[128x/64x/32x] Biomes O' Plenty [MC1.5 - 1.15]

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 17 Oct 2013, 20:07

No don't worry about a 512x version unless alot of requests for it are made, however i don't think there will be alot of people wanting a 512x version.
Erm...I like trees and bees!
.....Maybe too much
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Post 18 Oct 2013, 04:20

OK cool

I have this 100% checked and completed - there were still a couple missing and mixed up - all fixed. Fixed the altar thing too. Everything is DONE - except for the damned rainbow flower. It's supposed to be animated. I'm pretty sure the 16px version's animation wasn't working (or I couldn't differentiate between the colors enough to tell) either. For now I have placed a static rainbowflower.png in the file. Rainbow flower aside - its done and usable! :)
http://www.gamerchickadventures.com/fil ... _10_18.rar

Now - I need help with two things:

I don't know how to do animations. I've googled and found nothing but instructions on youtube animated videos.... so if someone else can fix this great - or at least point me to a tutorial. There are 19 frames on the strip below - I made the graphic by resizing the original file to 128 and using those dimensions. It worked for everything else I did... this one not so much.
Heres the strip and mcmeta file:
http://www.gamerchickadventures.com/fil ... ainbow.rar

Unless we can just stick to the static one and still call it complete I'm ok either way.

And finally credits. I don't know the procedure for this - and I think it'd be easier for all of us if I just gave you what I took notes on and let you format it. Most of what I used was from the original Sphax minecraft pack, and a few from other mods - all noted with which mod and what I did with them. I don't know if the mods are all done by Sphax or not? Everything was in the FTB, Hexxit, or basic texture packs. I also included a list of what I used of the previous BOP patch - and my original stuff.
Here's the list:
http://www.gamerchickadventures.com/fil ... redits.txt


I AM SPENT! :D
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Post 18 Oct 2013, 04:53

It's nice to see new artists on here. Your hard work is much appreciated IamProvocateur. I do have to mention one thing though. It's good practice to remove all Thumbs.db files from your archive as they just take up extra unnecessary space.
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Post 18 Oct 2013, 05:19

I tried to do that... :D I'm not always the brightest bulb in the chandelier. Ill fix it right now - thanks for the alert!
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Post 18 Oct 2013, 05:22

No worries, it's a very minor concern :)
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Post 18 Oct 2013, 05:24

lol yeah - I remembered ONE. It's fixed now.
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Post 18 Oct 2013, 05:29

Oh really... *peeks* Yup, you did it *claps* :P
I look forward to more of your textures 8)
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Post 18 Oct 2013, 08:18

Image


^ How wheatgrass should look in my opinion.
Beacause this is how the original looks
Image
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Post 18 Oct 2013, 13:02

IamProvocateur wrote:I don't know how to do animations. I've googled and found nothing but instructions on youtube animated videos.... so if someone else can fix this great - or at least point me to a tutorial. There are 19 frames on the strip below - I made the graphic by resizing the original file to 128 and using those dimensions. It worked for everything else I did... this one not so much.
Heres the strip and mcmeta file:
http://www.gamerchickadventures.com/fil ... ainbow.rar
Hey there,
Animations count up from 0, so the .mcmeta file actually specifies 20 frames of animation and not 19, and that's probably why it fails. So you can either remove the 19 in the file or add another frame of animation to your texture, I haven't had the time to check whether it fixes the issue, but it should.

Edit: After fiddling around a bit and looking at the original .mcmeta file, I've found that omitting the information about how many animation frames there are, solves the issue.

Also the animation is actually supposed to be really slow, with 512 ticks for each animation frame. (So roughly 25 seconds per frame)

If you copy the original .mcmeta file and lower the frametime to a value of your liking you should be good to go. Since the original .mcmeta file doesn't have any frame-info I’m guessing that there's some kind of bug with animated textures with those flowertype blocks which forces you to omit this information.

Also with the animation going, I’ve noticed that some of the animation frames are shifted a bit (Edit2: I just checked, the last 4 frames are shifted 2 pixels to the left, so it's fast to fix)

Also something that hasn't been noticed by anybody yet apparently, the bamboo item texture has some black pixels in the upper left part of the texture.

Edit 3:
I've compiled a small quickfix, for the bamboo and the monochroma/rainbowflower. I've increased the animation speed to one frame every five seconds, which seemed like a good compromise. It'd be neat if you could use more animation frames, but with this particular bug I doubt you actually can. If you make the animation any faster it's really choppy and unpleasant to the eye.

BOP x128 Quickfix
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Post 18 Oct 2013, 14:55

Great!
I shall re-size and get this uploaded tonight.
Let's hope the Yogscast can find this because frankly i am getting fed up of the default textures on their MoonQuest series :P
Erm...I like trees and bees!
.....Maybe too much
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