• 1

    posted a message on Inspiration by TobiwanK3nobi - v30, updated May 28
    Quote from Locke_Erasmus

    Just a quick thought- to me, the lighting on the nether creatures looks a little... white, don't you think? Looks more like they're lit by florescent or sunlight than lava-light. Have you tried adding a little more orangey-red?

    p.s.- I'm basing this observation on the screenshots in the OP, which I know have been around a while, and not my experience with the current textures, so I could be completely wrong about this.

    The red fog in the nether should fix this, make sure you use MC Patcher to enable the Custom Colours!

    Quote from Deepblue686

    Pale creatures would make sense though.
    They're in a cave with no sunlight all the time.

    The fact that they're bright white is probably because of the lighting.
    MC Patcher allows custom lighting colours if the pack's author wants to fiddle around with that.

    Tobiwan could take a look at Misa's realism as an example for custom lighting colours (where torch light colours are seperate to natural sunlight and moonlight)

    Tobi has used the Custom Colours quite a bit in the latest version; and the torch, moon and sun light are a part of vanilla, implemented in beta 1.8ish
    Posted in: Resource Packs
  • 0

    posted a message on Help With creating a texture pack
    The differences between Photoshop Elements and the Full Photoshop package is the more advanced features.

    In terms of layers, transparency and other basic filters they should be the same. Also the supported file formats should be similar. The major ones such as JPG, GIF, PNG, BMP and PSD should all be there.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Inspiration by TobiwanK3nobi - v30, updated May 28
    Quote from Global TNT

    Or you can use Optifine-smooth or Optifine-MultiCore.

    The reason I say read the OP, as to be honest, to save any unnecessary pain with working out issues, you should follow the Apple policy, if you did something we didn't design it for, then it's not our problem.

    Eg, install aftermarket RAM to your laptop, they wont process a warranty claim until you put their ram back in.

    I think it's fair to say that you should use MCPatcher, after all, you can use both MCPatcher and Optifine together, just untick the HDFonts, HDTextures and Better Grass options and you're good to go.
    Posted in: Resource Packs
  • 0

    posted a message on Inspiration by TobiwanK3nobi - v30, updated May 28
    Quote from frumpy4

    EDIT 2: Is there a reason sandstone and glass have a texture as an entity and in my inventory but when placed they have default texture? Note I have Optifine installed instead of patching it with MCPatcher.

    What does the first line of the OP say?
    Posted in: Resource Packs
  • 0

    posted a message on Inspiration by TobiwanK3nobi - v30, updated May 28
    Quote from TobiwanK3nobi

    I've tried doing alternate fonts, but they just get all jumbled up and weird. I don't understand how to do it.

    Fair enough.. I found a program at one point that made a font bitmap, and seemed to work OK, it was on the MC Forums somewhere, can't remember where it was though.. it was way back in 1.4beta or something

    I'll just keep using the Faithful 32x packs Font :)
    Posted in: Resource Packs
  • 0

    posted a message on Inspiration by TobiwanK3nobi - v30, updated May 28
    Heya Tobi, any chance of looking at a 32x Font? I have a real issue with the default, and find its just too low res. for my liking..

    I have a HD Font I keep transposing into your pack so I can handle it :P but if you were able to look at coming up with something that would be awesome :)

    Now, regarding the new additions:
    From what I can tell I like them all :)
    Posted in: Resource Packs
  • 0

    posted a message on NOTCH
    Sorry no pics im a bit lazy.


    <_< :rolleyes:
    Posted in: Seeds
  • 0

    posted a message on Possible to run a small server (2 people) on 4GB ram Dual Core 2.6MHz?
    You should NOT be putting anything in for the IP address in the server.properties file. This is only there for servers which have multiple IP addresses (eg more than one ACTIVE network connection, Ethernet, WiFi or otherwise)

    You are yet to tell us what hardware your Computer runs. What is the CPU?
    There should be no issues with your personal connection to the server, as you are not leaving your PC, your GF's would be different if shes at your house, or somewhere else.

    For 2 people on a vanilla server, there should be no need to play with Memory Allocations. Have you checked your CPU usage while running the server AND game?
    Posted in: Server Support and Administration
  • 0

    posted a message on Inspiration by TobiwanK3nobi - v30, updated May 28
    Quote from TobiwanK3nobi

    Thanks for the feedback, it's good to hear what the people who use my pack think.


    I personally think the way you have gone makes total sense, as you say, after all it is an Architects pack, aimed at creative building rather than survival. And using a few extra blocks as building materials is such a good idea, especially how the furnace/dispenser now work really well as column terminators.

    Gravel is nice, but slight colour may be enough to give that variety.

    Also I'm happy to see that you fixed the Coloured Noise I "complained" about in v15 on the Cobble :D looks much better now
    Posted in: Resource Packs
  • 0

    posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]
    Quote from LiveG

    World edit is currently completely USELESS you can't even select anything. You click a block and it selects a block 20 blocks behind it. It's virtually impossible to select the block you want.

    Works fine for me, even the farwand seems to work better

    although one little bug I found, it seems that WorldEdit is not replacing the block you hit when you left click, instead it acts as thought it's Vanilla Creative..
    (EDIT: Works fine in Survival as you can't break blocks instantly. Except items such as torches and plants still break.)

    good to see the //sel command working also :)


    EDIT #2: I re read the previous posts, and is this the known bug that's being worked on? If so, sorry for the confusion, I thought they were talking about the wand not lining up correctly
    Posted in: Minecraft Mods
  • 0

    posted a message on Inspiration by TobiwanK3nobi - v30, updated May 28
    Quote from TobiwanK3nobi

    Yep, need to redo:

    *tonnes of stuff snip*

    I feel your pain Tobiah, perfectionism is a terrible curse :rolleyes:

    With my comment on the grass, to be honest I don't really notice the noise that much hence why I don't it, also; I use a light touch of MipMaps (when optifine updates) and... it's grass... the tall grass makes most of the noise I can perceive... but meh..

    If you can make it better, I'm not going to stop you

    Gravel, IMO is actually pretty good. As you say, last time I checked, gravel was grey... not brown (unless you count that volcanic gravel they use on roads sometimes that's red -_- )

    about the only thing that I think needs work is those torches lol... having used your pack since version.. 4? i think... I've seen that many iterations of everything, I'm just surprised you're still able to come up with newer better ideas!
    Posted in: Resource Packs
  • 0

    posted a message on Inspiration by TobiwanK3nobi - v30, updated May 28
    Quote from creeperfighter3

    I think I've seen that ghast in a video with a higher resolution before...

    Indeed you have, Tobi originally had the Ghast, as well as the ZombiePigmen, Creeper and Zombie, all skinned at 128x resolution, but later reduced it to the native 32x as people complained of performance issues. Also made it easier/quicker to edit, draw being smaller.

    Quote from Global TNT

    Can I have the texture of the old lantern-torch back please? I mean the one in v.7?

    And I think the grass has too much noise in it. :/

    Grass? Noise? My friend if you take a second look you'll notice he actually added a little detail in the form of grass blades, in a slightly more subtle way than packs such as DoKu have.

    @TobiwanK3nobi
    I must say Tobi, I like what you have done here :) the jungle leaves are actually quite good really, but I'm sure you have something much better in the works :D

    All other changes I like, except the torch... You forgot to re-animate it :( I miss the twinkle of my torches....
    Posted in: Resource Packs
  • 0

    posted a message on [Adventure]The Vault! OHHHHHHHH!
    Quote from slothy89

    why the hell not, ill give it a run

    Just finished the map, not a bad job for someone whos new to redstone.

    Some of the timing stuff was well done :smile.gif:

    Maybe you could look at making the play through a little longer, and build more to the storyline :smile.gif:

    such as needing to find a "key" to be able to make the repairs, or find the piece to patch the pipe.
    Posted in: Maps
  • 0

    posted a message on [Adventure]The Vault! OHHHHHHHH!
    why the hell not, ill give it a run
    Posted in: Maps
  • 0

    posted a message on Catacomb Snatch Texture Pack
    I say what I say on every other thread like this that I come across.. maybe a couple teaser images?

    People like ignoring posts, or being jerks if you don't post images
    Posted in: General Gaming
  • To post a comment, please or register a new account.