I've been toying around a lot with 1.5. I can't wait for it! are we going to reset the nether to get the quartz ores? or will we just need to spawn new chunks?
Let me nitpick (if you don't mind ) - only the center of the 4x area is used for flowing lava, only falling lava uses more of the 4 tiles. PopcornInsomniac explained it very well in his post in the all-inclusive guide to texturing.
ARRRRGGGGGGH! I AM SO AAAAAANGRAAAYYY!
thank you
Edit: in my defense, my method produces perfectly acceptable results nearly all the time.
they ARE 32x32. @.x elvmsleohnvawut4vgq2385AF;V ERV;RV DFHJJ.
How many times must I say it is a 32x texture? 32X 32X 32X 32X!
32 BY FREAKING 32~!
Jebus! How much cleaer do I have to freaking be?!
Ai karumba
Flowing animations in 1.5 must be doubled in size. So, you take the original mcpatcher flowing animation, and double the resolution of each frame. Then you paste the frame in each new cell four times. Why? The flowing animation is taken from the center of the frame, so that angles don't warp the graphic. Just like how on the old terrain.png there was one texture for water and four for flowing water.
When snapshots come out will you update em to snapshots or not if so o well ps my computer Is Brocken because of the dog ate the motherboard and had to have surgery mabey in a few weeks ill see if its back it kills me not play on PC I just have McPe that is all my good sir
Dumb auto correct I'm mad now at my I pad
I generally don't update to snapshots because updating involves ripping up everything and reorganizing it to fit.
Actually, no. I did some research on the fact, and found this
To see if your hardware supports it, open Minecraft and look at your Snooper data. it is gl_caps[ARB_texture_non_power_of_two] and obviously will be true if supported by your hardware. I have an nVidia GTS 450 from 2010 and it supports non 2^n sized textures.
In your research, did you determine what's the most recent hardware to not support power of two textures? Because that's kinda the important question.
I had a few problems initially with the Unstitcher, that was the reason for me to modify my terrain and item psd files. I have the tile layers named like the original pngs, that way it's possible to use the script "export layers as files" that uses the layer names as file names. PNG is possible, i edited the script so there is nothing added to the file names, works great... although i don't think i'll ever have to export all the tiles at once again.
No class's to edit, just a text file that lists where on the sheet each block is (just like with CTM) and what the file name is
Unfortunately there will come a day when more than 256 textures are required, and I will have to expand the terrain.png. 256 is hardcoded in to the unstitcher atm.
There's only a few edits that would need to be made, but I'm pretty sure I would need permission.
Edit: And I've got permission. Now *sigh* all I need to do is not forget how to program java.
Yes i know - i made my animations directly in the extended terrain.png (every tile separated, duplicated in a folder with all related layers if animated), but i thought of a more easy way to directly create spreadsheets from that file... ah, i just have to get used to it.
I assume you meant sprite sheets.
So you do your animations in smart objects, but do they still animate? I've never tried that.
Ah, you also use those sprite sheet scripts - they are so handy for creating animations. I edited them so i don't have to change the default settings every time, they save so much time.
Your psd is very useful (as is the other one in the TAU thread), but i'm not sure yet how to handle it and animations. I have to think about "automating" and organizing the whole thing somehow - slicing and maybe smart objects... hmmm.
Well photoshop does let you animate. So long as you have a limited palette, turning this into an animated gif isn't too much of a stretch.
I did, however, leave the default animated textures off this template.
I've compiled a new terrain.png template containing all the 1.5 textures for those who like to view their textures as a whole or for display in your thread. The template is currently only in psd format for photoshop, but gimp imports it without any hassle.
All the textures are labeled per layer with the name of the png they represent.
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We'll be resetting the nether come 1.5
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ARRRRGGGGGGH! I AM SO AAAAAANGRAAAYYY!
thank you
Edit: in my defense, my method produces perfectly acceptable results nearly all the time.
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Ai karumba
Flowing animations in 1.5 must be doubled in size. So, you take the original mcpatcher flowing animation, and double the resolution of each frame. Then you paste the frame in each new cell four times. Why? The flowing animation is taken from the center of the frame, so that angles don't warp the graphic. Just like how on the old terrain.png there was one texture for water and four for flowing water.
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I generally don't update to snapshots because updating involves ripping up everything and reorganizing it to fit.
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Nice sponge?
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Would make for a fun thread. Brings to mind the old "do simple textures increase performance" thread(s).
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In your research, did you determine what's the most recent hardware to not support power of two textures? Because that's kinda the important question.
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Quick search turned up http://registry.gimp.org/node/18440 for gimp. Maybe layers to png would just be simpler for everyone.
I am, honestly, confused by the people who need to unstitch every time they update.
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Unfortunately there will come a day when more than 256 textures are required, and I will have to expand the terrain.png. 256 is hardcoded in to the unstitcher atm.
There's only a few edits that would need to be made, but I'm pretty sure I would need permission.
Edit: And I've got permission. Now *sigh* all I need to do is not forget how to program java.
It's been years.
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I assume you meant sprite sheets.
So you do your animations in smart objects, but do they still animate? I've never tried that.
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Well photoshop does let you animate. So long as you have a limited palette, turning this into an animated gif isn't too much of a stretch.
I did, however, leave the default animated textures off this template.
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Yeah, I had thought about that. If I have to edit the class file, do I need to get permission from dinnerbone?
Also, the psd opens just fine in gimp.
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All the textures are labeled per layer with the name of the png they represent.
A photoshop script for converting sprite sheets to layers and back again. It may ease the pain.
You may also like to try my texture pack showcase map.
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It's just part of the texture pack.
http://www.minecraftwiki.net/wiki/Texture_pack#Future