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    posted a message on [1.2.3] Large island
    Everyone getting islands now?

    Rolled up a large, green island... rolling hills, few trees, some pigs and sheep... a bit of exposed coal so you can make torches right away, and a couple small (and yet unexplored) caves.

    Seed: -1922215851402915003

    Posted in: Seeds
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    posted a message on Mod users: Always remember...
    Quote from Fenriz666

    You have a backup, haven't you?


    Nope. :SSSS:

    Posted in: Screenshots
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    posted a message on Mod users: Always remember...
    Quote from MichaelFase

    what mod where you using


    Redpower, Buildcraft, IC2, Railcraft (EDIT: and EE)

    Most of the walls are missing: they were crafted from basalt brick blocks. Also some walls and ceiling above-water level were glass slabs. Those are the two most visible results. Also the holes in the floor are what is left of the lighting system.

    There are also many other broken things not visible in the shot. Missing structures, wiring gone, floating torches/switches, etc. It's a mess.
    Posted in: Screenshots
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    posted a message on Mod users: Always remember...
    ... to load the game/map with your mods enabled.

    I didn't.



    Posted in: Screenshots
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from HeadHunter67

    It's a Forge bug - there's a fix in the Forge thread.


    Thanks for the quick response... both of you. I've been playing Minecraft a while, but only started recently tinkering with mods. Played BTW for a while, but this looked like more fun.

    I'm off to read the Forge thread. :smile.gif:
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    I updated to MC1.1 and installed Redpower2 4d (with, of course, ModLoader, ModLoaderMp, minecraftforge). Added all the RedPower mods. No other mods.

    Started a scratch world. Started finding copper and tin(?), so I know that some of it is working.

    However, when I put anything into a furnace, the output doesn't stack. That is... for example, I can put in 8 blocks of iron ore and a coal for fuel. If I don't manually remove every iron ingot as they are created, the output slot will contain only one ingot when all is done. I tried this with similar results for copper and raw beef.

    Is this a known bug? Did I screw up installation? Am I a jerk?
    Posted in: Minecraft Mods
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    posted a message on Relentless II Freebuild[Bukkit][iConomy][CraftBook]
    Updated first post.
    Posted in: Minecraft Survival Servers (archive)
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    posted a message on Relentless II Freebuild[Bukkit][iConomy][CraftBook]
    Bumped for update to OP and new screenie... It's a rainy day in the city of Beacon in the world of Relentless.

    Posted in: Minecraft Survival Servers (archive)
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    posted a message on Relentless II Freebuild[Bukkit][iConomy][CraftBook]
    Updated OP.
    1. Added twitter feed link.
    2. Something something...
    Posted in: Minecraft Survival Servers (archive)
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    posted a message on Relentless II Freebuild[Bukkit][iConomy][CraftBook]
    Quote from Bookkid900 »
    This is an awesome server, no need to fear mobs and the admins are funny. (More so Rhio than anything)


    Note: there will be mobs... but day is longer and night is a little shorter.
    Posted in: Minecraft Survival Servers (archive)
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    posted a message on Relentless II Freebuild[Bukkit][iConomy][CraftBook]
    This server is no more. Mods may delete/lock the thread.
    Posted in: Minecraft Survival Servers (archive)
  • 0

    posted a message on Photoshop CS4 script: MCPrepareTiles
    Hmmm... didn't see this before, but this might be a better option if you're using Photoshop: http://www.minecraftforum.net/viewtopic.php?f=1021&t=60625
    Posted in: Resource Packs
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    posted a message on Photoshop CS4 script: MCPrepareTiles
    Quote from 4f6f3b »
    Just ran the script and it works fine in CS5 with Windows. ^^


    Thanks for giving it a test!
    Posted in: Resource Packs
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    posted a message on Photoshop CS4 script: MCPrepareTiles
    I'm using Photoshop to start creating a tileset... I wanted to work with one layer per tile, with layer masks, etc. but didn't want to do that effort manually times 256. So I made a script.

    This is javascript. Change tilePixelSize in the first line to 32,64,128,etc if you're doing a HD tileset, or leave at 16 for standard size. Copy the script below into a file "MCPrepareTiles.jsx" and place in Photoshop's Presets/Scripts folder. Restart Photoshop and the command should be available in the File > Scripts menu.

    Calling the script will create a new image with 256 layers, each with the appropriate mask and tile name. It leaves a white background layer, which you can either delete or fill with some other tileset that you want to work over. Anyone using photoshop should know how to do that already. Also, you'll have to export as png to get something usable for game.

    I am not certain I have tile names correct, so if you see errors there, please post corrections. Also, there is little to no error checking, so if you run into errors, post details here.

    Finally, my instructions above are for Mac; I don't have Windows nor Windows PS to test. If Windows/PS users run into problems, check out the scripting documentation:

    http://www.adobe.com/content/dam/Adobe/en/devnet/photoshop/pdfs/photoshop_cs4_scripting_guide.pdf
    http://www.adobe.com/content/dam/Adobe/en/devnet/photoshop/pdfs/photoshop_cs4_javascript_ref.pdf


    var tilePixelSize = 16;     // CHANGE THIS TO 32,64,128,etc for HD tilesets
    
    var numTilesAcross = 16;    // DO NOT CHANGE
    var numTilesTotal = numTilesAcross * numTilesAcross;
    
    var imagePixelSize = numTilesAcross * tilePixelSize;
    
    app.preferences.rulerUnits = Units.PIXELS;
    
    var docRef = app.documents.add(imagePixelSize, imagePixelSize, 72, "Minecraft Tileset",
                                    NewDocumentMode.RGB, DocumentFill.TRANSPARENT, 1.0,
                                    BitsPerChannelType.EIGHT);
    
    var tileNames = [
        "Grass", "Stone", "Dirt", "Grassy-Dirt",
        "Wood", "2-HalfBlocks-Side", "HalfBlock-Top", "Brick",
        "TNT-Side", "TNT-Top", "TNT-Bottom", "?",
        "Rose", "Flower", "Water?", "Sapling",
        
        "Cobblestone", "Bedrock", "Sand", "Gravel",
        "Log-Side", "Log-End", "Iron-Block-1", "Gold-Block-1",
        "Diamond-Block-1", "Chest", "Chest-Back?", "Chest-Front?",
        "Red-Shroom", "Brown-Shroom", "?", "Fire?",
        
        "Gold Ore", "Iron Ore", "Coal", "Bookshelf",
        "Mossy Cobble", "Obsidian", "Iron-Block-2", "Gold-Block-2",
        "Diamond-Block-2", "Wide-Chest-Front-Left", "Wide-Chest-Front-Right", "Craft-Box-Top",
        "Furnace-Off-Front", "Furnace-Side", "?", "?",
        
        "Sponge", "Glass", "Diamond Ore", "Redstone Ore",
        "Leaves Transl", "Leaves Opaque", "Iron-Block-3", "Gold-Block-3",
        "Diamond-Block-3", "Wide-Chest-Back-Left", "Wide-Chest-Back-Right", "Craft-Box-Side-1",
        "Craft-Box-Side-2", "Furnace-On-Front", "?", "?",
        
        "Cloth", "Spawner", "Snow", "Ice",
        "Ice-Grass-Dirt", "Cactus-Top", "Cactus-Side", "Cactus?",
        "Clay", "Reed", "Jukebox", "Jukebox-Top",
        "?", "?", "?", "?",
        
        "Torch", "Wood-Door-Top", "Iron-Door-Top", "Ladder",
        "RS-Off-4way", "RS-Off-Horz", "Tilled Damp", "Tilled Dry",
        "Wheat 1", "Wheat 2", "Wheat 3", "Wheat 4",
        "Wheat 5", "Wheat 6", "Wheat 7", "Wheat 8",
        
        "Lever", "Wood-Door-Bottom", "Iron-Door-Bottom", "RS-Torch-On",
        "RS-On-4way", "RS-On-Horz", "Pumpkin-Top", "Netherrack",
        "Slow-Sand", "Lightstone", "?", "?",
        "?", "?", "?", "?",
    
        "Rails-Curved", "?", "?", "RS-Torch-Off",
        "???", "???", "Pumpkin-Side", "Pumpkin-Face-Off",
        "Pumpkin-Face-Lit", "?", "?", "?",
        "?", "?", "?", "?",
        
        "Rails-Vert", "?", "?", "?", 
        "?", "?", "?", "?", 
        "?", "?", "?", "?", 
        "?", "?", "?", "?", 
        
        "?", "?", "?", "?", 
        "?", "?", "?", "?", 
        "?", "?", "?", "?", 
        "?", "?", "?", "?", 
        
        "?", "?", "?", "?", 
        "?", "?", "?", "?", 
        "?", "?", "?", "?", 
        "?", "?", "?", "?", 
        
        "?", "?", "?", "?", 
        "?", "?", "?", "?", 
        "?", "?", "?", "?", 
        "?", "?", "?", "?", 
        
        "?", "?", "?", "?", 
        "?", "?", "?", "?", 
        "?", "?", "?", "?", 
        "?", "Water-Anim-0?", "Water-Anim-1?", "Water-Anim-2?", 
        
        "?", "?", "?", "?", 
        "?", "?", "?", "?", 
        "?", "?", "?", "?", 
        "?", "?", "Water-Anim-3?", "Water-Anim-4?", 
        
        "?", "?", "?", "?", 
        "?", "?", "?", "?", 
        "?", "?", "?", "?", 
        "Magma-0?", "Magma-1", "Magma-2", "Magma-3", 
        
        "Block-Breakage-0", "Block-Breakage-1", "Block-Breakage-2", "Block-Breakage-3", 
        "Block-Breakage-4", "Block-Breakage-5", "Block-Breakage-6", "Block-Breakage-7", 
        "Block-Breakage-8", "Block-Breakage-9", "?", "?",
        "?", "?", "Magma-4", "Magma-5", 
    ];
    
    // This function found at:  http://forums.adobe.com/message/1889486#1889486
    function makeLayerMask(maskType) {
        //makeLayerMask('HdSl'); //This needs a selection and that selection will be hidden
        //makeLayerMask('RvlS'); //This needs a selection and that selection will be shown
        //makeLayerMask('RvlA'); //This is a complete mask no selection required
        if( maskType == undefined) maskType = 'RvlS' ; //from selection
        var desc140 = new ActionDescriptor();
        desc140.putClass( charIDToTypeID('Nw  '), charIDToTypeID('Chnl') );
        var ref51 = new ActionReference();
        ref51.putEnumerated( charIDToTypeID('Chnl'), charIDToTypeID('Chnl'), charIDToTypeID('Msk ') );
        desc140.putReference( charIDToTypeID('At  '), ref51 );
        desc140.putEnumerated( charIDToTypeID('Usng'), charIDToTypeID('UsrM'), charIDToTypeID(maskType) );
        executeAction( charIDToTypeID('Mk  '), desc140, DialogModes.NO );
    }
    
    docRef.activeLayer.name = "Background";
    docRef.activeLayer.isBackgroundLayer = true;
    
    for (var i = 0; i < numTilesTotal; ++i) {
        var x = i % numTilesAcross;
        var y = (i - x) / numTilesAcross;
        
        docRef.artLayers.add().name = tileNames[i];
        
        var selRegion = Array(
            Array(x*tilePixelSize                , y*tilePixelSize     ),
            Array(x*tilePixelSize + tilePixelSize, y*tilePixelSize     ),
            Array(x*tilePixelSize + tilePixelSize, y*tilePixelSize + tilePixelSize),
            Array(x*tilePixelSize                , y*tilePixelSize + tilePixelSize),
            Array(x*tilePixelSize                , y*tilePixelSize     )
        );
        
        docRef.selection.select(selRegion);
        makeLayerMask();
    }
    Posted in: Resource Packs
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