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Re: [128x - 32x] Project Ozone [MC1.7 & 1.10 & 1.12]

Posted: 05 Jul 2020, 23:04
by CrankySneupertoon
Crashes on Texturing Stitching with Mekanism. Tried giving 10GB of Ram, 12, 16? https://gist.github.com/CrankySupertoon ... 29c286e576

x128

Re: [128x - 32x] Project Ozone [MC1.7 & 1.10 & 1.12]

Posted: 06 Jul 2020, 15:30
by Novamanga
Line 37 is basically you are running out of texture atlas space. Standard atlas is 16384 x 16384. To make this larger you need to run Optifine. This should give you 32768 x 32768 Atlas. If this does not work then just use the 64x patch.

Also you are running a 1050ti. These only have 4GB of VRAM so more than likely this is your issue. You may need to upgrade your graphics card to be able to use the larger texture atlas.

Re: [128x - 32x] Project Ozone [MC1.7 & 1.10 & 1.12]

Posted: 14 Aug 2021, 18:43
by NotTheLASThumon
im from the 2021 year :D

Re: [128x - 32x] Project Ozone [MC1.7 & 1.10 & 1.12]

Posted: 03 Nov 2021, 19:33
by ITS0MEEE333M
Ex Nihilo Creatio Waterwheel is invisible in 32x

[128x ] Project Ozone 2 [MC1.7] Not all textures loading

Posted: 25 Jan 2024, 23:41
by RyuuDracarys
I am having issues with this texture pack, I haven't played for a while and after coming back to it the textures just refuse to apply themselves.

Some background info that will help,

32GB 3600MHZ RAM
2070 SUPER 8GB VRAM

Using Curseforge to run this modpack that I have played on for years, as I mention all worked fine and I could run this 128x with no issues, now nothing I do can resolve. Some of the textures do make it into game like the boarder frames but that's about all I have seen.

Yes, I have the latest Java 21
Yes, I have reinstalled the texture pack
Yes, I have allocated more RAM (Even though I never had an issue before)

I am genuinely stumped so I turn to here for some assistance

Re: [128x ] Project Ozone 2 [MC1.7] Not all textures loading

Posted: 26 Jan 2024, 00:33
by HanFox
RyuuDracarys wrote:
25 Jan 2024, 23:41
I am having issues with this texture pack, I haven't played for a while and after coming back to it the textures just refuse to apply themselves.

Some background info that will help,

32GB 3600MHZ RAM
2070 SUPER 8GB VRAM

Using Curseforge to run this modpack that I have played on for years, as I mention all worked fine and I could run this 128x with no issues, now nothing I do can resolve. Some of the textures do make it into game like the boarder frames but that's about all I have seen.

Yes, I have the latest Java 21
Yes, I have reinstalled the texture pack
Yes, I have allocated more RAM (Even though I never had an issue before)

I am genuinely stumped so I turn to here for some assistance
Try lowering or disabling Mipmaps in the Video options.

Re: [128x - 32x] Project Ozone 1, 2 & 3 [MC1.7, 1.10 & 1.12]

Posted: 27 Jan 2024, 00:40
by RyuuDracarys
Hey,

I have tried this both lowering it from 4 to 1... and also setting to 0 to disable and still the pack doesn't apply itself to the instance

Re: [128x - 32x] Project Ozone 1, 2 & 3 [MC1.7, 1.10 & 1.12]

Posted: 27 Jan 2024, 07:28
by HanFox
RyuuDracarys wrote:
27 Jan 2024, 00:40
Hey,

I have tried this both lowering it from 4 to 1... and also setting to 0 to disable and still the pack doesn't apply itself to the instance
You'll just have to use lower resolution textures then.

Re: [128x - 32x] Project Ozone 1, 2 & 3 [MC1.7, 1.10 & 1.12]

Posted: 27 Jan 2024, 11:24
by RyuuDracarys
I am coming up for a PC rebuild, what would be the recommended requirement to run 128x textures but I am a little confused as I would state I have a High- Mid set up currently which I would thought is more than capable to run 128x textures and shaders

My new build will house
i7 14700k CPU
64GB 3600mhz DDR4 Ram
2070 Super 8GB GPU

I would surely say this is powerful enough to run even 512x textures so I don’t understand why I have to lower the texture quality.

Re: [128x - 32x] Project Ozone 1, 2 & 3 [MC1.7, 1.10 & 1.12]

Posted: 27 Jan 2024, 11:49
by HanFox
Minecraft works by putting every single item and block texture in to one big texture sheet. Most mods are "badly" made in that they have a tendency to pull in entire entity textures, too (to use bits for a block or item model representation, instead of just slicing out the needed bits).

As you scale all of that up for a modpack from 32x, 64x, 128x the size of the full sheet becomes massive (and they only need more space between each Minecraft version).

The power of the computer is fairly irrelevant. The textures either fit or they don't.

As an extra note: just to add some perspective for why I suggest checking reducing Mipmaps first, is that Mipmaps are downscaled versions of the sheet, that get put in the same sheet). A 4 level Mipmap will be /2, /4, /8, /16 of the full texture sheet. Mipmaps are used to drop the texture quality of blocks away from the player. It's meant to save FPS, but is fairly irrelevant with modern computers... now chiefly it just sometimes helps to stop the slightly "speckly" effect you may perceive at distance.