They won't be cows, they'll be autonomous mobile mushroom growing tanks.
They will have glass tanks full of dirt with mycelium on top, and perhaps some fungusy looking roots running through, and of course some kind of custom mushroom overlay. I won't be using the head for this. Just the legs and body.
Anyway, i could use ideas on how to make it a bit more interesting, because right now it's just going to be a glass tank of dirt basically.
Anyway, here are the legs at least.
How about some tubes running through the dirt as an irrigation system or something?
They won't be cows, they'll be autonomous mobile mushroom growing tanks.
They will have glass tanks full of dirt with mycelium on top, and perhaps some fungusy looking roots running through, and of course some kind of custom mushroom overlay. I won't be using the head for this. Just the legs and body.
Anyway, i could use ideas on how to make it a bit more interesting, because right now it's just going to be a glass tank of dirt basically.
Anyway, here are the legs at least.
-snip-
Mmmm, nice legs.
I assume that you're going to utelise MCPatcher to remove the mushroom that sits atop the invisible head, correct?
EDIT: As for a suggestion, maybe one varient could be an ant-farm of some sort.
I assume that you're going to utelise MCPatcher to remove the mushroom that sits atop the invisible head, correct?
EDIT: As for a suggestion, maybe one varient could be an ant-farm of some sort.
I know a mooshroom overlay is possible, but does it just change the single texture to something else, or can i make a bunch of various fungi on it while keeping the headpiece gone?
Can anyone help me with a small problem?
I'm working on my stronghold textures, basically stone bricks, and I can't bevel the entire block the way I want or else it would look bad. The amount of bevelling I've been able to do also makes it look bad as well..
Here's an example picture:
So while one line of brick is being bevelled, the other isn't. Is there any way to fix this while still using random CTM?
Can anyone help me with a small problem?
I'm working on my stronghold textures, basically stone bricks, and I can't bevel the entire block the way I want or else it would look bad. The amount of bevelling I've been able to do also makes it look bad as well..
Here's an example picture:
<Snip>
So while one line of brick is being bevelled, the other isn't. Is there any way to fix this while still using random CTM?
Why not have some horizontal CTM which is activated w/ random CTM to bevel the top row of brick without having a weird cut-off effect?
It doesn't seem like it would work, any of Ray's vertical CTM tiles would work no matter which tile you selected, as long as it was in the correct order (bottom, middle, top), since he didn't change any of the edges. I think I'm just going to have to settle with manually creating a random looking horizontal CTM type thingy here.
Can anyone help me with a small problem?
I'm working on my stronghold textures, basically stone bricks, and I can't bevel the entire block the way I want or else it would look bad. The amount of bevelling I've been able to do also makes it look bad as well..
Here's an example picture:
So while one line of brick is being bevelled, the other isn't. Is there any way to fix this while still using random CTM?
How about you just create a larger pattern, maybe 10x10 tiles or something else and just repeat it?
Well, besides changing the file structure, they changed all the file names around as well. And that's before all the MCPatcher changes, if you're into that...
Best thing to do would be to crack open your 1.6 jar with 7-zip or similar, and extract the "assets" folder somewhere. That should serve you well as a template for the new format.
Is there a way to remove biome coloring from lilypads?
go to assets/minecraft/mcpatcher and open color.properties
ctrl+F and find "lillypad"
Change the hex there to 808080 and this will show the lillypad's true color. (using ffffff will also work, and make the texture appear lighter)
808080 = neutral gray
ffffff = white
So, there you go. Also, it's not biome coloring, it's just a tint, they appear the same color in every biome, which doesn't make a lot of sense really.
I see this as a place for feedback - but this time for a HD pack:
I recently made some progress on the armor icons for my pack, based on models I made in 3ds max for a WIP mod.
Rendered in 3ds max, rescaled and put together in GIMP
These are Leather - Chain - Iron - Diamond - Gold
Any ideas for improvement? Matching Armor skins are on the way too.
Aha! Someone else who can do 3D stuff!
Looks really nice, but the armor could do with being a bit shinier. Not sure how you'd do this in max, but you should up the specularity a bit, especially on the metal ones. Right now they all look a little... flat.
Well, on and off the past week I been messing with textures. One thing I did was recycle an unused cobblestone texture I had, recoloring it and making it fit for the nether, along with some shading adjustments. Looking at the unfitting textures everywhere in the environment, I have a lot of work to do.
I've also touched the GUI. Food shanks still need to be done, though.
Should I go with a wheat-like icon, a cake iron or a watermelon icon? With the greenery in the GUI, I feel that watermelons or wheat would be the way to go.
I also did adjustments to the the shading of dirt, the color of many blocks I've did(including dirt) and the shading on stone also. Iron ore is also the first ore I touched. I'm not too sure about the shape of the ore, though.
How about some tubes running through the dirt as an irrigation system or something?
Mmmm, nice legs.
I assume that you're going to utelise MCPatcher to remove the mushroom that sits atop the invisible head, correct?
EDIT: As for a suggestion, maybe one varient could be an ant-farm of some sort.
I'm working on my stronghold textures, basically stone bricks, and I can't bevel the entire block the way I want or else it would look bad. The amount of bevelling I've been able to do also makes it look bad as well..
Here's an example picture:
So while one line of brick is being bevelled, the other isn't. Is there any way to fix this while still using random CTM?
More on what I mean is in this thread: http://www.minecraft.../#entry22754647
It doesn't seem like it would work, any of Ray's vertical CTM tiles would work no matter which tile you selected, as long as it was in the correct order (bottom, middle, top), since he didn't change any of the edges. I think I'm just going to have to settle with manually creating a random looking horizontal CTM type thingy here.
How about you just create a larger pattern, maybe 10x10 tiles or something else and just repeat it?
Thanks, I'll be sure to do just that!
They look flat to me. I think there should be more depth to them.
go to assets/minecraft/mcpatcher and open color.properties
ctrl+F and find "lillypad"
Change the hex there to 808080 and this will show the lillypad's true color. (using ffffff will also work, and make the texture appear lighter)
808080 = neutral gray
ffffff = white
So, there you go. Also, it's not biome coloring, it's just a tint, they appear the same color in every biome, which doesn't make a lot of sense really.
Too many too many lol
Can I use one as my avatar?
Aha! Someone else who can do 3D stuff!
Looks really nice, but the armor could do with being a bit shinier. Not sure how you'd do this in max, but you should up the specularity a bit, especially on the metal ones. Right now they all look a little... flat.
I'm not entirely happy with the hair, but I think it's good enough
It looks like Mark Lilly from Ugly Americans.
I think this means you've made something fan-art worthy.
Oh, OK, sorry.
Well, on and off the past week I been messing with textures. One thing I did was recycle an unused cobblestone texture I had, recoloring it and making it fit for the nether, along with some shading adjustments. Looking at the unfitting textures everywhere in the environment, I have a lot of work to do.
I've also touched the GUI. Food shanks still need to be done, though.
Should I go with a wheat-like icon, a cake iron or a watermelon icon? With the greenery in the GUI, I feel that watermelons or wheat would be the way to go.
I also did adjustments to the the shading of dirt, the color of many blocks I've did(including dirt) and the shading on stone also. Iron ore is also the first ore I touched. I'm not too sure about the shape of the ore, though.