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

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 30 Jun 2016, 17:15

v0.32 files are uploading now. I will update the OP once they've synced.

@OliviaFurr if you PM me with a crashlog from an attempt at running GregTech, I can try to help with that, or you could try posting a crashlog in the GT5u thread at the IC2 forums.
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Post 30 Jun 2016, 23:15

actually i tried to install it again, and gregtech 6 gave some weird errors, but if i use the latest gregtech 5 build it runs fine actually, so ill use that along with the x128 patch from now on^^
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Post 30 Jun 2016, 23:32

OliviaFurr wrote:actually i tried to install it again, and gregtech 6 gave some weird errors, but if i use the latest gregtech 5 build it runs fine actually, so ill use that along with the x128 patch from now on^^
That probably means you have some other mod that has cross-functionality with GT5 but doesn't work properly with GT6. Like I probably said several pages back, I haven't had much interest in GT6 especially considering it is still "Open-Alpha", so my updated textures do not include any GT6-specific blocks, items, etc., though there are probably some overlaps like the ingots, plates, and ore overlays that will work with both branches of the mod.
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Post 02 Jul 2016, 17:27

v0.33 is up now.
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Post 09 Jul 2016, 12:39

@MauveCloud little texture issue in the overlays. The OVERLAY_ENERGY_OUT and OVERLAY_ENERGY_IN should be different from each other, because for example on Transformer, when inverting it, you can't see the difference between inverted and non inverted.

In default textures the IN is not full and OUT is full. Same goes with the _MULTI energy textures as well

(Location: blocks\iconsets)

edit: I should add: GregTech 5.09.22 :)
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Post 09 Jul 2016, 16:25

Okay, that's simple enough, and should look better than the triangles pointing inward/outward I tried before. However, it hardly seems worth putting up a new patch version with that as the only change.

I've come across a way to make some more HD textures for GregTech, but it seems like it could be a little controversial, so I'd like to get opinions first. I found a plugin for paint.net that allows me to apply emulator-style upscaling filters (2xSaI, Super Eagle, XBR, etc.), and I could use that on many of the default mod textures (though I don't think it will work so well on default textures that use gradients). Would that offend anyone here, or violate some rule that I've forgotten about?
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Post 09 Jul 2016, 16:35

You should never upscale textures. It always looks abysmal. While I won't stop you doing it, it's highly preferable you don't. In fact, there's little point as it won't really be a PureBD style it'll just be fuzzy vanilla.
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Post 09 Jul 2016, 17:14

HanFox wrote:You should never upscale textures. It always looks abysmal. While I won't stop you doing it, it's highly preferable you don't. In fact, there's little point as it won't really be a PureBD style it'll just be fuzzy vanilla.
I'll admit you have a point about it not being PureBD style, so I most likely won't go through with it, but "fuzzy vanilla"? I have to disagree with that assessment when applied to the emulator-style upscaling filters I was talking about. Just as an example, I'm attaching an arbitrarily chosen GregTech texture (that isn't already handled by the patch) with the "XBR 2x <NoBlend>" filter applied several times.
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Post 09 Jul 2016, 17:21

I've never used the filters you have used, but that still looks pretty awful.
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Post 09 Jul 2016, 22:28

HanFox wrote:I've never used the filters you have used, but that still looks pretty awful.
:-/
I don't think it looks as bad as upscaling with "bicubic" or "Sinc (Lanczos3)", but I guess that's not saying much.

Anyway, due to a combination of my chronic health issues, my lack of inspiration for new textures, and my reduced interest in even playing Minecraft (let alone GregTech), my progress on this patch has pretty much ground to a halt. I'll put up a new version with JasonMcRay's suggested change to the energy input overlays, but then wait to see if others can contribute ideas for the unpatched textures and/or improvements to any of the lower-quality patched textures.

Edit: v0.34 is up.
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