I already made some cool connected textures for MCpatcher (I also plan guardians variants)
but I'm waiting for MCpatcher to be available for 1.8
EDIT: now added - see first post
Beautiful. Wish You had a full pack as I'm sure it would be an amazing body of work.
thank you, but it is unlikely that I will post a full pack because,
you see,
I don't have that much time to invest into it,
so I just end up using textures I like from existing packs
(like that customizer website if it wasn't seriously outdated and didn't lack so many of the good packs),
and when I can't find any I like I make some myself (like now)
and that the only case when I can put it up for download.
however if anyone want me to make another add-on for something ( mods to ) than I will try to when I have the time.
textures for the 1.8 upcoming new prismarine items / blocks as well as guardians in x64.
just load it along any other texture pack you're using.
MCpatcher features:
connected smooth & dark prismarine
color variants for the guardians
(MCpatcher for 1.8 is still experimental at the time of this writing but if you're already using it then enjoy)
use it however you wish,
you can edit if you want,
you can include it in your resource / mod pack,
just remember to give proper credit,
(or don't I wont actually check, its just common decency)
How do I deal with custom colors from texture packs with BoP?
depending on how exactly the texture pack your using handle its custom colors
it likely need to have specific settings for BOP in order to take affect (because of the new grass types)
unless you know how to configure MCpatcher colormap settings I suggest you just turn custom colors off.
I'm trying to make a grid type colormap for vines
but regardless of where the vines are placed in the world
they are colored from a single pixel at: X (biome ID) = 1, Y (block height) = 64
they look especially awful in swamps,
One thing I noticed while doing my showcase was that your statues and wardrobes and etc do not pull their textures from minecraft itself, which was a bit disappointing, as I would love to have the statues in glorious 256x256.
However, I understand that if they are classed as entities, then this wouldn't be possible, hence the need for their own textures.
actually I think its better if they each had their own texture
they now have one texture for all statues from each material,
things like the dragon's wings could have been much cooler,
and making texture/resource pack support for them would be much better that way.
currently they also have the "eye glow" from their original mob (don't know if bug or feature)
I'm wondering how will the bamboo from this mode work with the bamboo from biomes O' plenty,
can plants/trees be registered into some kind of dictionary (like ores) so that they share their crafting recipes ?
If anyone has a seed with a roofed forest next to a savannah I would be soooo so so grateful for it.
seed: BANANA (1951941477)
starts near both savanna and roofed forest like 2~3 chunks away, they aren't touching but are vary near each other and visible from start point.
anybody figured out how to texture horizontal (x/z aligned) logs ?
I tried to make a texture for jungle logs like so: file name: log_jungle.properties
method=horizontal
tiles=33-36
it works great for standing logs but completely ignored by the horizontal ones,
later I tried to target block17 with meta 7 and 11 directly still completely ignored
finally I tried log_jungle.properties with method fixed with a red texture for testing and surprise,
it also covered the top end bottom of the z-axis aligned log (actual y positive and y negative not the faces with top texture)
but not the east/west faces or any face of the x aligned log.
anybody know what am I doing wrong ?
sorry after 2 hours of debugging I noticed I'm on my optifine profile :P,
feel free to ignore / delete this post
0
-facepalm- to verify that it isn't caused by the other mods -_-;
0
no mods,
vanilla textures
WHAT THE FLYING $@%# HAPPENED TO THE WATER ??
EDIT:
if I turn "Custom Colors" -> "water" to false in the config file it stops,
but I (and others) do use custom water color so please fix this
0
but I'm waiting for MCpatcher to be available for 1.8
EDIT: now added - see first post
thank you, but it is unlikely that I will post a full pack because,
you see,
I don't have that much time to invest into it,
so I just end up using textures I like from existing packs
(like that customizer website if it wasn't seriously outdated and didn't lack so many of the good packs),
and when I can't find any I like I make some myself (like now)
and that the only case when I can put it up for download.
however if anyone want me to make another add-on for something ( mods to ) than I will try to when I have the time.
1
textures for the 1.8
upcomingnew prismarine items / blocks as well as guardians in x64.just load it along any other texture pack you're using.
MCpatcher features:
connected smooth & dark prismarine
color variants for the guardians
(MCpatcher for 1.8 is still experimental at the time of this writing but if you're already using it then enjoy)
Screenshots:
Download:
"Legal":
you can edit if you want,
you can include it in your resource / mod pack,
just remember to give proper credit,
(or don't I wont actually check, its just common decency)
0
0
depending on how exactly the texture pack your using handle its custom colors
it likely need to have specific settings for BOP in order to take affect (because of the new grass types)
unless you know how to configure MCpatcher colormap settings I suggest you just turn custom colors off.
0
go to gbuffers_water.fsh
and change
tex.a = 0.95f;
to
//tex.a = 0.95f;
now partially transparent blocks will stay partially transparent.
they will still also stay reflective and watery but i find it much better this way.
0
connected texture for sugar canes works on patched 1.7.4 but not on a patched 14w07a
[edit]
more bugs:
1. ferns are colored by the vanilla colormap instead of the specified one.
2. random textures for double plants are ignored
both things again works fine on patched 1.7.4 but not on a patched 14w07a
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but regardless of where the vines are placed in the world
they are colored from a single pixel at: X (biome ID) = 1, Y (block height) = 64
they look especially awful in swamps,
here are the details:
wanted colormap:
colormap for testing: (see green pixel)
assets\minecraft\mcpatcher\colormap\vine.properties file contents:
assets\minecraft\mcpatcher\color.properties file contents:
please try to fix
0
actually I think its better if they each had their own texture
they now have one texture for all statues from each material,
things like the dragon's wings could have been much cooler,
and making texture/resource pack support for them would be much better that way.
currently they also have the "eye glow" from their original mob (don't know if bug or feature)
0
best decorative mod I've seen so far.
0
can plants/trees be registered into some kind of dictionary (like ores) so that they share their crafting recipes ?
0
hearing this mod is going to get updated really made my day
0
seed: BANANA (1951941477)
starts near both savanna and roofed forest like 2~3 chunks away, they aren't touching but are vary near each other and visible from start point.
0
anybody figured out how to texture horizontal (x/z aligned) logs ?
I tried to make a texture for jungle logs like so:
file name: log_jungle.properties
it works great for standing logs but completely ignored by the horizontal ones,
later I tried to target block17 with meta 7 and 11 directly still completely ignored
finally I tried log_jungle.properties with method fixed with a red texture for testing and surprise,
it also covered the top end bottom of the z-axis aligned log (actual y positive and y negative not the faces with top texture)
but not the east/west faces or any face of the x aligned log.
anybody know what am I doing wrong ?
sorry after 2 hours of debugging I noticed I'm on my optifine profile :P,
feel free to ignore / delete this post