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Re: [512x - 16x] IronChests [MC1.4 - 1.11]

Posted: 07 Jun 2017, 07:35
by HanFox
Only took 5 months for anyone to notice :( Fixed, thanks.

Re: [512x - 16x] IronChests [MC1.4 - 1.11]

Posted: 16 Jun 2017, 17:06
by HanFox
The way this mod is made (MC1.9+) it wastes a lot of space in your texture atlas as it puts all the chests in there instead of leaving them as entities which get loaded as needed. If you're having RAM issues loading your client I'd highly recommend you try removing this mod.

I will still be updating the patch, but I thought this was useful information.

Image

Re: [512x - 16x] IronChests [MC1.4 - 1.11]

Posted: 12 Nov 2017, 20:55
by Iteries
There an update in progress for 1.12++ or 1.11 work ok?

Re: [512x - 16x] IronChests [MC1.4 - 1.11]

Posted: 12 Nov 2017, 21:12
by HanFox
The 1.11 version will work, but the extra Shulker chests will be untextured.

Re: [512x - 16x] IronChests [MC1.4 - 1.11]

Posted: 22 Nov 2017, 08:55
by Iteries
okay, thank you.

Re: [512x - 16x] IronChests [MC1.4 - 1.11]

Posted: 24 Nov 2017, 20:48
by snake2332
Actually no, the 1.11 version does not work for 1.12, at least not with the current Ironchests mod, because they added a "chest" folder the path of the chest models. They also renamed some of the files, adding an underscore.

WHY DO MOD DEVS DO THIS?!?!? Haha....

UPDATE: OK it took like 5 minutes is all, but I don't know how to properly wrap the files up in a zip file that you can add to your resource pack list. I expect you to just throw this "ironchest" folder into your existing resource pack.

And sorry, I only did 64x since that's what I use. All you have to do is add the stupid underscores to every file and add a "chest" subfolder to 2 of the 4 folders and move the files into it.

Here is mine to download if you want it:
https://drive.google.com/file/d/1KU5Dez ... sp=sharing

Re: [512x - 32x] IronChests [MC1.4 - 1.12]

Posted: 25 Nov 2017, 10:01
by HanFox
Okay, to deal with the confusion I've added MC1.12 zips. Not sure what snake2332 meant about underscores because all I had to do was put the items and models in a chest folder and not rename any files.

They do not include the shulkers. They're on my list. I just do not know when.

Re: [512x - 32x] IronChests [MC1.4 - 1.12]

Posted: 14 Dec 2017, 15:03
by Iteries
Sorry to bother you HanFox, as I know you are busy. Has there been any progress on the Shulker boxes for Ironchest?
I tried help but my old paintpro9 won't resize properly in keeping the textures true form. It's an outdated program with no support anymore. If I can afford a new program for extensive digital art I would be helping out with the community other than posting what mods are up to date and being used regularly.

Re: [512x - 32x] IronChests [MC1.4 - 1.12]

Posted: 14 Dec 2017, 16:03
by HanFox
If there are no updates on my GitHub then there's been no progress.

-- edit --

Novamanga sent me some links with the Shulkers in for MC1.12. You can get them in the OP but they only cover 128x - 32x (then again with the bad way this mod is placed in the texture atlas you probably would struggle to use 512x with just this (even w/o the main PureBD pack) :|).

Re: [512x - 32x] IronChests [MC1.4 - 1.12]

Posted: 16 Dec 2017, 16:05
by HanFox
So while I was updating the post recently I noticed my note about how this mod is a bit... er... badly made in regards to textures.

So I overhauled it entirely for MC1.11 and MC1.12.

Here are the comparisons of Novamanga's texture atlas vs mine (Just Pure + Optifine + IronChests patch):
Image Image

As you can see when using my patch the texture atlas is much more compressed (this isn't anything against Novamanga he just made textures 1:1 to the mod and I suspect he doesn't know about the underlying technical nature of models).

I know this may seem fickle, but you should care because this texture atlas is one of the processes that is happening when your game is opening (it's one of those stages of that lovely Forge animation with all the words and numbers wizzing around). This atlas is built in your RAM (system memory). It's just for blocks and items (placed chests are usually entities and are loaded "on demand" instead of via the atlas). Anyway. the more textures loaded in to the atlas, the more RAM is needed.

As you can see in the second image there's A LOT of crap there. Loads of whitespace, loads of repeats. Basically as far as textures go it's junk. It's a few HUNDRED wasted texture slots.

If someone wants to bring it up with the mod dev feel free to link to this post showing the issue.

I fear other mods do this. They pull in the massive spritesheets for chests or mobs when all they need is a few bits to show it as a model you hold in your hand. It makes modpack patches bloated and means you're using way more RAM and VRAM than you have to and is generally a detriment to the game.