[512x - 32x] Applied Energistics 1 & 2 [MC1.4 - 1.7, 1.10, 1.12, 1.15 - 1.16, 1.18 - 1.20]

Post a new thread here if you've made a BDcraft styled complete patch to fully support a Minecraft mod.
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Post 05 Apr 2015, 11:20

Any plans to texture the 2 blocks the mod "AE2Stuff" adds? It's a mod in Resonate Rise. The Crystal Growth Chamber is a very nice block, that texture not so much. :)
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Post 05 Apr 2015, 12:32

I'm aware of the mod since it was new and have been thinking about doing it. We'll see.
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Post 06 Apr 2015, 14:03

Just FYI: I made an AE2Stuff patch.

Also, oops... -.-

rv2.beta 2015-04-06
*Fixed: ME Security Terminal top
*Tweaked: ME Chest top
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Post 29 Apr 2015, 19:20

rv2.beta31 2015-04-29
!Note: Not compatible with older versions of the mod
*Updated: removed MJ icon from states.png and shifted other energy icons across
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Post 05 May 2015, 09:58

Funny, when I'm using Sphax, the Quartz Light Fixtures don't give off those purple lightning bolts I enjoy so much. They work with the default textures though. Is there a file I can delete from the patch that would fix this?
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Post 05 May 2015, 19:36

You're going to have to screenshot it doing that (and if the screenshot isn't obvious describe the setup to get the sparkles to occur).

I haven't done anything to the Fixtures besides providing the BlockQuartzTorch texture (which is just generic quartz) and I can't replicate the vanilla textures sparkling at all.
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Post 06 May 2015, 07:04

Charged quartz crystals do it when dropped as well:
Image

I'm using MC1.7.10, Forge 1388, and AE2 rv2-stable-1. I remember them doing it in earlier versions too.
They only do it occasionally, so if you want to see it, cover a wall with them in a test world or something. XP
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Post 06 May 2015, 11:07

The lightning effect is actually using the first texture from the assets/minecraft/textures/particle/particles.png.

As that texture is offset in most packs (as it's a random particle, it doesn't really matter) AE seems to look for a section that's fairly middle to it. In PureBDcraft (and Soartex as a test) the render actually just chooses transparent pixels which is why it doesn't show up.

The choice then becomes to get Sphax to update the main pack so it is centred which seems a bit complicated because Sphax doesn't really support mods (and he won't update old packs) or to get a custom texture for it in AE2.

So I've asked one of the devs in IRC and GitHub(#1398) to see if a custom texture can be supplied, but I'm not sure how that would work because it looks to me as if it's using some of Minecraft's internal rendering to make the effect... currently the answer is "unlikely".

Anyway, if you want to fix it yourself you can open the aforementioned particles.png in GIMP, PhotoShop, etc. and move the first particle up and left a few pixels, i.e. the blue pentagon to where the red pentagon is in this screenshot:
Image

If that makes sense.
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Post 07 May 2015, 04:16

Well that turned out to be a tad more complicated than I was expecting! XD Thanks for the info. I'll have to try it and let you know how it turns out. I have no problem with customizing my resource pack, as it's already a mishmash of Sphax, Soartex, and some of my own textures. =] I actually edited the Soartex villagers to have the traditional bulbous noses, AS ALL TESTIFICATES SHOULD.

-- edit --

Update! Works perfectly. Thank you! <3
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Post 28 May 2015, 20:02

Hey Han, do you still have older versions of the patch available? Specifically the one you released on the 6th of last month? Need it for ME4, Parcel hasn't updated to the latest AE2 yet.
Looking for someone to take over my patches. PM me if you're interested.

Need textures re-sized? Feel free to PM me!
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