Just a heads-up: I will be closing the "Next Update" poll at the start of the New Year! And wow, F&F and IE are very closely tied...
What little work I've been doing on Triton (holiday busy-ness and whatnot) has been improving existing textures and making the pack look brighter and more consistent all-around. Anyone want to see some pics?
Just a heads-up: I will be closing the "Next Update" poll at the start of the New Year! And wow, F&F and IE are very closely tied...
What little work I've been doing on Triton (holiday busy-ness and whatnot) has been improving existing textures and making the pack look brighter and more consistent all-around. Anyone want to see some pics?
All I really have to show right now are the lighting changes, but they are utterly awesome, IMO. Better than new textures!
What I've done is changed a line in the default 'block' block model to no longer apply a darkening effect to the sides of blocks (the same as the lighting applied by default by the shaders mod, thus the "shader-ish" look). As a result, blocks now appear a good 10-30% brighter, depending on where you're looking. It makes everything look smoother and more cartoony... I love it. Only downside is that there's practically no definition between blocks without smooth lighting on. Not sure if I care that much... minecraft without smooth lighting looks disgusting to me anyways.
You can really see the difference here: look at the sides of the snow sheets versus the sides of the snowy grass!
Other than that, I'm doing lots of on-paper concept work trying to find some new designs for different blocks. I'm planning to make a new HD GUI style with much less orange (don't worry, there'll still be orange; it's just going to be used in much smaller amounts), and I have also figured out how to change the in-game music, so a music addon might be coming at some point!
Has anyone made normal maps and specular maps for SEUS for this pack?
I wanted to make both, but unfortuantely none of my working computers I have acess to are PCs, and apparently Macintosh can't run normal/spec maps at all...
your ressource pack is awesone, can't wait for the final version
Thank you for the hatd work.
Regards
Thanks, man!
Welp, I got Borderlands-the Pre-Sequel for Christmas, which I will no doubt be playing like a maniac for the next month or so... probably will influence my work on Triton in some way.
edit: also, I've hit 700 posts... how did that happen?
This is one of the best, no this IS the best, voxel-made pack I've seen. All others look the same, like BDcraft. But this pack is unique and dark. I love, love, LOVE it. I'd suggest using those other designs for mobs (especially the one-eyed spider ) as randomobs/optifine/mcpatcher extra textures. Keep up the hardcore work!
Rollback Post to RevisionRollBack
Pepper is my spirit animal. I may also be slightly obsessed with her.
Am I allowed to use your TRITON signature banner? And if so, can you give me the coding or whatever it is you call it?
I don't know how to share the code without the forums devouring it, so ah... not right now,
As I was trying to say in that last post, Looks like Industrial Expansion will be the next update, as determined by 129 of you guys! Progress will be a little slow over the next month, since I'm taking a bit of a break from minecraft. I'll post pics when I get the chance.
Alright, time for a progress pic! (50% original size)
I'm planning on re-doing the better part of ALL the current textures to some extent. Most changes will barely be noticable, but a lot of basic blocks like leaves, planks, and dirt types are getting quite a makeover.
WARNING- ART RANT: My primary goal being to make all blocks use the same shading/outlining style and using bright shades much more conservatively to compensate for block shading being removed. I will also be switching to using black or near-black outlines for entities and items instead of really dark colored outlines like before (much easier to work with a single pure black color than a bunch of super dark colors that are all effectively the same). ALSO, I am shading the "mid" colors of rough materials like dirt and stone with two very subtle lighter and darker shades, using a different brush than I normally do... gives the textures a lot more... um.. texture.
Sorry, but I liked your old textures much better. They had a good design (especially the planks). These don't capture the atmosphere as well. The cobblestone looks very jaggy compared to your old colblestone and the dirt doesn't look as vibrant and lush as before. All in all, I think it's a step backwards.
Alright, time for a progress pic! (50% original size)
I'm planning on re-doing the better part of ALL the current textures to some extent. Most changes will barely be noticable, but a lot of basic blocks like leaves, planks, and dirt types are getting quite a makeover.
WARNING- ART RANT: My primary goal being to make all blocks use the same shading/outlining style and using bright shades much more conservatively to compensate for block shading being removed. I will also be switching to using black or near-black outlines for entities and items instead of really dark colored outlines like before (much easier to work with a single pure black color than a bunch of super dark colors that are all effectively the same). ALSO, I am shading the "mid" colors of rough materials like dirt and stone with two very subtle lighter and darker shades, using a different brush than I normally do... gives the textures a lot more... um.. texture.
IMO the old ones were better, but you could always add those as alternate textures if people want to use them instead.
Rollback Post to RevisionRollBack
Timeless Modding is kinda dead but idk what to put here now
Pack won't be finished for quite sometime... doesn't hurt to have some nice aesthetic features on the way.
What little work I've been doing on Triton (holiday busy-ness and whatnot) has been improving existing textures and making the pack look brighter and more consistent all-around. Anyone want to see some pics?
I would love to see some pictures!
What I've done is changed a line in the default 'block' block model to no longer apply a darkening effect to the sides of blocks (the same as the lighting applied by default by the shaders mod, thus the "shader-ish" look). As a result, blocks now appear a good 10-30% brighter, depending on where you're looking. It makes everything look smoother and more cartoony... I love it. Only downside is that there's practically no definition between blocks without smooth lighting on. Not sure if I care that much... minecraft without smooth lighting looks disgusting to me anyways.
You can really see the difference here: look at the sides of the snow sheets versus the sides of the snowy grass!
Other than that, I'm doing lots of on-paper concept work trying to find some new designs for different blocks. I'm planning to make a new HD GUI style with much less orange (don't worry, there'll still be orange; it's just going to be used in much smaller amounts), and I have also figured out how to change the in-game music, so a music addon might be coming at some point!
Happy Holidays, all!
Merry Christmas
I wanted to make both, but unfortuantely none of my working computers I have acess to are PCs, and apparently Macintosh can't run normal/spec maps at all...
Thanks, man!
Welp, I got Borderlands-the Pre-Sequel for Christmas, which I will no doubt be playing like a maniac for the next month or so... probably will influence my work on Triton in some way.
edit: also, I've hit 700 posts... how did that happen?
You can just call me Canary.
How not to look like a total fool in the forum games
I don't know how to share the code without the forums devouring it, so ah... not right now,
As I was trying to say in that last post, Looks like Industrial Expansion will be the next update, as determined by 129 of you guys! Progress will be a little slow over the next month, since I'm taking a bit of a break from minecraft. I'll post pics when I get the chance.
Happy New Year!
You can always send it to me in a private message here.
You can just call me Canary.
How not to look like a total fool in the forum games
I'm planning on re-doing the better part of ALL the current textures to some extent. Most changes will barely be noticable, but a lot of basic blocks like leaves, planks, and dirt types are getting quite a makeover.
WARNING- ART RANT: My primary goal being to make all blocks use the same shading/outlining style and using bright shades much more conservatively to compensate for block shading being removed. I will also be switching to using black or near-black outlines for entities and items instead of really dark colored outlines like before (much easier to work with a single pure black color than a bunch of super dark colors that are all effectively the same). ALSO, I am shading the "mid" colors of rough materials like dirt and stone with two very subtle lighter and darker shades, using a different brush than I normally do... gives the textures a lot more... um.. texture.
IMO the old ones were better, but you could always add those as alternate textures if people want to use them instead.
Timeless Modding is kinda dead but idk what to put here now
I occasionally make textures/models for random people. Contributed to: Tinker's Construct, Growthcraft, and Animals+
PixelQuest 2, my new 1.10 RPG/rougelike-inspired modpack, is coming soon!