yo sheep i wonder why this pack is super super dark in places not lit, can you add a brighter lightmap addon? asking because i cant use this when i pvp even though i want to
Yea, I can do that, should be quite easy. I might add a couple of other tweaks to make it easier to use for pvp too.
I'd love to help in any way to fix the problem. If there is any info you need or can give to help?? Been looking trough the files but can't find anything wrong as of yet.
Erm, I'm not really sure what you could do to help honestly as I've tested a few things like creating some all new files for another pack and they work perfectly so I think the solution is going to just be remaking the files from scratch unfortunately.
Weird issue though, still have no idea what's causing it!
EDIT: Okay I think I've solved both the issues with the grass and the logs! Took quite some figuring out. It's some outdated model code that for some reason works in vanilla minecraft but I think forge only allows the very newest style of model code so the outdated stuff has to be converted.
Ok, I've uploaded a little update to V3.4.5 which should hopefully fix the issues seen when using forge (fixes them on my end!). Let me know if it works okay and if you find any other issues!
I'm not sure if I changed the torchlight (maybe made it slightly less orange) but I did make it a decent bit easier to see in darker areas so there's that at least!
I really enjoy playing with this pack but sometimes I can't see the difference between diorite and stone when mining underground. It depends on the light of course. The darker it is the harder it is to see it. Have to be close to the light source.
I think you might change the diorite texture a little bit, not the tone.
not sure if this is my error or not but when i load up Forge 1.9 with Optifine and WorldEdit, the TallGrass texture gives the "unknown texture" block to me, if anyone can tell me how to fix that would help greatly, BTW great texture pack 9.5/10 amazing
Ok guys, figured I'd let you know what I'm up to at the moment. Currently working on getting the wither texture completed and a couple more paintings as well as redoing the sandstone texture and adding a few more alternate textures to some things. I might change the water animation too but it does take a bit of work for that so I'm not 100% sure I will.
This stuff will be for the next update and then after that I'll start work on the new snapshot textures and hopefully the end dragon too so we can FINALLY have all the mobs completed and have the pack be fully completed.
Ok guys, figured I'd let you know what I'm up to at the moment. Currently working on getting the wither texture completed and a couple more paintings as well as redoing the sandstone texture and adding a few more alternate textures to some things. I might change the water animation too but it does take a bit of work for that so I'm not 100% sure I will.
This stuff will be for the next update and then after that I'll start work on the new snapshot textures and hopefully the end dragon too so we can FINALLY have all the mobs completed and have the pack be fully completed.
Thanks as always for staying active, Sheep. I plan on doing some crimson-esque builds with the new bone and netherwart (AKA flesh) blocks, so I'm looking forward to seeing what you come up with.
Thanks as always for staying active, Sheep. I plan on doing some crimson-esque builds with the new bone and netherwart (AKA flesh) blocks, so I'm looking forward to seeing what you come up with.
No worries arcensoth, glad you're still enjoying the pack after all this time!
I'm still wondering exactly what to do for these textures seeing as they're organic. I'm basically wondering how creepy and macabre I should make them but still have them usable for building!
I may have to update my netherwort to make it a red colour to keep the sort of fleshy aesthetic for the blocks. Definitely something to play around with at least...
No worries arcensoth, glad you're still enjoying the pack after all this time!
I'm still wondering exactly what to do for these textures seeing as they're organic. I'm basically wondering how creepy and macabre I should make them but still have them usable for building!
I may have to update my netherwort to make it a red colour to keep the sort of fleshy aesthetic for the blocks. Definitely something to play around with at least...
Oh yeah - the turquoise netherwart! This could change things. Another option would be to just go ahead and use the turquoise palette for the netherwart block. You pulled it off with the netherwart, so you might be able to make it work for the block as well. (I find this turquoise palette compliments the reddish vanilla palette, and so anything involving netherwart usually maintains its aesthetics across both sets of textures.) Definitely something to play around with.
Oh yeah - the turquoise netherwart! This could change things. Another option would be to just go ahead and use the turquoise palette for the netherwart block. You pulled it off with the netherwart, so you might be able to make it work for the block as well. (I find this turquoise palette compliments the reddish vanilla palette, and so anything involving netherwart usually maintains its aesthetics across both sets of textures.) Definitely something to play around with.
Yea, I'll definitely mess around with the turqoise first, I can at least find nice designs and shading even if the colours seem off so it would be really easy to change it around to a more reddish colour if need be.
I do want to make sure it mixes well with other building blocks too though as that's something I always try and do with new textures. I like there to be a pretty large palette for builders to choose from!
Yea, I'll definitely mess around with the turqoise first, I can at least find nice designs and shading even if the colours seem off so it would be really easy to change it around to a more reddish colour if need be.
I do want to make sure it mixes well with other building blocks too though as that's something I always try and do with new textures. I like there to be a pretty large palette for builders to choose from!
Sounds like a plan. Have fun! If you wind up with both sets of textures and can't come to a decision, you could always bundle up the alternate colour scheme (be it red or turquoise) into an add-on pack.
Ok, sandstone textures have been redone (I was only redoing the natural sandstone textures as they were both old and quite lacking. I didn't feel the carved sandstone and refined sandstone were bad textures though so they're both staying as is. Alternate textures for the carved sandstones (AKA the hieroglyphic blocks) are up next!
(You might be able to notice I'm also fiddling with a slightly tweaked grass texture in this pic too. Still a couple of old alts there but I'll have them all replaced before next update. Hoping to make it a little less grainy so it looks nicer from a distance and doesn't distract you from the more interesting features in the environment)
I've also made a new still water animation although I think it needs a bit of tweaking still. Wither is still in-progress and I've yet to try out any new textures for the snapshot stuff but I've had a look at them and thought of some ideas at least. Couple more paintings have been completed too, I'll show screenies of them soon.
This Resource Pack is Awesome on of the best.My only Problem is The Villagers and the Iron Golem .The Iron Golem looks a lot like Ninja Painter.
and the villagers are a strange (i am not sure but i think one of the Villager had an eyepatch :P) the other Textures are Awesome.
This is really more a matter of opinion.
I agree in that they're odd and it took me awhile to get used to them but that isn't a bad thing. It changes things up, keeps if from being boring.
Yea, I can do that, should be quite easy. I might add a couple of other tweaks to make it easier to use for pvp too.
Erm, I'm not really sure what you could do to help honestly as I've tested a few things like creating some all new files for another pack and they work perfectly so I think the solution is going to just be remaking the files from scratch unfortunately.
Weird issue though, still have no idea what's causing it!
EDIT: Okay I think I've solved both the issues with the grass and the logs! Took quite some figuring out. It's some outdated model code that for some reason works in vanilla minecraft but I think forge only allows the very newest style of model code so the outdated stuff has to be converted.
Not too difficult a job luckily!
Ok, I've uploaded a little update to V3.4.5 which should hopefully fix the issues seen when using forge (fixes them on my end!). Let me know if it works okay and if you find any other issues!
Did the lightmap change between 1.8 and 1.9? The torchlight seems differentAlso, thanks for looking into the forge issues.
I'm not sure if I changed the torchlight (maybe made it slightly less orange) but I did make it a decent bit easier to see in darker areas so there's that at least!
Thank you so much for fixing this! This was a really annoying bug...
I really enjoy playing with this pack but sometimes I can't see the difference between diorite and stone when mining underground. It depends on the light of course. The darker it is the harder it is to see it. Have to be close to the light source.
I think you might change the diorite texture a little bit, not the tone.
I use shaders tho...
I might make it a touch darker so it stands out just a bit more but it is a lot easier to see without shaders imo. Still, thanks for the feedback!
not sure if this is my error or not but when i load up Forge 1.9 with Optifine and WorldEdit, the TallGrass texture gives the "unknown texture" block to me, if anyone can tell me how to fix that would help greatly, BTW great texture pack 9.5/10 amazing
Is this the latest version? (3.4.5?)
There was an issue with forge and the tallgrass before but I fixed it in the new, updated version.
alright cool thanks for the help!
No worries!
Ok guys, figured I'd let you know what I'm up to at the moment. Currently working on getting the wither texture completed and a couple more paintings as well as redoing the sandstone texture and adding a few more alternate textures to some things. I might change the water animation too but it does take a bit of work for that so I'm not 100% sure I will.
This stuff will be for the next update and then after that I'll start work on the new snapshot textures and hopefully the end dragon too so we can FINALLY have all the mobs completed and have the pack be fully completed.
Thanks as always for staying active, Sheep. I plan on doing some crimson-esque builds with the new bone and netherwart (AKA flesh) blocks, so I'm looking forward to seeing what you come up with.
No worries arcensoth, glad you're still enjoying the pack after all this time!
I'm still wondering exactly what to do for these textures seeing as they're organic. I'm basically wondering how creepy and macabre I should make them but still have them usable for building!
I may have to update my netherwort to make it a red colour to keep the sort of fleshy aesthetic for the blocks. Definitely something to play around with at least...
Oh yeah - the turquoise netherwart! This could change things. Another option would be to just go ahead and use the turquoise palette for the netherwart block. You pulled it off with the netherwart, so you might be able to make it work for the block as well. (I find this turquoise palette compliments the reddish vanilla palette, and so anything involving netherwart usually maintains its aesthetics across both sets of textures.) Definitely something to play around with.
Really nice work!
Yea, I'll definitely mess around with the turqoise first, I can at least find nice designs and shading even if the colours seem off so it would be really easy to change it around to a more reddish colour if need be.
I do want to make sure it mixes well with other building blocks too though as that's something I always try and do with new textures. I like there to be a pretty large palette for builders to choose from!
Cheers!
This Resource Pack is Awesome on of the best.My only Problem is The Villagers and the Iron Golem .The Iron Golem looks a lot like Ninja Painter.
and the villagers are a strange (i am not sure but i think one of the Villager had an eyepatch :P) the other Textures are Awesome.
Otherwise This is Pure;Pixely;Goodnessss! :smile.gif:
Sounds like a plan. Have fun! If you wind up with both sets of textures and can't come to a decision, you could always bundle up the alternate colour scheme (be it red or turquoise) into an add-on pack.
Ok, sandstone textures have been redone (I was only redoing the natural sandstone textures as they were both old and quite lacking. I didn't feel the carved sandstone and refined sandstone were bad textures though so they're both staying as is. Alternate textures for the carved sandstones (AKA the hieroglyphic blocks) are up next!
(You might be able to notice I'm also fiddling with a slightly tweaked grass texture in this pic too. Still a couple of old alts there but I'll have them all replaced before next update. Hoping to make it a little less grainy so it looks nicer from a distance and doesn't distract you from the more interesting features in the environment)
I've also made a new still water animation although I think it needs a bit of tweaking still. Wither is still in-progress and I've yet to try out any new textures for the snapshot stuff but I've had a look at them and thought of some ideas at least. Couple more paintings have been completed too, I'll show screenies of them soon.
This is really more a matter of opinion.
I agree in that they're odd and it took me awhile to get used to them but that isn't a bad thing. It changes things up, keeps if from being boring.
The Mother of the World.