Also, I'd like to start adding mod support soon, but I'm not sure where to start. Suggest mods (not entire modpacks, please; I'd rather do them one mod at a time), and I'll do the ones with the most suggestions.
It's been one year today since I first started posting about this pack. So for Sassgard's first birthday, it seemed only fitting to finally get myself in gear and finish all the things I've been putting off.
That's right!
Mobs are 100% done!
Items are 100% done!
GUI is 100% done!
Particles and effects are 100% done!
Also new this update:
Random Mobs support!
CTM tweaks!
Various small improvements!
In fact, the only thing that remains are a few paintings and the armour (and the banners are still broken, because idk). And a few button and icon textures, but I'm not sure if I'm going to do those ones. If people really think I should, I will.
I will also most likely not be re-texturing Steve or Alex. Steve is too iconic, I think, and should remain Steve. And even though Alex is new, she's going to be kept the same so they don't seem off-balance.
But that's not what you want. Have some screenshots!
As always, download links are in the OP. The pack has been split into two versions, so those who don't want the MCPatcher features don't need to download an extra 60MB. of content. Be sure to also check out the creative patch, which will also be receiving regular updates.
It's been one year today since I first started posting about this pack. So for Sassgard's first birthday, it seemed only fitting to finally get myself in gear and finish all the things I've been putting off.
That's right!
Mobs are 100% done!
Items are 100% done!
GUI is 100% done!
Particles and effects are 100% done!
So does this mean you pack is finished? If so, I bet it was a loong journey for a year's worth of work!
First, there's a poll at the top of the post now. Your answers are appreciated, as they will help me determine the direction I should take for next week's update.
And second, I've released Ragnarök, a darker, grittier version of Sassgard. It's new, something I only started working on recently, and which will get updates every Friday. It's a pack of its own, rather than something to be coupled with Sassgard. Most of the terrain that will be changed has been changed, and over the next month or so, I plan on changing up the items and some other aspects.
Ragnarök is lacking most of the CTM features right now, since I'm getting ready to start favouring random textures over the outlines, until Better Glass comes back. Because the way I've been doing the outlines is stupid and I'm not doing it that way any more. If I have to forgo the lines permanently, then so be it. :/
First, there's a poll at the top of the post now. Your answers are appreciated, as they will help me determine the direction I should take for next week's update.
And second, I've released Ragnarök, a darker, grittier version of Sassgard. It's new, something I only started working on recently, and which will get updates every Friday. It's a pack of its own, rather than something to be coupled with Sassgard. Most of the terrain that will be changed has been changed, and over the next month or so, I plan on changing up the items and some other aspects.
Ragnarök is lacking most of the CTM features right now, since I'm getting ready to start favouring random textures over the outlines, until Better Glass comes back. Because the way I've been doing the outlines is stupid and I'm not doing it that way any more. If I have to forgo the lines permanently, then so be it. :/
I think I have to agree, I wasn't overly fond of the outline lines, but I'm lovin' the look of the 'Ragnarök' version, loki, excellent!
Yeah, the outlines really only work when it's all or nothing, which I just can't do without BG. Without it, it takes about two hours to do a single block, and then I can't do anything random with them, so meh.
Fixing blocks that did not fit the rest of the pack:
New redstone block
New redstone lamp
Improved fire
New melons
New pumpkins
Implementation of Vanilla model system
Random blocks for stone, bricks, coal ore, and end stone
Begin implementation of turning double slab blocks into new blocks
Trimming down MCPatcher's role in this pack
MCPatcher will now only be used to change the things that cannot easily be changed in vanilla.
Large mushrooms will only have random textures with the full pack (seriously, they'll take about 200 new .json files to do in vanilla. I'm not doing that.)
Outlines are being phased out until Better Glass returns to MCPatcher
I'm having some problems getting the base pack to upload to Curse. But because of the massive amount of trimming down I've done to the MCPatcher folder, and the massive amount of .json files (and I forgot to put the sound folder into the full version), it's only a 7MB difference, if you don't want to wait for this to get sorted out. If you want the sounds, they can be downloaded separately.
Loving this pack...thanks for making it! I've been using it in End of Skyblock worlds and it is great fun.
one odd thing - the stone textures included in the pack don't work for me; the stone still uses the vanilla texture. Any idea why? Everything else works fine, including other Mcpatcher features.
Loving this pack...thanks for making it! I've been using it in End of Skyblock worlds and it is great fun.
one odd thing - the stone textures included in the pack don't work for me; the stone still uses the vanilla texture. Any idea why? Everything else works fine, including other Mcpatcher features.
Will there be a 64x version of this pack in the future? I really like it, but I can't actually run it very well.
No, sorry. Because of the way it's drawn, any down-scaling or up-scaling just looks terrible. I tried to shrink it down once before, but it doesn't work at all.
One little thing has been bugging me...top half cobble slabs and double cobble slabs don't do the random texture thingy. Not sure if you care!
Thanks for your hard work.
Yeah, I think that's because of the way Minecraft natively handles random textures. The slabs and stairs each require another 40-odd files, so doing random textures on them is another 120+ files to the resource pack, which is just not worth it. The bricks also don't do random textures for slabs or stairs because of this. They do in the CTM patch, though, but that requires a mod to run.
Cannot download CTM, says your profile doesn't support domain aliasing?
Yeah, sorry. Most host sucked and I dropped them (which is why the OP was blank for a while). I'm still trying to find a new place for everything, and will update the links when I do.
.minecraft\versions\1,8
Extract it to a folder and delete all the class files. That's the default Minecraft resource pack.
Also, I'd like to start adding mod support soon, but I'm not sure where to start. Suggest mods (not entire modpacks, please; I'd rather do them one mod at a time), and I'll do the ones with the most suggestions.
I might say I'm feeling a bit jealous actually... Sassgard, quit making it look so good!
No, I shan't.
(And thanks!)
And I continue to hate the new forum software, for butchering my hard work. :|
That's right!
I will also most likely not be re-texturing Steve or Alex. Steve is too iconic, I think, and should remain Steve. And even though Alex is new, she's going to be kept the same so they don't seem off-balance.
But that's not what you want. Have some screenshots!
As always, download links are in the OP. The pack has been split into two versions, so those who don't want the MCPatcher features don't need to download an extra 60MB. of content. Be sure to also check out the creative patch, which will also be receiving regular updates.
So does this mean you pack is finished? If so, I bet it was a loong journey for a year's worth of work!
Mostly yes. I still need to finish the armour and paintings. And fix the banners, which are becoming annoying.
But ye gads yes, this has taken entirely too long. I hope to have this 100% complete in a few weeks.
First, there's a poll at the top of the post now. Your answers are appreciated, as they will help me determine the direction I should take for next week's update.
And second, I've released Ragnarök, a darker, grittier version of Sassgard. It's new, something I only started working on recently, and which will get updates every Friday. It's a pack of its own, rather than something to be coupled with Sassgard. Most of the terrain that will be changed has been changed, and over the next month or so, I plan on changing up the items and some other aspects.
Ragnarök is lacking most of the CTM features right now, since I'm getting ready to start favouring random textures over the outlines, until Better Glass comes back. Because the way I've been doing the outlines is stupid and I'm not doing it that way any more. If I have to forgo the lines permanently, then so be it. :/
I think I have to agree, I wasn't overly fond of the outline lines, but I'm lovin' the look of the 'Ragnarök' version, loki, excellent!
Many small changes:
Fixing blocks that did not fit the rest of the pack:
I'm having some problems getting the base pack to upload to Curse. But because of the massive amount of trimming down I've done to the MCPatcher folder, and the massive amount of .json files (and I forgot to put the sound folder into the full version), it's only a 7MB difference, if you don't want to wait for this to get sorted out. If you want the sounds, they can be downloaded separately.
one odd thing - the stone textures included in the pack don't work for me; the stone still uses the vanilla texture. Any idea why? Everything else works fine, including other Mcpatcher features.
Turn alternate blocks on. That should fix it.
Thanks for your hard work.
No, sorry. Because of the way it's drawn, any down-scaling or up-scaling just looks terrible. I tried to shrink it down once before, but it doesn't work at all.
Yeah, I think that's because of the way Minecraft natively handles random textures. The slabs and stairs each require another 40-odd files, so doing random textures on them is another 120+ files to the resource pack, which is just not worth it. The bricks also don't do random textures for slabs or stairs because of this. They do in the CTM patch, though, but that requires a mod to run.
Yeah, sorry. Most host sucked and I dropped them (which is why the OP was blank for a while). I'm still trying to find a new place for everything, and will update the links when I do.