We haven't been doing the emblems thing for a while now, but you are free to post on here if you have textures to show. These days, TAU is mostly a place for artists to get feedback on their work.
Anyone know how to randomize the tops of the snow layer model using the vanilla model format? It doesn't work like regular random (alternative) textures, it ends up rotating the entire model. I put the rotation values only on layer 1 of snow (the first layer generated by the world) and it rotates the entire model sideways.
Anyone know how to randomize the tops of the snow layer model using the vanilla model format? It doesn't work like regular random (alternative) textures, it ends up rotating the entire model. I put the rotation values only on layer 1 of snow (the first layer generated by the world) and it rotates the entire model sideways.
Too busy, IMO. The wire is so small that it causes tiling issues. I think you should make some of the middle holes bigger, like taking that 5-pixel X in the middle to make a bigger diamond. Maybe keep that pattern in a few places (like the edges and possibly the middle) just to try to get an even pattern of whole bigger diamonds. Maybe for the bigger diamonds you could make it 2px wide, too.
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Question: why are my vines a different colour from my leaves when the actual texture uses the exact same colours and all biome colouring has been disabled?
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I think it could be because of ambient occlusion. The sides of a block are always darker than the top, and two of the sides are darker than the other two. So if I'm correct, the color of your vines and the color of the top of your leaves must be the same.
In fact, the leaves in the left square are darker than the ones of the right square. It's easy to notice if you compare them with the vines.
And Paint.NET confirms they are different
Solution: use darker colors for vines, if your palette lets you, obviously.
If changing the block shading doesn't work you could try using mcpatcher to colour it, if you haven't already. To my knowledge swamps use hard coded colouring ignoring the default colourmap. Not sure if they still do. Haven't been texturing for a pack in over a year so my knowledge might be outdated.
They do use hardcoded colours but disabling the biome shading from the models completely removes it as well.
I made it darker and it's a lot closer but I won't be able to get it to match up with my palette since it's for the simple pack challenge. Ah well, nothing I can do about that!
Cool, what would you add to a model file to disable biome shading?
It doesn't really matter, it will affect everyone's vines the same anyway.
Remove "tintindex": 0 lines. Although personally, I wouldn't do this for 1.8 simply because there are WAY too many models for vines.
Note: It's true that swamp is completely hardcoded now (1.8.3 and 1.8.7, goes to show you how much Mojang doesn't empathize for us even recently), but MCpatcher actually makes it load from the old spot, so with it you'll get your swamp coloring without even using MCpatcher's colormap format (which is extremely better, anyways)....
The Minecon stuff seems extremely underwhelming to me.... It seems nothing new for resource packs was actually revealed, other than a slightly updated multi-part system (which probably isn't complete) that shows it MIGHT have some flexibility (only shown for the fence, but hopefully has an "and" as well as "not" capability and exceptions where you can give full states specific models instead of multipart). And yeah, an earlier version of multipart was tweeted much before Minecon. (and much before that I suggested it and it was sort of scoffed off with sort of a "we don't need that, making these models once is no big deal for us!" but I guess the modders needing petabytes of model files nagged their ears off)
A while after I suggested it I did post this thread, it was much better (and more acceptable to the devs I'd assume) and that AFAIK accomplishes what the multi-part system as-previewed does, but also touches on not hardcoding states, excluding specific blockstates from a "multipart" configuration, a "pseudo" normal state that can be turned on and off per-blockstate, plus more examples.
I'm just hoping that something like a "normal pseudo-state" exists (as exampled in my thread with replicating my current 1.8 redstone model with a part system), or when it comes to things like potted plants you won't be able to make it multi-part where it can inherit the pot model and plant models dynamically like it should be possible. Specifically I worry because they seem to shoot for "the most efficient solution" when it comes to the resource pack system rather than what's best for the resource pack format itself: being easy to achieve a desirable result. When we need MCpatcher for CTM that's one thing, but when we need it to change things that are hardcoded for no apparent reason (especially like the swamp that was at least somewhat changeable in the past) that's an issue. Plus we're in the same boat for the future as modders, how is it going to be useful to them if it's a pain for us to use?
(Incorrect info)
EDIT:
Upon further inspection of this image (that I guess this was shown at the "behind the scenes" panel at minecon)
Doing just an "apply" without a "when" allows for an element that will always apply. Still not sure if there is any way to disable that though, like my exclusions for redstone models in 1.8.
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
They do use hardcoded colours but disabling the biome shading from the models completely removes it as well.
I made it darker and it's a lot closer but I won't be able to get it to match up with my palette since it's for the simple pack challenge. Ah well, nothing I can do about that!
You could make 3D models for vines and enable ambient occlusion on them. There are a lot of models for vines, though.
The Minecon stuff seems extremely underwhelming to me.... It seems nothing new for resource packs was actually revealed, other than a slightly updated multi-part system (which probably isn't complete)...
You just reminded me that there was no mention of the entity model system in their reveal... I wonder if that's been canned since Mog left?
A little preview of some of the textures I've been making for my new pack:
I think it's gonna be called 'A Past Full of Colors', in honor to a song from the de Blob OST called 'Un Pasado Lleno de Colores':
Jeez... very colorful! I think the blocks that appear in huge quantities over a large area (grass and netherrack particularly) should be toned down a bit... so as not to make anyone's eyes melt.
We haven't been doing the emblems thing for a while now, but you are free to post on here if you have textures to show. These days, TAU is mostly a place for artists to get feedback on their work.
Anyone know how to randomize the tops of the snow layer model using the vanilla model format? It doesn't work like regular random (alternative) textures, it ends up rotating the entire model. I put the rotation values only on layer 1 of snow (the first layer generated by the world) and it rotates the entire model sideways.
example random dirt blockstate:
"variants": {
"normal": [
{ "model": "dirt" },
{ "model": "dirt", "x": 90 },
{ "model": "dirt", "x": 180 },
{ "model": "dirt", "x": 270 },
{ "model": "dirt", "y": 90 },
{ "model": "dirt", "y": 180 },
{ "model": "dirt", "y": 270 }
]
}
}
Snow layers blockstate(that i expect to work but doesn't):
"variants": {
"layers=1": { "model": "snow_height2", "y": 90 },
"layers=1": { "model": "snow_height2", "y": 180 },
"layers=1": { "model": "snow_height2", "y": 270 },
"layers=2": { "model": "snow_height4" },
"layers=3": { "model": "snow_height6" },
"layers=4": { "model": "snow_height8" },
"layers=5": { "model": "snow_height10" },
"layers=6": { "model": "snow_height12" },
"layers=7": { "model": "snow_height14" },
"layers=8": { "model": "snow" }
}
}
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What do you mean? It should work the same; just make sure to do them to the correct metadata!
You're rotating the snow along the x-axis by mistake. Remove the lines with x-rotation and leave the y-rotation in.
Putting the CENDENT back in transcendent!
Too busy, IMO. The wire is so small that it causes tiling issues. I think you should make some of the middle holes bigger, like taking that 5-pixel X in the middle to make a bigger diamond. Maybe keep that pattern in a few places (like the edges and possibly the middle) just to try to get an even pattern of whole bigger diamonds. Maybe for the bigger diamonds you could make it 2px wide, too.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Question: why are my vines a different colour from my leaves when the actual texture uses the exact same colours and all biome colouring has been disabled?
It's really bugging me...
I think it could be because of ambient occlusion. The sides of a block are always darker than the top, and two of the sides are darker than the other two. So if I'm correct, the color of your vines and the color of the top of your leaves must be the same.
In fact, the leaves in the left square are darker than the ones of the right square. It's easy to notice if you compare them with the vines.
And Paint.NET confirms they are different
Solution: use darker colors for vines, if your palette lets you, obviously.
Radiant Pixels - Vibrant, Colorful and Eye-Pleasing Resource Pack
Oh shoot, completely forgot about block shading!
Looks like it's experiment time then, hopefully I'll be able to get a colour that's somewhat similar to it at least. Thanks for the help, buddy!
They do use hardcoded colours but disabling the biome shading from the models completely removes it as well.
I made it darker and it's a lot closer but I won't be able to get it to match up with my palette since it's for the simple pack challenge. Ah well, nothing I can do about that!
Livestreaming:What was done during the very small stream (New cobblestone on the left, old on the right.)
Spruce wood on the bottom left.
*coughs*
Remove "tintindex": 0 lines. Although personally, I wouldn't do this for 1.8 simply because there are WAY too many models for vines.
Note: It's true that swamp is completely hardcoded now (1.8.3 and 1.8.7, goes to show you how much Mojang doesn't empathize for us even recently), but MCpatcher actually makes it load from the old spot, so with it you'll get your swamp coloring without even using MCpatcher's colormap format (which is extremely better, anyways)....
The Minecon stuff seems extremely underwhelming to me.... It seems nothing new for resource packs was actually revealed, other than a slightly updated multi-part system (which probably isn't complete) that shows it MIGHT have some flexibility (only shown for the fence, but hopefully has an "and" as well as "not" capability and exceptions where you can give full states specific models instead of multipart). And yeah, an earlier version of multipart was tweeted much before Minecon. (and much before that I suggested it and it was sort of scoffed off with sort of a "we don't need that, making these models once is no big deal for us!" but I guess the modders needing petabytes of model files nagged their ears off)
A while after I suggested it I did post this thread, it was much better (and more acceptable to the devs I'd assume) and that AFAIK accomplishes what the multi-part system as-previewed does, but also touches on not hardcoding states, excluding specific blockstates from a "multipart" configuration, a "pseudo" normal state that can be turned on and off per-blockstate, plus more examples.
I'm just hoping that something like a "normal pseudo-state" exists (as exampled in my thread with replicating my current 1.8 redstone model with a part system), or when it comes to things like potted plants you won't be able to make it multi-part where it can inherit the pot model and plant models dynamically like it should be possible. Specifically I worry because they seem to shoot for "the most efficient solution" when it comes to the resource pack system rather than what's best for the resource pack format itself: being easy to achieve a desirable result. When we need MCpatcher for CTM that's one thing, but when we need it to change things that are hardcoded for no apparent reason (especially like the swamp that was at least somewhat changeable in the past) that's an issue. Plus we're in the same boat for the future as modders, how is it going to be useful to them if it's a pain for us to use?(Incorrect info)
EDIT:
Upon further inspection of this image (that I guess this was shown at the "behind the scenes" panel at minecon)
Doing just an "apply" without a "when" allows for an element that will always apply. Still not sure if there is any way to disable that though, like my exclusions for redstone models in 1.8.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
You could make 3D models for vines and enable ambient occlusion on them. There are a lot of models for vines, though.
I love them . You could add more shading to cobblestone though.
Radiant Pixels - Vibrant, Colorful and Eye-Pleasing Resource Pack
For those wanting to get a jump start on things here's a good album of new stuff.
http://imgur.com/a/61WE6
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
A little preview of some of the textures I've been making for my new pack:
I think it's gonna be called 'A Past Full of Colors', in honor to a song from the de Blob OST called 'Un Pasado Lleno de Colores':
Radiant Pixels - Vibrant, Colorful and Eye-Pleasing Resource Pack
@Meapers
I really like it! The new cobblestone is much better.
@peytonisgreat
Loving that stone!
@Irish_Pixels
That looks amazing! Such a fresh look, really like what you did!
Those stone bricks look tasty.
Starting on snapshot content:
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
EDIT:
Updated textures (left is oak)
I like the clumpy shading style! Bricks look like they'll pattern badly, though.
*coughs in return*
You just reminded me that there was no mention of the entity model system in their reveal... I wonder if that's been canned since Mog left?
the edges of the hole could be flayed out a lot more. The hole looks a bit too clean.
Jeez... very colorful! I think the blocks that appear in huge quantities over a large area (grass and netherrack particularly) should be toned down a bit... so as not to make anyone's eyes melt.
The glowstone is lovely. Looks more like gold than something bright and glowy, though. Maybe it should have the brightness amped up a bit?