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    posted a message on Conquest_ [WIP there is always more to come]

    Quick question...


    I don't know why I haven't noticed till now, my game doesn't use the animated zombie textures. I don't suppose anyone might know why not?


    MC version 1.7.10

    Optifine U C1 installed

    Forge .1456


    I'm guessing animated mob support was removed at some point? I ask because I'm trying to animate a mob for a mod and all I get is garbled striped mess. Trying to google 'animated mobs' just brings back millions of 3d animated videos (-_-).


    Thanks

    Posted in: Resource Packs
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    posted a message on Conquest_ [WIP there is always more to come]

    Hey guys I've a question. I'm on a 1.7.10 MC world and I'm wondering if the metadata light objects are suppose to give off light?


    These:

    122:8

    117:8

    30:11


    There's probably a few others too but these are the ones I was trying to see if I could use them as some sort of ceiling light. They don't act as light sources for me. Maybe I did something to break it I dunno.

    Posted in: Resource Packs
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]

    Just a quick question, I remember a long while back around the 1.2.5 MC days or maybe even earlier that the shaders made it so light sources like glowstone actually glowed underwater. Like when you were above the water's surface looking down, you could see the glowstone and it was actually making light. It was a very nice effect.


    Today, the moment you go above water, the light vanishes as though the glowstone isn't 'glowing' at all. It's like it just deactivates.


    Is this because of the light engine rework Mojang did some time back? Or maybe it was a feature that was cut and never re-implenented in the newer SEUS versions?

    Posted in: Minecraft Mods
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    posted a message on MAtmos - Environmental sound atmosphere simulator

    I sincerely wish you all the best Hurricaaane. I can still remember the day your Matmos thread first popped up on the forums and wondering "Whats a Matmos and do I need it".


    Long story short... yes I did.


    What you added to the game is something most games come pre-packed with. It's one of those things that should have always been there and wasn't. Sound is a key element to nearly any form of media. A movie without a soundtrack is a bad movie (or a very old one). A game with no sound effects is a lazily made game. Sound will always play an important part in.. well geez everything. It's one of the main 5 senses after all.


    Thank you for making your mod and continuing to update and work on it for so long.


    Best of luck to you Hurricaaane. :]

    Posted in: Minecraft Mods
  • 3

    posted a message on Bloom Lighting! Add Better Lighting into Minecraft without the Lag of Shaders!

    ...I think I've fallen for you.


    I've wanted bloom ingame for so many years. I've tried shaders but .. well... the shader developers, and pardon me for being blunt when I say this, they seem to be in some sort of peeing contest to see who can make the most demanding shaders for a computer and are forgetting that most of us don't play this 5+ year old game on a state of the art hyper expensive modern super computer. Pretty much no way to disable things to improve performance without it breaking something else since the shaders are interwoven and work off each other and good luck asking for help.


    At the most basic level, Minecraft only really needs something to improve it's crappy lighting. Bloom has been the easiest method of achieving that in other games. Everything else I believe should be secondary and modular in that you can just use what you want instead of bloom,dof,SSAO,procedural gen clouds, hi-res real time shadows, super 3d laser injected reflections.


    Some years back, there was a fellow that made a water shader for MC. That was it. Just a shader for water and nothing else. Massive hit. Very popular. Lots of downloads. Why? Because the fps hit was like 2-4 tops. This made it accessible to more people instead of a tiny minority. He stopped updating it and that was that. Now, you have to use a shader with tons of unwanted effects and watch your framerate chug to a crawl on a mid to mid-high range PC.


    So I mean it. I love you. You did it. It works. It looks great. n_n



    A suggestion though. You should rework your front page. It suggests that this only works with MC 1.8. I think you should clarify which MC versions this can be used on. I almost skipped passed your mod until I on a whim read the comments and you said it works for 1.7.10 and any version with "Super Secret Settings".



    Many thanks again. You made a new fan today. ^^

    Posted in: Resource Packs
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    posted a message on MAtmos - Environmental sound atmosphere simulator

    I figured I may as well ask here since someone else asked in the MSI thread already.


    Is there an update to the MSI Music Expansion? I've read through the last 30 pages and Dags doesn't include the music expansion for MSI. When Hurricanne converted MSI to 1.7 he left out the music expansion. I've been trying to figure out how to do it myself but I have no idea how to do this stuff.


    Also I need to say that I don't want the music. The MSI author has even removed all the copyright music and made it quite user friendly in that you just have to rename the .ogg music file and replace the blank one. It's not illegal to discuss. But, no one has updated it to 1.7 and I can't stand the sleepy lullaby default MC music.


    I have looked through the xml and json files for Rhapsodia and MSI trying to figure out why it's not working (I converted the old music event xml I think) but still the default music plays in game. I edited the expansions.json file and added msi_music_events to it copying the format for the other expansions... still default music.


    Then I looked at sounds.json for the converted 1.7 MSI and the 1.7 Rhapsodia sound.json and noticed that the Rhapsodia one has music listed in all that script, however the MSI sound.json does not. I *think* that's why it's not working. Or it might be that the file path to the music files in the original xml isn't supported. /shrug


    As far as 'just use Rhapsodia' goes... Rhapsodia has 9 songs. MSI has 30. Variety is the spice of life. /no1

    Much easier just replacing the MSI blank music files than figuring out how to add 21 new music events to Rhapsodia music manager.json.


    Thanks for reading and I apologize if I came across as little frustrated.^^


    --Edit--

    Fixed Dags' name. It is not in fact 'Dabs'. Big thank you to him for keeping this mod alive n_n

    Posted in: Minecraft Mods
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    posted a message on Conquest_ [WIP there is always more to come]
    This is some troubling news. Ever since glorious JohnSmith left, I've been using your pack and being blown away by it ever since. Now, it looks like you may be on your way out as well. I won't try to convince you to stay or try to give you reasons to keep working on Conquest. How much you've done boggles my mind and the time span you've done it ... wow.

    Perhaps a mod creator could work with you to simply make a mod that adds all the current metadata blocks as their own items. Surely it must be pretty simple. Odin knows Minecraft could use more aesthetic mods anyway. The possibility for multi block structures could open new exciting doors.

    Well, what ever you decide to do, thank you for sharing your amazing work with us. :]
    Posted in: Resource Packs
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    posted a message on Conquest_ [WIP there is always more to come]
    Quote from Supersnaketate

    incorrect, both work in regular minecraft, however the reds must be placed with the command each time, they cannot sit in your hotbar like the white ones and cannot be scrollwheel-clicked


    The setblock command doesn't exist in versions prior to 1.7mc. I guess I should have clarified what version I was talking about. Sry!
    Posted in: Resource Packs
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    posted a message on Conquest_ [WIP there is always more to come]
    You have to use a bukkit plugin or world edit (SPC comes with World Edit but it has only been updated to 1.6.4).

    Without one of those, you can only use the metadatas in white. Red won't work.
    Posted in: Resource Packs
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    posted a message on A Texture Artist's Guide to MCPatcher's Features
    minHeight=

    Thanks for the reply! Some things just linger forever in this game. =T
    Posted in: Resource Pack Discussion
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    posted a message on A Texture Artist's Guide to MCPatcher's Features
    Hello. I was wondering if someone could help me out. Is it possible to replace the texture the game uses when it's touching another block?

    I've hated forever how if you place glass in water it displays the flowing water animation. I'm curious if it's possible through ctm to force the game to use a different more realistic texture when water touches transparent blocks like glass.

    Thank you for your time!
    Posted in: Resource Pack Discussion
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Hihi,
    I have a tiny problem shader related. Maybe it would be better to post in Karyonix's thread...

    When I go to options->Shaders and click 'none' to turn off shaders, my world goes dark. I can still see but even during day time it looks dark as night. I've had to resort to disabling the Shader.jar mod whenever I want to play without shaders

    Just a tiny inconvenience. I'd like to be able to freely turn them on and off whenever instead of disabling things. If anyone has solved this issue I'm all ears.

    Thanks~

    ----EDIT---
    It's the ProjectRed mod causing it.
    Posted in: Minecraft Mods
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    posted a message on Conquest_ [WIP there is always more to come]
    Hello hello. I was wondering how I would reassign CTM data to a different block say from a mod? In 1.6.4, I'm finding a little bit of conflict with mod added terrain blocks being displayed with things like the new 1.7 wood textures (acacia old oak). The flowing metal textures for Tinkerer's Construct display as mossy brick. I'd rather not disable the conflicting stuff entirely and just reroute the ctm to work with mod added acacia trees instead for example. I imagine it's as simple as altering the metadata. How would I find the metadata for mod blocks?

    I apologize for the possible dumb question but the metadata stuff is kinda confusing for vanilla blocks already.

    ---EDIT---
    Nevermind I figured it out. The WAILA mod has a hidden option to show ID and meta for blocks. Cheers!
    Posted in: Resource Packs
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    posted a message on Conquest_ [WIP there is always more to come]
    Really like the new water. Are there any plans to make some new lava? I realized I've been using the same lava for many many years now. I think the JohnSmith lava is almost 4 years old. It gets the job done sure but I was just curious.

    I've been trying to update the 1.5.2 pack with the newer stuff and ... it's been pretty tedious. I have never been able to get MCPatcher to work with forge and when it does actually patch, nothing happens ingame. So I've been stuck with Optifine and it's lack of full ctm support. Anyway, I made an easy copy paste biome list broken into 7 biome types with BoP included. I've never used pastebin before so heres hoping this works...

    http://pastebin.com/9tJRtFfa

    Perhaps it will help make things easier on your end of things. It's not 100% complete (coral kelp forest etc) but it's pretty close. Of course anyone wanting to add BoP support to their own pack is free to utilize this too. You could fix things like black and white reeds and ctm with biome instructions like chiseled stone.

    You are one talented artist Monster. It's just so incredibly impressive how far the pack has come and the sheer amount of work you've put into it. Looking forward to what's in store for the future of Conquest. n_n
    Posted in: Resource Packs
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    The links on the front page for 1.5.2 are all broken or dead. Clicking "1.5.2" on the CustomMobSpawner forum page link takes you to the very latest version for 1.7. Scrolling to the bottom "Older versions" sections takes you to the very latest Mo Creatures for 1.7 and the mirrors are all dead.
    Posted in: Minecraft Mods
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