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    posted a message on [Vanilla] Muddy Puddles [Semi Vanilla] [Grief Prevention]
    Quote from jimEYE

    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?

    We'll be resetting the nether come 1.5
    Posted in: PC Servers
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    posted a message on Texture Artists' Union
    Quote from Meringue

    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.
    Posted in: Resource Pack Discussion
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    posted a message on Texture Artists' Union
    Quote from Taiine

    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.

    Edit: Visual aid
    Posted in: Resource Pack Discussion
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    posted a message on [1.5] Kab's Texture Pack Showcase Map (Test Track)
    Quote from Liamturnbull1225

    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.
    Posted in: Resource Pack Discussion
  • 1

    posted a message on [1.5] terrain.png 2.0
    Updated the template to include the dropper. Moved the torch to make it fit right.
    Posted in: Resource Pack Discussion
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    posted a message on Texture Artists' Union
    Quote from Taiine



    Top is old, bottom is new. Can you guess what it is?

    Nice sponge?
    Posted in: Resource Pack Discussion
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    posted a message on Latest Changes
    Quote from The_Fool76

    Dunno what that would do to the memory footprint though.

    Would make for a fun thread. Brings to mind the old "do simple textures increase performance" thread(s).
    Posted in: Resource Pack Discussion
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    posted a message on New Texture format for 1.5
    Quote from insomniac_lemon

    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.
    Posted in: Resource Pack Discussion
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    posted a message on [1.5] terrain.png 2.0
    Quick
    Quote from Meringue

    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. ;)

    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.
    Posted in: Resource Pack Discussion
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    posted a message on [1.5] terrain.png 2.0
    Quote from Taiine

    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.

    It's been years.
    Posted in: Resource Pack Discussion
  • 1

    posted a message on [1.5] terrain.png 2.0
    Quote from Meringue

    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.
    Posted in: Resource Pack Discussion
  • 1

    posted a message on [1.5] terrain.png 2.0
    Quote from Meringue

    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.
    Posted in: Resource Pack Discussion
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    posted a message on [1.5] terrain.png 2.0
    Quote from Taiine

    Now edit the file that comes with the unstitcher to use this and you'd have a winner.


    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.
    Posted in: Resource Pack Discussion
  • 2

    posted a message on [1.5] terrain.png 2.0
    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.

    Link Removed
    Link Removed

    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.
    Posted in: Resource Pack Discussion
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    posted a message on What the new texture files mean for you and your texture packs
    Quote from pixelScientist

    So what do I overwrite it with, and do i have to do it within the texture pack or as a mod?

    It's just part of the texture pack.

    http://www.minecraftwiki.net/wiki/Texture_pack#Future
    Posted in: Resource Pack Discussion
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