I just had an idea.
Since the stained glass doesn't really change the colour of the light passing through it, maybe it could be the frames that would be painted. I don't really think multicoloured glass would suit this pack, but if the metal rods that keep the panes together were painted with old peeling-off paint, I imagine it could look quite "nice".
And an easter egg for the paeonia might perhaps be that in a rare varient there could be a butterfly instead of the blossom (but with the same shape) flapping its wings from time to time. Maybe it could be very colourful, jut to rarely see a little bit of vivid beauty in this dead wasteland. ;D
EDIT: I just noticed the glass panes overlap the frames in border ctm tiles. You are probably aware of this or it cannot be fixed, but I'm letting you know anyway, just in case.
I really like the idea of stained glass, so i will be adding different colors of glass. Fancy patterns, tons of CTM, they'll go the same way stained clay and wool did. Fancy colorful stuff that contrasts with the bleak world... although, i was thinking of toning down some of the wool/tile colors a bit. Not too much, but they are a little brighter than i had intended.
I was planning on doing rusty iron frames for them, making just a single rusty pattern for vertical ctm use, since it's really quite difficult and time consuming to make a pattern that repeats in the middle, and connects to the top and bottom edges without getting repetitive looking.
The shapes and patterns will vary of course. I was thinking of adding some practical varients as well, such as wire reinforced glass.
As for easter eggs, i've had an idea... I want to make them look creature-y. Like that animated thing i made for the dead bush variant, it's vaguely shaped like a bird's head.
And yes, i'm well aware of the overlap on the regular glass. There's not a whole lot that can be done about it though,
Today hasn't been too productive for me. I was busy christmasifying my avatar, and trying to figure out if i could afford anything in the steam sale or not.
Also, i've been experimenting with CTM... Specifically combining methods. This was actually pretty tricky to get working perfectly, but observe, repeat vertical ctm:
That right there is fully functioning vertical ctm that repeats horizontally. I am planning something really fancy for big oak planks. Here's the basic outline of it all:
It will have alternating concave and convex panels there along the bottom, diagonal planks in the center, and a crown molding type thing, and the vertical boards will be getting some rivets. I've not added it yet, but there will be tons of fancy scrollwork.
I went a bit nuts with it... here we have repeating vertical ctm. It functions as vertical ctm when placed vertically, repeat ctm when placed horizontally.
Also, there's a separate texture used for the top/bottom faces since vertical doesn't work too well with those. In other words, all the different wood you see in this picture is a single block type.
I went a bit nuts with it... here we have repeating vertical ctm. It functions as vertical ctm when placed vertically, repeat ctm when placed horizontally.
*SNIP*
Also, there's a separate texture used for the top/bottom faces since vertical doesn't work too well with those. In other words, all the different wood you see in this picture is a single block type.
Wow… That looks great! I don't believe I've seen any other pack that has anything quite like that. Can't wait to see what else you have up your sleeve.
An out of the ordanary SeAl Of ApPrOvAl for an out of the ordanary pack.
This is an excellent pack as you make it so nothing is the same over and over again making things have a combination of nature and machine and a little extra. BTW things go nuts when I use this pack with rogue like dungeons I'll post a pic later. Although I suggest doing ctm for stone bricks.
An out of the ordanary SeAl Of ApPrOvAl for an out of the ordanary pack.
This is an excellent pack as you make it so nothing is the same over and over again making things have a combination of nature and machine and a little extra. BTW things go nuts when I use this pack with rogue like dungeons I'll post a pic later. Although I suggest doing ctm for stone bricks.
Stone, stone bricks, cobble, and all that is going to be redone. I hate what they are now. They're without a doubt the worst textures in this pack. Once i get this 1.7 update out, then do the paintings so there's no vanilla left, i'll get on to fixing the stone textures.
Here's podzol and mega taiga specific spruce leaves. I'm going for redwood. The trunks will be redone as well. And the ferns...
Thoughts? Should the podzol be darker or more contrasted? or is it better like that? Or should i go browner?
Once i have the redwoods made, i'll redo the regular snow biome spruce trees as well, i'll have them as burnt versions of the redwood trees, i'll even random ctm some animations into the leaves to have smouldering bits.
I redid the podzol, and added yet ANOTHER biome specific grass type. This one is for the taiga biome, and it's a sort of semi-podzol grass. It's grass with random needles and sticks mixed in so it makes for a less harsh transition from the podzol. Does it work well?
I redid spruce logs, since the ones with metal arrows stuck to them all over were horrible.
I did however like the idea of metal arrows, so instead reworked it using vertical ctm. Now they're on the bottom of each tree... It fits into the abandoned apocalyptic feel i think, as though the metal arrows were a planter or something, and the trees were just small saplings planted in a park somewhere. But over time nature has taken over once again, and all that's left to show what used to be there are the too small planters stuck to the bottoms of the trees.
I'll be doing a new texture for the cold biome ones as well separately, since the cold biomes are ash filled wastelands. The leaves will be burnt, and occasionally smouldering, the trunks will be blackened, with occasional icecicles here and there.
I redid spruce logs, since the ones with metal arrows stuck to them all over were horrible.
I did however like the idea of metal arrows, so instead reworked it using vertical ctm. Now they're on the bottom of each tree... It fits into the abandoned apocalyptic feel i think, as though the metal arrows were a planter or something, and the trees were just small saplings planted in a park somewhere. But over time nature has taken over once again, and all that's left to show what used to be there are the too small planters stuck to the bottoms of the trees.
I'll be doing a new texture for the cold biome ones as well separately, since the cold biomes are ash filled wastelands. The leaves will be burnt, and occasionally smouldering, the trunks will be blackened, with occasional icecicles here and there.
None. It's right there in the name of the pack, Broken Anachronism.
Basically, there were a bunch of chronoton bombs made, which are bombs that disperse subatomic particles that are able to control the flow of time relative to the surroundings, but due to imperfections in the manufacturing of those bombs, each had a slightly different effect on time. Someone detonated a whole bunch of them at the same time all over the place, causing pockets to form of time moving at different speeds, sometimes in reverse even. Finally when things evened out again, everything was all mixed up and nearly everyone was dead.
I plan to write a proper lore sometime that is much more nicely written than that.
The character you play as is actually meant to be the guy that designed the chronoton bombs.
Ok so this has always happened to my game and I can't seem to figure out why. Whenever it's day and I go in a cave it's brightly lit like it is on the surface. Last version it was like that but I thought it was a problem with that version but when I updated my version it's still broken. Any reason as to why? And how to fix if possible?
Ok so this has always happened to my game and I can't seem to figure out why. Whenever it's day and I go in a cave it's brightly lit like it is on the surface. Last version it was like that but I thought it was a problem with that version but when I updated my version it's still broken. Any reason as to why? And how to fix if possible?
Is this issue only occurring with this resource pack, or is it also occurring with others? I'd suggest trying out a couple different packs to see if it's a reoccurring issue (try on the vanilla textures as well), and that may narrow down where the issue is coming from. I know that Minecraft itself was having some funky issues with the sky color appearing much darker if you were inside, in a cave, under an overhang, etc. a few versions back, so I wouldn't be surprised if this is related (either an issue on the Minecraft side of things, or a temporary fix on the part of the resource pack/some mod).
Also, I should ask, are you using MCPatcher or Optifine, and if so which version (again, issue may arise from one of these, not sure). Just to be thorough, you may want to list Minecraft version, MCPatcher/Optifine version, and resource pack version(s) that this appears.
Is this issue only occurring with this resource pack, or is it also occurring with others? I'd suggest trying out a couple different packs to see if it's a reoccurring issue (try on the vanilla textures as well), and that may narrow down where the issue is coming from. I know that Minecraft itself was having some funky issues with the sky color appearing much darker if you were inside, in a cave, under an overhang, etc. a few versions back, so I wouldn't be surprised if this is related (either an issue on the Minecraft side of things, or a temporary fix on the part of the resource pack/some mod).
Also, I should ask, are you using MCPatcher or Optifine, and if so which version (again, issue may arise from one of these, not sure). Just to be thorough, you may want to list Minecraft version, MCPatcher/Optifine version, and resource pack version(s) that this appears.
I used McPatcher. The most recent version and this is the only pack I have problems with.
Ok so this has always happened to my game and I can't seem to figure out why. Whenever it's day and I go in a cave it's brightly lit like it is on the surface. Last version it was like that but I thought it was a problem with that version but when I updated my version it's still broken. Any reason as to why? And how to fix if possible?
That's because my lightmaps are awful. They were always a bit too bright, but it got a whole lot worse after the 1.7 update. Maybe mojang decided to make night a little brighter by default.
That's because my lightmaps are awful. They were always a bit too bright, but it got a whole lot worse after the 1.7 update. Maybe mojang decided to make night a little brighter by default.
Tell me if it worked and what you think of the colors.
I was considering redoing the lightmaps. I went with a dark rust color for night, but i was thinking a sort of teal would help with the bleak apocalyptic feel, but it might not work well with the sky...
Hey, I know you have all that license-y wisense-y stuff, but, for my own personal experience, do I have your permission to add a few of you textures to the pack I am using. I will not publish it or use it other than to enjoy it myself.
I really like the idea of stained glass, so i will be adding different colors of glass. Fancy patterns, tons of CTM, they'll go the same way stained clay and wool did. Fancy colorful stuff that contrasts with the bleak world... although, i was thinking of toning down some of the wool/tile colors a bit. Not too much, but they are a little brighter than i had intended.
I was planning on doing rusty iron frames for them, making just a single rusty pattern for vertical ctm use, since it's really quite difficult and time consuming to make a pattern that repeats in the middle, and connects to the top and bottom edges without getting repetitive looking.
The shapes and patterns will vary of course. I was thinking of adding some practical varients as well, such as wire reinforced glass.
As for easter eggs, i've had an idea... I want to make them look creature-y. Like that animated thing i made for the dead bush variant, it's vaguely shaped like a bird's head.
And yes, i'm well aware of the overlap on the regular glass. There's not a whole lot that can be done about it though,
Also, i've been experimenting with CTM... Specifically combining methods. This was actually pretty tricky to get working perfectly, but observe, repeat vertical ctm:
That right there is fully functioning vertical ctm that repeats horizontally. I am planning something really fancy for big oak planks. Here's the basic outline of it all:
It will have alternating concave and convex panels there along the bottom, diagonal planks in the center, and a crown molding type thing, and the vertical boards will be getting some rivets. I've not added it yet, but there will be tons of fancy scrollwork.
I went a bit nuts with it... here we have repeating vertical ctm. It functions as vertical ctm when placed vertically, repeat ctm when placed horizontally.
Also, there's a separate texture used for the top/bottom faces since vertical doesn't work too well with those. In other words, all the different wood you see in this picture is a single block type.
Wow… That looks great! I don't believe I've seen any other pack that has anything quite like that. Can't wait to see what else you have up your sleeve.
This is an excellent pack as you make it so nothing is the same over and over again making things have a combination of nature and machine and a little extra. BTW things go nuts when I use this pack with rogue like dungeons I'll post a pic later. Although I suggest doing ctm for stone bricks.
Stone, stone bricks, cobble, and all that is going to be redone. I hate what they are now. They're without a doubt the worst textures in this pack. Once i get this 1.7 update out, then do the paintings so there's no vanilla left, i'll get on to fixing the stone textures.
Thoughts? Should the podzol be darker or more contrasted? or is it better like that? Or should i go browner?
Once i have the redwoods made, i'll redo the regular snow biome spruce trees as well, i'll have them as burnt versions of the redwood trees, i'll even random ctm some animations into the leaves to have smouldering bits.
^^^^^^^^^^^^^^^
I've been here for a loooooooooong time.
I could add some random ctm pinecones. But then, i'm going for redwood trees. They only have tiny pinecones.
I did however like the idea of metal arrows, so instead reworked it using vertical ctm. Now they're on the bottom of each tree... It fits into the abandoned apocalyptic feel i think, as though the metal arrows were a planter or something, and the trees were just small saplings planted in a park somewhere. But over time nature has taken over once again, and all that's left to show what used to be there are the too small planters stuck to the bottoms of the trees.
I'll be doing a new texture for the cold biome ones as well separately, since the cold biomes are ash filled wastelands. The leaves will be burnt, and occasionally smouldering, the trunks will be blackened, with occasional icecicles here and there.
None. It's right there in the name of the pack, Broken Anachronism.
Basically, there were a bunch of chronoton bombs made, which are bombs that disperse subatomic particles that are able to control the flow of time relative to the surroundings, but due to imperfections in the manufacturing of those bombs, each had a slightly different effect on time. Someone detonated a whole bunch of them at the same time all over the place, causing pockets to form of time moving at different speeds, sometimes in reverse even. Finally when things evened out again, everything was all mixed up and nearly everyone was dead.
I plan to write a proper lore sometime that is much more nicely written than that.
The character you play as is actually meant to be the guy that designed the chronoton bombs.
Is this issue only occurring with this resource pack, or is it also occurring with others? I'd suggest trying out a couple different packs to see if it's a reoccurring issue (try on the vanilla textures as well), and that may narrow down where the issue is coming from. I know that Minecraft itself was having some funky issues with the sky color appearing much darker if you were inside, in a cave, under an overhang, etc. a few versions back, so I wouldn't be surprised if this is related (either an issue on the Minecraft side of things, or a temporary fix on the part of the resource pack/some mod).
Also, I should ask, are you using MCPatcher or Optifine, and if so which version (again, issue may arise from one of these, not sure). Just to be thorough, you may want to list Minecraft version, MCPatcher/Optifine version, and resource pack version(s) that this appears.
That's because my lightmaps are awful. They were always a bit too bright, but it got a whole lot worse after the 1.7 update. Maybe mojang decided to make night a little brighter by default.
Here is a fixed one for the overworld.
http://i.imgur.com/KVsXuKM.png
Save that file, make sure to name it then open the texture pack in winrar and drop that image in the lightmap folder located at assets\minecraft\mcpatcher\lightmap.
It will be in the next update as well.
Tell me if it worked and what you think of the colors.
I was considering redoing the lightmaps. I went with a dark rust color for night, but i was thinking a sort of teal would help with the bleak apocalyptic feel, but it might not work well with the sky...
Thanks!