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Jul 29, 2015Mr_Crayfish posted a message on MrCrayfish's Furniture Mod v4.1 - The Outdoor Update! (Updated: 9/1/2017)Posted in: Minecraft Mods
Jul 15, 2015Mr_Crayfish posted a message on MrCrayfish's Furniture Mod v4.1 - The Outdoor Update! (Updated: 9/1/2017)Posted in: Minecraft Mods
My achievements seem to be marked as invalid, which is causing them to show up every single time I place/use any items that have achievements after them.
I'm using MrCrayfishFurnitureModv3.4.7(1.7.10) with forge 10.13.4.1448.
screenshot of me hovering over one: http://i.imgur.com/TEVb36G.png
Is there a fix for this?
Yes, will get a patch out soon!
Jul 13, 2015Mr_Crayfish posted a message on MrCrayfish's Furniture Mod v4.1 - The Outdoor Update! (Updated: 9/1/2017)Posted in: Minecraft Mods
It was just for promotion but that new version will be coming soon!
Jul 13, 2015Mr_Crayfish posted a message on How can I insert more animated GIFs to the TV on the furniture mod?Posted in: Mods Discussion
I wrote the TV a very long time ago, looking at the code it could be refactored a lot and include a way to add custom channels. The only problem now is the 1.8 update which all models are fixed. Previously I was dynamically texturing a face of an element with the animated texture, but now in 1.8 you have to define it in JSON, which you can't change in runtime! As much as I'd like to add support for custom channels, it wont be coming. BUT I have some good news, the 1.8 update will overhaul the channels with completely new ones
May 11, 2015Posted in: Minecraft Mods
Thank you for your kind offer to admin my personal computer for me, but, sadly, the position is not open at this time.
All downloads are hosted on my website, not on the forum. If you're smart, examine the adfly link on my website. You'll noticed I've prefixed the direct link with adfly. Just remove that prefix and bam, direct link.
Apr 29, 2015Posted in: Minecraft Mods
I think I owe you guys an update. Basically, I have started University this year (Yes, I am doing a programming degree). I don't have as much time as I use to, to get regular updates out. Right now, there are some bugs in the mod and they will be dealt with soon. If I find time this weekend, I'll get a patch out because I feel I've basically ignored you guys but not on purpose (Uni work). Thank you everyone who has supported me and my mod
Feb 2, 2015Posted in: Minecraft Mods
Please don't confused 'fix' with 'change'. The use of uppercase words also does not help, and is somewhat raging at me, therefore will never get added.
Jan 22, 2015Posted in: Minecraft Mods
You can use mod items, you just need to know the modid and the registered name of the item.
Jan 22, 2015Posted in: Minecraft Mods
I have placed an infinite water source under the sink but when I try to fill the sink it repeats "You need to have a water source under the block the sink is on to fill it. Alternatively you can usf a water bucket to fill it."
I've tried putting the water down before the sink, sink down before the water, putting the sink on a block of water then adding blocks left and right. The same happens with the bath. I think it has to do with the fact that the bath and sink don't touch the water - it doesn't look like they're full blocks. Is there a trick to this?
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Mar 17, 2013AlexDGr8r posted a message on Help for you with the set block/metadata functionsWith 1.5, I noticed how they got rid of all the seperate setBlock and setBlockMetadata functions and just put them into two seperate functions now. But now they have an extra argument. You may be wondering what that last int argument does? Let me help.Posted in: Modification Development
The sixth (or fifth if just setting metadata) argument determines what you want to do after you set the block/metadata to the given value. Do you want to update the block after you set the designated value? And do you want to notify the block's neighbors of the change?
Basically, here's what you should pass in for whichever operations you are wanting to be done alongside the block/metadata change:
1 - Notifies neighbors of block change
2 - Marks the block to be updated
3 - Marks the block to be updated AND Notifies neighbors of block change
4 - Just sets the block ID or metadata
NOTE: Minecraft will only notify the block's neighbors of the changes if the code is called server-side and not client-side.
I haven't seen anywhere in the minecraft code where it uses any other values besides these, so just stick with these values for passing into the functions.
I hope this helps all of you to be less confused.
Dec 4, 2011101Morganic posted a message on Recreating Zelda: Ocarina of TImeCraft (adventuremap)Posted in: Creative ModeI'm doing a recreation of Zelda: Ocarina of TimeNow Known as Ocarina of Timecraft.This has gone from a megabuild to becoming an adventure map in the ocarina of time. The story will be very much the sames and all though I will keep the mechanics as much the same as possible, somethings will change due to Minecraft limitations! You can see some of the older timelapse videos here. I will be putting updates of the map on my channel once in awhile to give everyone an update,. Timelapse has stopped in order not to give away to much of the map and keep it a little bit of a surprise, However once in awhile I will put up timelapses of the bigger builds (ie. The castle, lon lon ranch) but not the dungeons.
I also do Classic Plays, Hardcore mode, Sexy Scream Time, Game of the Week, multiplays and much more. Come check out my channel and please Subscribe to my youtube for updates on the map and more:! http://www.youtube.c...ic?feature=mhee
Share me around
This map will be turned into an Adventure map with no mods needed. (WIP)
Follow me on Twitter to get the latest updates : https://twitter.com/#!/101Morganic
Update Sunday, 2/17/13
Part 3 (Finished Deku Tree)
TP until mine is finished:http://www.minecraftforum.net/topic/171059-32x10ocarina-of-time-pack-wip-29/
Jul 1, 2011emily_2010 posted a message on Emily's guide to aesthetically pleasing home (Updating soon!)9-13-12Posted in: Screenshots
Well I think i've lost just about every creation in these photos, if anyone has a copy of them I would greatly appreciate it if you could upload it for us to use. otherwise, it's all gone for good. but no worries! I plan on making more, i'm not sure how long it will take me though.
Thanks to everyone who has kept this thread alive, I was so happy to find that this thread is still around. I'm going to try and keep adding more content and improving it so it sticks around a bit longer
So, the old guide wasn't much of a guide, I pretty much showed you an owl then told you to draw it, as someone pointed out lower in the posts lol. So this one is going to try to be more in depth. It will probably take me awhile to get it completely finished so leave some feedback on anything I could explain better. I'm not really sure how to throw this all together so i'm just going to dump all my ideas and techniques in here for you all to look through and slowly get it sorted out.
I didn't use a texture pack on this one, I think the regular texture pack looks great , you just have to put some effort into it.. If you can't make it look good without a texture pack, why make it at all ;p
Oh look, It's this house again. The house that makes everyone on your server cringe. How often have you joined a server only to find the spawn covered with these? I can't stand them which is why I ended up making this guide in the first place.. so here's some ways you can fix it. Also, here's a video version that someone was kind enough to make. Check his video out and subscribe http://www.youtube.com/user/Zhell91?feature=mhee
Uploaded with ImageShack.us
Normally when I make a house I go to Realtor.com and just start searching neighborhoods for a style of house I like, but in case you don't have the time to lets start with some basic things I do when I make quick starter houses.
When I make quick houses I start with one wall, like the one on the left. I usually make it 6 blocks across with both ends in stone or some other contrasting block, same with the 2 blocks under the window. This way it doesn't look to bland, I always try to use 2-3 different block types on the walls so the house stands out more. On the sides of the windows I place trap doors to use as window shutters, and when I make houses with more than 1 floor I sometimes make flower boxes that hang in front of the window, just 2 dirt blocks and some signs. You can use trap doors instead of signs, either one looks great.
With this house I decided to make it with 2 floors, so I just made more of the walls on each side into a box. pretty simple ;p
Now for the roof
This part is pretty simple, Just place the steps however you want them, I made the roof on the second floor face the other direction just to keep it interesting, It's starting to look good but it still needs alot of improvement.
so the roof still looks boring and doesn't fit in well, So I add overhangs. I just extend the roof out one block on the sides and use a slab peice to go on the edges, all of the stair blocks have matching slabs so it works perfectly.. all slabs are also fireproof, including wood so they allow us to add fireplaces too
Next I added a porch, it doesn't look that great but I didn't want the house to be too plain and boxy, It's also good protection if you want to step outside and check for creepers that might be waiting for you.
Here's the fireplaces I usually make, I use stone buttons above it and glass panes, If your house is made of wood then the entire wall and all blocks above it in about a 3 block radius need to be half slabs or it will burn..
I found out that you could place signs on signs and they would float, perfect for wooden beams
and porches.. They don't have to touch the ground, They just are in the picture.
Here's a cafe I made with them on my map, Pine Valley. http://www.minecraft...-with-download/
That's all I can think of for the guide , if anyone wants anything else added into the guide I can do that, just leave a comment..
Here's some of my more advanced houses, I spent alot of time on them and they aren't something I could really make a guide for.. hopefully they can help give you ideas though. They are all avalible to download on my planetminecraft page.
Here's another house i'm making on a server with a friend, it's all legit so it's taking awhile to get the materials we need
Sep 24, 2011Posted in: Resource Pack DiscussionThe All-Inclusive Guide to Texturing:
Everything you will ever need to know about making textures for Minecraft
I don't have a lot of time on my hands to fill out the empty sections, so I'm looking for experienced texture artists would would be willing to draft some of the blank sections below. If you think you have a firm grasp of one of the needed topics, create a guide and post it to this thread-- I will review all submissions for quality/grammar/style, etc, and add them to the guide if they are up to snuff.
How the textures are put on the blocks
aka: How do I edit the fence?
Setting up your workspace
The Basics of Shading
Use of Color
...and how to avoid them.
Beyond the Terrain.png
What are all these other files?
Why are the grass/leaves gray?
What is it, why you need it, how to use it
Choosing a Theme
and sticking with it
How to post your pack
How to market your pack
Welcome to the world of texture packs.
This guide is meant to be a quick reference for the answers to any and all questions you may have about texturing, from the mundane to the complex. If you have any questions or feel that something could be added to make this guide more complete, please feel free to leave a comment.
For those of you who are new to the world of texture packs, the sections below detail what texture packs are and why you should consider making one.
What is a texture pack?
A texture pack is a zip file containing a series of special images that can be used by Minecraft to change the appearance of almost every aspect of the game, from blocks and water to weapons and mobs.
The core of a texture pack is an image file called the terrain.png. This file determines how the blocks that make up the majority of the Minecraft world look. Almost all texture packs you will find have edited the terrain.png. Some texture packs, however, only edit mobs or items, and are called 'Mob packs' and 'Item packs,' respectively.
Why make a texture pack?
There are many reasons to make a texture pack.
For most texture artists, the main reason is to replace the default look of Minecraft with a customized look. Texture packs can create any sort of atmosphere you can imagine, from fantasy to steampunk to post-apocalyptic. Texture packs can also be made to enhance the world of a custom map and give certain blocks the specific look needed for that map.
Sometimes an artist will make a texture pack in order to practice their artistic skills or to try out a new artistic technique. There are many packs that are made with a specific art style-- such as impressionism or pixel art-- to allow the artist to flex his/her creative muscles.
And last (but certainly not least), texture packs are often made just for fun. Watching your art come alive through Minecraft is both exhilarating and inspiring, regardless of skill level.
So if you're ready to try something new and exciting, pull up a chair and read on.
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Before you can get started on editing the look of Minecraft to your liking, you need to understand a few basic things about the textures themselves.
As I'm sure you have already noticed, Minecraft has a very 'old school' look. Unlike most of today's video games, Minecraft's graphics are simplistic and pixelated. Let's take a look at why that is:
A side dirt texture, broken down into its pixels
Here is an example of a common minecraft block texture. As you can see, this block is 16 pixels wide by 16 pixels high. This is what is referred to as 16x resolution. A texture pack where all the block textures are 16 pixels wide is called a 16x pack. Here's what a 16x texture looks like at it's normal size:
A 16 pixel by 16 pixel block
The default 16x terrain
(256 pixels by 256 pixels)
Pretty tiny, right? The default minecraft textures are created from blocks with only 256 pixels each in order to reduce the amount of memory your computer needs to devote to running the game, allowing you to have nearly infinite worlds. With 16x textures, the game only has to render 256 pixels per block. This gives most operating systems a significant speed boost.
If, however, you are not a fan of the small space provided by 16x textures, it is possible to increase the size of the terrain image file in order to have more pixels per block to work with. Here is that same dirt block, only now its size has been increased by 200% so that it is 32 pixels wide instead of only 16 pixels wide:
32x side dirt
This increase in block dimension allows you to put much more detail into your textures. Here is an example of a detailed 32x side dirt block, taken from Vattic's Faithful pack.
Doubling the number of pixels makes a big difference
Because of the wide-spread desire to bring more detail into Minecraft textures, there are many different HD resolution packs. The defining characteristic of all HD packs is that their blocks are more than 16 pixels wide. The most common HD resolutions are 32x (200%), 64x (400%), 128x (800%), 256x (1600%), and 512x (3200%). Although it is possible to have blocks that are 43 pixels wide or 15 pixels wide, there are many downsides to increasing or decreasing the size of a block to unusual resolutions, which will be touched on later.
- "How do I make an HD pack? Do I need a template?" Although there are many templates available, the process of creating the base for an HD pack is so simple that there is no reason to rely on templates. Just follow these three easy steps:
- Open the terrain.png in an image editing program. (Where do I find the terrain.png?)
- Go to 'resize image'.
- Resize the image to 200% (for 32x), 400% (for 64x), 800% (128x), 1600% (256x), or 3200% (512x). Make sure the box that says "Preserve hard edges/nearest neighbor is checked! This will keep the image from becoming blurry. Also, do not attempt to resize beyond 3200%-- Minecraft cannot run textures larger than 512x.
- "My gold blocks are on fire and the nether is water! What gives?" You are attempting to use a non-16x pack without first downloading and running the HD patch.
- "What is this 'HD patch' I keep hearing about?" Minecraft is programmed to look in a very specific location for each of the textures to be used on the blocks. Resizing the terrain.png shifts the locations for these textures, so that minecraft end up pulling 'filler' textures from places it's not supposed to. That's why gold blocks look like they're on fire, pumpkins are riddled with pieces of portal, and the nether is turned into water. The HD patch is a small, easy-to-use program that fixes these bugs and makes your game look the way it's supposed to look.
- "My pack is only 16x, but my custom water/lava doesn't show up!" Any pack that edits the water/lava texture found on the terrain.png must use the HD patch in order to see that water within the game. Custom water/lava animation files also require the HD patch.
- "Great! Now I'm going to go make a hyper-realistic 512x pack!" Before you run off on your grand texturing adventure, keep in mind that the more pixels Minecraft has to load, the more memory it will take to play the game. The best advice here is to know your operating system. If you have a top-of-the-line, cutting edge super computer, you probably won't have any trouble using that 512x pack to your heart's content. If, on the other hand, you're still using that boxy desktop you got back in 1998, be aware that trying to run your 512x masterpiece may cause extreme lag and/or crash the game.
- "I have a really slow computer. Should I try making each block only one color to reduce lag?" No matter how many or how few colors you use in your texture pack, if the underlying blocks are still 16 pixels wide Minecraft will still have to load 256 pixels for each block. Or, in other words, how smooth or how grainy a texture pack is has no effect on the performance of the game. The only way to reduce the lag caused by the terrain.png is to resize it to less than 16x!
- "Okay then, I'll reduce the terrain.png to 8x. But I really like having realistic water, so I'll make a 512x water animation! (How do I make water animations?) Beware! Animations are even bigger memory hogs than the terrain.png!The best way to reduce lag is to have no animations.Barring that, make sure the resolution of your animations is no greater than the resolution of your pack, i.e. have 16x animations for a 16x pack to limit the amount of lag they cause.
Get there HD patch HERE.
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The first hurdle all beginning texture pack makers have to overcome is actually finding the files they want to edit. For those new to the Minecraft world (or to computers in general) this may seem like a daunting task. But with the aid of a simple program and a few short steps, the process is actually ridiculously easy. Never fear! It will become routine in no time.
How to find the default textures:
-- Instructions for Windows --
Click 'start' on the menu bar, and then type 'run' in the search bar. Press enter.
Type '%appdata%' into the prompt that pops up.
Double click on the file labeled '.minecraft'.
Double click on the file labeled 'bin'.
For this step you must have either 7-zip or Winrar.
If you don't already have either, you can download 7-zip for free here: http://www.7-zip.org/
You can also download Winrar, but you must either pay for it or fill out an offer first. 7-zip is much simpler to deal with, although both programs function the same way.
Right click on 'minecraft'. Then highlight 7-zip (or Winrar) and click on 'open archive'.
In the new screen that appears, scroll down until you find 'terrain.png'. Then simply drag and drop the file onto your desktop. From there, you can open it using whatever image editing program you wish. (What types of programs can I use to make a texture pack?)
-- Instructions for Mac --
Open a Finder window. Open the menu and click "Go" > "Go to folder"
Type "~/Library" and press "Go"
Find and double click "Application Support."
Find and double click "minecraft."
Find and double click "bin."
Find minecraft.jar and rename it to minecraft.zip.
Click 'use zip' when it asks you to decide between keeping the jar and using the zip.
Double click on the renamed file to open the folder. Scroll down until you find the file 'terrain.png.' Drag and drop this file onto your desktop, then open it with your image editing program of choice. (What types of programs can I use to make a texture pack?)
Now that you can access the default textures and edit them to your liking, the next challenge is packaging your texture pack. While it is entirely possible to re-insert your edited files back into the jar, if you want to post your pack for other people to download you need to package your textures into a downloadable zip file. You cannot use rar files for texture packs! The game cannot read the .rar extension. Your textures must be contained inside of a file ending in '.zip'.
WARNING: Do not extract the textures and then attempt to re-zip the file! This will destroy its ability to function as a texture pack. Simply use 7-zip or Winrar (for windows) to access the file without extracting. Mac users do not have to use a special program-- your machine can access the zip file automatically.
How to create a texture pack zip file
-- Instructions for Windows --
First you need to find the texture pack folder. The easiest way to do this is to start Minecraft, click on 'Mods and Texture packs', and then click on 'Open texture pack folder.'
You can also access it the same way you accessed the minecraft.jar earlier to find the terrain.png. Go to Start > 'run' > '%appdata% > .minecraft then click on the file named 'texture packs.'
Right click in the new window (make sure not to right click on a texture pack already in the folder!). Then go to 'new' and click on 'zip file.'
Rename the file with the name of your texture pack.
To insert textures into your new texture pack, right click on the zip file, go to '7-zip' (or Winrar), then click on 'open archive'. You can then drag and drop your textures into the new window that pops up.
-- Instructions for Mac --
Select all your texture pack files. Make sure that files that belong in folders (such as wolf skins in the 'mob' folder) are placed into the appropriately names folders.
Right click on the selected files, and then click "Compress (number of) files"
Rename the "Archive.zip" to the name of your pack.
Drag the pack into your "texturepacks" folder, in ~/Library/Application Support/minecraft.
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"I have an idea for a texture pack, but I have no idea how to make one!"
Don't worry, you're not alone. We've all been there at one point or another. So take a deep breath, relax, and read over the following sections to see where to get started on your artistic journey.
The picture below is an image file referred to as the terrain png, so called because it is used by the program running Minecraft to determine how the 3D environment of the game will look. Notice that the file extension is 'png'. The terrain image must always have this extension, or else it will not be rendered correctly by the game.
The Terrain png
(re-sized for easy visibility)
The terrain png may seem hopelessly complex at first glance, but when broken down into it's basic parts it's really quite simple. Here is the terrain png with every textured square labeled. Each of these squares corresponds to a block texture found in-game, the names and uses of which are listed next to the block number below. Note that the red blocks indicate textures that are not currently in use.
Terrain.png with numbered blocks.
Click the button below to see the explanations of each of the textures!
00 = Grass top (see 'Biome Shading')
01 = Smooth stone
02 = Dirt
03 = Side-dirt. The grass fringe only appears the color it is here when graphics mode is set to 'fast'. On 'fancy' graphics, the sides of grass blocks are made from the side-dirt block overlaid with biome sidegrass (26).
04 = Wooden planks
05 = Doubled stone slab side. The side of a single stone slab takes on the texture of the top half of this block.
06 = Stone slab top
07 = Bricks
08 = Tnt side
09 = Tnt top
0A = Tnt bottom
0B = Spider web
0C = Red flower
0D = Yellow flower
0E = Portal animation place-holder *Appears to do nothing as of 1.9*
0F = Oak Sapling
10 = Cobblestone
11 = Bedrock
12 = Sand
13 = Gravel
14 = Oak trunk
15 = Log top (appears for all types of tree trunks)
16 = Iron block
17 = Gold block
18 = Diamond block
19 = Emerald Block
1C = Red mushroom
1D = Brown mushroom
1E = Jungle tree sapling
1F = Fire animation placeholder *appears when HD patch is not used for 32x and above*
20 = Gold ore
21 = Iron ore
22 = Coal ore
23 = Bookshelf
24 = Mossy cobble
25 = Obsidian
26 = Biome sidegrass (see 'Biome Shading')
27 = Long grass (see 'Biome Shading')
28 = *Not used
2B = Crafting box top
2C = Furnace front (un-lit)
2D = Furnace/dispenser side
2E = Dispenser front
2F = Fire animation placeholder *appears when HD patch is not used for 32x and above*
30 = Sponge (only available in creative mode)
31 = Glass/glass panes
32 = Diamond ore
33 = Redstone ore
34 = Leaves (on fancy graphics)
35 = Leaves (on fast graphics-- no transparency to reduce lag)
36 = Stone brick
37 = Dead shrub
38 = Long grass 2
3B = Crafting box side 1
3C = Crafting box side 2
3D = Furnace front (lit)
3E = Furnace/dispenser top/bottom
3F = Pine sapling
40 = White wool
41 = Monster spawner
42 = Snow (used for solid snow blocks as well as the layer of snow covering other blocks)
43 = Ice
44 = Snowy side dirt (NOT biome shaded-- will always appear the same)
45 = Cactus top *The main body of the cactus (minus the spikes) must always end exactly 1 pixel (or equivalent) away from each edge, or the texture will appear to 'overhang' the sides.
46 = Cactus side *The main body of the cactus (minus the spikes) must always end exactly 1 pixel (or equivalent) away from each edge, or the texture will appear to 'overhang' the sides.
47 = Cactus bottom (invisible)
48 = Clay
49 = Reeds
4A = Noteblock/ Jukebox side
4B = Jukebox top
4C = Lily pad
4D = Mushroom biome sidedirt (NOT biome shaded)
4E = Mushroom biome grass (NOT biome shaded)
4F = Birch sapling
50 = Torch *Must be at least 2 pixels wide (or equivalent-- 4px for 32x, 8px for 64x, etc). Flames are generated separately.
YW = Wooden door
YI = Iron door
53 = Ladder
54 = Trapdoor
55 = Iron bars
56 = Wet farmland
57 = Dry farmland
58/59/5A/5B/5C/5D/5E/5F = Growing wheat. Planted seeds take on the first texture in the sequence (58) and advanced through the textures over time until they are fully grown (5F).
60 = Lever *Must be at least 2 pixels wide (or equivalent-- 4px for 32x, 8px for 64x, etc)
63 = Redstone torch (On) *Must be at least 2 pixels wide (or equivalent-- 4px for 32x, 8px for 64x, etc)
64 = Mossy stone brick
65 = Cracked stone brick
66 = Top/bottom of pumpkin
67 = Netherrack
68 = Soulsand
69 = Glowstone
6A = Sticky piston face
6B = Regular Piston face
6C = Piston side
6D = Piston bottom
6E = Piston front (arm extends through the center)
6F = Growing pumpkin/melon vine. Extends up out of the ground as it goes-- unlike wheat, the texture itself does not change over time. (see 'Biome Shading')
70 = Curved minecart rail
71 = Black wook
72 = Dark gray wool
73 = Redstone torch (off) *Must be at least 2 pixels wide (or equivalent-- 4px for 32x, 8px for 64x, etc)
74 = Pine bark
75 = Birch bark
76 = Pumpkin side
77 = Pumpkin front (unlit)
78 = Pumpkin front (lit)
79 = Cake top *Must always end exactly 1 pixel (or equivalent) away from each edge, or the texture will appear to 'overhang' the sides.
7A = Cake side *Must always end exactly 1 pixel (or equivalent) away from each edge.
7B = Cake inside (visible after being eaten). *Must always end exactly 1 pixel (or equivalent) away from each edge.
7C = Cake bottom *Must always end exactly 1 pixel (or equivalent) away from each edge, or the texture will appear to 'overhang' the sides.
7D = Giant red mushroom cap (outer faces)
7E = Giant brown mushroom cap (outer faces)
7F = Fully grown pumpkin/melon vine. Attaches to the side of the pumpkin/melon. (see 'Biome Shading')
80 = Minecart rails
81 = Red wool
82 = Pink wool
83 = Redstone repeater (unpowered)
84 = Pine needles (on fancy graphics)
85 = Pine needles (on fast graphics-- no transparency to reduce lag)
XBT = Bed top
88 = Melon side
89 = Melon top/bottom
8A = Cauldron, top (Rim)
8B = Cauldron, inside bottom/bottom
8C = Cake icon (as seen when held in your hand). Must be edited on the items png-- editing the texture here as no effect whatsoever.
8D = Giant mushroom stem
8E = Giant mushroom gills-- appears on the inside faces of the caps and inside the stem.
8F = Vines (see 'Biome Shading')
90 = Lapiz lazuli block
91 = Dark green wool
92 = Light green wool
93 = Redstone repeater (powered)
94 = Glass pane edge
95 = Bed foot
XBS = Bed side
98 = Bed head
99 = Jungle tree log
9A = Cauldron side
9B = Cauldron 'feet'
9C = Brewing stand base
9D = Brewing stand (left side used when potion is attached, right side when potion is not attached)
9E = Ender portal top (ender portal 'eye' inserted into center)
9F = Ender portal side
A0 = Lapiz lazuli ore
A1 = Brown wool
A2 = Yellow wool
A3 = Booster rail (unpowered)
XRT = Redstone trail (glowing)-- 'shaded' with red, much like biome textures. Appears a brighter red when powered, although the exact shade of red is determined by how dark or light this texture is (white texture = brightest red, gray texture = duller red)
A6 = Enchanting table top
A7 = Dragon egg
A8/A9/AA = Growing cocoa pods. Growth progresses from right to left, starting with AA and ending with A8.
AB = Emerald Ore
AC = Tripwire hook. Must occupy the default area, otherwise there will be invisible segments in-game and/or your texture will be warped.
AD = Tripwire string. Careful! If you draw a single straight line it will look like a dashed line in-game.
AE = Ender portal 'eye' (inserted into portal block)
AF = White stone/Ender portal bottom
B0 = Sandstone top/bottom (applies to all types of sandstone)
B1 = Dark blue wool
B2 = Light blue wool
B3 = Booster rail (powered)
XRS = Redstone trail (non-glowing)-- NOT shaded with red. This texture overlaid on top of the glowing redstone trail (XRT), enabling redstone wires that have both glowing parts and non-glowing parts.
B6 = Enchanting table side
B7 = Enchanting table bottom
C0 = Sandstone side
C1 = Purple wool
C2 = Magenta wool
C3 = Detector rail
C4 = Jungle tree leaves (fancy graphics)
C5 = Jungle tree leaves (fast graphics)
C6 = Pine planks (made from pine logs)
C7 = Jungle planks (made from jungle logs)
WT = Water
D0 = Sandstone bottom
D1 = Cyan wool
D2 = Orange wool
D3 = Glowstone lamp (off state)
D4 = Glowstone lamp (on state)
D5 = Circle stone
D6 = Birch planks (made from birch logs)
E0 = Nether brick
E1 = Light gray wool
E2/E3/E4 = Growing nether wort.
E5 = Hieroglyphic Sandstone
E6 = Smooth Sandstone
LA = Lava
F0/F1/F2/F3/F4/F5/F6/F7/F8/F9 = Breaking animation. Progresses from left to right as the block is struck.
FA = Currently unknown
FB = Currently unknown
FC = Currently unknown
FD = Currently unknown
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One of questions frequently asked by new texture pack artists is, "Where is the fence/stair/pressure plate texture, and how do I edit it?"
The answer to this question is two-fold:
First and foremost, there are no stand-alone textures for fences, stairs, half blocks, or pressure plates. These items are are made from derivative textures-- they have no separate file all to themselves, but instead are made from the texture of another block.
Let's use the texture for wooden planks as an example. As every Minecrafter knows, planks can be crafted into wooden stairs, wooden half-blocks, wooden pressure plates, and fences. As shown in the image below, the plank texture found on the terrain png is recycled to make each of these wooden items. They themselves do not have unique textures, but are rather pieced together from the plank texture, which is 'wrapped' around the model. Let's take a look:
Derivative textures in action
This principle also applies to cobble stairs/halfblocks, nether brick stairs/fences, and stone brick stairs/halfblocks, which take their textures from cobblestone, nether brick, and stone brick on the terrain png, respectively. Except for smooth stone slabs, every derivative item uses derivative textures. The image below shows this process for stone plates, buttons, and levers. As you can see from the image, the lever takes its base from the cobble used in its crafting recipe.
More derivative textures in action
Although it is not possible to directly edit the textures on these items, they can be indirectly edited by changing the texture from which they are made. To observe how the textures fold around the items, let's first take the wooden plank and make a 2px wide line down it's center:
With this red line serving as a guide, we are now able to observe exactly how the square textures are pieced together into complex 3D shapes:
From looking at the top image, it's clear that the center post of the fence is made from a 4px wide vertical strip taken from the center of the texture (this is true for nether brick fences as well). This means that in order to have a clean vertical fence post, you would need to have a 4px wide vertical wood grain texture running down the center of the planks. From looking at B, you can also see that each step of the stairs is 8px high-- in order to avoid having a joint between the planks land on or near the edge of the step, be sure to keep this 8px spacing in mind.
But fences and pressure plates are not the only items guilty of borrowing textures-- many blocks on the terrain png also share textures with each other, and some even reuse parts of their own textures to fill in their 3D models.
First let's take a look at an example of texture sharing between different blocks:
Furnaces and dispensers share sides and tops
As you can see from the image above, the furnace side texture and the furnace top texture are shared between the lit furnace, unlit furnace, and dispenser. This can sometimes cause the furnace or dispenser to appear strange if careful planning is not done in advance to ensure that the side/top texture is not too dissimilar from the furnace/dispenser texture.
Below is another example of this texture sharing between blocks:
More texture sharing
As you can see, the jukebox will always use the noteblock texture for its sides.
Another common question sometimes asked by first-time texture artists is, "Where do I find the texture for the side of the door?"
The answer to this is very similar to the one above for fences: the texture for the side of the door is found on the door itself. In the image below, you can see how the edge of the door appears to have hinges, an effect that is caused by a strip of the original texture being mapped onto the edge:
Part of the door texture is reused as the door edge
By drawing several multicolored lines on the edges of the door texture, we can map out exactly where this strip is taken from and how it is wrapped around the model of the door:
Areas where textures are reused
From this image you can see how a 16x by 3x wide rectangle is taken from the left side of the door and repeated end to end along the edge of the door. The opposite edge of the door is given the same treatment with the same strip of texture. Redstone repeaters, traps doors, and pistons also employ texture reuse to fill in 'missing' parts of their model.
Another block which reuses parts of its own texture is the piston. The arm of the piston takes its texture from the wooden part of the side texture, as shown in the image below.
Texture reuse on the piston arm
For more information on which blocks share/reuse which textures, take a look at the section on texture wrapping.
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'Making Textures', 'Beyond the Terrain.png', and 'Advanced Topics' are contained within posts further down this page. Please click on the links in the table of contents to reach them.
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Aug 5, 2012Posted in: Minecraft Mods
First Release! Beta 1.2
---------------Instructions!1. Install ModLoader2. Put MarijuanaCraft.zip in your mods folder3. Start up Minecraft4. Watch this Video below to learn the ways of Marijuana cultivation5. Get High
---------------Recipes!Drying TableDried Leaves (Drying Table)BudsIron BladeGrinderGrinded Bud (Grinder)JointEmpty BongFilled Bong
Beta 1.0 - First release! Added Joints, Bongs, Drying Table, Grinder, Indica Strain, Sativa Strain, Oertle God Tomb with Seeds,
Dried leaves, grinded leaves, buds, etc.
Alpha 1.1 - Removed ridiculous craftable Marijuana Leaf recipe, added Weed Seeds; although only accessible from the creative menu until ModLoader supports new Entities, added ability to grow your own Marijuana Leaves
Alpha 1.0 - First Release, craftable Marijuana Leaf, 45 second casual effects
To-Do:Check out the Trello for MarijuanaCraft---------------
SPECIAL THANKS TO:
-Soyrman - for providing moral support during the project and distracting me by asking for programming help. Here's the mod he's working on with the help I provided: LINK
-SuperDeadBau5 - Making some of the textures like the amazing joint!
-ShaoTheGamerHD- For making most of the INCREDIBLE textures here. If you see bad ones, there not made by him Check his ItemsPlus+ mod!
-AdosHQ - Helped with some of the textures! He's Finnish!!!
This document is Copyright ©(2012) (Nikush) (kushirules) and is the intellectual property of the author. It may be not be reproduced under any circumstances except for personal, private use as long as it remains in its unaltered, unedited form. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this mod on any other website or as a part of any public display is strictly prohibited, and a violation of copyright.
Jul 10, 2011Incase anyone finds this AGAIN, I dont update on the forums anymore, I DO however still work on this, please go to my youtube linked below to follow on this, as I now only do video updates. Sorry and thank you!Posted in: Screenshots
New DL file Lumbridge! get it HERE!
The Prototype Lumbridge!
The Real map
What can you do to help you ask? Why CONTSRUCTIVE CRITICISM is the most helpful because it helps me do things right and that means when i release the download you'll get the best possible world!
The TimeLaspe! (part 1)
Timelaspe Part 2
Jan 4, 2012Posted in: Minecraft ModsLanterns Mod(v1.1.2)
[email protected]@[email protected]@!!
I believe in putting power into the hands of the people, so that they can feel like they have a say in something, or just feel like they can actually accomplish something. While I understand why people would get riled up about people copying other people's mods, I don't really see the need for getting so enraged over it. With that said, here is my "copyright":
This mod is open source. BUT, that doesn't mean you may copy it. If you do use my mod's source/binary code to create/build upon your mod, I expect you to give credit where credit is due. Thank you.
Basically, this means you may use my code to help with a problem you are having, but you may not simply copy and paste it. I realize what I said earlier, but I have to draw the line somewhere.
UPDATE: I haven't worked on this mod in a while. I will slowly begin to start to work on it more and more.
Stuff planned for whenever I next update it (Which will probably be when 1.3 comes out, because it seems like there will be some major changes and I think I might just hold off on it until then, which does give me more time to work on it.):
-Add liquid oil (this has been the bane of my existence for the past month or two, I just can't seem to be able to figure it out. I have added the liquid itself, but I am still working on implementing it into the mod.)
-organize the dowload section of this page, remove old downloads, make sure current ones work.
-If I haven't already, I'm removing redstone lanterns. They have been added to minecraft, so they serve no purpose in a mod.
Also, if you feel like you have a neat/cool idea for my mod, PM me or just reply to this post. I usually keep this page open in Chrome while I'm doing other things and I check it very frequently, so your posts will not go unheard!
CURRENT SUPPORTED MINECRAFT VERSION: 1.1
CURRENT MOD VERSION: 1.1.2
CHANGE LOG (v1.1.2):
-Overhauled the whole mod.
-All recipes are now cheaper. Instead of chains in the crafting recipes, the lanterns now use Wooden Poles. Also, instead of casing, the lanterns require a single piece of flint.
-New chain block. For now, you can only place lanterns beneath this block. This may change in the future. This chain block allows you to hang the lanterns from varying heights (cathedral ceilings with lanterns a block above your head).
-PLEASE NOTE: The chain does not carry a current. You will still need to place the redstone lantern underneath a powered block.
-eliminated all casings.
change log (v1.1.1):
-Updated to 1.1
change log (v1.1):
-Fixed bounding boxes so they are more tight around the lanterns.
-Fixed the collision of the lanterns so they should all be walk-through-able.
+Added the redstone lantern! Explained in the features section below.
Here are the current features:
-tiered lanterns (wood, stone, iron, gold, and diamond)
--the way these work is they start off not so bright (but still brighter than a torch), but get brighter the harder it is to craft them, with diamond lanterns being as bright as glowstone.
-a candle block, complete with smoke and flame particles and is a little brighter than a golden lantern.
--the candle is still in its early stages. I plan on bulding on it, don't worry
-Paraffin (it's an ore used to make wax for the candle)
--This lantern is powered by redstone and can only recieve power from the block above it. It is almost as bright as a diamond lantern.
--The chain is a block with the bounding box of a fence. It is mainly used to hang lanterns from varying heights. It can be placed anywhere as long as there is a block above it, so it could also be used as a decorative piece.
-New smoke and fire particles on the lanterns
-Custom block rendering, so the lanterns actually look like lanterns!
-Introduction of oil, which would be integrated into the making of lanterns (Oil lamps, etc).
Here are some screenshots:(NOTE: These screenshots are old. I will add new ones as soon as possible.)
Various Lanterns being hung from chains:
Here are the recipes. They are pretty self-explanatory:
[A][W][A] W = Wick [A][W][A] A = Wax [I][I][I] I = Iron Ingot
[ ][S][ ] S = Stick [ ][S][ ] [ ][S][ ]
[I][ ][ ] I = Iron Ingot [ ][I][ ] [ ][ ][I]
REDSTONE CHAIN (for the redstone lantern):
[C][R][C] C = Chain (item) [C][R][C] R = Redstone [C][R][C]
[G][S][G] G = Gunpowder [W][S][W] W = Wax [G][S][G] S = String
[ ][P][ ] P = Pole [W][F][W] W = Wooden Planks [ ][W][ ] F = Flint
[ ][P][ ] P = Pole [C][F][C] C = Cobblestone [ ][C][ ] F = Flint
[ ][P][ ] P = Pole [I][F][I] I = Iron Ingot [ ][I][ ] F = Flint
[ ][P][ ] P = Pole [G][F][G] G = Gold Ingot [ ][G][ ] F = Flint
[ ][P][ ] P = Pole [D][F][D] D = Diamond [ ][D][ ] F = Flint
[ ][C][ ] C = Redstone Chain [I][T][I] I = Iron Ingot [ ][I][ ] T = Redstone Torch
Well, here's the download. I hope you have fun with it!
Minecraft version 1.1(modVersion 1.1.2)(AdFly/dropbox)
Minecraft version 1.1(modVersion(1.1.1)(AdFly)
Minecraft version 1.0.0(modVersion1.1)(AdFly)
Minecraft version 1.0.0(modVersion1.0)(AdFly)
Apr 29, 2012AtomicStryker posted a message on [SMP Mods] Forge Networkmod and FML, how to port from MLMPRead the tutorial and the forge method again. On server, an interact needs to call player.openGui and the MinecraftForge getGuiElement needs to return the Container a client sets his GUI up on.Posted in: Tutorials
Nov 19, 2011PLEASE READ AND RESPOND TO POLL BEFORE POSTING. Thank you.Posted in: Suggestions
Summary of Goals
The purpose of this petition is two-fold:
1)Improve the current swamp biome transitions.
This can be done by editing the code of the overlay, or by getting rid of the overlay and inserting the new swamp coloration into the grasscolor.png. This would allow swamps to remain the color they are at present AND smooth the transitions.
2)Make the swamp overlay a png that can be edited with a texture pack.
This will not change the current color, if you like the swamps the way they are now. It will only allow us to change the color if we so desire using texture packs. There is no reason we should not be able to edit the overlay using a texture pack. None.
With the release of 1.8 came a new biome type, the swamp biome. This watery terrain where trees grew submerged in shallow pools and vines hung thick from leaves was, to many a minecrafter, very beautiful.
But then came the first 1.9 pre-release, and suddenly our magical swamps became dark and gloomy, like something out of Mordor. Not only that, but the borders did not blend at all with the normal minecraft world- the black grass of the swamps cut like a knife edge across the soft natural colors of the surrounding biomes. The eerie green water also left a jagged border through the smooth blue oceans.
When we first saw this sudden change, we grimaced and cringed, but faithfully continued to believe that the dark purple swamp overlay would be fixed in a later pre-release version. Surely, surely, the good people at Mojang would have to realize just how truly hideous the swamps were. They must play their own game, after all.
1.9.2 came and went, then 1.9.3, then 1.9.4, then 1.9.5 and 1.9.6, and finally RC1 and RC2, and yet still the swamps remained as hideous and harsh as ever, sticking out like a sore thumb in the Minecraft terrain. The worst part was that they were completely unable to be changed by texture packs, as the purple overlay was written straight into the code of the game.
Yet still, like the good fans that we are, we held out hope that the full release of Minecraft would finally bring a resolution to the swamp eyesore.
But now here we are, the day after the full release of Minecraft. And the swamps are still as ugly as they were the day the first 1.9 pre-release came out.
On behalf of each an every disappointed and disgruntled fan, I would like to present the people at Mojang with the following screenshots of the swamps as they appear in 1.0.0, for proof that our complaints are justified:
In light of this evidence, I would like to respectfully request that the people of Mojang make the improvement of swamps a priority for the next update. The following two changes are imperative:
1) Smoother transitions between the swamps and surrounding biomes
2) Swamp overlays that are NOT hardcoded, and can be changed by texture packs.
Sincerely, The Signed:
*click the button to see the list of signatories*
-Liquid Metal Slime
-Razor - Brony
-J Awesome Factor
-Wasabi of IP
-Curtis The Epic
-Teh Blue Arrow
If you agree with this letter of petition, please leave a comment with the phrase '/signed', and your name will be added to the list of supporters.
NEW! Send Jeb a tweet telling him to fix the swamps! Don't forget include a link to this thread!
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