[64x] Yogscast Complete Pack [MC1.6.4]

Tekkit? Feed the Beast? All texture compilations (work in progress and full releases) for mod packs.
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Post 21 Jul 2014, 05:10

lifeseeker128 wrote:
PhoenixFury wrote:
So when I load up the 64x pack the log has the error of '[SEVERE] missing texture' for effectively every single texture, so that when i go into my world every texture is just black or missing. I was wondering if anyone else had this problem and if so, how to fix it. I have more than enough RAM allocated in the launcher so that's not the problem. Cheers.
Yes, I've had relatively the same issue with the 32x patch, but somehow I found a (newer?) version of the patch a month ago without this issue and have been using that instead. The patch archive said it was ver2 in the name, but I found that one quite some time ago. Could have been from the old post, but could be from this wip post. Aside from various mis-sized images here or there, there are no missing/black textures when I play.

EDIT: I recently downloaded the latest (1.0) version of this patch. Black faced Thermal Expansion machines still occurred, but I was able to transplant the mod's main patch into my resource pack without issue so far, so it's likely an error with resizing where inactive machine faces were being deleted due to incompatibility with the resizing tool.
Thanks for that, however I've tried other versions of the patch on different websites and it always has the same problem, although maybe I'll try the 32x patch and see if that makes a difference.

EDIT: 32x works well, however if anyone could please suggest a fix for the 64x that would be very much appreciated as I tend to prefer that resolution.
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Post 21 Jul 2014, 06:25

The general consensus on the interweb is that black textures are caused either by having Mip-Mapping enabled in the Options (vanilla or Optifine) or by a bad/faulty (usually AMD) graphic driver install.

So try disabling Mip-Mapping if enabled at all (not even sure what version of MC that got added natively), try upgrading or downgrading video drivers.

I'm generally confused that Turinator is resizing the packs instead of using the readily available patches on the forum we already know work. In my mind it's quicker to just download 3x the patches, open 3 different windows for each res and drag/drop/extract as necessary. Seems to be adding an extra step and just over-complicating things by resizing himself. Especially as some mods don't always resize gracefully down through the resolutions... (as sometimes GUI icons are in /items instead of /gui and they're usually left at 64x).

I'd hate to think my textures are being resized badly after the effort I put in to them. Especially if they got them from my threads they'd be done correctly. :\ (baring in mind I'm just about the only one who resizes using (Bi)Cubic/Box instead of Bi(Linear)/Triangle as I think Cubic looks better).

Not to say I don't appreciate the effort modpack patch makers go through, too ;)
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Post 21 Jul 2014, 06:44

HanFox wrote:
The general consensus on the interweb is that black textures are caused either by having Mip-Mapping enabled in the Options (vanilla or Optifine) or by a bad/faulty (usually AMD) graphic driver install.

So try disabling Mip-Mapping if enabled at all (not even sure what version of MC that got added natively), try upgrading or downgrading video drivers.

I'm generally confused that Turinator is resizing the packs instead of using the readily available patches on the forum we already know work. In my mind it's quicker to just download 3x the patches, open 3 different windows for each res and drag/drop/extract as necessary. Seems to be adding an extra step and just over-complicating things by resizing himself. Especially as some mods don't always resize gracefully down through the resolutions... (as sometimes GUI icons are in /items instead of /gui and they're usually left at 64x).

I'd hate to think my textures are being resized badly after the effort I put in to them. Especially if they got them from my threads they'd be done correctly. :\ (baring in mind I'm just about the only one who resizes using (Bi)Cubic/Box instead of Bi(Linear)/Triangle as I think Cubic looks better).

Not to say I don't appreciate the effort modpack patch makers go through, too ;)
Thanks, unfortunately though I've never actually had this problem with 64x sphax before and it's affecting every single texture, and also mipmapping is not a feature of 1.6.4 so that can't be the problem. Thanks for the help though.
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Post 21 Jul 2014, 17:37

@lifeseeker128:
Could you please tell me one machine where it occurs to simplify the process of solving these issues.
@PhoenixFury:
Could you please post a screenshot so I can see what the issue is. When I checked the 64x version everything seemed fine to me, so I don't really know what is happening on your PC.
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Post 21 Jul 2014, 17:37

Turninator95, I was seeing a black front on the Pulverizer. I went ahead and replaced the TE textures to fix it.

A lot of the animated items/blocks have that pixel jumping issue. All the Mekanism machines are doing it, the lava background bricks from Chisel, the Ender IO machines. I even noticed the Qcraft ore (forget the name right now) is jumping on the last frame.
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Post 21 Jul 2014, 19:03

Please try re-downloading the pack as in a previous version the mcmeta files were missing and the animation issues are probably solved now.

Edit: Please standby. As I just realized how big this pack actually is, I am now creating a patch which will be available in about 10 minutes.
Edit2: Now available. Link is the same as the texture pack and the file is called MetaPatch.rar
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Post 21 Jul 2014, 19:05

Baring in mind not all users will be able to open rar's (chiefly some Mac users or Windows user with no 3rd party app). Might want to change it to a zip.
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Post 21 Jul 2014, 19:14

rckymtnrfc wrote:
Turninator95, I was seeing a black front on the Pulverizer. I went ahead and replaced the TE textures to fix it.

A lot of the animated items/blocks have that pixel jumping issue. All the Mekanism machines are doing it, the lava background bricks from Chisel, the Ender IO machines. I even noticed the Qcraft ore (forget the name right now) is jumping on the last frame.
Same, black fronts occurred on Redstone Furnace, Magma Crucible, and Liquid Transposer for me as well.
HanFox wrote:
*snip*

I'm generally confused that Turinator is resizing the packs instead of using the readily available patches on the forum we already know work. In my mind it's quicker to just download 3x the patches, open 3 different windows for each res and drag/drop/extract as necessary. Seems to be adding an extra step and just over-complicating things by resizing himself. Especially as some mods don't always resize gracefully down through the resolutions... (as sometimes GUI icons are in /items instead of /gui and they're usually left at 64x).

I'd hate to think my textures are being resized badly after the effort I put in to them. Especially if they got them from my threads they'd be done correctly. :\ (baring in mind I'm just about the only one who resizes using (Bi)Cubic/Box instead of Bi(Linear)/Triangle as I think Cubic looks better).

Not to say I don't appreciate the effort modpack patch makers go through, too ;)
There aren't always 32x, 64x, or even 128x images included for each mod patch available. They aren't always popular enough for the community to attempt properly resizing for use.

However, I'm with you about downloading each patch at different sizes where available. I would then likely downscale from the highest resolution available for each mod patch individually where lower resolutions are unavailable, rather than throw them all together and size from there; because each mod is different and requires a certain amount of attention for all to look good and clean -- as with hidden reference images from vanilla (16x) or inconsistent sizing of other images.

There's always, said before, gui images that aren't in the right place that you would WANT to remain inconsistent with the rest of the patch for reasons that any resizing of them before their time would leave them disgracefully lower res than intended. I find that checking a mod patch individually for these discrepancies is far preferable than sifting through an enormous meta-patch. However, I consider myself one with simple mind trying to do complicated things too often. :)

Also, if there aren't any larger textures than sub-128x available for a mod, I would not make a habit of upscaling from the lower only to be downscaled once again; that just causes a drastic quality drop and why most patch makers say to NEVER upscale. I'm inclined to agree with them -- where possible.

These are all reasons why I can't do this kind of work seriously for too long; hurts my brain. There aren't any real standards of form in place for making a patch that would streamline all these concerns. However, with such exacting standards, theoretically, it would cause slower patch turn around; a somewhat intolerable occurrence in such a volatile community of mods and mod packs. Best of luck, all. I've done enough patch submission for a lifetime; I'll be sitting this production out, personally. But I'm not opposed to providing advice. :)

EDIT: Apologies for wall of text... I tend to ramble.
Resize trouble?
GIMP: http://www.gimp.org/
Plugin: http://registry.gimp.org/node/26259
Tut: http://bdcraft.net/forum/tutorial-how-t ... s-properly
As courtesy: no vanillas, no GUI's 'til 32, no res < 16. My OCD will thank you.
Have fun. :)
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Post 21 Jul 2014, 20:46

I think what we need is a completely different system for texture pack mods. It would be nice if there was a central database with 512x512 Photoshop, Corel, Gimp and .png files which are sorted by mods.
When you then want to make a patch for a mod pack you can choose the mods from a list and if you think a texture is missing in your pack which is really important to you and you are skilled enough to create a texture, you can contribute it to the mod which will then be added to the mod pack.

The up- & down scaling really is an issue of which I am aware of and I will try to improve it with not re-sizing the GUIs in the next patch and trying to get more files from patch creators. The problem is that I simply cannot check the 25.000 images in the pack individually and I don't have a link to every single mod texture pack as I took this over from Novamanga, who put it together from other packs and not only from the mod packs.

This is not an excuse, it is just an explanation the next patch will hopefully come soon but don't expect me to turn into a magician and solve all the issues. But I am aware that these exist and will try my best to get them sorted out. So we all can enjoy ourselves with an amazing mod pack that looks gorgeous.

Thanks especially for the supportive and constructive posts.

:3 :love:
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Post 22 Jul 2014, 00:38

Just Wanted To Say Thank You For Your Work! Ive Been Playing On Another Version Of This Texture Pack, For The Yogspack Eager For New Textures But Then I Discovered This Link, There Is A Few Glitchy Textures But Im Sure You Are Aware, This Post Was About My Appreciation Not Complaints! Thanks Again For Setting This Up :D
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