• 10

    posted a message on Texture Artists' Union

    Quote from eleazzaar

    Your conversation is helpful, i'm still not sure what to do about my glass... i thought about using only vertical connection to avoid having that invisible barrier on bigger areas. Do you know if it's possible to apply it only on the side faces? My knowledge on CTM is so rusty, i forgot everything.

    Quote from krisCrash»


    Whoa... it's a whole new game!

    ---

    I didn't have as much free time as i hoped the last week, but i finally managed to redo my custom sky stuff... what do you think? Too much? The graphics are still pixelly, i didn't want to use realistic clouds. It was too much work, especially the whole distortion thing... don't want to do that again. There's a cloudy sunrise, less clouds until they're gone at noon, then lots of clouds in the afternoon until they slowly fade away at sunset.
    Made a timelapse of a whole day:

    Posted in: Resource Pack Discussion
  • 5

    posted a message on Texture Artists' Union

    Edit –




    It actually IS possible, but the catch is that in order to give shields a custom model you need to relinquish the entity model... and the entity model is how the banner texturing works. In other words, custom models for shields can't be re-skinned with banners.

    Ooh cool... i understand what you mean, but i would never have had that idea. Good to know!


    ... speaking of display properties – as i yesterday mentioned, all of the items that use the handheld.json parent model are upside down in 3rd and 1st person view when held. This includes all tools, weapons, stick, bone and the blaze rod. I just rechecked it, it's even visible with Mojang's vanilla items. I never noticed it before in 6 years of playing...

    It may be not important to most people or in packs without strong shading, but it bugged me a lot :P


    Screenshots – default handheld.json:


    Edited handheld.json (that's an unedited pickaxe in the left hand):


    Was an easy change after all, maybe someone else wants to use it.

    Changes were made to thirdperson_righthands and -_lefthands rotation and translation in the file models/item/handheld.json, it alters the look of all those 28 items at once.


    {
     "parent": "item/generated",
     "display": {
     "thirdperson_righthand": {
     "rotation": [ 0, 90, 35 ],
     "translation": [ 0, 4.2, 2 ],
     "scale": [ 0.85, 0.85, 0.85 ]
     }, 
     "thirdperson_lefthand": {
     "rotation": [ 0, -90, -35 ],
     "translation": [ 0, 4.0, 2 ],
     "scale": [ 0.85, 0.85, 0.85 ]
     },
     "firstperson_righthand": {
     "rotation": [ 0, 90, 65 ],
     "translation": [ 1.13, 3.2, 1.13 ],
     "scale": [ 0.68, 0.68, 0.68 ]
     },
     "firstperson_lefthand": {
     "rotation": [ 0, -90, -65 ],
     "translation": [ 1.13, 2.9, 2.05 ],
     "scale": [ 0.68, 0.68, 0.68 ]
     }
     }
    }


    Another edit – i also flipped and repositioned the firstperson view, but you may have to adjust that.

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Quote from macadamia238»

    The 3D map in the April Fools 1.RV update is very interesting. I'd like to see more of that!


    Yes, it's very nice, would be nice to keep if they could implement it into the vanilla theme, but i don't know how it could fit it. It's a bit scary to see how many people want to keep the other gadget features — a horrible idea in my opinion. Not fitting at all. Okay, tolerable in some crappy mod, but vanilla – never! ;)
    Quote from Maximux12»

    Ok for now I've just thrown in a placeholder of a top grassblock texture just so I don't need to worry about it for now. Also In the theme of grass I've finished the tall grass and the double tall grass.



    Also you have certainly noticed by now that I play minecraft with shaders. I know that resource packs and shaders screenshots usually don't mix so If you guys would like me to turn off shaders before I take screenshots please let me know.


    Well, i guess you made the textures in mind for shader usage, am i right? If yes, i think it's right to show them with shaders – they look great. Maybe some more short(er) variations?
    Quote from Ignaf»

    Badass Ghast B)



    shooting face still in progress.

    I like it a lot, maybe this will be my new profile pic.

    shooting face:



    Cute!
    Quote from Thermawrench»

    Is it possible to model shields? If so. Got any good ones?


    Not possible, it's an entity - you can edit the display positions though.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on 1.8 TUTORIAL - Alternate textures and custom models

    Thank you, it works as you said!

    Posted in: Resource Pack Discussion
  • 2

    posted a message on Texture Artists' Union
    Quote from krisCrash»

    Good to know – i'll ignore the pillars for now, but it was easy to fix. Love the pigmen butts and that they're NOT zombified! :D

    Quote from XSSheep»

    So I haven't posted in a while but I've still been working on random pixel art including my new pack (the one I did for the last simple pack challenge). It's got a lot more complete now so I was wondering if anyone could give me some feedback on it! It would take too long to post pics here and I don't feel like it's ready for a thread just yet so here's a link to the WIP for anybody who feels like trying it out.


    Click me!


    It's got a couple of textures from pixel perfection and still has a few default ones but it still gives an idea for the overall feel I think.


    Oooh nice, you're making another pack! I REALLY like the colors you chose!

    Quote from krisCrash»

    My oak doors are no longer awful!!!!!!

    !!!!!!


    Please ignore any illogical wreath flipping when opening door, shhh. Maybe I should add handles.

    The top part sticks a little into the bottom to form the window, but I haven't had shading issues this time. Tbh I think shading issues stick to blocks with certain internal flags that tell them to be solid, and rotated elements.

    Please enjoy not awful oak door --b


    Oh that's so, so nice. Really beautiful!

    ---

    I'm testing the whole durability thing, made a few quick tests - but i'm not feeling it so far... not sure what to do about it.


    Edit — i just noticed that all items are upside down when handheld! What the hell... now i can't ignore it. I hope there's an easy way...

    Posted in: Resource Pack Discussion
  • 0

    posted a message on 1.8 TUTORIAL - Alternate textures and custom models

    Hey, i have a little of a hard time figuring out the durability stuff:


    Say i want to add 2 sword textures – one for a used, slightly worn sword, maybe for 50% durability and less, and another texture for a heavily damaged sword used from 10% durability until it breaks:

    {"predicate": {"damage": 0.5},"model": "item/sword_stillgoodenough"},
    {"predicate": {"damage": 0.9},"model": "item/sword_timetogetanewone"}

    Would this work, or would the textures only be applied at exactly 50% and 90% damage?

    Posted in: Resource Pack Discussion
  • 4

    posted a message on OptiFine HD B9 (FPS Boost, Dynamic Lights, Shaders and much more)

    Hey, i noticed that MCPatcher's renderpass features backface and overlay aren't supported yet – is it planned for the future?

    CTM'd glass for example, especially larger areas, benefit a lot from translucent glass similar to the stained glass. :)


    Posted in: Minecraft Mods
  • 1

    posted a message on Texture Artists' Union
    Quote from AmazingMCza»

    Really loving your villagers, so cute :) And I must say, I bloody love the sky so much :D Looks really nice. If I would just make a suggestion, it would be to work on your birch leaves. They don't really work for me, while I find you oak leaves to be just fine. Only a suggestion :)


    The birch leaves... yes, you are right, i also don't like them anymore. They are Frenden's original birch leaves, i'm always a bit reluctant to change his stuff, but i guess i'll have to edit them.

    Quote from eleazzaar»

    Anybody know if renderpass=Translucent is possible with Optifine for 1.9. I'd like to get my semi-transparent glass going again, but I can't seem to find solid info on what works. And yes, I asked in the Opfine thread, where the post was immediately swallowed by a page of pointless bickering.


    I also wondered that... i think the log output in the game launcher says that neiter backpass or overlay are supported. I don't like the look of CTM'd glass without transparency.

    If only there would be an easy way to reach the Optifine maker to ask if it's at least planned... using the thread is really a game of luck.

    ---

    Someone at my thread noticed that my piston tops are rotated... turns out it's Mojang's "fault":



    Upside and upside down pistons are wrongly(?) rotated by 180° by default. Not important when you use textures that don't have a direction, but it's very visible with textures like mine.



    On the left are the default blockstates used, on the right are edited blockstates for the 2 piston types (sticky_piston.json and piston.json, all facing=up and facing=down have "y": 180 added. Not sure right now if it's the whole piston or just the one texture, have to check that again).


    And yes, i know - the piston textures make no sense like this, they need a border to be able to work. Another thing i have to change. ;)

    Posted in: Resource Pack Discussion
  • 3

    posted a message on ♔ Frenden's Meringued Cartoon Pack ♔ updated to 1.9 snapshot 15w47c!

    Some screenshots of the work in progress, most of it Optifine related.


    Biome related villager skins




    A few of the new random mob textures




    New cloud textures and biome colour changes


    Posted in: Resource Packs
  • 9

    posted a message on Texture Artists' Union
    Hey hey, here's another one coming out of the woodwork. :)

    I noticed recently an urge to play again... and i also noticed a few issues with the pack i have to fix now. By the way, since Optifine for 1.9 is out now, does the renderpass stuff work now? I really like glass CTM, but bigger areas without translucency aren't very practical...

    I was happy to see that biome mob skins work now! I made a few villager textures back when MCPatcher introduced it, but removed them when i noticed that Optifine didn't support it. Made a few more:

    Warm biomes:


    Cold biomes:


    I'm also testing a new sky, what do you think? It's still pixellated with only 5 coluors, but with a much higher resolution and corrected distortion – was a lot of work, more than i expected.

    Quote from darealmeesta»


    Here are the Command Blocks, but I can't really show the animation. 48 frames instead of a single texture, thanks Mojang^^


    Looks great! I like it, similar concept as mine. :)
    Posted in: Resource Pack Discussion
  • 2

    posted a message on ♔ Frenden's Meringued Cartoon Pack ♔ updated to 1.9 snapshot 15w47c!

    Hey AGAIN, i'm AGAIN sorry that i didn't update this thread for so long... i had to put a lot of less important things like the pack on hold. But once again my nephews renewed my love for Minecraft.



    Thanks for your comments and notes, i will post some new stuff very soon.

    Posted in: Resource Packs
  • 3

    posted a message on ♔ Frenden's Meringued Cartoon Pack ♔ updated to 1.9 snapshot 15w47c!

    I made this Imgur gallery with loads of up-to-date screenshots and planned to embed it as gallery in the first post, but then the forum software breaks every other image in that post... too bad.


    Posted in: Resource Packs
  • 2

    posted a message on ♔ Frenden's Meringued Cartoon Pack ♔ updated to 1.9 snapshot 15w47c!

    I just uploaded a (test)version for the 1.9 snapshots, currently 15w47c. The link is in the first post.

    If you try it, please tell me if you find something wrong, missing or broken. Thanks! :)

    Posted in: Resource Packs
  • 1

    posted a message on 15w45a - Changing the texture of the old double wooden slabs?

    Easy.


    The default "birch_double_slab.json" blockstate json file (in the blockstates folder) for example calls the default birch blank block model "birch_planks":

    {
        "variants": {
            "normal": { "model": "birch_planks" }
        }
    }

    ... which is a normal cube with the birch plank texture.

    {
        "parent": "block/cube_all",
        "textures": {
            "all": "blocks/planks_birch"
        }
    }

    The easiest way could be that you duplicate the model file, give that a new name (in this example maybe "birch_double_slab") and edit the texture name in it. Then you edit the blockstate file to call the new model.


    Edited blockstate "birch_double_slab.json"

    {
        "variants": {
            "normal": { "model": "birch_double_slab" }
        }
    }

    New block model "birch_double_slab.json"

    {
        "parent": "block/cube_all",
        "textures": {
            "all": "blocks/yournewdoubleslabtexture"
        }
    }
    Posted in: Resource Pack Help
  • 0

    posted a message on Texture Artists' Union

    Hey, transparent hat and armor layers, awesome. I have to test that...

    Today i remade my water and noticed that varying transparency makes an animation lag horribly (i wanted the darker parts more transparent (30%) than whiteish reflecting areas(50%))... weird.

    Posted in: Resource Pack Discussion
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