[128x - 32x] GregTech [MC1.4.7, 1.7 & 1.12]

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Post 09 Jun 2016, 00:56

v0.31 is up now.
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Post 10 Jun 2016, 22:20

Hey man thnx for all the updates.

Just one question, do the animations work for you ?

bending machine for example has the press, at my pc it only goes from 1 to the last and skips all in between :(
Working on BYG (90% done) and Age of Exile (60%) done.
Making textures with a friend of mine.
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Post 10 Jun 2016, 22:39

Esoteric wrote:
Hey man thnx for all the updates.

Just one question, do the animations work for you ?

bending machine for example has the press, at my pc it only goes from 1 to the last and skips all in between :(
I am currently taking a break from playing GregTech, and playing vanilla 1.10 when I'm playing Minecraft at all, but the animations generally worked for me, though sometimes very short recipes would transition back to inactive so fast there wasn't really time for the active texture to animate. I can't think of any bending machine recipes that would be that fast, though, unless you're using a tier-5 bending machine.
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Post 11 Jun 2016, 14:06

OK it was cohf core who had it turned off

Btw i was looking into the folders and found that battery 517's half full is blue while the others are purple :P
Also it missed that battery (517.png) in the main folder of gt.metaitems1 (i copy pasted it from the 517 folder)
Working on BYG (90% done) and Age of Exile (60%) done.
Making textures with a friend of mine.
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Post 11 Jun 2016, 15:42

Esoteric wrote:
Btw i was looking into the folders and found that battery 517's half full is blue while the others are purple :P
Also it missed that battery (517.png) in the main folder of gt.metaitems1 (i copy pasted it from the 517 folder)
Interesting, but that has apparently been the case back to the "v5 to v5.05.13" patch downloads. The half full image uses the lithium battery texture instead of the cadmium battery texture. I'm not sure GregTech actually needs the image in the main folder of gt.metaitem.01, though - was it showing the default texture in creative or NEI before you copied it?

Anyway, I'll try to remember to take a look at it when (or if) I get back to working on GregTech textures.
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Post 11 Jun 2016, 18:09

euh dunno, i think in NEI it only shows empty and full i guess its for filling purpose int he batterybox ?

Anyway still love all the textures :D if i spot anything ill let you know :)
Working on BYG (90% done) and Age of Exile (60%) done.
Making textures with a friend of mine.
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Post 25 Jun 2016, 17:05

I'm still not sure when I'll feel up to resuming work on the textures, but today as an experiment I tried running the 5.09.22pre that Blood Asp recently put up with minimal other mods (just IC2 and NEI) with v0.31 of the texture patch, and both the 512x and 256x wouldn't stay active even with no other texture packs selected (leaving vanilla Minecraft and IC2 blocks and items at default 16x textures), so I plan to drop those resolutions for future versions of the patch. I've got an i7-4770k and a gtx 780, and I gave Minecraft 16GB of my 32GB ram.

@SpaceGamerXD if you still insist that 512x works for you, please tell me what kind of absurdly overpowered rig you're running that allows that.
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Post 26 Jun 2016, 15:53

Yes, it runs perfectly for me. My pc contains an i7-4790k overclocked to 4.8 ghz for Minecraft and a zotac gtx 980 ti amp extreme and 32 gb ram, and 20 for mc


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Post 27 Jun 2016, 01:00

@SpaceGamerXD I sent you a PM about that. You might be able to change my mind about pulling the 512x and 256x versions of the patch.

Also, I wrote a small program to check for missing textures from the pack and other oddities, and updated this file with the information:
https://drive.google.com/file/d/0B5WJmT ... sp=sharing
There are probably some textures marked as missing or severely undersized for the 128x patch that aren't actually used by the mod. I will investigate that when I have a chance.

Now I have some questions:
1. Aside from obvious special cases like armor models, fully transparent overlay textures (which I see no point in having at sizes over 16x16), and GUIs (those are supposed to be 1024x1024 to go with 512x down to 64x patches, and 512x512 to go with 32x patches, right?), is there any reason to include textures at sizes other than the size indicated for the patch?
2. Does anyone using this patch have a cape for the mod and care about having it retextured at higher resolution?
3. What resolutions of this patch are players actually using? I know SpaceGamerXD is using 512x textures somehow, and I found posts indicating AtroCty and Esoteric are using the 64x textures, so if that hasn't changed, you three can skip responding, but I'd like to get an idea how popular the different sizes are (and how many players actually use the patch at all).
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Post 27 Jun 2016, 14:24

i myself use x128 anywhere i can, ive put together a modpack, and about 75 of the mods are sphaxified at x128 (indstrialcraft 2, TE, forestry and so on, gregtech isnt actually in there cuz it crashes my pack for some reason :x) and it runs just fine on my pc^^, only x64 mods i have are ender io and ender io addons because there are now x128 versions of those, but id love to see them!
in short, if i can manage to get gregtech to run on my pack, id use the x128 textures^^
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