Texture packs! Which?

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rhn

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I tried Soartex, and I'm not sure.

Don't get me wrong .. is IS beautiful, but I'm noticing some things look weird. Animal animation for example is feeling very choppy to me.
Ehm pretty sure texture/resource packs do not(cannot) influence models or animations. It is purely a matter of changing textures and sounds etc.
 

asb3pe

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Jul 29, 2019
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There's a great Sphax RP for GT however it needs to be the updated GT as he changed a ton of things (texturewise).

Gregtech_1.7.10-5.07.06 or newer has the great Sphax RP, Resurrection is using gregtech_1.7.10-5.06.06 so yeah too old.

Yep, I've installed it and tried it but it was still missing some stuff.

Here's the link if anyone is interested. Perhaps I'll give it another shot today based on your recommend. I'm playing BeyondReality modpack in AT Launcher.

http://bdcraft.net/community/pbdc-patches-rel/gregtech-t170.html

For some reason, last time I tried Spahx with GT, the 128x pack caused too much lag and I had to drop back to a 64x texture pack. I have a good computer so it was kinda surprising, I think there was most likely a problem with the textures. Hope it works this time!
 

b0bst3r

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Asb3pe the pack was only added to the first post yesterday, the download has been on the last page (13) which is the most updated one.
 

asb3pe

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Jul 29, 2019
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Thanks Bobster. I got 128x Sphax working in GregTech, but wow did my load time increase. I used to be playing within one minute from launch, but with 128x Sphax it took about 4 minutes and I allocated 8 gigs of RAM so it doesn't stutter (I have 32 gigs total). 8 GB might be excessive, and of course there's always that warning from AT Launcher that you should never allocate more that 4 gigs (which I disregard and believe to be incorrect advice). I've run Sphax on 7 gigs before but that was as low as I could go. Any less RAM and it would stutter horribly.

It sure is great to be back in Sphax cartoon-land!!! :)

Edit: I guess I jumped the gun. When I go downstairs to where my GregTech Electric Blast Furnace and Bronze Steam Boiler multiblocks are, my game bogs down and stutters too much. Might have to drop down to 64x after all except... I don't see anything except 128x for GT.

I found the ultimate problem - when AT Launcher gives that warning about allocating more than 4 gigs of RAM, it isn't a suggestion. I appears to actually reset the RAM setting to 4096. That's complete BS but since this is FTB and not AT I guess I won't say anything more about it here. Who can possibly run a GregTech modpack and a 128x resource pack on 4 gigs? Nobody.

I tried Soartex, and I'm not sure.

Don't get me wrong .. is IS beautiful, but I'm noticing some things look weird. Animal animation for example is feeling very choppy to me.

Sound to me like you're slightly deficient in your RAM allocation? Perhaps bump it up by 1 GB if you can afford to (I think suggestion is to leave 2 GB for windows to use, if you're on a windows rig of course).
 
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rhn

Too Much Free Time
Nov 11, 2013
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Thanks Bobster. I got 128x Sphax working in GregTech, but wow did my load time increase. I used to be playing within one minute from launch, but with 128x Sphax it took about 4 minutes and I allocated 8 gigs of RAM so it doesn't stutter (I have 32 gigs total). 8 GB might be excessive, and of course there's always that warning from AT Launcher that you should never allocate more that 4 gigs (which I disregard and believe to be incorrect advice). I've run Sphax on 7 gigs before but that was as low as I could go. Any less RAM and it would stutter horribly.

It sure is great to be back in Sphax cartoon-land!!! :)

Edit: I guess I jumped the gun. When I go downstairs to where my GregTech Electric Blast Furnace and Bronze Steam Boiler multiblocks are, my game bogs down and stutters too much. Might have to drop down to 64x after all except... I don't see anything except 128x for GT.

I found the ultimate problem - when AT Launcher gives that warning about allocating more than 4 gigs of RAM, it isn't a suggestion. I appears to actually reset the RAM setting to 4096. That's complete BS but since this is FTB and not AT I guess I won't say anything more about it here. Who can possibly run a GregTech modpack and a 128x resource pack on 4 gigs? Nobody.



Sound to me like you're slightly deficient in your RAM allocation? Perhaps bump it up by 1 GB if you can afford to (I think suggestion is to leave 2 GB for windows to use, if you're on a windows rig of course).
You really really shouldn't allocate more than 4GB with any launcher. Java cant keep up with unloading the memory and you end up with something similar to a memory leak(every time Java needs memory it needs to use new because it cant keep up unloading what it is already using). Or something along those lines, I never understood it completely :p
So you will experience a distinct performance degradation over time.

I am currently running packs like Monster and TPPI with Soartex Fanver with 3.75GB allocated just fine.
 

asb3pe

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Jul 29, 2019
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You really really shouldn't allocate more than 4GB with any launcher. Java cant keep up with unloading the memory and you end up with something similar to a memory leak(every time Java needs memory it needs to use new because it cant keep up unloading what it is already using). Or something along those lines, I never understood it completely :p
So you will experience a distinct performance degradation over time.

I am currently running packs like Monster and TPPI with Soartex Fanver with 3.75GB allocated just fine.

Well I just posted over on ATLauncher forum, maybe someone there will shed more light on what I agree has always been a very confusing topic. That launcher seems to literally not allow me to allocate more that 4 gigs to java. I used to run Monster FTB and Sphax 128x resource pack using 7 gigs allocated thru the FTB Launcher, and it worked absolutely perfectly. I never ever had any incidents where I was getting a "memory leak" kind of thing. My game never degraded over time, and trust me, I can (and do) play this game for many hours at a single sitting... :) I def would have noticed such a degradation. But yeah, I'm like you, I really don't understand this stuff at a deep technical level, it's more like I'm just guessing and hoping when I change a setting.
 

rhn

Too Much Free Time
Nov 11, 2013
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Well I just posted over on ATLauncher forum, maybe someone there will shed more light on what I agree has always been a very confusing topic. That launcher seems to literally not allow me to allocate more that 4 gigs to java. I used to run Monster FTB and Sphax 128x resource pack using 7 gigs allocated thru the FTB Launcher, and it worked absolutely perfectly. I never ever had any incidents where I was getting a "memory leak" kind of thing. My game never degraded over time, and trust me, I can (and do) play this game for many hours at a single sitting... :) I def would have noticed such a degradation. But yeah, I'm like you, I really don't understand this stuff at a deep technical level, it's more like I'm just guessing and hoping when I change a setting.
I think with MC and Java that a lot of shit goes on behind the surface on the technical front. You just gotta hope you have a good enough pc that the stench doesn't smell through or the piles gets too big that you stumble into one. But personally even if I don't see or smell the shit, I don't see any reason to add to it.
 
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b0bst3r

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What people don't understand is that to get a x128 x256 or x512 HD texture pack working it does require more RAM, recommendations is for a x512 to have 16-32GB allocated to it dependent on what kit you run it on.

A x128 requires 8GB RAM so asb3pe is correct in allocating that amount, he just needs to make sure he runs the correct parameters along with it to maximise garbage collection.
 
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asb3pe

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What people don't understand is that to get a x128 x256 or x512 HD texture pack working it does require more RAM, recommendations is for a x512 to have 16-32GB allocated to it dependent on what kit you run it on.

A x128 requires 8GB RAM so asb3pe is correct in allocating that amount, he just needs to make sure he runs the correct parameters along with it to maximise garbage collection.

Thanks again Bobster, yes, I have a bunch of links I've saved over time regarding java arguments. (Edit: No I don't, apparently I deleted them all in frustration LOL)

I actually gave up on resource packs completely about 6 months ago, but after getting Sphax running briefly yesterday I'd love to be able to run it again just like back in the FTB Ultimate days (which is still the "good old days" for me regarding Minecrafting - nothing has surpassed it since).

Still... it is just infinitely easier NOT to run a resource pack at all - no need to deal with all this crap nobody really understands (java memory and arguments). I get real cranky and aggravated when I have to deal with this stuff. LOL

Nobody answered my ATLauncher Forum post yet so nothing to report from them regarding the 4 GB max allocation.
 
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asb3pe

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Nevermind my problem, it was Operator Error. In the ATLauncher there is a "Save" button which I apparently missed yesterday, so I was trying to run a 128x resource pack with 4 GB which is insufficient.

So far, so good! I started at 8 GB and I'm gonna see how low I can go before I run into issues. 7 GB allocated to Java seems idential to 8 gigs but I'll keep chopping 1 GB off it and see. The only argument I'm using is the Garbage Collection one for java 8: -XX:+UseConcMarkSweepGC
 

b0bst3r

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I found the post on bdcraft forums the recommendation is x512=32GB RAM, x256=16GB RAM, x128=8GB RAM and 64/32 will run fine on 4GB. What's interesting about this is that the above recommendations are only for Windows, if you're using Linux all sizes should run fine on 4GB ..... so here's staring at you Microsoft.... wtf
 

asb3pe

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Jul 29, 2019
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I found the post on bdcraft forums the recommendation is x512=32GB RAM, x256=16GB RAM, x128=8GB RAM and 64/32 will run fine on 4GB. What's interesting about this is that the above recommendations are only for Windows, if you're using Linux all sizes should run fine on 4GB ..... so here's staring at you Microsoft.... wtf

So how does Linux handles Resource Pack (i.e. Texture) files differently than Windows does? What is going on at a technical level?

What I've been wondering about is not so much Linux, but putting everything onto a RAM drive. I have 32GB so it seems I could run Minecraft, a huge modpack, and a 128x resource pack in 16 gigs of it and still have plenty left over for everything else.

I already got rid of my Sphax resource pack and I'm back to vanilla. It was causing slight lag but it just isn't worth it to me anymore, vanilla textures are fine, they get the job done (so I hear ya on that one, rhn - I def agree, no need to pile more crap atop a crap OS).

I'm trying my best not to go off on a Microsoft tangent again. It wouldn't be pretty.
 

GreenZombie

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I found the post on bdcraft forums the recommendation is x512=32GB RAM, x256=16GB RAM, x128=8GB RAM and 64/32 will run fine on 4GB. What's interesting about this is that the above recommendations are only for Windows, if you're using Linux all sizes should run fine on 4GB ..... so here's staring at you Microsoft.... wtf

I call BS. Memory allocated to Java is there for the java application to use. i.e. the increased memory requirement is there so Minecraft has the memory to load the texture pack. If Minecraft needs 16G to load a texture pack on windows, it will need 16G to load the texutre pack on MacOS and on Linux.

The OS memory requirements will vary according to the video card driver implementaitons of OpenGl on all 3 platforms, but none of them use Java to implement their OpenGL drivers so the Java VMs available memory won't effect them one way or another. t