Alright, I made myself a new skin, and used it as an excuse to get somewhat accustomed to the new skin format. I haven't skinned properly* in about 10 months, so feedback is definitely wanted. Also, I have no idea what to do with skin colour. And I'll probably try to 3Dify the shoes later.
is a good example of fire. Flames are always moving up, they never bounce back down. You have a good start but try and not have it going all over the place.
So I made a different version design opting for a round glassface instead of a square one
Would this one work out better?
Also Seradicus, The skin itself looks pretty good, maybe use a light yellowish peach as a base highlight for the skin color, perhaps that'll give it a bit more of a color you're looking for?
and if the skin template is confusing you I've made two skins for this new format
Mine And a friend's
(Feedback on the skins would be fine as well)
Rollback Post to RevisionRollBack
Jingle bells, decay and fails
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
Hello people,
I am working on my own first Texture Pack and want to make fire from scratch
(x10 size)
This is my current first try on animating a fire. It has 32 frames and runs at 16fps.
Obviously it's only the shape and adding shades of colors will add much too it. But I feel it is jumping around too much..
Has anyone a good tutorial on how fire works and how to animate it?
Thanks
When making a texture, I suggest you think about how what you're trying to represent acts in reality. Fire is very hot gas, and hot gas rises. As the hot air rises, it will clash with cooler air and cause a bit of turbulence as well as cool down and darken, I think you've done a good job here. Another thing to keep in mind is that the the fire must have a source; considering the block-like nature of minecraft, that means the source will most likely be a flat surface. The heat radiates outward from the surface and heats the gas up causing it to be luminescent and rise, so you won't really have the base of the fire swaying as such. The type of fire you're depicting isn't necessarily wrong, it's more of a point flame - such as one you'd see coming from the tip of a match or candle.
In short: my suggestion would be to flatten out the bottom.
Alright, I made myself a new skin, and used it as an excuse to get somewhat accustomed to the new skin format. I haven't skinned properly* in about 10 months, so feedback is definitely wanted. Also, I have no idea what to do with skin colour. And I'll probably try to 3Dify the shoes later.
*I'm ignoring a few barely started skins here
Looks pretty good overall. Your skin color looks alright if you're going for a very pale look, but if you want a more natural looking skin tone, try hue shifting towards redder/more purple as it gets darker. For example, check out this image:
On the legs, because you have not added many dark areas to the front of the pants, this causes the already slightly bright highlights to stand out even more and make odd looking shapes. I recommend either making the highlight closer to the original color, or adding darker areas to make the "shapes" so to speak look less obvious.
I noticed that you are using the hat layer to make the hair more 3D. While this is of course a good idea, the most effective way to do this is not by putting extra hair on the top, but by making extra hair on the very top of the vertical head faces. Often, most of the 3D-ness of the hat layer is lost because the colors behind it are similar. But by putting more hair on the very top edges of the head, this changes the outline of the head, causing the hair to appear much more 3D.
And lastly, (wow this is getting long for my standards) make sure that the whites of the eyes are standing out properly from the skin tones around it. Right now the highlights on the skin are almost blending with the eyes which almost makes them look like they have a different shape.
Hello people,
I am working on my own first Texture Pack and want to make fire from scratch
(x10 size)
This is my current first try on animating a fire. It has 32 frames and runs at 16fps.
Obviously it's only the shape and adding shades of colors will add much too it. But I feel it is jumping around too much..
Has anyone a good tutorial on how fire works and how to animate it?
Thanks
Sorry, this is a bit off-topic, but I can't help but say that I also happened to be working on a similar looking single-color hand drawn mock-up for fire at almost the same time you posted this. Weird coeincidence.
I personally like this one more than the fully shaded one you posted shortly after it, as far as movement and shape goes. I think it could use some more stability at the bottom, so that it's not so jittery there, and probably a lot less 'bouncing back', as stated earlier.
Sockthing, I like the new flame base. I'm sure I'll like the full implimentation. The unique variants of canes and stuff is a really nice addition.
Sera, the skin looks nice. Really like the layered effects in the clothes. Good use of the hat layer.
Updated Chromatose with unique stone with a strata effect, this also includes all ores. I'm plotting on setting up different biomes so the whole world won't be flat layers. So far it does create a nice effect!
Sorry I don't have pics been busy trying out linux distros to figure out how I'm going to go about this next computer upgrade I'm gonna do in the next couple weeks... Coincidentally anyone using Windows XP will be suffering the fate of 2000, ME, 98 and yonder before. So you might wanna back up stuff.
btw, contacting you all through an openSUSE setup right now, anyone else play with linux before with success? I'm looking highly into the use of Virtual Machines to try to keep my XP stuff alive for a bit longer.
I have a question concerning custom textures.
So I am currently making the melon block and I was thinking, is it possible to give it another texture than the default if it is on top a specific block? So depending which block it is touching the texture alters. Thanks!
Sorry but nope. even with CTM you can tell a block to change it's texture if it's touching another block.
Ya know I stumbled onto the text effect by chance in photoshop, two layers over top one another. I like it, and the font... think it may be a keeper. Better then the 'blocky text with random screenshot dumped inside'?
So I'm trying to create my own texture back and I am running into an issue with connected textures. I have successfully made it so that the top layer of clay blocks are different than the bottom block, however on certain ones I would like it to be different if there are multiple blocks. For reference I am trying to make the yellow clay tops be this 3X3 top. But I can't seem to figure out how to do it. My last attempt I changed the block159.txt file to read:
Texture Packs/Resource Packs are good for Minecraft while: Having PvP Fight and all that stuffs, but that depends on what your are doing. If you are PvP then you can use those TEXTURE PACKS that is made for PvP. (On your own choice) If you are trying to just explore the hole world then you can use those TEXTURE PACKS that is made for that! Or The Texture Packs that is good for you! TEXTURE PACKS = Great If you don't know how to download Texture Packs, then follow this tutorial: /Have A Nice Day Guys!
Texture Packs/Resource Packs are good for Minecraft while:
Having PvP Fight and all that stuffs, but that depends on what your are doing.
If you are PvP then you can use those TEXTURE PACKS that is made for PvP. (On your own choice)
If you are trying to just explore the hole world then you can use those TEXTURE PACKS that is made for that! Or The Texture Packs that is good for you!
TEXTURE PACKS = Great
If you don't know how to download Texture Packs, then follow this tutorial:
/Have A Nice Day Guys!
...What?
That made almost no sense whatsoever.
Rollback Post to RevisionRollBack
The official Bluebird continuation is underway! Please come and help keep the pack alive!
So I'm trying to create my own texture back and I am running into an issue with connected textures. I have successfully made it so that the top layer of clay blocks are different than the bottom block, however on certain ones I would like it to be different if there are multiple blocks. For reference I am trying to make the yellow clay tops be this 3X3 top. But I can't seem to figure out how to do it. My last attempt I changed the block159.txt file to read:
But in both cases the top returned to my original image and did not work. Can anyone tell me what I am doing wrong or if this simply isn't possible.
You've got all sorts of problems going on with your file names. Firstly, tiles can only be pulled from inside the assets folder of the texture pack; there's no taking textures from some random folder on your desktop. Secondly, each tile of the repeat ctm has to be separate, and listed. Your tiles list should look like this:
Okayy... So, the file extension has to be .properties, not .txt. "Source" should be matchTiles=<relative path>, not the path to the file on your PC. Tiles should refer to a list of tiles, for example 1-9 instead oft just 9 when you're using repeat ctm.
So i'm trying to follow this guide and I'm really just not understanding how this works. If anyone could PM me and I can even send you the tiles I'm trying to use. I have four tiles that I would like on the outside (1-4) and one I would like in the center (0) If someone could tell me what exactly to do or do it for it that would be great because I just don't understand. It already is a .properties file I was mistaken.
*I'm ignoring a few barely started skins here
is a good example of fire. Flames are always moving up, they never bounce back down. You have a good start but try and not have it going all over the place.
Also Seradicus, The skin itself looks pretty good, maybe use a light yellowish peach as a base highlight for the skin color, perhaps that'll give it a bit more of a color you're looking for?
and if the skin template is confusing you I've made two skins for this new format
Jingle bells, decay and fails
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
By Sileo_Vulpes
When making a texture, I suggest you think about how what you're trying to represent acts in reality. Fire is very hot gas, and hot gas rises. As the hot air rises, it will clash with cooler air and cause a bit of turbulence as well as cool down and darken, I think you've done a good job here. Another thing to keep in mind is that the the fire must have a source; considering the block-like nature of minecraft, that means the source will most likely be a flat surface. The heat radiates outward from the surface and heats the gas up causing it to be luminescent and rise, so you won't really have the base of the fire swaying as such. The type of fire you're depicting isn't necessarily wrong, it's more of a point flame - such as one you'd see coming from the tip of a match or candle.
In short: my suggestion would be to flatten out the bottom.
I really like the gritty shading style.
Looks pretty good overall. Your skin color looks alright if you're going for a very pale look, but if you want a more natural looking skin tone, try hue shifting towards redder/more purple as it gets darker. For example, check out this image:
On the legs, because you have not added many dark areas to the front of the pants, this causes the already slightly bright highlights to stand out even more and make odd looking shapes. I recommend either making the highlight closer to the original color, or adding darker areas to make the "shapes" so to speak look less obvious.
I noticed that you are using the hat layer to make the hair more 3D. While this is of course a good idea, the most effective way to do this is not by putting extra hair on the top, but by making extra hair on the very top of the vertical head faces. Often, most of the 3D-ness of the hat layer is lost because the colors behind it are similar. But by putting more hair on the very top edges of the head, this changes the outline of the head, causing the hair to appear much more 3D.
And lastly, (wow this is getting long for my standards) make sure that the whites of the eyes are standing out properly from the skin tones around it. Right now the highlights on the skin are almost blending with the eyes which almost makes them look like they have a different shape.
Hope this helps!
Sorry, this is a bit off-topic, but I can't help but say that I also happened to be working on a similar looking single-color hand drawn mock-up for fire at almost the same time you posted this. Weird coeincidence.
I personally like this one more than the fully shaded one you posted shortly after it, as far as movement and shape goes. I think it could use some more stability at the bottom, so that it's not so jittery there, and probably a lot less 'bouncing back', as stated earlier.
I concur.
Sera, the skin looks nice. Really like the layered effects in the clothes. Good use of the hat layer.
Updated Chromatose with unique stone with a strata effect, this also includes all ores. I'm plotting on setting up different biomes so the whole world won't be flat layers. So far it does create a nice effect!
Sorry I don't have pics been busy trying out linux distros to figure out how I'm going to go about this next computer upgrade I'm gonna do in the next couple weeks... Coincidentally anyone using Windows XP will be suffering the fate of 2000, ME, 98 and yonder before. So you might wanna back up stuff.
btw, contacting you all through an openSUSE setup right now, anyone else play with linux before with success? I'm looking highly into the use of Virtual Machines to try to keep my XP stuff alive for a bit longer.
Sorry but nope. even with CTM you can tell a block to change it's texture if it's touching another block.
Yeah, two randomised at once isn't possible. I think what he wanted was some melons are standing straight, and others are sideways (randomly).
Ya know I stumbled onto the text effect by chance in photoshop, two layers over top one another. I like it, and the font... think it may be a keeper. Better then the 'blocky text with random screenshot dumped inside'?
faces=top
method=repeat
source=C:\Users\Duncan Smith\Desktop\Resources\assets\minecraft\mcpatcher\ctm\clay_yellow\5.png
width=3
height=3
tiles=9
metadata=4
and I even tried it with just source=5.png
But in both cases the top returned to my original image and did not work. Can anyone tell me what I am doing wrong or if this simply isn't possible.
Great place to post this...
...What?
That made almost no sense whatsoever.
You've got all sorts of problems going on with your file names. Firstly, tiles can only be pulled from inside the assets folder of the texture pack; there's no taking textures from some random folder on your desktop. Secondly, each tile of the repeat ctm has to be separate, and listed. Your tiles list should look like this:
So i'm trying to follow this guide and I'm really just not understanding how this works. If anyone could PM me and I can even send you the tiles I'm trying to use. I have four tiles that I would like on the outside (1-4) and one I would like in the center (0) If someone could tell me what exactly to do or do it for it that would be great because I just don't understand. It already is a .properties file I was mistaken.
http://www.minecraftforum.net/topic/1414510-a-texture-artists-guide-to-mcpatchers-features/#ctm6
I personally like the grit. It's consistent with what I've seen of your pack and feels diamondy.
A ghast that I made during my live stream. Will probably change it though.