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    posted a message on Mob Skin Templates (Wither, Bat, and Witch added)
    Quote from dustyshouri

    I'm curious why the scales of templates are so abstract. Why not start with the defaults as a base and scale up the ratio by like x8 or so? It's pretty hard to work with these as a base when their sizes are so odd.


    The scales of the 640 files match up with SkinEdit, but the PDN files are default resolution.
    Posted in: Resource Pack Discussion
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    posted a message on Mob Skin Templates (Wither, Bat, and Witch added)
    Quote from GrassyFilth


    No, it's taller and the template is a bit different...


    The model for the Wither Skeleton in game is taller, but the template is the same as the regular Skeleton.

    Also, I just found out that the skeleton egg creates both in the nether (not sure about in the outer world.)
    Posted in: Resource Pack Discussion
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    posted a message on Mob Skin Templates (Wither, Bat, and Witch added)
    Quote from Jeffrey94

    This file has no spider template.

    I find this most disappointing.


    Oops, I hid it in with the Slime's info on one of my last edits. Fixed now.
    Posted in: Resource Pack Discussion
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    posted a message on Mob Skin Templates (Wither, Bat, and Witch added)
    Quote from Deonyi

    This is going to be useful!

    Also, Steelfeathers is a female; not male. Thus it is appropriate to use 'her' instead of 'his'.


    My apologies to Steelfeathers, no offence intended, I will change that right away.

    Quote from rickiomaster

    this is very usefull and are you going to add the wither too?


    Yes, I will see about studying it this weekend. It has been a while since I have played, but I have been keeping an eye on updates.
    Posted in: Resource Pack Discussion
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    posted a message on Mob Skin Templates (Wither, Bat, and Witch added)
    The new snapshot (12w32a) has added the villager zombie head and nose to the bottom of the zombie.png (it was 64 by 32, now it is 64 by 64.)

    Busy, busy, busy. I will eventually update, but it may take a while.
    Posted in: Resource Pack Discussion
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    posted a message on Mob Skin Templates (Wither, Bat, and Witch added)
    Quote from SinfulNinjaz

    It appears the spider texture has changed, do you think you can update the template? Much thanks!!!


    I double checked the spider.png and cavespider.png in the 12w22a snapshot, they still have the same template as I posted. As I said before, the spider skins in game do have some pixels that are outside the boundaries and thus are not actually seen in game.

    I also double checked the Iron Golem skins in the snapshot, that skin is as posted too. It does have pixels that are not seen in game too.

    To test these I changed the skins to all yellow, then cut out the parts so everything was transparent except the yellow background. The mobs are invisible except for the shadow they leave (and the eyes in the case of the spiders, since I did not change my spider_eyes.png.)
    Posted in: Resource Pack Discussion
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    posted a message on Mob Skin Templates (Wither, Bat, and Witch added)
    Quote from Crimsollite

    Does anyone know if the Enderman's jaw underlies the head or if it overlaps it?
    Simply because I want to texture its mouth to open up to a black hole.


    Saviski's Mob Editor shows the boxes and how they relate. If you animate it in the editor and then turn on "follow cursor" and "attack", it shows the boxes and how they look when the Enderman looks around.
    Posted in: Resource Pack Discussion
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    posted a message on Mob Skin Templates (Wither, Bat, and Witch added)
    Quote from SinfulNinjaz

    It appears the spider texture has changed, do you think you can update the template? Much thanks!!!


    I'll take a look into it. I know the spider skin in game does have some pixels that are outside the boundaries and thus are not actually seen in game, but I will check with the latest snapshot to be sure (12w22a.)

    Quote from Prime_Jetspace

    Can you do one of these for some of the items? Not like, the terrain file, but like the "book.png" in the items folder. Stuff like that.

    Also that Enderdragon and Silverfish is SO CONFUSING. >.


    SteelFeathers did a good job laying them out on her thread. (Link used to say "his", my apologies, no offence intended.)

    Quote from robotthunder500

    Could you label where the very end of the ender dragon tail is please. Im making a charizard and I need to know where the end of it's tail is so I can put fire their.


    The tail is the same all the way out, the end is taken from the same texture as the rest of the tail (and neck.) :(

    Quote from TheCookiesRtasty

    It would seem that your Iron golem is a bit off. As well as the colour boundaries being in the wrong places, there are some bits that you appear to have missed off (there is a random green, and a random grey bit in the middle of the picture, no idea what they do xD)


    When the Iron Golem first came out Jeb had the skin file as a non standard size (96 by 96), in the next release he fixed it (128 by 128), I know that caused some issues. I did see there were extra pixels in the skin file in game that do not show when playing.

    Quote from Crimsollite

    Does anyone know if the Enderman's jaw underlies the head or if it overlaps it?
    Simply because I want to texture its mouth to open up to a black hole.


    The jaw underlies it (I guess.) It is kind of like the head and hat boxes of the regular character skins. When angered, the Enderman's outer head pops up, but last I checked the pivot points for the head and the jaw did not match up. So an angered Enderman's head looks weird when it looks up or down. When it looks down the jaw box comes out in front of the head box. I'll see if I can find my old research screenshots that show it.
    Posted in: Resource Pack Discussion
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    posted a message on Mob Skin Templates (Wither, Bat, and Witch added)
    Quote from Peace024

    when i tried making a custom skin for creepers the creepers only look white when i actually play. any reason for this?


    Not sure without seeing the exact skin file you are using, but Plasmus642 has a suggestion that might work:

    Quote from Plasmus642

    *snip*
    The pictures are 640 and 1280, are you making like a 32x texture pack? If so, you need to resize the finished picture to 256 X 128. Thats what i did and its fine
    Posted in: Resource Pack Discussion
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    posted a message on Iron Golum Help
    The 12w08a update had the texture file as 96 by 96. The 1.2 preview and on have it as 128 by 128. The parts are the same size, there is just more white space in the 1.2 and on files. If you change the file size to 128 by 128 (or 256 by 256 since you say it is a 32x texture pack) the skin should work properly. Now, you don't want to resize the image (don't want to enlarge the parts that are there) you want to add more space to the bottom and right of the image. So, if you have a way to increase the canvas size and keep what is in the image the same number of pixels, that is what you want.

    I had answered the same question here.
    Posted in: Resource Pack Discussion
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    posted a message on The All-Inclusive Guide to Texturing
    I have the templates for the mobs (including the EnderDragon) over on another thread. Some of them have links to the PDN (for Paint.NET) listed there too, but I just uploaded my test texture pack (linked to it in the beginning of the thread) which has PDNs for all of the mobs and for most of the items in the items directory (including the chests.) Use the files however you want.

    I agree with using SSP and /freeze to make things easier, but some things (like the AetherWhale) just do not like being frozen (AetherWhale just disappears when frozen, last I tried.)

    Another way to figure out the templates for mobs is to look at the Java code for the models. Looking at the code for known models and comparing it to the templates you may seen the pattern in how the code gets the skins.
    Posted in: Resource Pack Discussion
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    posted a message on [8X 16X 32X 64X 128X 256X 512X] [1.0.0 & 1.0.1 Pre-release] Texture Pack Templates
    I have the templates for the mobs over on another thread. Some of them have links to the PDN (for Paint.NET) listed there too, but I just uploaded my test texture pack (linked to it in the beginning of the thread) which has PDNs for all of the mobs and for most of the items in the items directory (including the chests.) Use the files however you want.
    Posted in: Resource Packs
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    posted a message on Golem Textures not fitting right?
    The 12w08a update had the texture file as 96 by 96. The 1.2 preview and on have it as 128 by 128. The parts are the same size, there is just more white space in the 1.2 and on files. If you change the file size to 128 by 128 (or 256 by 256 since you say it is a 32x texture pack) the skin should work properly. Now, you don't want to resize the image (don't want to enlarge the parts that are there) you want to add more space to the bottom and right of the image. So, if you have a way to increase the canvas size and keep what is in the image the same number of pixels, that is what you want.
    Posted in: Resource Pack Discussion
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    posted a message on Iron Golem Texture Png. help???
    My Mob Skin Template thread has been updated with the Iron Golem templates.
    Posted in: Resource Pack Discussion
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    posted a message on Mob Skin Templates (Wither, Bat, and Witch added)
    Quote from Dr Healsgood

    If it's not asking too much, would you mind deciphering the littlemaid texture? Not the actual maid part, but the little features and whatnot.


    I had not heard of that mod before now. Since I just found a Tachikoma mod on the same page too (WOOT!) I guess I can check out the littlemaid textures.


    Update:
    It looks like they included a template in with the mod, but the notes are in Japanese (which I do not read.) Also, that template has an error, the side tails are actually 1 by 8 by 2 according to the source code that is included (which I can read) and not 1 by 9 by 2 that their template seems to indicate.

    I have made a PDN (for Paint.NET) following the same format I use for the rest of the templates (Red=Top, Light Green=Bottom, Dark Green=Left, Purple=Front, Blue=Right, Orange=Back.) If you need one of the other formats for the template just ask.

    I'm not set up for testing the mod right now (not sure if I can scrape together the 1.1 mods needed to get it working) but the template is based off of the source code they included in the mod.
    Posted in: Resource Pack Discussion
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