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    posted a message on [Update! (3/28)] Bordercraft ver.1.5
    Hey guys! Sorry I completely disappeared. :/

    I've been sick and I'm also prepping for A-kon in Dallas (a convention at the end of May). So sorry about that! :| I'll see about uploading a version with the fixes you guys have pointed out or already fixed soon.
    Posted in: Resource Packs
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    posted a message on [Update! (3/28)] Bordercraft ver.1.5
    Quote from Debugman18

    Alrighty. I'm also taking a look at wood planks, they have a mild tessellation issue. Some of the colors near/at the edges of the tiles will cause the texture to contrast against itself. An example, with tiled wood planks:


    Wood


    Modified Wood



    Hope you don't mind, I don't want to bother you with these. I certainly don't want to add to your workload just after updating. (And I may be just slightly OCD.) If you think I'm on to something, I can go ahead and patch the other wooden planks.

    Edit: The tiling issue shows much more on birch planks:



    I don't mind at all. It's really helpful for me. I don't always have enough time to go check every single block for errors. I'll put these in.
    Thanks! And I'll make sure to give you credit. :)
    Posted in: Resource Packs
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    posted a message on [Update! (3/28)] Bordercraft ver.1.5
    Quote from Debugman18

    It could be, but I've never had any issues with the unstitcher. I know that transparency can cause all sorts of issues with textures, but I don't know if that was the cause or not. Here's a pictures to show the tiling issues I saw, and a picture of it fixed. Little discrepancies bug me in textures. (And there's definitely a few I need to fix in my own pack.) And they are small descepancies. (There were a few bricks that didn't match up; Little things like that.)

    Old Brick Tiled in a 2x2 square:


    New Brick Tiled in a 2x2 square:


    Edit: And the Netherrack.

    Old Netherrack Tiled in a 2x2 square:


    New Netherrack Tiled in a 2x2 square:




    Yeah I'm not sure. The brick was in the first iteration of the pack and I was a super stickler for seams back then. I did most of the block textures in their own files so I could use the offset filter in photoshop. I think I'll look back at the original. I could have just completely missed that. :Notch:
    Posted in: Resource Packs
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    posted a message on [Update! (3/28)] Bordercraft ver.1.5
    Quote from Debugman18

    I wouldn't say it makes it easier, but it allows for texture artists (like me, and you, and a lot of other people) to be able to control the theme and all of their packs better. Just more control without needing mcpatcher or optifine, which is fantastic. (No more being asked why there is fire on on the side of grass.) It also means that any texture can be animated, so if you want to add a shine to ores or ore blocks, you no longer need mcpatcher for your downloaders to be able to see it.

    Oh, and I've been fixing up some tessellation issues with some of the textures in the pack. (There were noticeable breaks in blocks next to each other.) Here are the brick, netherrack, and netherbrick textures with their tiling issues fixed. I'll fix up wooden planks next, then I'll take another look through the textures to see if I can't patch up any other tiling issues.










    Also, if you give me some time, I think I can take care of the animated textures like lava and water, for you. Do you have any animations done for the nether portal and fire?


    Sweeeeet. I haven't done any animations yet. I don't recall the textures having tiling issues in previous versions...I'm wondering if the unstitcher had something to do with it.
    Posted in: Resource Packs
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    posted a message on [Update! (3/28)] Bordercraft ver.1.5
    Quote from Debugman18

    Yeah, the textures for water, lava, fire, and nether portals haven't been converted to the new format. It's understandable, and frankly, it's also a pain in the ass.


    Basically, they would be labeled as water.png, water_flowing.png, lava.png, lava_flowing.png, portal.png, fire0.png, fire1.png. They have to be animated now, since Minecraft no longer generates the animation in-game. Same goes for clocks and compasses, now each frame of the animation is a direction of the needle.

    Quote from Debugman18

    Yeah, especially frame by frame. D:

    Anyways, thought I'd share a wolf_collar.png, since there isn't one. This takes the collar from wolf_tame and grayscales it, so when you dye your wolf's collar, it will change color. (Also, no more default collar.)




    Sweet. Thanks. I'll drop that in today.
    Ugh. After seeing all these changes, I can't see how someone would want to come in here and start a pack from scratch. It's a TON of work. I feel lucky that I started mine when I did.
    I'll look into the animations and see about getting those taken care of. I'm wondering if animation frames was easier for them? Having the game generate the needle seemed better on paper to me.
    Posted in: Resource Packs
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    posted a message on [Update! (3/28)] Bordercraft ver.1.5
    Quote from Debugman18

    Well I'm not completely sure on that, actually. I believe that is the case, but I've only recently gotten into anything higher than 32x, except for some practice textures (bordercraft style with 128x, for example) and the like.


    Hey man! Thank you again so much for looking at things. I went ahead and replaced those textures.
    http://www.mediafire.com/?b10pcce6698bmm5
    Posted in: Resource Packs
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    posted a message on [Update! (3/28)] Bordercraft ver.1.5
    Quote from Debugman18

    Hey, here's a working zombie texture. The one in your most recent download is half the height it should be. (Because of some changes to the way the zombie texture loads.) Also, here is a working pig zombie texture, because why not. (I also cleaned up a few issues with the texture, like most of the lines of grey floating by the zombie heads, and such.) And while I'm at it, fixed spider textures and enderman textures. (And it seems water and lava aren't updated for the new format, fyi. Same for the Nether portal.)













    The black parts are because Minecraft will load white onto the main texture of those mobs if there is total transparency.


    Wow. Thanks! It's what I get for being behind the times. XD I noticed that the zombie is now 512x512. Is that what it needs to be now for 128? I used to have all of my mobs at 512 but I noticed that the other 128 packs were set to 256.
    Posted in: Resource Packs
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    posted a message on [Update! (3/28)] Bordercraft ver.1.5
    Hey thanks for letting me know. I just fixed that as well. (I had a bit of a derp while doing the nether quartz)

    Latest Link: http://www.mediafire.com/?m535p0zv3xusdzw
    Posted in: Resource Packs
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    posted a message on [Update! (3/28)] Bordercraft ver.1.5
    My God, that's terrifying. I fixed the resolution for the mobs. Not sure why 1.5 decided my old resolution was too big. :/
    Should be good to go now though.
    http://www.mediafire.com/?584hvhy1jv3kbci
    Posted in: Resource Packs
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    posted a message on [Update! (3/28)] Bordercraft ver.1.5
    I done made a thing, guys.


    [128x128] 1.5: http://www.mediafire.com/?v35pj3qjw17xatn
    Posted in: Resource Packs
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    posted a message on [Update! (3/28)] Bordercraft ver.1.5
    Quote from vovo4ka1200

    Some screens with this nice texturepack and Naelego's Cel Shaders.










    Looks cool! Although, Borderlands isn't actually cel-shaded. It uses realistic lighting with the black outline. The painterly effect comes from the hand-painted textures. ;)

    Quote from matrizcraft98

    Me too :)


    Thanks! It's getting there. I've finished the terrain, items, and gui. The big thing I have left is mobs....oh the mobs. @_@ The last time I updated this pack, I think the latest mob was the wolf.
    Posted in: Resource Packs
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    posted a message on [Update! (3/28)] Bordercraft ver.1.5
    Quote from Frenchy1196

    Thanks for the clarification, I'm glad that the imposter was removed. I did think it was odd that the post was on PMC, but I know things have been crazy for you recently, so I figured you had reasons for posting it there instead.
    On the bright side, I'm glad my mistake has inspired you to kickstart development, and I'm sure everyone will be very excited about it's return ^-^. Good luck with everything!


    I would never have known if you hadn't posted! That name on PMC has been assigned over to me so I'll post the update there too. I'll have to explain things in a post over there. It'll be interesting to say the least. ;) Thank you!
    Posted in: Resource Packs
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    posted a message on Bordercraft Continuation (Official Continuation Talks)
    Cool. I think you're going in the right direction. I would say that the surface of the rocks needs more details with ink work. That's really all that's missing.

    Also, I wanted to mention this here too: After finding out about the imposter, I got so ed about it that I textured some more stuff. My idea was to get this thing up to speed (since there's a TON of work to do) one last time and then turn it over to you guys. That way we can look at the pack and see how to approach it and all that. I feel really bad abandoning it and then just throwing up my hands leaving all this work behind for everyone.

    I'd like to welcome anyone interested that would like to contribute to this next update, to bring it on! It would probably be good to get in some practice anyway. ;)
    Posted in: Resource Pack Discussion
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    posted a message on [Update! (3/28)] Bordercraft ver.1.5
    Quote from XxAssassinStevxX

    Hello Id like to say That this texture pack is awesome ive been using it nonstop for the last month or so but my only request is (and i know its not easy i personally cant texture anything to save my life :C) but if you have the time im sure alot of us would like to see you change a few things for instance make all the weapons from wood to diamond the melee weapons from borderlands (aka zero has the katana, the soldier has his hatchet , and im not sure of the others but yeah and also if you could make the bow into a gun from the game probably a slow gun like the single fire assault rifles from borderlands 2 (it would look stupid with a bow textured as a smg firing so slowly Lol :P ) anyways i know this is a big ask but im sure plenty of people would like to see this happen..

    .. anyway i thank you for your time and consideration of my message and i cant respect you enough regardless of whether you decide to implement my suggestions or not.

    Thanks For the texture - Steve :D


    Yeah that's a pretty fun idea. I did the weapons back before BL2 came out of course. ;) If I have time to change up the weapons for my next update, I'll give it a shot. I probably won't change the bow to a gun, but Axton's axe would be pretty simple. The bow is made out of string and sticks so it would be kind of odd to have a gun appear instead of a bow. XD

    And yes, you read it right. I'm currently updating the pack to the most recent version. After finding out about the imposter, it ed me off so much that I wanted to get this pack up to speed.
    Posted in: Resource Packs
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    posted a message on Bordercraft Continuation (Official Continuation Talks)
    Quote from Debugman18

    I think the imposter just might be this guy:
    http://www.minecraft...ght-packs-here/

    And if you could give tips, I could attempt the art style. I'm been doing textures for a little while, and I'm still in the process of learning, but I really want to see the pack live on.


    Yeah I'm thinking that you're right. He claims to have spoken to an "Ash" on Skype or something. And I posted on that thread Friday and my post is no where to be found.
    Posted in: Resource Pack Discussion
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