• 4

    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!
    @JoniA
    -Privately since 0.0.20a (Minecraft classic, pre-indev, July 2009)
    It started out as a 16x16 pack with less painful, more muted colors and a bigger variety of simple textures on cloth blocks (which had just been introduced). Later I bumped up to 32x32 with a bit more of a focus on photorealism around the start of indev. Eventually it was bumped up to 64x64 when Xau created stable HD texture support for Minecraft in the first iteration of MCPatcher.
    This is one of the earliest, if not actually the earliest
    unreleased iteration of the texture pack. Yeah... I know.

    -Publicly since Alpha 1.2.0 (Halloween/Nether update, October 2010)

    Mine was literally the first complete 64x64 texture pack ever posted on the forums, and the first texture pack to ever tackle every single piece of art in the game's assets library. Prior to that, most texture packs were just a terrain.png and maybe an items.png if you were lucky. At release it was known as "Misa's 4x-Res Realistic," and was posted as a response to someone requesting it from a Halloween-themed thread where I posted a screenshot of my creeper in the moon.

    --Link to first public release--

    This link is provided as-is and for educational/historical purposes only. I will not provide support for it beyond what information is provided in this post. This version of the game did not support texture packs officially yet and required that you manually injected the files into your minecraft.jar, then ran Xau's MCPatcher to make it work (I don't recall which version at this point).

    --Link to Xau's old thread for MC Patcher--

    Posted in: Resource Packs
  • 1

    posted a message on Misa's Realistic Resource PATCH by Les [1.10] (Updated July 10, 2016)

    I've no idea what changes have been made to the font file system since I last worked on the pack, but I do know I went out of my way to include the Eszett in my pack given the large proportion of German downloaders. I remember it being a special case though and I had to do so through editing the unicode-only files. (the standard font support is extended ASCII) Anyway the file that needed to be edited at the time was unicode_page_00.png. When Unicode support was added to the game, it still referenced the ASCII file for those characters instead of unicode and just mixed the two together. Dunno if that helps any or if it's still in my uploaded version of the pack, but here's that file from one of my working folders if anything can be salvaged from it.



    Att one point I even had made my own custom Japanese (well hiragana and katakana) font support, but had to remove it due to one of many changes made to the font system that broke it. That and I had originally planned to do all the kanji as well, but it just got pushed off to the side due to prioritizing of other features and I don't think that many players would've appreciated the effort.


    Posted in: Resource Packs
  • 2

    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!

    Yet Mediafire seems to work perfectly fine for everyone else and has been for years. I myself was able to download it without any 'popup b᠎u᠎l᠎l᠎s᠎h᠎i᠎t' on three devices with completely different Operating systems, and had friends test it without any of the issues you're having. It sounds more like a dirty browser cache, or adware on your end is what actually sucks.

    The filehost is fine and one of the few reliable ones I've used over the years and was the only one that wasn't crippled by the amount of traffic my pack generated at peak. Last time I tried switching the main host to dropbox it was down for an hour every 5 minutes it was up, due to exceeded bandwidth.

    If you still want the pack after all of this and don't feel like figuring out what's wrong with your computer to get it, just PM me for a temporary dropbox link.

    Posted in: Resource Packs
  • 0

    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!

    So ironic to see someone getting so horribly worked up over this, considering I just posted a direct link to the pack yesterday and specifically mentioned posting it in case someone had trouble with the ad.fly, when in reality it probably didn't even help them and was just me throwing in a little extra to help. Moreso that the first post on this page is a direct response to that post.


    Go back literally one page.


    While you're at it, it might help to go back a few more pages and read some of my other posts a few to see what's happened with the pack too and how it's only been stealth updated to support some features of the latest versions which fans have taken to filling in with patches.

    Posted in: Resource Packs
  • 0

    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!

    The ad.fly link is the only link that's currently kept up to date with any stealth updates, since I no longer update the thread anymore. The mirrors are the last officially-posted update that's reflected on the main thread. But yeah, I don't know if MCPatcher's been fully updated for all the newest versions or not.

    Here's the direct link for the last stealth update if adfly is causing problems.

    Other suggestion would be to check the latest minecraft.jar of the version you're running, look for all instances of the tall grass texture files, copy their names, and rename any of my files in conflict.

    Posted in: Resource Packs
  • 2

    posted a message on Misa's Realistic Resource PATCH by Les [1.10] (Updated July 10, 2016)
    Quote from Uniquitous»

    Thanks Les, I'll take whatever you can do :D I don't think Misa ever did the End Crystal, maybe you're confusing it with the Nether Star?





    It's been years, but I'm fairly certain I did because for the Nether Star item icon I did an animated screen capture of the End Crystal in-game with different custom animated textures -- with the Ender Crystal being shadowy purple and the Nether Star being glowy yellow. My best blind guess is Mojang just recently changed the model and broke the file association or the custom animation from MCPatcher that it relied on is either broken in this patch, or MCPatcher isn't being used. The files should still definitely be in the pack though.

    Edit: Yep. Definitely in there, confirmed for 1.8.4 with working version of MCPatcher applied.


    In all their CMYK synergy. :P
    Posted in: Resource Packs
  • 4

    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!
    Quote from cmdLP»

    Are you going to release a new version soon?


    Official updates were announced as now being dead on May 1st. Scroll back a couple pages to read any postings I made around there to know what's up. At this point I've not touched Minecraft since I posted that stealth update, MCPatcher's not been updated since before then, and I've not seriously sat down and played Minecraft in at least a year or so. 5 years of playing/modding Minecraft was a good long run, and now it's probably time for me to move onto newer and better games--That is, it might be if I had any real free time to get all that into them anymore.
    Posted in: Resource Packs
  • 0

    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!
    Quote from LaferLichter»

    Hi Misa,


    Thanks for this nice Texture Pack. I'm a big fan of the Alpha 1.1.2_01 so is it possible to download the alpha 1.1.2_01 textures somwhere, Thanks :P


    Heh, that's an unexpected request. :P

    This is the earliest version of the pack when it was released for Alpha 1.2.0. It should (no guarantees) be backwards compatible with Alpha 1.1.2_01. It's provided as is (without support) and mostly for historical purposes (as I feel most of this work is obsolete and inferior to later improvements). Note that you'll absolutely need xau's old version of MCPatcher and will need to follow his old instructions to manually inject your minecraft.jar with the contents of this rar file and patch the client. There is no way to get this texture pack to work without MCPatcher as Alpha Minecraft did not support high resolution textures natively--let alone have a texture pack feature.

    http://www.mediafire.com/download/wakm3m2zt9b7iyt/Misas_4x-res_Realistic.rar
    This file may not be redistributed and falls under the terms of use that the current texture pack does (see main post).
    Posted in: Resource Packs
  • 1

    posted a message on Misa's Realistic Resource PATCH by Les [1.10] (Updated July 10, 2016)

    I always used the wiki's patch notes, myself: http://minecraft.gamepedia.com/Version_history/Development_versions#1.9 The official patch notes have never been reliable for mod development purposes.

    Posted in: Resource Packs
  • 3

    posted a message on Misa's Realistic Resource PATCH by Les [1.10] (Updated July 10, 2016)

    The algae is clearly an important, and intentional visual queue that represents the current STILL broken despite the misleading patch notes nature of boats--where they're these horribly slippery things that you can no longer stand on top of as you originally could before the Bukkit guys demolished the single player client's vastly superior entity physics without slipping through them like a wet bar of soap. :P

    Posted in: Resource Packs
  • 2

    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!
    Quote from Cheyron173»


    ...Imagine the awesomeness, if i'd be able to add diorite and banners into it.


    The stealth update I posted included both of those.
    Posted in: Resource Packs
  • 1

    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!

    Glad to see I've wasted my time trying to be nice and releasing hours of work that would've otherwise never seen the light of day. :P

    Posted in: Resource Packs
  • 1

    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!
    Quote from The_Koopa_Bros»

    Where's 1.7.2 - 1.7.10 and 1.8 - 1.8.8 versions?


    Up my butt and around the corner.

    Seriously though: #4718. For all official intents and purposes the pack's been dead for a couple years now. I did recently post a minor stealth update with unfinished features, and various users have been keeping the pack alive with fan patches though. Just snoop around the last few pages of thread a bit, they're easy enough to find.

    Posted in: Resource Packs
  • 3

    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!

    @MISA

    Dear misa i would like to Officially host the updates for you and work on this pack with community:

    my acc here;
    http://www.planetminecraft.com/member/thecraftkid/


    I'm not sure exactly what you mean by host and what updates you're referring to. I'm not too keen on handing off anything relating to my work on an official capacity to any one person though. As this has always been original work, I would think the only stuff that could truly be considered official is the stuff I've created myself.

    Posted in: Resource Packs
  • 4

    posted a message on Misa's Realistic Texture Pack - 1.20.1+ UPDATED ELSEWHERE!

    That glass is probably much closer of a vanilla mechanics version of my glass.

    The part where I deviated from Mojang's look was that I took light physics vs pigment into account using the rules that governed the overlay blend mode in Better Glass. Here's the details (with some pictures) for anyone interested in trying to replicate the effect or just understanding what I did:



    So what exactly did I do? I made sure that different colors had different opacities that matched the nature of their color as they would in reality. Here's an extreme example:

    You'll notice the white is more opaque than the orange. But why?


    The simple answer is that the white is a milkier pigment and most of the overall light shone through it gets absorbed, while light shining through orange pigment would just transform the light into orange light by blocking some and letting in other parts of the spectrum. You'd also expect a black tint to block out more overall light. So how do you figure out which color needs which opacity, since white and black couldn't be any more opposite, why are they less translucent than orange? What about red or yellow, are they more or less transparent than orange? The deceptively complex answer is that lighter colors reflect more light from your side by blocking light from the other and darker colors absorb more light from your side by blocking light from the other--the difference is in the specularity of the pigment and the intensity is in the concentration of the pigment.


    For translating this to something I could actually use I turned to the logic used behind the design in BetterGlass. The overlay blend mode on Better glass essentially works by setting up a threshold in the color so that all colors darker than middle grey (rgb: 128,128,128) are multiplied with the colors behind them and any color lighter is screen blended with the colors behind them. Obviously you can't do anything like this in vanilla Minecraft, but this was the ultimate logic I used for determining opacity of each color. (Other tests were done, but this yielded the best result.) So how do you make use of this?


    Well, first you need to come up with the colors you're using to tint your glass with. For this I took my averaged cloth block colors and applied some filters that increased their saturation and brightness depending on a variety of factors, as well as mixing them in with pure value hues. How I got my final colors is not that important since you can come up with whatever colors you want from scratch that you think will look good. Once I had my colors though, I lined them all up as an image of the complete palette. Then I did some calculations and determinations of how the above opacity logic would apply to each color mathematically. The procedure is as follows:


    1. Desaturate the image completely (make it greyscale).

    2. Duplicate the image as a second layer and invert it's colors.

    3. Set the blend mode to Difference (this will make colors darker than middle grey invert their shade so that the darkest colors are now also the lightest and the lightest colors remain the lightest)

    4. Eyedrop sample the RGB grey color value (0-255), This value is your opacity factor. The higher the color, the more opaque the glass.

    5. Do any final post-process calculations on the values for each color for your glass-coloring rig. (I used (X-128)*.0.788, your calculation should vary based on your glass creation rig.)


    Here's my colors with their mathematical opacity factors applied next to the opaque blocks from which their hue is derived. It's based on a scale of 0-100 using the lowest and highest values I ended up with. Which translates to the opacity variance slider on my glass creation rig.


    At first glance it doesn't look like there's anything weird or different about them, but that's actually the sign that you did it correctly. Even though all colors have a different opacity than their neighbor, your brain sees them as it would in reality and you detect nothing unusual. Pigments in actual stained glass would also do this with lighter colors tending to be more opaque due to their milkiness, and darker colors tending to block more light. In reality the mechanics would actually be a bit more complex than this, but as far as vanilla Minecraft goes, this is the best you can get.

    Posted in: Resource Packs
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