• 1

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    With the 1.13 version of optifine I have some CTM issues. I tried updating the properties file with the new block ID but it doesn't work. Am I doing something wrong, or is it a bug?

    I am using overlay for grass block top. The file used to be called grass_top.properties. Now I've tried to rename it grass_block, grass_block_top and even adding matchBlocks for minecraft:grass_block and minecraft:grass_block_top. minecraft:grass_block is the ID for the actual block and minecraft:grass_block_top is the texture filename for the top side of the grass block.


    method=overlay_random
    faces=top
    tiles=0-5 <skip>
    weights=1 1 1 1 1 1 200

    I also have issues with torches. I have biome specific torches, and they don't work. All I thought I had to do was to change torch to minecraft:torch, but nope.


    matchBlocks=minecraft:torch
    method=fixed
    tiles=torch_nether
    faces=sides
    biomes=Hell

    These all worked in 1.12, so for the torch example, I assumed I just had to add minecraft:, but still doesn't work. Glass and stuff works, I just had to update the IDs.

    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from OpenMind23»


    I tried using Sildurs Shaders to see what happened and my tree leaves don't move, but my stone and stairs are fine. Not sure what this wood log issue is, but mine seem ok. More research may be needed lol.


    Got an issue of my own to report, it is with Optifine 1.13 preview. I tried to see if I get this issue without using Optifine and I don't. Lines on dirt block corners and only seems to be dirt blocks. Pics in attachment.


    Yeah I am also getting these lines between blocks.

    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from Absar9»

    Odd issue in the latest alpha, all the gameplay is rendered upside-down... Though it could be a problem with my system


    Press F4.

    Posted in: Minecraft Mods
  • 1

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from JellySoda»

    Wants to play 1.13 - Goes to Optifine.net


    "Update to Minecraft 1.13: 20%"


    God help me.


    1.13 is "the biggest upheaval in the history of minecraft releases" [1] and optifine is already at 30%.

    Posted in: Minecraft Mods
  • 1

    posted a message on GeruDoku Legacy Thread (1.14 Coming Soon) 32x
    Quote from saskiac»

    so why is this pack actually called "faithful"?



    Quote from Barytyrannus»

    I actually don't know, but from my understanding, it is because it uses some faithful 32x textures.


    "Faithful" means the pack is faithful to something. "Faithful 32x" and so on is called faithful because it's faithful to the vanilla textures. They look very much alike, just a higher resolution.

    So for GeruDoku Faithful, I thought faithful meant that the pack is faithful to the original GeruDoku pack. Since the original was simply called GeruDoku, the continuation was called GeruDoku Faithful because the author was continuing the pack as faithful to the original as possible.
    Posted in: Resource Packs
  • 0

    posted a message on WorldEditCUI
    Quote from DreamBliss»

    Is there a Forge version of this?


    Since Liteloader is compatible with Forge, yes.
    Posted in: Minecraft Mods
  • 1

    posted a message on Minecraft Beta Customized Terrain Generator Preset "Neo-Beta" (Glacier seed comparison pictures inside.)
    Quote from UnicornsOnLSD»

    What do you mean by "with Map Features"?


    Map features are stuff like villages, dungeons, ravines, strongholds etc.
    Posted in: Customised Worlds
  • 0

    posted a message on [16x][1.6.2] Stevian Villagers [Resource Pack! 7/20/2013]

    Thanks for the heads-up. I'll see if I can fix things.


    I really need to find a better way to share files. :angry:


    Edit: Fixed (maybe?)


    Image works now :)
    Google Drive has worked fine for me, not sure why those files you uploaded shows .disabled after them :S
    Posted in: Resource Packs
  • 0

    posted a message on [16x][1.6.2] Stevian Villagers [Resource Pack! 7/20/2013]

    Oh, hello! Finally roughed up the zombie villagers. Also changed the zombie's outfit to better fit the resource pack's theme.



    Stevian Villagers for 1.12.2 (OptiFine Enhanced)


    Stevian Villagers for 1.12.2 (Textures Only)


    First of all, the image you embedded doesn't seem to work for me. It shows a "forbidden" symbol, maybe a permission issue?
    Second, when I try to download the packs, I get a .zip file but it has .disabled after it... It still works, but not sure why it adds .disabled after it.
    Posted in: Resource Packs
  • 0

    posted a message on Gammabright - Advanced Brightness/Fullbright Mod [Under New Management]
    Quote from pakos2835»

    i use default texture pack
    may be mod idk name
    but i cant delete mods because i play on server..

    I wouldn't be surprised if there was a mod that makes gammabright not work properly.
    Posted in: Minecraft Mods
  • 1

    posted a message on Gammabright - Advanced Brightness/Fullbright Mod [Under New Management]
    Quote from pakos2835»

    problem!


    gammabright "work", but not change factical screen bright


    version 1.12.2 ( changed gammabright json)

    modpack: allthemods 5.8

    forge: latest

    liteloader: latest


    You are probably using either a resourcepack or a mod that messes with the lightmap. Gammabright doesn't work that well with custom lightmaps because it just changes the brightness setting.
    Posted in: Minecraft Mods
  • 0

    posted a message on VoxelMap [1.15.1 to 1.7.10] - a minimap and worldmap

    Remember that issue a while ago with optifine's CTM overlay causing all blocks you use it on to go black in voxelmap? You fixed that when using overlay, but I recently added another CTM for grass using overlay_random, it causes the black blocks to happen again. As you can see here, there several different types of overlay methods you can use.

    Posted in: Minecraft Mods
  • 0

    posted a message on A Texture Artist's Guide to MCPatcher's Features

    I am using CTM overlay_random to randomly have an overlay on the top of grass blocks. The problem is that the overlay doesn't care about the biome. If you edit the grass top block itself (which is greyscale), anything you put on it will have a biome overlay. But not when you use a texture with overlay_random. Is this possible?


    Edit: Nevermind! Had to add this to the properties file:


    tintIndex=0
    tintBlock=grass
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Nostalgia-Craft
    Quote from RMG»

    Hey, yo! Nice work you done here.
    But... There is version 1.13 coming with total retexturing...
    Will you make a special version of your resourcepack with textures from release before this retexturing?


    Total retexturing? You mean the new default textures? They won't be in 1.3, but you would just take all the current textures that was available in alpha that was changed in the retexture and include that.
    Posted in: Resource Packs
  • 0

    posted a message on VoxelMap [1.15.1 to 1.7.10] - a minimap and worldmap
    Quote from FlipheckDoggo»

    It is still not working.



    It looks like you put it straight into the mods filder, you might need to put it in .minecraft/mods/1.12.2/.

    Posted in: Minecraft Mods
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