Just had an idea... there should be a topic where artists can share tileable patterns from their textures for others to use. We all have the goal of making textures that have seamlessly tiling shapes, so why not help eachother out a bit and share those patterns?
To submit to the topic, you'd simply include a version of your texture reduced to 2 or 3 colors, uploaded to an imagehost like imgur and posted in two versions; one with the texture in a 4x4 pattern, and another with just the base-resolution texture itself, to be copy-pasted/saved for other's use. You would also state wether or not you would like to recieve credit for the pattern.
I have about 30 unused 512x patterns that I'd be willing to share, so there'd be plenty of material to get things started with.
Do you guys think something like that could end up working well?
I'm having trouble getting what shape I want for my obsidian, I'd like to see what shapes some people have to offer!
Ask and you shall receive. Here's an old obsidian that is different from most that I see, but I've never really found a good use for it. More of a hardened-lava than actual obsidian. 32x with ~5 colors.
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Quote from Berginator94 »
I'm almost 100% positive that this have been suggested before but i'll suggest it again anyways
I made a painting that replaces the large skull with pixellated fire around it. I wanted to keep roughly the same features (in this case, skull, fire, and a moonlit night).
Unfortunately, the game darkens it substantially. A lot of the fine details are too dark to see, but the altered appearance might work better for this particular painting.
It was more of an artistic exercise than anything else, but I might make replacements for all of the default paintings if there is enough demand. I previously only planned to use the original Zetterstrand paintings, except downscaled to 32x rather than 16x.
If nothing else, I can add an optional download for my paintings, and use the HD(-ish) default paintings in the main download.
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So I'm messing around with some roof block models and I'm getting a weird lighting effect. You can see the torchlight from below lights up the roofing panels above (nether brick stair blocks) like it was daylight. I have tried messing around with the ambientocclusion settings and shade settings in the block model combined with the lighting options in the game and still get the effect. I think I have tried all the possible combinations of these settings and it still looks weird. If I place blocks underneath the roofing blocks it does cut the light. This image is the most bright, I can set ambientocclusion to true and it is dimmed somewhat with some shadows on the side. Is there something I'm missing here or is this just the way things are with angled roofs 3 px thick? Any ideas on how I could fix this and still keep the sloped roof models? It's not the end of the world, and much of this effect can be reduced with some light shining from the outside. The roofs look fine in the daylight with problems. Any help would be much appreciated. Thanks in advance.
So I'm messing around with some roof block models and I'm getting a weird lighting effect. You can see the torchlight from below lights up the roofing panels above (nether brick stair blocks) like it was daylight. I have tried messing around with the ambientocclusion settings and shade settings in the block model combined with the lighting options in the game and still get the effect. I think I have tried all the possible combinations of these settings and it still looks weird. If I place blocks underneath the roofing blocks it does cut the light. This image is the most bright, I can set ambientocclusion to true and it is dimmed somewhat with some shadows on the side. Is there something I'm missing here or is this just the way things are with angled roofs 3 px thick? Any ideas on how I could fix this and still keep the sloped roof models? It's not the end of the world, and much of this effect can be reduced with some light shining from the outside. The roofs look fine in the daylight with problems. Any help would be much appreciated. Thanks in advance.
Turning smooth lighting up to maximum is supposed to fix this. There's nothing you can do with block models or anything of the sort, this is a problem inherent to the Minecraft lighting engine, unfortunately.
Going to FINALLY start working on making videos for the "The All-Inclusive UPDATED Guide to Texturing". I don't know how many I will record today, but anything you guys want to see me talk about or point out?
Turning smooth lighting up to maximum is supposed to fix this. There's nothing you can do with block models or anything of the sort, this is a problem inherent to the Minecraft lighting engine, unfortunately.
That's kind of what I figured. Smooth lighting doesn't do much to solve the issue. It IS better if I turn smooth lighting to maximum, and set shading and ambientocclusion to true in the block model so that's what I'll do. Thanks for the input.
That's kind of what I figured. Smooth lighting doesn't do much to solve the issue. It IS better if I turn smooth lighting to maximum, and set shading and ambientocclusion to true in the block model so that's what I'll do. Thanks for the input.
ambientocclusion is true by default. You need only specify false to turn it off, otherwise it can be omitted from the model file.
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Cast aside your festive doylaks: dragon stuff is about to happen.
Multiplayer is lonely once you understand how it actually works.
Ask and you shall receive. Here's an old obsidian that is different from most that I see, but I've never really found a good use for it. More of a hardened-lava than actual obsidian. 32x with ~5 colors.
-snip-
For some reason I dont like listening to myself when I look back at the recording, but it's for the Community & not me so I will not worry about how I sound.
I just finished recording & here is what i did: I did the basic's of the how to set up a resource pack, How to get the textures out of the jar file, & a few others.
I feel that it needs some anti aliasing, especially around where the highlight meets the indented area.
To submit to the topic, you'd simply include a version of your texture reduced to 2 or 3 colors, uploaded to an imagehost like imgur and posted in two versions; one with the texture in a 4x4 pattern, and another with just the base-resolution texture itself, to be copy-pasted/saved for other's use. You would also state wether or not you would like to recieve credit for the pattern.
I have about 30 unused 512x patterns that I'd be willing to share, so there'd be plenty of material to get things started with.
Do you guys think something like that could end up working well?
And I too have some unused textures Id be willing to share.
Cast aside your festive doylaks: dragon stuff is about to happen.
Multiplayer is lonely once you understand how it actually works.
Alpha 1.0.4
Then again, it is "free-to-use"
I'm having trouble getting what shape I want for my obsidian, I'd like to see what shapes some people have to offer!
Ask and you shall receive. Here's an old obsidian that is different from most that I see, but I've never really found a good use for it. More of a hardened-lava than actual obsidian. 32x with ~5 colors.
Unfortunately, the game darkens it substantially. A lot of the fine details are too dark to see, but the altered appearance might work better for this particular painting.
It was more of an artistic exercise than anything else, but I might make replacements for all of the default paintings if there is enough demand. I previously only planned to use the original Zetterstrand paintings, except downscaled to 32x rather than 16x.
If nothing else, I can add an optional download for my paintings, and use the HD(-ish) default paintings in the main download.
Edit: I improved the lighting a little bit.
I used an image as a base for the skull (it would have taken too long to draw 100% correctly), but I made the candle entirely by hand.
That's a pretty good balance between looking mine-crafty and looking like a dinosaur.
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Turning smooth lighting up to maximum is supposed to fix this. There's nothing you can do with block models or anything of the sort, this is a problem inherent to the Minecraft lighting engine, unfortunately.
That's kind of what I figured. Smooth lighting doesn't do much to solve the issue. It IS better if I turn smooth lighting to maximum, and set shading and ambientocclusion to true in the block model so that's what I'll do. Thanks for the input.
ambientocclusion is true by default. You need only specify false to turn it off, otherwise it can be omitted from the model file.
Cast aside your festive doylaks: dragon stuff is about to happen.
Multiplayer is lonely once you understand how it actually works.
Alpha 1.0.4
Thanks for the idea
Looks charred to a crisp. I wouldnt want to eat chicken THAT well-done!
I just finished recording & here is what i did: I did the basic's of the how to set up a resource pack, How to get the textures out of the jar file, & a few others.