avery's Textures

    I know some people file host on Deviant Art. But generally, there are plenty of small places, forums and such else to go, however the more popular websites are a curated service by the owners and admins. So like say me, if I was interested in showing myself elsewhere, I could write theses guys http://resourcepack.net/contact-us/ and ask if they'd like to host my pack. Other than that, you can join facebook groups, deviant art groups, and be social there.


    Credit Avery? Hahahah, yeh. I figured someone might ask me about that. But all it is, is that I made this pack as a gift for her years ago, and the "Avery.zip" file just kept the same name over time as the minecraft versions ticked ever upward. When I went public with it, I never considered coming up with a new title for it because, in my eyes it will always be hers. She's my muse, so having her name in the title I think gives her credit for being my inspiration.

    Posted in: Resource Packs
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    posted a message on Avery's Textures

    Minecraft 1.12.0 Ready. As well as Realms 1.10.10 Ready.

    Big thing is I'm MCPatcher ready on 1.11. Just check out the dlc packs at the bottom of the post. But yo yeh, I haven't done a follow along for a minecaft update in a while, so nothings fresh on my mind other than... *Sniff sniff* You smell that? Thats... oh no... OH NOE... Muh 3D beds are gone. Jeb Why? WHY JEB? why'd you make the beds into entitites. Noe, jeb, new. me beds. QQ. Anyway, I know I should probably do a check up on Realms version, but I'm too excited about 1.12 to wait. It'll come along as a secret update, and is honestly unimportant. Check my low priority get.

    Posted in: Resource Packs
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    posted a message on CatCraft - Warrior Cats Resource Pack

    Warrior Packs Resource Cats. YEP

    Posted in: WIP Resource Pack
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    posted a message on Optifine cit Fishing Rods?

    Wow, yep, that was it. +1 I would have never thought of that thank you.


    sp614x should probably adjust the syntax to allow for the way I tried to do it, though. Considering how leather armor allows you to "texture.XXX=XXX" both textures without any issues, I think there should be a consistency there. At least now I know, if I try working with bows or compasses, there's one more step to try before I give up and ask the board gods.


    Raise the anchor boys, we're going fishin'.

    Posted in: Resource Pack Help
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    posted a message on Optifine cit Fishing Rods?

    It's hard enough sailing the seas of minecraft without having to fish. But when my first mate calls up to me from bellow deck about how the texture on his fishing rod doesn't seem to work. I don't know what to tell him. I've tried everything I knows, and I'm having to raise the signal flags for help. Red exclamation mark flag. White flag. Black flag with White question mark.


    Coded Flag

    ::fishing_rod_lure.properties::

    type=item
    items=346
    texture.fishing_rod_uncast=./fishing_rod_lure.png
    texture.fishing_rod_cast=./fishing_rod_cast.png
    enchantmentIDs=62


    So the "fishing_rod_cast" texture shows up just fine when I run the game. But the "fishing_rod_uncast" texture give me the ye olde Pink and Black checker flag. Also, I'm 100% certain of my folders and file names being in order.


    Basically I'm posting this so someone can come in here and confirm my suspicions, that while you can mess with the "bow" or the "potions" multi-part textures, you can't mess with the rod, like how you can't mess with the shield. Also for a side note on my wrestling with this whale, it's totally possible to mess up the cast texture too if I try, so it isn't just that the vanilla game's texture is overwriting it when there's an error. REMINDER this is an Optifine question for minecraft version 1.11.2

    Posted in: Resource Pack Help
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    posted a message on Y'all remember that witherarmor.png from 2013 snapshot?

    *The sound of padded feet running through a hallway can be heard stomping over head. But, it's followed by a what can only be described as a surgical table being thrown down a staircase with all it's tools and gizmos flying all over the place in a deadly symphony. It has it's charm, and musical merit, yes, but the misplaced squeak of a rubber chicken ruins the composition, as well as the image in your head. None the less, the victim of this misfortune is undaunted as they seem to have slammed, face first, into your closed door. You continue to listen, as you are now firmly distracted from your previous task, and you hear the sound of someone who hasn't trimmed they're nails in a couple weeks desperately claw at your door. Finally hitting their mark in the quest to grab the handle, the nob turns and a strange boy in a dinosaur costume bursts into your environment. The abomination tries to speak through heaving lungs. The lad's only maybe 3 feet tall and he's too exhausted and breathy to talk clearly, but your can see he's gesturing with a pointed finger up at the "Thread's Title". This continues for a good 78 seconds before his harsh gasping for air starts to become language.*


    "Aye Fellas. Ayo! Fellas. I got a story, like a stupid story to tell ya's."


    So I imagine the lot of you are here because you're like me, and you like to blow some time making texture packs. But sometimes you can't do things like you want to because, it's hard coded or impossible, and you just have to suck it up. Let Mojang daddy tell you how to live your life. But not today friends. Today I feel like I grabbed Microsoft's car keys and ran away with them before the windows 10 law enforcement agency caught up to me. My shame was great, but those brief moments while on the run, were joy.


    Now I'm totally cool to admit, that yes. This knowledge I'm about to share might just be common, and that this independent discovery is one that's already been made before. That my Google search skills aren't up to snuff. And to be plain, it isn't even much of an achievement. But if you've read this far, we've already agreed to waste a fair bit of time together. So! let's get onto the meat...


    There are a couple threads you can find around here and other places, referencing a "witherarmor.png" found within the minecraft/textures/models/armor folder from yesteryears. As we know, this texture is the shield the Wither uses when he becomes invulnerable to projectiles. But if you go searching for it in versions/XXX/XXX.jar you won't find it in the armor folder, nor any folder for that matter. It seems to not exist. It's probably just something they patched out as the development came closer to it's public release.


    At this point in the game, I assumed then, that maybe the boys over at the minecraft coding factory just forgot about this file's visibility publicly. And that if I put an image file by the same name in the same location that it appeared in that one particular snapshot (sometime around the Christmas chests release) that I might get lucky and be able to alter the texture in my resource pack. But, if you try to modify this texture at the time of this posting you'll have no effect in game. The Wither maintains his yellow-banded-head-shield weirdness regardless.


    For some reason, I decided not to give up at that failed experiment and thought... Well, maybe they just moved it. Now my odds weren't good 'cause, honestly the only consistency they seem to keep in their naming conventions and folder organization is that everything is lowercase. But AYE, stick the .png into the wither folder under minecraft/textures/entity/wither and see what happens. Cant hurt, right? So I ran the game again and the wither was still unaffected. But I had one more idea I thought I'd try before giving up on this gamble. Why not rename the file to "wither_armor.png". Makes sense to me, "wither_invulnerable.png" follows this format. And so does the charged creeper shield.


    Pop it in and BOOM. It worked. (reference images bellow... he's blue now cause testing... Yeah, you get the idea, here.)


    Now as I stated in the "humble paragraph". This isn't some huge triumph. But I got a thrill out of it. I put it all into a resource pack, with the vanilla texture ::HERE:: so other people can play with the wither's armor texture easily.


    But yo yeah. Thanks for the read, fam. I'll let you get back to it.


    *The little dinosaur boy still seems to have trouble reaching for the door handle as he leaves you be. Tsk. Must be clumsy.*

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Avery's Textures

    Minecraft 1.11.2 Ready. As well as Realms 1.10.10 Ready.

    Wew Lads. 6 whole versions of Realms passed under my radar. What a Joke. I can't pay attention to that nonsense. BUT the delayed 1.11.2 update to my pack is up. Adds those "hype-train-iron-chip" textures. ITS GOING TO UPSET THE PVP META FOREVER I TELL YOU!!!! But yo, seriously, the elytra rocket stuff is nice. It's just a shame that the java version can't load chunks fast enough to keep up with your speed. *Looks at windows 10 tied up in the corner.* "Nope, not today, Bill Gatey boy". Can't wait for the windows 10 monthly $20 subscription service to launch. HEheheheheheh. You don't think it's true, but Adobe did it with photoshop! HAHAHAHAHAHAHAH. OS as a service. What a joke.


    In other news, Planetminecraft let me upload my pack after two months of begging. WE DID IT FAM! Check that out.

    http://www.planetminecraft.com/texture_pack/averys-textures/

    Looks like I'll have to delete the small text in the first post. I'll copy paste it here for archives sake.

    "Planet Minecraft" chose not to host my resource pack. They didn't tell me why. Hats off to you "Minecraft Forum" I appreciate it." -Jan 2017

    Posted in: Resource Packs
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    posted a message on Avery's Textures

    Minecraft 1.11.1 Ready. As well as Realms 1.10.4 Ready.

    Other than making textures for new assets such as the iron nuggets. In other update news, this resource pack has always been a privately evolving process. As such, I can't remember all that I've done accept for that I made some new random textures for ores. With realms though guys, it just comes down to luck that I notices there work to be done on that front, as I am not a realms user myself. But we good as of Dec 2016. Pew Pew. Bang bang bang. BRRRRRRRRRRRT. Daka Daka Daka. Brap Brrrrap. "RELOADING!" Click, Slink, Tchick, Tick, Ratchick, POW POW POW POW, Pchunk. Atataatattatatatatata. Ping. Snip. Whiz. Takka takka takka. "MORTARS! GET YOUR HEADS DOWN!" K-BOOM!!!!!! "Saliterman's Dead" K-POW!!!!! BLAM!!!!!! "1-6 this is Jenkins taking over for 1-1 actual, over?" "1-6, 1-1. We're taking mortar fire, I'm taking the squad west into the tree line grid 012 break 057, we're going to need a medic when we get there, over?" OOOOOOO! upload's done. uh...

    Avery's Textures 1.11.1 Now Live.

    Posted in: Resource Packs
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    posted a message on Villager Sounds Location?

    What you fail to understand here, MushroomManToad. Is the it isn't a "sound" folder full of sounds. It doesn't exist.


    "But if that is true, then where does the game keep the sounds?" You ask me, well...


    Read this.

    http://minecraft.gamepedia.com/Tutorials/Sound_directory


    If that doesn't make sense to you. Basically Mojang randomly hides the sound files somewhere inside the C:\Users\Username\AppData\Roaming\.minecraft\assets\objects\## folders. The Sound.json that HungryForBrains has been talking to you about, reveals a hash code that let's the game(as well as you) know what the file is called.


    SO! if you are looking for villager/hit4.ogg it's file name is "1882f71dee4f377dde08a517adc5f3c585d2d526". You'll need to dig through each and every folder, starting from "00" through "ff".


    I have no clue what it is you will find useful about "1882f71dee4f377dde08a517adc5f3c585d2d526". But good luck.

    Posted in: Resource Pack Help
  • 0

    posted a message on Avery's Textures
    Quote from undefined »

    Though the rain with the semi transparency is a bit annoying(less for what it does and more how when you look up you see how it transitions from block to block which looks bad, mojangs fault but only noticeable with these type of textures)




    More annoying than rain already is? lolololol ^ ^
    But yo yeh, agreed. It's one of those things in the experimental zones. I didn't really like being able to see for miles when it was raining. I wanted to hide the fact that rain stops rendering like 16 blocks away. But the only true solution is to this issue is to use shaders... BUT most shaders overwrite rain textures anyway. So the side of the fence I'm on right now with this point is... 1. You don't use shaders, so you get a cheap fog effect. 2. You use shaders and you don't even see my cheap fog effect. So I'll just leave it like I got it. Unless you know. Like a second person walks in here and complains about it. I'll play nice, and give the masses what they want.

    Posted in: Resource Packs
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    posted a message on Avery's Textures
    Quote from geroken777»

    It is amazing that you spent time before releasing this.


    XD heheheheh yeh. I missed out on all that kickstarter money I coulda gotten from posting in the WIP section all these years.
    Posted in: Resource Packs
  • 0

    posted a message on Avery's Textures
    Quote from Dorb»

    I really hope you keep it updated. :D


    Yo Yeh. Totes. I'm willing to adhere to the standards around here as time moves along. "Legacy versions", "Latest Development Versions" for snapshots and such. Currently in 1.11, there's a bug where mob skulls are facing the wrong way in creative inventory. IF they hadn't already said this will be fixed in 1.11.1 I'd have done it myself. ;)
    Posted in: Resource Packs
  • 1

    posted a message on OPINIONS WANTED!

    First, you are going to want to open up the vanilla .jsons. Navigate to like... C:\Users\Username\AppData\Roaming\.minecraft\versions\1.11

    and open "1.11.jar"

    Then inside that, go to.... assets\minecraft\models\item


    At this point. You'll learn the way I learned. Study what Mojang did. Open up the like, "wooden_sword.json". Try to get used to seeing it. Try and figure out what all the parts do. A big tip, I can tell you right now, is see where it says...

    // "parent": "item/handheld",//

    Go find handheld.json and open that up too. Follow the monkey trail.


    So anyway. If you have trouble working and experimenting on your own...

    Then read the first paragraph of this:: http://minecraft.gamepedia.com/Model ::

    Then you can skip down to this:: http://minecraft.gamepedia.com/Model#Item_models ::


    Now once you get an idea of what's happening here, this next statement will make sense to you...

    You're gonna want to create a new "handheld.json". Do not overwrite the vanilla "handheld.json". Call the new one like "handheld_sword.json" or something. You see how in vanilla the fishing rod (Open up "fishing_rod.json") is parented to it's very own "handheld_rod.json"? This demonstrates, that any item, can be "parented" to it's own third person model. So inside "wood_sword.json" You can parent it to your own custom "handheld_sword.json". It's magic really.

    Posted in: WIP Resource Pack
  • 1

    posted a message on OPINIONS WANTED!

    The problem with a lot of high res work is how these will look in third person. If you go and check right now, witness how your player's hand is being mangled by the hilt. You are going to want to increase the size of the game's model to fix this issue, as increasing the texture's dimensions doesn't effect it's actual size. It's an easy thing to forget.


    Just to save you some trouble. Not everyone knows how to edit the third person model to fit their textures. SO!!! For a 128x128 you are going to want to leave a 40x40 area in the bottom-left(south-west) corner for the players hand to occupy.

    The Maya/Aztec/Incan sword you've got there does this well enough already. But the Iron and Diamond could use some love.

    Posted in: WIP Resource Pack
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