I am very glad this mod has made a come back. This is one of the mods that I thought should have been implemented to vanilla based on the necessity of travel which only increases in multiplayer.
So, I'm the guy who's doing textures for the mod, and, reading through the thread I noticed a fair share of complaints and suggestions. Therefore I decided to actually ask specifically what do you want the texture for the dirt road to be. I tried different versions, but you don't seem to like them anyway.
I make my textures via partial sampling and/or drawing from scratch. That means the texture for, say, wooden roads is made nearly entirely out of material in terrain.png - I do it so it looks good and blends in with other vanilla textures. Some things I drew myself, like the iron road - although i will probably be cleaning it up slightly in the future.
Anyhow, I will be occasionally reading through this thread and go through suggestions in textures and features alike. I'm not a modder but I understand more or less the in-game applicability of... uh... stuff.
So, what exactly should the dirt road be like? And what are the other texture problems in the mod?
Also, I've added a little pleasant alt texture for the next release.
I like the idea of roads! I play SMP with a few friends and have roads between our bases. Faster travel would be nice.
I have found a problem with compatibility with BuildCraft though. It seems that at least two of the IDs (250 and 254) conflict. Would you please implement a cfg file or an auto-renumber like redpower2 has?
I like the idea of roads! I play SMP with a few friends and have roads between our bases. Faster travel would be nice.
I have found a problem with compatibility with BuildCraft though. It seems that at least two of the IDs (250 and 254) conflict. Would you please implement a cfg file or an auto-renumber like redpower2 has?
Just checking in. I am redoing my entire city to use these roads. I have a bit of pavement/sidewalk on the sides to look good. I am not sure how to post images other wise I would show off my town with the roads.
Just checking in. I am redoing my entire city to use these roads. I have a bit of pavement/sidewalk on the sides to look good. I am not sure how to post images other wise I would show off my town with the roads.
Hey man I have a request that should be rather simple.
I would like for your next version to keep all the png files in a single folder within your mod. Merely add an additional folder and give it a name that is similar to the name of your mod. Name Example:"Roads". Then have your mod draw from this folder for the textures.
The benefits of this are that texturepacks artist will be more likely to support your mod if you have a png designated folder. It just makes it nice and tidy. While they already can support it, having lose png(s) makes for real messy work.
I just did a quick search of this thread and quiet a few people have suggested a config option for your mod. I -highly- recommend you listen to these people and do that. If we can't use your mod because of ID confliction then you're reducing the number of people downloading your mod, and therefore also reducing adfly clicks.
I just did a quick search of this thread and quiet a few people have suggested a config option for your mod. I -highly- recommend you listen to these people and do that. If we can't use your mod because of ID confliction then you're reducing the number of people downloading your mod, and therefore also reducing adfly clicks.
Ill start making a config and i dont care much about adfly. its just for fun.
I like this mod. But question: Does it works with:
Redpower
Buildcraft
NEI
Forestry
Railcraft
Industrialcraft2
(actually just forge mods)
?
Its a Modloader mod. All Forge based mods are basically advanced Modloader mods, and all ModLoader Mods have the ability to work together.
Only mods which alter base classes can cause issue with other mods. ModLoader and now Forge enables mods to be made without altering class files
-There may still be ID conflicts, but all Modloader mods can work together you just have to adjust IDs when those issues come up. If your at the point of using such advanced mods like some of those listed then you are probably able to handle this problem should it come up.
So, I'm the guy who's doing textures for the mod, and, reading through the thread I noticed a fair share of complaints and suggestions. Therefore I decided to actually ask specifically what do you want the texture for the dirt road to be. I tried different versions, but you don't seem to like them anyway.
I make my textures via partial sampling and/or drawing from scratch. That means the texture for, say, wooden roads is made nearly entirely out of material in terrain.png - I do it so it looks good and blends in with other vanilla textures. Some things I drew myself, like the iron road - although i will probably be cleaning it up slightly in the future.
Anyhow, I will be occasionally reading through this thread and go through suggestions in textures and features alike. I'm not a modder but I understand more or less the in-game applicability of... uh... stuff.
So, what exactly should the dirt road be like? And what are the other texture problems in the mod?
Also, I've added a little pleasant alt texture for the next release.
I like the idea of roads! I play SMP with a few friends and have roads between our bases. Faster travel would be nice.
I have found a problem with compatibility with BuildCraft though. It seems that at least two of the IDs (250 and 254) conflict. Would you please implement a cfg file or an auto-renumber like redpower2 has?
Cheers,
xenoflot
Thank you for making alternate textures for us. I think you have done a great job already.
I had thought that your dirt road is a good one. I recall the old one, and the new one looks much improved.
To others reading this post try to give solutions not complaints.
Ill see eehat i can do.
Hope it looks good :3 update soon
I would like for your next version to keep all the png files in a single folder within your mod. Merely add an additional folder and give it a name that is similar to the name of your mod. Name Example:"Roads". Then have your mod draw from this folder for the textures.
The benefits of this are that texturepacks artist will be more likely to support your mod if you have a png designated folder. It just makes it nice and tidy. While they already can support it, having lose png(s) makes for real messy work.
Ill start making a config and i dont care much about adfly. its just for fun.
Its a Modloader mod. All Forge based mods are basically advanced Modloader mods, and all ModLoader Mods have the ability to work together.
Only mods which alter base classes can cause issue with other mods. ModLoader and now Forge enables mods to be made without altering class files
-There may still be ID conflicts, but all Modloader mods can work together you just have to adjust IDs when those issues come up. If your at the point of using such advanced mods like some of those listed then you are probably able to handle this problem should it come up.
So in short Yes :biggrin.gif: