• 0

    posted a message on Conquest of the Sun_ [shaderpack based on Chocapic]

    updated the ConquestOfTheSun Shaderpack thanks to:


    Triliton - various bugfixes and effects
    CrankerMan - addition of various effects
    Triliton - Forward rendering
    CapTsatu - original author of the bloom code
    Robobo1221 - original author of the volumetric light code, and the coloured glass

    - Improved shadows
    - improved bloom
    - fixed the end
    - fixed the nether
    - dynamic weather
    - glowing eyes
    - bug fixes
    - forward rendering
    - smoother shadow edges
    - new water
    - fps gain by 5
    - improved dynamic exposure

    Posted in: Minecraft Mods
  • 0

    posted a message on Conquest of the Sun_ [shaderpack based on Chocapic]

    sorry for the long absense of maintainment for the thread the not loading images were cause by dropbox changing its policies =/ making the public folder private but everything should be ok again now

    Posted in: Minecraft Mods
  • 1

    posted a message on Conquest (WIP weekly updates)

    @Dreossk when you are using 1.10 mc you need to get the 1.9 and newer verson of the pack

    found here http://www.resource-packs.org/conquest_/ as with the post beeing a bit confusing that is because the further down you scroll the older the update is (i forgot to post the previous update on here last time so i attached it after the current so people know what has been added)


    @Triliton you are welcome =)

    Posted in: Resource Packs
  • 3

    posted a message on Conquest (WIP weekly updates)

    Note the pack cant be run as a mere .zip file anymore in order to use the 1.7 version unzip the pack and put it into a folder to load it ingame!



    1.7 Update (V.10.8)

    • new biomevariant of the logcabinblock (ice_mountains etc)
    • new heather plant metadata (38:15)
    • new cottongrass metadata (37:5)
    • new nettel metadata (39:10)
    • new sweetgrass metadata (39:9)
    • new flowerbaskets biome variant of the hanging net cobweb (Plains)
    • added burned log biomevariant for oaklog (Hell)
    • new burned dirt metadata (33:9)
    • new muddy dirt metadata (88:3)
    • new biomevariants for arrowslits
      • cobble (Plains)
      • brick (Extreme_hills)
      • slate (Frozen_ocean)
      • sandstone (Desert_hills)
      • darkcobble (Taiga_hills)
      • darksandstone (Savanna_plateau)
      • stonebrick (Jungle_hills)

    • new cornerstone with cobble and brick (4:10)
    • new cornerstone with darkcobble and stonebrick (Frozen_ocean etc)
    • added biome variants for the gravely sand and grassy sand
      • normal (plains)
      • wet (river)
      • red (Mesa)

    • added directional farmland depending on the biome ()
      • diagonal1 (frozen ocean)
      • diagonal2 (plains)
      • straight1 (hell)
      • straight2 (extreme_hills)

    • added vertical ctm for covered boxes
    • made ravens on hanging people possible in a single biome (extreme_hills)







    1.7 Update (V.10.7)

    • added dead hanging bodies (30:7 iceplains etc.)
    • added wooden rails (jungle)
    • updated bamboofence
    • added new carved netherbrick
    • new pigeon bird (savanna)
    • new painting "the Strayking"
    • updated peony to become useable
    • added zombiehorse
    • fixed pigman&magmacube to be actually changed to the new skin

    1.9 & 1.10 Update (1.1)

    • added bonetexture
    • added netherwardblock texture
    • added red netherbrick texture
    • added magmablock texture
    • added zombiehorsetexture
    • added straytexture (mob)
    • added husktexture (mob)
    • added polarbear texture
    • updated birchfencegate
    • new painting "the Strayking"

    1.8 Update (1.4)

    • added zombiehorsetexture
    • new painting "the Strayking"





    Feel free to try it out, comment and have fun

    _Monster

    You can also follow me on twitter and get news on upcoming changes as soon as they happen.https://twitter.com/Monsterfish_ .
    I case you are a donator to my work you can also get acces to a auto sync tool to get the apha changes of the textures so you are always a step ahead of the competition





    @dogfender fair arguments i might adjust them in the future no gurantees through as they work quite well already


    @Husarr2lpl is that issue still happening?


    @sauron1973 the issue with the guis is that they need to be textures seperatly the gui doesnt get generated automatically =(


    @Synza the hoppers is ne new one =/ can you post a picture of them maybe?
    as with the darkoak i might change a few thing to not have them occur naturally anymore but the only reason they are like that is because of the attemt to save metadta in 1.8 via biomes


    @Triliton thanks for helping out the people i appreciate it =)


    @HyXeRiOn i dont keep older versions of the pack around sorry you probably have more luck by asking the comunity for an older version as in

    general i hope you understand my reason for using a "adlinkservice" like adfoc so i can generate some revenue for my work while keeping it free to the community


    @Piggyfacepork ravand is safe its hosted by the server i am working/developing conquest on as with sh.st i switched back to my previous setup as it seems like it wasnt worth it afterall to change


    @Rooster2415 to remove the extended leaves you have to remove the model files by either removeing the whole models and blockstates folders or the files that specifically affect the leaves as the fences might become messed up otherwise
    in case you are referring the betterfoilage leaves you need to get the latest build of the mod for your mcversion as it supports ctm which gets rid of

    the text
    as with the logs thatr shouldnt be happening in default conquest anymore =/ make sure to not have other packs loaded besides conquest and make sure to be on the latest build of the pack as well


    @MindCoil its a bummer indeed i had people suggest fixes for it in the past but it never seemed to work =( i literally clueless on this


    @Blendomatik thats odd do you have other mods installed (i didnt touch the sign textures in ages so this shouldnt be a problem on conquests side)


    @KaligarPrime that is a "feature" sandstonestairs in certain biomes turn into goldcoins to give people that build on creative servers more possibilities


    @Aidowl should be fixed now i hope ^^


    @Dreossk yup :D and its looking real nice


    @Gravemind15 i recommand turning up the brightness slider in case you are not a realitstic lightsituation guy =)


    @luminousinsect mhm bizzare have you tried using a clean mc version and a fresh install of optifine ?

    Posted in: Resource Packs
  • 1

    posted a message on Conquest (WIP weekly updates)

    Note the pack cant be run as a mere .zip file anymore in order to use the 1.7 version unzip the pack and put it into a folder to load it ingame!


    Update (V.10.6)

    • added doublehigh wheat (39:5)
    • added cornplant (39:8)
    • added big saplings (biomedependend) (39:7)
    • added forestplant with "young tree" (39:6)
    • added new granite block (1:12)
    • added new netherbrickmetadata pillar (112:3)
    • added new netherbrickmetadata large block (112:2)
    • added bamboofence (85:8)
    • added gravely sand (12:4)
    • added overgrown sand (12:5)
    • new Zombiepigmantexture
    • new magmaslime texture




    Feel free to try it out, comment and have fun

    _Monster


    you can also follow me on twitter and get news on upcoming changes as soon as they happen.https://twitter.com/Monsterfish_


    @ Redcats interesting i totally forgot about the unused block 125 metadatas definetly something to consider


    @CTRIPLED sadly doors dont support ctm meaning i cant =(


    @Overjay the modsupport for better foilage should definatly work as they shw up perfectly fine for me. but if you could give me a more specified describtion of the issue at hand i can give it another look


    @Shasuru/endercreeper04 you need to remove the modelfiles that define the extentions you can find them in the minecraft/models/blocksdirectory inside conquest_.zip


    @sauron1973 what exactly do you mean by that? you have some pictures of the issue?


    @Shael i wish i could add the mod to my original post but sadly i cant edit it anymore due to a forum bug but i will add it once i get back control of it =)


    @Isaiha/DeimosEvotec/Saphiria_Veneficia a 64x64 bversion is not in the planning from my side sorry and the people that wanted to give it a go have given up as far as i know =(

    also paying someone to make it 64x would be very expensive considering the time it would take to make it happen conquest as it is already has about 3000hr of work put into it


    @foxrox55 you need to turn grafics to fancy to disable the "anti x-ray" measures mojang has put on fast leaves


    @Melmel1988 metadata access is depended on the minecraft version 1.7 has metadata 1.8 and newer doesnt


    @Tselan i am glad you still enjoy it after all that time and since 1.10 is out by now (sorry for taking so long to reply) i hope to add the latest support asap


    @C00l_GuY in general i leave mods i dont use personally to be supported by the community and give them a platform to share it with the rest of the comunity all i can offer in that case would be doing some finetuning of textures provided by the users as that doesnt take as much time


    @Synarius012 sadly i havent made experiences with that as i dont use realms =/ but i know that the playsound format changed a little bit between versions maybe it would be worth investigating =)


    @whitemagehealu you reduce the animation stripfile in the pack to it first image and delete the jsonfile with the same name =)


    @JarJpg it might not seem like it but resource-packs.org is the "original page" it is owned by a friend of mine i am however looking for making a conquest specific website but i dont have the manpower or the personal experience to set it up the way i would like to =()


    @xRoysportx/Antilogy i swear i tried to fix that issue so many times already i just cant figure out how to do it =C


    @Gallus_Sentinel121 that happens because of the 3d model addon which is now outdated and discontinued by jugbot


    @The_Last_Dovahkiin the default head should still have the cheast as a texture last time i checked =o so no need for a customhead (espeacially

    since the texture resolution would be influenced to be smalles aka more ugly)


    @SirPisington try using the right pack version for 1.8 as the 9.6 or 10.6 version are only compatible with 1.7


    @Sharkykzn/SakuraShinRa/Neomar_D/SweetBrew do you have the same issue with other pack in higher res?


    @dragsaw make sure to use the right pack version for your minecraft version =)


    @Triliton make sure to have the latest version of better foilage as in previous versions it didnt support connected textures but the latest do


    @Cool_Nick_Name :o thats a new one. my guess would be its caused by one of the mods you are running =/ but thats my best guess


    @WilliamWythers/blahsd i would offer to put your pack in the comunity projects section of my pack but i sadly are not able to eit it anymore due to a forum bug =(

    and yea as WilliamWythers said that is literally how the structure came to pass also on top of that i am a little bit of a chaotic person ;)


    @Flavre mhm i dont think it is possible as maelis seems re replace current doors etc with their own which might not be compatible with optifine. only help would ba a malis door mod that supports it i fear =()


    @endermil unzipping the pack and loading the folder instead of the zip should help with that you can also try to allocate more memory to your game as well


    @Wartoxx I definetly want to continue it i just need to take it slower now as I dont have as much time at hand as I used to in the past


    @Triliton I believe those should work as long as you put them in a commandblock and run them from there


    @boaty_mcboatface sadly this issue hasnt come up for me as I dont work with worldpainter and if anything I would assume it would be a bug based on minecrafts mushroom code or worldpainters placing of blocks in a safefile =/

    Posted in: Resource Packs
  • 0

    posted a message on Conquest (WIP weekly updates)

    @Redcats you are probably referring to the halcyondays resourcepack right? =)

    To be fair i have used a different pattern than them so i could save size and make it fit with the style of conquest


    @Unterwasser the file i linked is a mod =) simply put it in your modsfolder (if you have forge installed) and start the game) it will put a redstick in your toolsmenu with which you can cycle the metadata =)

    Posted in: Resource Packs
  • 2

    posted a message on Conquest (WIP weekly updates)

    Note the pack cant be run as a mere .zip file anymore in order to use the 1.7 version unzip the pack and put it into a folder to load it ingame!

    Update (V.10.5)

      • added new kitchentop workbendmetadata (58:4)
      • added new cobblestonemetadata pavement (4:9)
      • added new mossycobblestonemetadata dirtypavement (48:6)
      • new flowermetadata beans (38:14)
      • added new mushroommetadatas
        • grass (39:1)
        • fern (39:2)
        • deadbush (39:3)
        • big cow parsley (39:4)

      • added new conquest customheads (commandblockspawning only due to length of command)
        • bucket: give [name] 397 1 3 {display:{Name:"bucket"},SkullOwner:{Id:"c3406cd0-37ca-4811-8480-79ecb923338a",Properties:{textures:[{Value:"eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvNzE4N2M3ZDRkNGMzNGY2NGQyMGRmY2I3MjE3MjA4Mzg5YTI1ZjI5Y2RlMjg1MGFhZmRiMGNlOTM3NjE5M2EifX19"}]}}}
        • brownshroom: give [name] 397 1 3 {display:{Name:"brownschroom"},SkullOwner:{Id:"aa5894bb-7d4d-42c1-89c9-bf383d65669f",Properties:{textures:[{Value:"eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvYmUzZjVhZmM1NDY3NTZkM2I2M2Y0NDM4NGE4YTAxNDIwMzNlYTQ3YTVjOTgwYmE2YzYwMmU4MjcyZmFkOWVkIn19fQ=="}]}}}
        • redshroom: give [name] 397 1 3 {display:{Name:"redschroom"},SkullOwner:{Id:"dfcc47d1-25d3-402a-984f-94229c44dda3",Properties:{textures:[{Value:"eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvN2JkMWY0NWZjMTQ5ZjJmOTQ3NzE0Y2Q1Zjk0YzEyNTg3NDhhNjM4YjdmYTIxYmE4MWFkZWRkNmZjZTJjIn19fQ=="}]}}}

    • new biomevariant for the weaponsrack (SwamplandM Swampland Taiga TaigaHills TaigaM Mesa Mesa(Bryce) MesaPlateauF MesaPlateauFM MesaPlateau MesaPlateauM) with brooms and shovels
    • new biomevariant for trapdoors heavy ironbars (IcePlains IcePlainsSpikes Beach DeepOcean Mesa Mesa(Bryce) MesaPlateauF )
    • fixed a few biomeincompatibilities
    • updated the metadatasheet to be compatible with the 10.4 version of the pack




    Feel free to try it out, comment and have fun

    _Monster


    you can also follow me on twitter and get news on upcoming changes as soon as they happen. https://twitter.com/Monsterfish_



    @xEvoken im glad you enjoy what I do this much man I just hope we will be able to get some kind of way to reproduce what we had with metadata in a newer version of the game as it just feels like many people will be missing out on the opportunities otherwise =/
    as with the trophy its a bit difficult to do thats considering they would be a squareblock ;) complicated shapes like that need 3dmodels to work which i am unable to implement in 1.7


    @xDialtone you need to get rid of the corresponding ctm files keep in mine through that the previewimage was just a placeholder until I had access to ctm in the snapshots meaning the one you have atm is the intended one


    @Redcats yea I saw these before i am just a little hesistant as I am not sure if it would be that usefull (i could make it a biomevariant of the hangingthings however (meat/sacks/herbs))


    @ThaGamingGuru there is literally no way for me to fix the carpets in 1.9 its something mojaang has to adress sorry >_> #notgonnahappen


    @Gaeniel the monsterbrickeggs have the old texture =) combining both works wonders


    @Shasuru you can delete the blockmodels and blockstates assosiated to leaves inside the pack to get rid of the eleafextentions =)


    @Unterwasser if you are referrring to the metacycler it only works as a plugin currently not as a mod but you can download this little mod which at least lets you cycle through them in a very basic way https://www.reddit.com/r/Minecraft/comments/2ohgnt/meta_data_cycler_mod/cq283hn

    Posted in: Resource Packs
  • 0

    posted a message on Better Foliage

    The new connecting logs look very neat

    Any chance we get back the ctm compatibility or has the method on how to apply them changed? (for the leave extentions and logtextures)

    Posted in: Minecraft Mods
  • 2

    posted a message on Conquest (WIP weekly updates)

    Note the pack cant be run as a mere .zip file anymore in order to use the 1.7 version unzip the pack and put it into a folder to load it ingame!

    Update (V.10.4)

      • added coldlavarock metadata (49:2)
      • added lavarock metadata (49:3)
      • added netherbrick metadata inspired by the black gate (112:1)
      • added rat biome variant of the frog/toad cobweb (SwamplandM Swampland Ocean FrozenOcean DeepOcean Desert DesertHills DesertM )
      • added round 3x3 wheel (fullwheel)
      • added added tripplecannonfront texture to ironstairs (stonebeach only)
      • added lying barrel biomevariants (deepocean & coldtaigahills)
      • added wickerfencevariants
        • roman (Savanna Plateau SavannaPlateau SavannaPlateauM SavannaM PlateauM
        • white (BirchForestHills BirchForest BirchForestHillsM BirchForestM SunflowerPlains IceMountains)sandclock (Forest ForestHills Jungle JungleHills JungleEdge JungleM JungleEdgeM RoofedForestM RoofedForest)
        • plank (Taiga TaigaHills TaigaM MegaTaiga MegaTaigaHills MegaSpruceTaiga ColdTaiga ColdTaigaM ColdTaigaHills ExtremeHills ExtremeHillsEdge ExtremeHills+ ExtremeHillsM ExtremeHills+M)

    • reworked dispenser
    • updated nightsky (betterskies) in all the conquest version 1.7 1.8 1.9 etc




    Feel free to try it out, comment and have fun

    _Monster


    you can also follow me on twitter and get news on upcoming changes as soon as they happen. https://twitter.com/Monsterfish_



    @Ovus happy holidays to you too =)

    and thanks for sharing your project here it looks very nice, keep it up!


    @Doom6197 you are welcome man =)


    @Gorkiy17 uh very good :D finally


    @Qraut/DeimosEvotec/nhtg mhm thats probably due to the leaf extension you can get rid of them by deleting files in the conquest_.zip /blockmodels /blockstates folder. Sadly there is no reall other way of turning them off, unless i would make them a seperate 3d addon which im not too fond of.

    Posted in: Resource Packs
  • 1

    posted a message on Conquest (WIP weekly updates)

    @Ovus the link for the download never changed as i dont keep the old version of the pack (by old i mean the previous developmentbuilds of the same mc version)


    so to get the new 1.7 version with the new stuff just download from the 1.7 version link =)

    Posted in: Resource Packs
  • 4

    posted a message on Conquest (WIP weekly updates)

    Hohoho,

    well it appears it is about the right time to let an update hit the road im sure you guys agree.

    It has been a little while since the last one, so I hope this one will statisfy your needs for new stuff.

    But without much more uninteresting topics here is what you all have been waiting for :D


    Note the pack cant be run as a mere .zip file anymore in order to use the 1.7 version unzip the pack and put it into a folder to load it ingame!


    Update (V.10.3)

    • added new sandstone metadata (24:11)
    • added snowy cobblestone 48:5
    • added MASSIVE whel textures for the spiny wheel chooseing the type of wheel is now easier and depending on the metadata as well
    • added grassblock for the grasssnow layer so it doesnt turn snow blow it (2:3)
    • added biomeversions for the scale 101:13
      • weathercock (SwamplandM Swampland Plains IcePlainsSpikes IcePlains SunflowerPlains )
      • spyglass (FrozenRiver MushroomIslandShore MushroomIsland ColdTaiga ColdTaigaM ColdTaigaHills)
      • sandclock (Forest ForestHills Jungle JungleHills JungleEdge JungleM JungleEdgeM RoofedForestM RoofedForest )
      • sextant (Ocean River FrozenOcean DeepOcean Beach ColdBeach stonebeach )
      • abacus (IceMountains BirchForestHills BirchForest BirchForestHillsM BirchForestM FlowerForest )
      • astrolabe // armillary sphere ()

    • added biomversion for ladder (singlerope junglebiome) removed jungle from the ropeladder
    • added new paperlanter (BirchForestHills BirchForest BirchForestHillsM BirchForestM FlowerForest SunflowerPlains )
    • added medieval lamp (MegaTaiga MegaSpruceTaiga Plains ColdTaiga ColdTaigaM ColdTaigaHills)
    • added nonbark log textures 162:2/6/10/14&139:9 (light = MushroomIslandShore MushroomIsland ExtremeHills ExtremeHillsEdge ExtremeHills+ ExtremeHillsM ExtremeHills+M Plains etc.) (dark = ColdBeach FrozenRiver IceMountains IcePlainsSpikes IcePlains Hell Sky ColdTaiga )
    • tweaked the color of oakplanks very slightly
    • changed Stonebricks normal, mossy, and keystones & mossykeystones etc.
    • put old stonebricktexture on mosterstoneegg







    Feel free to try it out, comment and have fun

    _Monster


    you can also follow me on twitter and get news on upcoming changes as soon as they happen. https://twitter.com/Monsterfish_



    @smokehrbar what DeimosEvotec said :P

    and appart from the bacons weaponsmod and the betterfoilagemod i never really got much into mods exept optifine there are some usercreated modsupports listed in the post which you can check out =)


    @Barytyrannusas long as you give credit and dont monotize the download i am fine with sharing you remix =)


    @EndRPnT it would be great to have some more input on the issue as its a bit difficult to judge the problem from explaination only


    @SirChamomile they both are based on the same pack afterall (kind of) ;D


    @Edenvale there is a 1.9 compatible version of the pack out already just check the downloadsection on resource-packs.org


    @quadrupedal_pink_equine turn your graphicsettings to fancy (cant be fixed by me its a mojang related bugsorry)


    @Synarius012 you are probably talking about the 3dmodel addon by jugbot its linked in the post load that on top of conquest and the fences etc should look like the ones youve described again =)


    @RinOkami check out the 1.9 download =) (no elytras yet)


    @Doom6197 not a single breath was wasted on that topic from mojangs side =/ same with the moddingapi ...times are looking very dimm =|


    @TaigaBunnyits a digusting bug mojang introduced with its stupid x-ray prevention i cant fix it unless i remove the 3dleaves effect which really dont want to do =(


    @SoapInABox the problem with these blocks is that i dont have mich influence on the early stages as they are generated by the game i would have to make the original texture taller to make it work which is not quite what i want =/


    @PH0B0S77/BrenSet i might have to move in the modsupport from the 1.7 version to the 1.8 ill see if that will solve the issue =)

    @chuckchuk i think the looking better part is debateable ^^ but if you want to get rid of the current texture you need to remove the granite texture and propertyfile from the mcpatcher/ctm/.. folder


    @Dioric the sounds havent been touched by me unless mojang did something different they should be working correctly =/ what mc version are you useing?


    @Prime1334 there are about 2-3 mob textures that i still have to replace ..i just hate doing mob textures which is why its still not 100% xO (the pain is real)


    @dances_with_trains sadly mojang didnt provide us with fancy features like that so you have to remove the modelfiles manualy from the models and blockstates folder (thanx mojang making things easy again)


    @BluePhoenixV mhm maybe the website is blocked by your webprovider? =/ have you tried the alternate downloads i provided?


    @Nikorikos oh boy the refsheet my old nemesis x] i will have to do that i agree


    @Ovus they could look like marble ...yes but i like it the way it is way more useable :D


    @SirChamomile i havnt tried that as far as i am concerned i have made the font as compatible with the recommened mods etc as possible =/ you probably have to check back with the mod author


    @Thandoss if you are planning on distributing the pack via ingamepromts i have sadly have to give you 2 disapointing answers..

    the pack is too big to be shared via the default ingamepromp service (tested)
    and generally i encourage people to download the pack from the official link so i get some small revenue from my work (adfoc) so i can keep providing textures


    @BlueCorvid yeah the nether is not delicious at all ^^ ofc that was my intention its called hellbiome afterall given my interpretation of hell the nether is pretty accurate

    as with alternative i dont have one provided by default but i could maybe look into that at some point =)


    @minerguy341 that was a test i did so villagers talk less xP they have sooooo much to say its a little anoying xP imo


    @SkullCollector hm yeah forge does have its weird hissifits >_> not much we can do here


    @Aeschere i will see what i can d with the soundfiles (im not very experienced in sounddesign so no gurantees (mainly the reason we have the issue in the first place ))


    @Qraut as diseased_robot and Supersnaketate said it cant really be fixed unless you use the default blocktextures =/

    Posted in: Resource Packs
  • 2

    posted a message on Conquest (WIP weekly updates)

    Note the pack cant be run as a mere .zip file anymore in order to use the 1.7 version unzip the pack and put it into a folder to load it ingame!


    Update (V.10.1)

    • new sawbblade (101:14)
    • new ironblock to combine with sawironbars (42:9 forest extremehills roofedforest etc for different materials)
    • new colored windowframes ( forest =green, desert=yellow, extremehills=brown)
    • new orangestained clay
    • new slaterock (1:10)
    • new upsidedown birchlogstairs (135:12/15)
    • new waterover slaterock (22:7)
    • new guns biomevariant of weaponsrack (ocean etc)
    • new duck (30:13 biome = river)
    • new frog 30:14
    • new biomevariant ofquarzwall (139:10 biome = extremehills
    • new villagersounds
    • added short ropeend (66 biome= extremehills)
    • new customsounds .. names to activate ingame =village, hall, bees, cannon, dripping, goats, windchimes, raven,battle, chains, torture, gong, frogs, ducks, boilingwater, bats
    • updated waterfallsound
    • darkened hangingmoss texture a bit




    Feel free to try it out, comment and have fun

    _Monster


    @waddicto its a bug im fixing in the next update for the 1.8 pack


    @spraaq i literally did that for the smoke ;) but i agree the density could vary more when i find the time i will give it a look again.


    @dogfender well im well aware of that but as far as creative building goes there is nothing in 1.8+ that comes even remotely close to the accessibility we have in 1.7.
    i am well aware that the players will want to upgrade but i personally dont see a reason to do so since the newer versions offer nothing compareable that makes it worth it for me.


    @Anaghold thanks man =)


    @Rider201092 there is sadly no gurantee if its still beeing worked on since im not doing it myself but well see =)


    @Zoophilijess/DeimosEvotec do you have connected textures turned on in the optifinesetting? if not you might want to activate that. in case it doesnt show up at all you probably need to install optifine again/differently


    @SirChamomile i just wish we had a proper way of modsupport for servers than i wouldnt have to mess about with stupid biomes =(


    @infeKteDx turn up the brightnessslider =P


    @Pibblesworth you could have diesabled animated textures? (it works fine for me =/) when makeing and animated texture you need to follow a few guidelines you can find usefull info here for example =) http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/resource-pack-discussion/1256343-a-texture-artists-guide-to-mcpatchers-features


    @mikemayday fixed the rail issue for the next 1.8 update thanks for the bugtracking i appreciate it =)
    the skinformate has changed inbetween the versions this is probably a result out of that change it would be good to know what mc and pack version you are using to identify the problem more precisely


    @puppyspirit36 the difference inbetween fast and fancy is basically that a certain texturemethod (for example glass) doesnt use certain cornertextures which in result makes it use less textures/less memory

    @leonatos1 you need to be on 1.7 to use these textures sadly the feature that made them possible had been remove from the game in 1.8

    Posted in: Resource Packs
  • 0

    posted a message on Conquest (WIP weekly updates)

    Note the pack cant be run as a mere .zip file anymore in order to use the 1.7 version unzip the pack and put it into a folder to load it ingame!


    Update (V.10.0)

    • new biomespecific seagull (ocean beach biome)
    • flying versions of all the biirds (appear when two cobwebs are placed above each other)
    • new coiled rope beehive dragonegg (122:6)
    • new darker slatecobblestone (4:8)
    • new mossy sandstone (24:10)
    • new biomespecific dispenser (desert)
    • new biomespecific furnace (desert)
    • new biomespecific dropper (desert)
    • new grass snow (78:8-15)
    • new biomespecific snow (plains)
    • reworked red/pink stained clay






    Feel free to try it out, comment and have fun

    _Monster



    @didididididi i will update it in the near future =) (FYI I spread out updateing it so i canadd it in larger steps)


    @Pibblesworth as mentioned by others these blocks are just decoration and need a second block to emit light for them like hidden glowstone invisible fire etc


    @Gorkiy17 if you load the zip and end up with default texturepack than you have to unzip i just say it generally so there is less confusion =) as with the 1.8 version it doesnt have as many textures as the 1.7 version so you are good to go in 1.8 and higher


    @madtomic that is sadly not as easy for me to do as it may seem you can however create customheads using this website http://heads.freshcoal.com/

    @SirChamomile you mean like have a version with only basic ctm and one that adds the extra metadata stuff?


    @spraaq i always add alternate animations for the blocks so they dont repeat so much as with the smoke the difference might be a bit small to notice first glance but i might look into it again and make it more obvious =)

    Posted in: Resource Packs
  • 1

    posted a message on Conquest (WIP weekly updates)

    Urgent Notice the pack cant be run as a mere .zip file anymore in order to use the 1.7 version unzip the pack and put it into a folder to load it ingame!


    Update (V.9.9)

    • new slateblock (4:7)
    • new gravely dirt (3:6)
    • new gravely&overgrown dirt (3:7)
    • new dryed up dirt (3:8)
    • new dried up clay (172:1)
    • new "clear" timberframe vartiant metas for snow brick and endstone (80:8, 45:11, 121:10)
    • new bronzeblock (41:2)
    • new scollsshelf (47:2)
    • new medicineselfe (47:3)
    • new amphore metadata (120:8-15)
    • new Owl biomevariant [voted for by the community!] for the birdcobweb 30: (roofed-& forest, swamp and flowerforest)
    • new metalfencegates (mesa extremehills)
    • new "wooden" anvil in megataiga
    • new spruce hopper in megataiga
    • new birdnest biomevariant for the daylightsensor (plains roofed- & forest)
    • reduced damagespots randomly on yellow stained clay
    • fixed roasted pig texture not connecting properly
    • removed crusted junglewood from stonebeachbiome
    • added roperails to icemountains






    Feel free to try it out, comment and have fun

    _Monster


    @mccoyed its a intended effect using the lightmap it might be too strong still so i will look into the issue again =)


    @Jawnson i havnt creatred a sheet for the 1.8 biomespecifics yet and i cant gurantee when it will come


    @Hakhaktak try unzipping the pack and load it again as a folder (look in the update)


    @Settlingfire make sure to put your leaves on fancy (graphics = fancy)

    Posted in: Resource Packs
  • 0

    posted a message on Conquest (WIP weekly updates)

    Update (V.9.8)


    • new bat biomespecific cobweb (30:13 Hell etc.)
    • new roasted pig meatadata (101:11)



    Feel free to try it out, comment and have fun

    _Monster

    @Supersnaketate as long as mojang doesnt fix the transparency issue no


    @Prime1334 you need to allocate more memory to your java so the game can load all the textures


    @Alpha_Wolf777 im glad you are enjoying yourself so much with my work i hope i can keep up your interest in the future =D


    @endercreeper04 sounds amaz :D have fun man


    @Equ4l1zer thx man =)


    @ScottKillen true althrough you start seen the difference ;)


    @dogfender yup some stuff to catch up on ^^ as soon as i get my pack to work with 1.9 again i will get on the job ;P


    @puppyspirit36


    @TheUltimate_Pickaxe you need either a plugin(server) or a mod to change biomes like singleplayercommands etc


    @Gorkiy17 im looking into it again thx for telling me

    i personally wont get my hopes up that mojang will fix it making a mod is pretty much the best solution and since optifine is a requirement for conquest anyways i imagine that a mod woulndt be much of a problem (exept sharing content on pmc etc as it would require to have the mod as well)


    @MCBGamer thats an od one =/ in the 1.7 pic the rails are affected by biomedependency as with the bug in you 1.8 version i am not encountering that

    one =/ im not sure whats going wrong honestly


    @moor_aurvandilsson if i did it would crash the client ...i tried =P


    @WhiskytangoFox sweet when your done make sure to send the link so i can add it to the modsupportsection


    @SirChamomile :o ill look into that thx


    @DERF04 you can remove the leaves by deleting the blockstates and models folder in the resourcepack


    @Nixara those issues usually resolve themselves after a restart of the game as something has gone wrong at the startup if the problem stays make sure to contact the creators of the mods you are using =)


    @Xickle not to my knowledge =( i fear the only way to do it is a mod to go along with conquest
    its just like scottkillen said there isnt much coming from mojang sowe have to take it in our own hands.
    i personally will not make a mod but maybe someone else =P


    @Minnan1 you can remove the leaves by deleting the blockstates and models folder in the resourcepack


    @Pickletato123 the i will update it asap it will stay 1.7 through same is true for the biomesheet as 1.7 is my main field of development


    @WindowsxD those issues usually resolve themselves after a restart of the game as something has gone wrong at the startup if the problem stays make sure to contact the creators of the mods you are using =)
    in this particular case it might be a shaderissue


    @NoSupport im gad you like it =D


    @dasThrashinator sadly the "biomemeta" are badly documented as i did make it work in a hassle also i had to cut out alot of blocks and it overall very messy :/ i cant recommend making stuff with it
    if you just want to build with conquest etc through and are not bloodbound to your currentserver you could come on the ravand.org server which is 1.7 until a metadataalternative arises and build here =)


    @Gundheri glad you got it figured out =)


    @Si7VdeR does that only happen with the addonpack or also with the regular pack?


    @unImaginative_Man make sure to select ctm or try using optifine (conquest is optimized for optifine)

    Posted in: Resource Packs
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