add gimp and pdn scripts and plugins to that list of brain picking.... maybe a section for those? (eventually if this goes where i think/hope it will) ((I really should make a thread for them huh? lol))
add gimp and pdn scripts and plugins to that list of brain picking.... maybe a section for those? (eventually if this goes where i think/hope it will) ((I really should make a thread for them huh? lol))
I'll have to get more information from you about those before I include sections on them, because the idea is for people to know the process of how to make an animation by hand without needing to install some fancy program. I'm not trying to show them cheap tricks with PS/Gimp/Paint/whatever, but the physical 'what needs to go where, and how the slides are processed by the game into an animation'.
You know, I'm frankly shocked you haven't written me a massive wall of TL;DR yet-- you usually jump at the chance to tell people (in a very polite way) how to do things right. ^^
I agree about learning to do it by hand first...it sucks... but on the same note... the technical side of fine tuning settings for the animation scripts etc., plus learning what layer effects to use when combining animations etc. takes a lot of learning. I have beginner and advanced tutorials started for them already from back in the Artists guild days. (you should ask Dante80 for all the crazy details of me helping with the Albion animations...lol horror story)
I agree about learning to do it by hand first...it sucks... but on the same note... the technical side of fine tuning settings for the animation scripts etc., plus learning what layer effects to use when combining animations etc. takes a lot of learning. I have beginner and advanced tutorials started for them already from back in the Artists guild days. (you should ask Dante80 for all the crazy details of me helping with the Albion animations...lol horror story)
I will PM Dante as well then. I was already going to hit up Scuttles for an interview, but the more the merrier.
I agree that I need to talk a little bit about layer effects and advanced techniques to make your life easier, but I don't want to restrict people to needing to use a special program or plugin if all they can use is paint.net or something.
I will PM Dante as well then. I was already going to hit up Scuttles for an interview, but the more the merrier.
I agree that I need to talk a little bit about layer effects and advanced techniques to make your life easier, but I don't want to restrict people to needing to use a special program or plugin if all they can use is paint.net or something.
Then all you really need for the basics of animation is the definition for a sprite sheet.
Then all you really need for the basics of animation is the definition for a sprite sheet.
...I feel so dumb right now. What's a sprite sheet? (I'm betting as soon as you tell me what it is I'll smack myself for not having realized that's what it is)
Please share what you know on biome coloring! You probably know something I don't. :biggrin.gif:
Well, basically, anything grayscale in terrain.png or in any other texture (if there are) is supposed to be that way because there will be more than one colour/shade for it. For instance, grass is in grayscale because there are different shades/colours for different biomes.
In a winter biome, the grass looks more frosty and lighter, but in a forest, you see a deep green. The game detects this from another file somewhere within the texture folders.
If you check the misc folder, you'll see stuff that you may have ignored before in texture making, such as pumpkin blur, but that'll probably be in steel's tutorial eventually. For grass colouring, there is something called grasscolor.png. It has a gradience of 3 corners (from a triangle) and biomes would overlay a corresponding colour over the grayscale texture. So you should use that to edit the grass colouring. If the grass colour had no gradience and was just one colour completely, then every biome would have one colour.
The only thing i'm sorte've confused is which corner represents what biome, etc..
Although I have a feeling steel already knows most of this since he's already made 4 texture packs. But i could be wrong.
Well, basically, anything grayscale in terrain.png or in any other texture (if there are) is supposed to be that way because there will be more than one colour/shade for it. For instance, grass is in grayscale because there are different shades/colours for different biomes.
In a winter biome, the grass looks more frosty and lighter, but in a forest, you see a deep green. The game detects this from another file somewhere within the texture folders.
If you check the misc folder, you'll see stuff that you may have ignored before in texture making, such as pumpkin blur, but that'll probably be in steel's tutorial eventually. For grass colouring, there is something called grasscolor.png. It has a gradience of 3 corners (from a triangle) and biomes would overlay a corresponding colour over the grayscale texture. So you should use that to edit the grass colouring. If the grass colour had no gradience and was just one colour completely, then every biome would have one colour.
The only thing i'm sorte've confused is which corner represents what biome, etc..
Although I have a feeling steel already knows most of this since he's already made 4 texture packs. But i could be wrong.
Thanks for the explanation, but you're right, I did know all of that already. :smile.gif:
...I feel so dumb right now. What's a sprite sheet? (I'm betting as soon as you tell me what it is I'll smack myself for not having realized that's what it is)
multiple frames(layers) laid out in a line instead of stacked
You know, I'm frankly shocked you haven't written me a massive wall of TL;DR yet-- you usually jump at the chance to tell people (in a very polite way) how to do things right. ^^
I haven't really been on the "being smart" ball today, so I probably will tomorrow. :tongue.gif:
Rollback Post to RevisionRollBack
Quote of the Day: "If you think you're gonna snap, or be rude, here's an idea: Don't post." - Theevilpplz
I'm sure you'll get pummeled with people wanting to help with tutorials. Let me know if theres any that no one's doing, I'll be happy to help with any of 'em
Actually, you know what, I don't feel like sleeping much tonight. :tongue.gif:
What things do you really need done? o: I'm sure I could cover stuff like making a starting thread, posting screenshots, perhaps some miscellaneous things like tiling and doing GUI/background/other stuff textures. ouo
Okay, to make this easier on you guys (since it seems like some people don't know what to provide feedback on) we're going to go through this one piece at a time. First, let's concentrate on the bedrock basics:
1)What is a texture pack?
Although the answer to this question may seem obvious to everyone here, there are many first-timers for whom the term has no meaning. Also, I have seen a lot of debate as to how much something needs to be changed (or what needs to be changed) in order for a file to count as a 'texture pack', so let's get some conversation going as to how we want to define texture packs.
2) Why make a texture pack?
What are it's benefits? It's downsides? Why are texture packs meaningful-- what validates their existence?
Okay, to make this easier on you guys (since it seems like some people don't know what to provide feedback on) we're going to go through this one piece at a time. First, let's concentrate on the bedrock basics:
1) What defines a texture pack?
2) Why do we texture? Why is texturing important?
Please see the updated OP for a more detailed explanation of these questions.
1) Anything that modifies the default textures of Minecraft
2) Texturing is a form of artistic expression. (It makes us happy)
1) Anything that modifies the default textures of Minecraft
2) Texturing is a form of artistic expression. (It makes us happy)
1) Does something that only changes the chest texture count as a texture pack?
2) Why should someone looking to use a texture pack care that it makes you happy?
(I changed the questions in the post above so that they are a little more detailed. ^^)
I'll have to get more information from you about those before I include sections on them, because the idea is for people to know the process of how to make an animation by hand without needing to install some fancy program. I'm not trying to show them cheap tricks with PS/Gimp/Paint/whatever, but the physical 'what needs to go where, and how the slides are processed by the game into an animation'.
(as much as that applies for male to female, lol)
Quote of the Day: "If you think you're gonna snap, or be rude, here's an idea: Don't post." - Theevilpplz
XD
You know, I'm frankly shocked you haven't written me a massive wall of TL;DR yet-- you usually jump at the chance to tell people (in a very polite way) how to do things right. ^^
I think he's in lesbians with you steel.... o.O
edit: sorry... bad grugsy...on topic...
I agree about learning to do it by hand first...it sucks... but on the same note... the technical side of fine tuning settings for the animation scripts etc., plus learning what layer effects to use when combining animations etc. takes a lot of learning. I have beginner and advanced tutorials started for them already from back in the Artists guild days. (you should ask Dante80 for all the crazy details of me helping with the Albion animations...lol horror story)
I will PM Dante as well then. I was already going to hit up Scuttles for an interview, but the more the merrier.
I agree that I need to talk a little bit about layer effects and advanced techniques to make your life easier, but I don't want to restrict people to needing to use a special program or plugin if all they can use is paint.net or something.
Then all you really need for the basics of animation is the definition for a sprite sheet.
...I feel so dumb right now. What's a sprite sheet? (I'm betting as soon as you tell me what it is I'll smack myself for not having realized that's what it is)
Well, basically, anything grayscale in terrain.png or in any other texture (if there are) is supposed to be that way because there will be more than one colour/shade for it. For instance, grass is in grayscale because there are different shades/colours for different biomes.
In a winter biome, the grass looks more frosty and lighter, but in a forest, you see a deep green. The game detects this from another file somewhere within the texture folders.
If you check the misc folder, you'll see stuff that you may have ignored before in texture making, such as pumpkin blur, but that'll probably be in steel's tutorial eventually. For grass colouring, there is something called grasscolor.png. It has a gradience of 3 corners (from a triangle) and biomes would overlay a corresponding colour over the grayscale texture. So you should use that to edit the grass colouring. If the grass colour had no gradience and was just one colour completely, then every biome would have one colour.
The only thing i'm sorte've confused is which corner represents what biome, etc..
Although I have a feeling steel already knows most of this since he's already made 4 texture packs. But i could be wrong.
Thanks for the explanation, but you're right, I did know all of that already. :smile.gif:
multiple frames(layers) laid out in a line instead of stacked
Oh, okay. Thanks for the definition-- I've just never heard the term 'sprite sheet' before. Let me write that down...
Quote of the Day: "If you think you're gonna snap, or be rude, here's an idea: Don't post." - Theevilpplz
What things do you really need done? o: I'm sure I could cover stuff like making a starting thread, posting screenshots, perhaps some miscellaneous things like tiling and doing GUI/background/other stuff textures. ouo
isn't my new avatar pretty? 8D
Quote of the Day: "If you think you're gonna snap, or be rude, here's an idea: Don't post." - Theevilpplz
1)What is a texture pack?
Although the answer to this question may seem obvious to everyone here, there are many first-timers for whom the term has no meaning. Also, I have seen a lot of debate as to how much something needs to be changed (or what needs to be changed) in order for a file to count as a 'texture pack', so let's get some conversation going as to how we want to define texture packs.
2) Why make a texture pack?
What are it's benefits? It's downsides? Why are texture packs meaningful-- what validates their existence?
1) Anything that modifies the default textures of Minecraft
2) Texturing is a form of artistic expression. (It makes us happy)
1) Does something that only changes the chest texture count as a texture pack?
2) Why should someone looking to use a texture pack care that it makes you happy?
(I changed the questions in the post above so that they are a little more detailed. ^^)