• 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
  • 2

    posted a message on JohnSmith Texture Pack V9.7 (32x) [1.4.2]
    Oh... Seems like you can't just save the image when you put it in a post or transparency gets borked.

    Here's a direct link to the stained glass from last page:
    http://i687.photobucket.com/albums/vv233/Pibblesworth/terrain.png

    Right click save as.
    If you use the Decoratives Mod, open it with 7z or whatever archive tool you prefer, and extract the "iancraft" folder someplace you can find it.
    Drag the "terrain.png" with the stained glass to the "Decorations" folder and then drag the "iancraft" folder into your JohnSmith pack. Should work after that.

    Sorry about that.
    Posted in: Resource Packs
  • 2

    posted a message on JohnSmith Texture Pack V9.7 (32x) [1.4.2]
    Hay there JohnSmith fans. I frankenstiened up some texture support for Extra Biomes. Felt like sharing.

    Extra Biomes SXL

    extrambiomes.png

    And the scarecrow.png


    Credits:
    Cracked Sand - I made it
    Everything Else - JohnSmith made it
    Edits by - Me

    extra:
    The quicksand is the soulsand texture.
    The Red Rock texture is from one of John's slab textures I think (don't remember exactly).
    Red Brick is another of John's Slab textures.
    Red Cobble is from the top of a furnace or dispenser.
    Tree sprites are all John's I just edited the last three to look slightly different.
    All the flowers and grass are tossed together with John's old Wild Grass support textures and old pre-v8 textures.
    Oh... I made the cactus but it's just an edit of the default 16x Extrabiomes cactus to look 32x. So not from scratch.
    The leaves for the non-autumn trees are from old pre-v8 tree textures.
    The cattail is an old wheat texture edited to look more cattail-ish.
    The seed thing is John's seed texture with John's feathers attached to them.
    Posted in: Resource Packs
  • 1

    posted a message on BuildCraft - Blueprints, Pipes, Quarries, Autocrafting, Logic Gates and more! Updated 09.01.13 [3.4.0]
    I thought I'd offer a few tips for people (like me) that have had to rebuild their BuildCraft plant 8+ times because their combustion engines keep blowing up.

    1. When making the infinite water pool, make a 3x3x1 (1 block deep) pool of water but put the water sources in the corners. You should only need 3 buckets and the corner furthest from your pump (which should be in a corner) will fill on it's own.
    I had some trouble with this because the pump kept draining the pool. Put the water in before placing the pump too.

    2. This is the big one. I kept putting a wooden waterproof pipe next to the pump to move water to tanks. Turns out this was the cause of a lot of the explosions. Engines not getting enough water because the wooden pipe doesn't move enough water through it. All you have to do is put a gold pipe on your pump and lead it to a tank. You can see a huge difference from doing it like that to doing it the wrong way with the wood pipe and engine. Your tanks will fill way faster. At least they will if you power the pump with a combustion engine.

    3. Combustion engines will fill their water reservoir all on their own when when connected to a pump. So no need to pipe water to them. This saves on pipes and helps prevent water loops and your engines blowing up because the water is some place else chasing it's tail.

    The last thing is just a suggestion. Get the Addional Pipes mod if only for the teleport pipes and chunk tethers. This will let you pipe oil to your refinery station, energy to your main base, items from any were on the map to any place you want them.
    Chunks unload if you get to far away from them so it's pretty much impossible to pipe oil over huge distances. Additional Pipes removes the headache.

    Anydangway! A great mod. I'm having a lot of fun with it. :]
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.7.3][1.34]The Seasons Mod
    Can I use the colorizer option for the other 3 seasons?

    Unlike the other seasons type mods that use texture packs to simulate the seasons, this one uses methods ingame to simulate seasons. It works better I feel, or I could. I would request for you to add the option to change the colors of all seasons instead of just the one (Autumn). It would help to tell them apart much better and make them more unique. Currently, Spring and Summer have no difference other than Spring spawns plants every where. I want to have spring be a brighter light green, summer a darker greenish yellow, autumn yellow/orange, and winter dark greens and browns. I'm still messing with the config file so, maybe this is implemented already? /shrug
    Posted in: Minecraft Mods
  • 2

    posted a message on [Solution to remix packs]
    It is a shame.

    I try to work on my own pack but when I come here and see all the stealing going on and ZERO moderation. It completely drains me of any desire to continue working on it.

    Who ever runs this place is obviously not going to do jack squat about it so the solution is clear...

    Wait for a fan run site to start up and host mods and textures there. Something like what TESNEXUS is for TES: Oblivion. Stealing and other crap are most definitely not tolerated at all there. Those mods are strict.

    Until then, I'd recommend no one working on a texture pack upload it here unless you're ready for people to steal your work, take full credit for it, and even try to make money off it. Not giving credit is the same as taking full credit in my mind. Putting copyright info in your post won't make a bit of difference either.
    Posted in: Resource Packs
  • 1

    posted a message on Want to Make my own texture Packs
    After reading the comments you were getting I thought I'd say something...

    -The first thing you should do is think of a theme, vision, or feel that you want to create. For example, look at other packs that are hugely popular. Most of them have a theme to them. Doku's is a throw back to old SNES era rpgs. Andre's Jolicraft is his unique artistic style. Try to envision what you want the Minecraft world to look like and start from there.

    -Play around in photoshop for a while. Draw a cube and paint it. Games devs have entire teams devoted to concept art. Trying to find the perfect look and style for what they need. If anything, this step will help get you more accustomed to photoshop.

    -Experiment with different resolutions. They all have their challenges. You'll no doubt discover them yourself. I don't want this to get too long.

    -There are a lot of different blocks that are a lot of different materials. Wood, stone, sand, dirt, grass, etc. If you're having trouble with them, look up some reference pictures to give you a basic guide to work off of.

    -Optional- You might want someone else's opinion on your wip texture from time to time. I'd very much recommend against making a thread and asking people here. You might get an honest opinion back but it's not very likely. There's a terrifying number of yes men fanbois that will tell you adding a noise filter to a green square is the most amazing grass ever. That kind of feedback isn't helpful to anyone. Instead, ask real life people or private message texture pack authors you like and politely ask if they'd be willing to quickly critique you work or offer suggestions.

    If you want to make a popular gold star pack like Johnsmith, Doku, Jolicraft, Painterly, and so on, you have to put in the same amount of effort or more than they did. Crap-packs fade away fast. Lastly, making a quality texture pack takes a lot of work. Take a look at all the things there are in a complete pack. In the terrain.png alone, you'd have to make ~150 textures. Then there's items, Sun, Moon, animated water and lava unless you get permission to use someone else's water/lava, particles, guis... Making all of that could easily take 1-2+ months to complete.

    If you meant more specifically how to make a pack then I guess this isn't all that helpful. So here's a quick guide for that:
    1. Start PShop
    2. ctrl+N
    3. set the width and height to the resolution you need. 16x16pixels, 32x32pixels, and so on.
    4. Shibidy bob-itty boo!
    5. Open your terrain template
    6. copy your texture
    7. paste in the appropriate spot for whatever texture you just made. ie Wood
    8. save your template with the newly finished texture (preferably in a new layer)
    9. go to step 2

    When your terrain.psd template is complete, Save As 'terrain.png'. You can do this part whenever to see how it looks ingame. I hope you know how to do that already.

    Best of luck!
    Posted in: Resource Packs
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