I kept these simple and inspired by the old spruce planks i had before. Diagonal, with bits of metal holding the broken boards together.
Since there are 2 kinds of spruce trees now, the dark purplish burnt ones in the cold taiga, and the redwoods in the megataiga, i used colors from both.
It uses repeat ctm with random ctm over it to add bits of scrap metal nailed over holes and such.
I really wouldn't recommend building an entire house out of this one alone though, since it uses the same texture on all sides.
Stupid question time. When you run the original un-edited code do you actually get files with the other layer names or is it a bunch of 00001s_00001_piston_pickaxe_effect.png 00001s_00002_piston_pickaxe_effect.png?
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
Hello everyone, idk if any of you remember me from way back when, but I used to go by gamex101. I just wanted to let everyone one know I'm getting back into the now "resource pack" community. I plan on working on my pack I started over a year ago.
I have alot to catch up on from format changes to the new community of artist and users.
I hope you guys will lend me a hand when I get stuck on something becuase like I said it's been a-looong-time
I hope you guys will lend me a hand when I get stuck on something becuase like I said it's been a-looong-time
There's lots of helpful people answering questions around there, though sometimes questions get overlooked.
And that's my subtle segue. A couple of my questions have gone unanswered, and with the high recent activity maybe they just got missed. I'll try again.
1)
So i'm considering how to add CIT rules to my pack. The following is about the icon not the glint.
According to the examples i can use OR, i.e., use a certain base icon texture if the sword is enchanted with flame or smite.
But is there a way to do AND, i.e., use a certain base icon texture if the sword is enchanted with flame and smite? I'd like to for instance give a red edge to a flame enchanted sword, and put a white jewel on the hilt for smite-- but do both if the sword has both enchantments.
2)
Also, i'm new to shaders, and just got it working recently. IIRC I've seen some shots of Chroma Hills with bumped textures, but i've tried a lot of shader packs and not gotten that effect with Chroma Hills.
Is this simply a high end feature, that perhaps my card doesn't support, or something from the unstable/unreleased versions of packs and/or shaders?
3) New Question
I'm working on a custom font for Lithos, and it seems that you can't do all the characters with just ASCII.png. Does anybody have information on which of the unicode .PNGs i need to work on to complete other latin-based alphabets?
Page get, and before you read this, see if you can answer eleazzaar's questions on the previous page, I just posted this and ruined them being noticed.
So I just realized how much of a difference CTM can make when you want to blend textures, in this case I didn't want a hard line between dirt (1/2 way brightness between the two most liked colors) and stone. Does it look acceptable, too repetitive? Any suggestions for other textures this would work well on?
Stupid question time. When you run the original un-edited code do you actually get files with the other layer names or is it a bunch of 00001s_00001_piston_pickaxe_effect.png 00001s_00002_piston_pickaxe_effect.png?
If I run the default, I get ONE of each file with the prefix. So if I have
piston_pickaxe_effect.png
it would give me ONE file as
00001s_00001_piston_pickaxe_effect.png
no extra files. Only when we try to remove the prefix does it start making the mass of dup files with just one having the texture.
CTM cannot detect different types of nearby blocks.
To elaborate, With CTM you can make the top block of stone transition into dirt, but it will always use that "transition" weather or not there is dirt above it.
I think the Background of the squares is too busy, which detracts from the visibility of the items. I love the shading of that apple though!
I think the issue here isn't that it's "too busy", but that the lines quite easily line up with the items (or above/below lining up), sort of like a "tiling error" right in your hotbar. It lines up with the bottom of the apple, a shadow on the flower, and with the metal on the torch.
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
"Completely redid the spruce planks yet again! This time they're even closer to the original design."
Well, there was the original design, but i didn't think anyone here actually had seen that. Just making sure you weren't thinking some of the other types of planks i posted were this one.
Am I in the right place to sign up still? I tried reading through all the OP but there's a lot to get through...
If so here's a link to my threads:
Steamy
My main thread (WIP's)
I would be looking for an 'Iron' emblem for Steamy, if there are still enough admins around
If this isn't the right place, please ignore this and don't stare as I back awkwardly out again
And that's all the plank textures redone.
I kept these simple and inspired by the old spruce planks i had before. Diagonal, with bits of metal holding the broken boards together.
Since there are 2 kinds of spruce trees now, the dark purplish burnt ones in the cold taiga, and the redwoods in the megataiga, i used colors from both.
It uses repeat ctm with random ctm over it to add bits of scrap metal nailed over holes and such.
I really wouldn't recommend building an entire house out of this one alone though, since it uses the same texture on all sides.
I have alot to catch up on from format changes to the new community of artist and users.
I hope you guys will lend me a hand when I get stuck on something becuase like I said it's been a-looong-time
There's lots of helpful people answering questions around there, though sometimes questions get overlooked.
And that's my subtle segue. A couple of my questions have gone unanswered, and with the high recent activity maybe they just got missed. I'll try again.
1)
So i'm considering how to add CIT rules to my pack. The following is about the icon not the glint.
According to the examples i can use OR, i.e., use a certain base icon texture if the sword is enchanted with flame or smite.
But is there a way to do AND, i.e., use a certain base icon texture if the sword is enchanted with flame and smite? I'd like to for instance give a red edge to a flame enchanted sword, and put a white jewel on the hilt for smite-- but do both if the sword has both enchantments.
2)
Also, i'm new to shaders, and just got it working recently. IIRC I've seen some shots of Chroma Hills with bumped textures, but i've tried a lot of shader packs and not gotten that effect with Chroma Hills.
Is this simply a high end feature, that perhaps my card doesn't support, or something from the unstable/unreleased versions of packs and/or shaders?
3) New Question
I'm working on a custom font for Lithos, and it seems that you can't do all the characters with just ASCII.png. Does anybody have information on which of the unicode .PNGs i need to work on to complete other latin-based alphabets?
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
So I just realized how much of a difference CTM can make when you want to blend textures, in this case I didn't want a hard line between dirt (1/2 way brightness between the two most liked colors) and stone. Does it look acceptable, too repetitive? Any suggestions for other textures this would work well on?
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If I run the default, I get ONE of each file with the prefix. So if I have
piston_pickaxe_effect.png
it would give me ONE file as
00001s_00001_piston_pickaxe_effect.png
no extra files. Only when we try to remove the prefix does it start making the mass of dup files with just one having the texture.
To elaborate, With CTM you can make the top block of stone transition into dirt, but it will always use that "transition" weather or not there is dirt above it.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
I think the Background of the squares is too busy, which detracts from the visibility of the items. I love the shading of that apple though!
Repeat ctm with 3 random variants per tile. Mostly just scraps of sheet metal nailed over broken boards.
View the image at full size to see them.
Much better. I wasnt a fan of the 2 previous ones.
2? I've only posted one previous design recently... are you talking about another kind of wood?
I agree with this. I think a plain dark brown square would work nicely with this.
I've been here for a loooooooooong time.
I think the issue here isn't that it's "too busy", but that the lines quite easily line up with the items (or above/below lining up), sort of like a "tiling error" right in your hotbar. It lines up with the bottom of the apple, a shadow on the flower, and with the metal on the torch.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
You did say you redid them yet again.
"Completely redid the spruce planks yet again! This time they're even closer to the original design."
Well, there was the original design, but i didn't think anyone here actually had seen that. Just making sure you weren't thinking some of the other types of planks i posted were this one.
From left to right:
Oak, birch, spruce, jungle, acacia, dark oak.
And that concludes the tree-related textures. They're done. All of them, done.
Just a few fish, some horse armor, and a few loose ends until i get this released.