Changing the creeper skin to the one you provided did not help, but editing the file while it was in my 7-zip application did. For whatever reason, the file was named creeper.PNG, and the powers that be apparently don't like that. I changed it to .png because I could not do so in my regular windows file browser, and now I have fully visible creepers.
Also, I just found ONE slime in my world. ONE. I think I heard another one slapping around in my underground farm, but it may as well have been the very same slime. At any rate, do you still need a save file with slimes a slime in it?
EDIT: I punched it into four slimes because it was asking for it.
Then can you make them another color? like hot pink? or dark green?
Why?
Quote from Oddix »
Changing the creeper skin to the one you provided did not help, but editing the file while it was in my 7-zip application did. For whatever reason, the file was named creeper.PNG, and the powers that be apparently don't like that. I changed it to .png because I could not do so in my regular windows file browser, and now I have fully visible creepers.
I recently became the victim of this bug, the new skin worked for me though.
Quote from Oddix »
Also, I just found ONE slime in my world. ONE. I think I heard another one slapping around in my underground farm, but it may as well have been the very same slime. At any rate, do you still need a save file with slimes a slime in it?
EDIT: I punched it into four slimes because it was asking for it.
I don't exactly need it, but it would certainly be useful.
In other news I am pretty much done with the first release of the terrain/item reskin, I still need to organize and upload the relevant files, update my OP with everything new, and make a new signature.
I may wait until the sound is restored back to the game before I release it.
EDIT: OK! I have fully tried out this pack, and humbly offer my review:
The Terrain.png:
Very good stuff right here. The terrain definitely creates a gloomy, and sometimes even macabre mood for mining and crafting in. I especially liked the heap of skulls that replaced the gravel; I made an enormous 1x8x64 obelisk of the stuff for flintmining it away, but I ended up leaving it because who doesn't want an obelisk made entirely out of skulls.
Unfortunately, as awesome as the reskin is, it's very difficult to discern which block is what, especially in my inventory. In addition to this, I find myself thinking rather frequently that there's just not enough room for all the visual information crammed into each block. I think this might be a direct result of the pack being 16x16 pixels; I would very much like to see this pack gain a higher resolution, as I think it would greatly benefit from it.
The Mobs:
No complaints here. The mobs are all very different from their original forms and each is terrifying or unusual in their own very special and creepy way, and there is more than one version to choose from. The spiders, when they're altered to be mostly transparent, are truly terrifying. At night, they glow like monstrous ghosts, but day is when they really shine... only metaphorically though. They're practically invisible at daytime. You can hear them, all around you, and they're nowhere to be seen. May notch have mercy on you if they're still hostile at dawn. My favorite has to be the skeleton; it looks a lot grittier than it normally does, and whatever the red bit on its face may be, it really works for its look.
The Items:
I can tell a lot of thought went into these since I can't tell what the hell most of them are. Iron ore is now some sort of reddish gorey blotch, and you get weird red blobs when you smelt them. Gold ore is now blocks with large gold skulls on them, and you get weird gold blobs when you smelt them. The same goes for coal and clay: weird blackish blobs. I'm certain there's a good story behind exactly what they are since they're so unusual looking, but I think that these blobs and the rest of the items also suffer because they're so lowly rendered. I spent the first thirty seconds of my deforestation operation trying to use a hoe to cut down a tree.
Other than their indiscernible nature, I really like the items. They have new and original shapes, and the craftable sword is not just four recolors, but four separate weapons; one of them is even a large red knife that angles downward when you hold it, rather than skyward. Now I can reenact the famous scene from Psycho.
The Sound:
The audio nature of this pack has high peaks, and low valleys. To start with the negative aspects, the zombies don't sound very terrifying. They sort of sound like people who caught a cold and are lying down in bed, moaning for attention, a warm blanket, and perhaps the TV remote. The sand, gravel, and dirt randomly alternate between their default sounds when you walk on them, and with new and unusual sounds that totally don't fit with the old ones. However, the sounds are not without their positives. The grass and stone have their own new sounds, and they're quieter than the original sounds. It's harder to hear things sneaking up on you, and I think this really adds to the whole horror theme of this pack. The spiders are especially nice; they sound exactly like honest-to-god malevolent spirits of the prairie, blowing and whooshing around like no other. My description does no justice, you'll just have to hear it for yourself. Out of all the sounds, my favorite has to be the cow. There's a couple of clips that sound like regular cows (more real sounding by the ones notch put out, by the way), but that's only there to throw you off. There's a few other clips that are the most unearthly moos you will ever hear. No wonder so many dwarfs from Dwarf Fortress like cows for their 'haunting moos.' I was in the middle of my tree farm when some 6 or 7 cows spawned on top of me without my notice, and I was suddenly no longer on the plane of the living. Horrible, blue fleshy demons were all around me, speaking Dark Things that were Not Meant To Be Heard By Human Ears. I completely lost it at that point.
All in all, I have high hopes for this graphical and audio mod, and give it a out of :Pig:. Interpret that as you will
I especially liked the heap of skulls that replaced the gravel; I made an enormous 1x8x64 obelisk of the stuff for flintmining it away, but I ended up leaving it because who doesn't want an obelisk made entirely out of skulls.
Wait until you get to a cave filled with gravel, it's genuinely unnerving to be exploring a cave filled with piles of skulls everywhere.
Quote from Oddix »
Unfortunately, as awesome as the reskin is, it's very difficult to discern which block is what, especially in my inventory.
I know what you mean, I often confused wood with gravel, stone with cobblestone during my recent test.
Quote from Oddix »
In addition to this, I find myself thinking rather frequently that there's just not enough room for all the visual information crammed into each block. I think this might be a direct result of the pack being 16x16 pixels; I would very much like to see this pack gain a higher resolution, as I think it would greatly benefit from it.
As much as I would like to maximize the quality potential of my work, making it higher resolution may be too much for me, not that I wouldn't consider doing a high-res pack once I finish this mod.
Quote from Oddix »
The spiders, when they're altered to be mostly transparent, are truly terrifying. At night, they glow like monstrous ghosts, but day is when they really shine... only metaphorically though. They're practically invisible at daytime. You can hear them, all around you, and they're nowhere to be seen. May notch have mercy on you if they're still hostile at dawn.
Ahhh... Music to my ears.
Quote from Oddix »
My favorite has to be the skeleton; it looks a lot grittier than it normally does, and whatever the red bit on its face may be, it really works for its look.
The red bit is blood pouring out of the orifices in it's head.
Quote from Oddix »
I can tell a lot of thought went into these since I can't tell what the hell most of them are
Good to know my efforts were not in vain.
Quote from Oddix »
Iron ore is now some sort of reddish gorey blotch, and you get weird red blobs when you smelt them. Gold ore is now blocks with large gold skulls on them, and you get weird gold blobs when you smelt them. The same goes for coal and clay: weird blackish blobs.
The blobs are supposed to be weights/vials for ores/oil, I felt that they were a bit too vague-looking so I'll definitely change them to look more like what they're supposed to be. Also, I did not change clay yet!
Quote from Oddix »
I'm certain there's a good story behind exactly what they are since they're so unusual looking, but I think that these blobs and the rest of the items also suffer because they're so lowly rendered.
I think the real problem may be that they're too blurry and not sharp enough.
Quote from Oddix »
I spent the first thirty seconds of my deforestation operation trying to use a hoe to cut down a tree.
The rule for tools is axes and pickaxes never point forward, shovels and hoes always point forward (with one exception,) and weapons can be either.
Quote from Oddix »
Other than their indiscernible nature, I really like the items. They have new and original shapes, and the craftable sword is not just four recolors, but four separate weapons; one of them is even a large red knife that angles downward when you hold it, rather than skyward. Now I can reenact the famous scene from Psycho.
You don't know how happy I am to hear that!
Quote from Oddix »
To start with the negative aspects, the zombies don't sound very terrifying. They sort of sound like people who caught a cold and are lying down in bed, moaning for attention, a warm blanket, and perhaps the TV remote.
The moaning and groaning of the zombies is meant to give off a deathly sick, suffering from terrible disease sort of vibe, it's unfortunate you associate the sounds with the most harmless of illnesses. Generally people with colds don't moan and groan in tortured agony.
Quote from Oddix »
The sand, gravel, and dirt randomly alternate between their default sounds when you walk on them, and with new and unusual sounds that totally don't fit with the old ones.
Odd. Sand should still be default, dirt and gravel should have noticeably different sounds from the default sounds, are you positive you installed everything correctly? The sound folder and the newsound folder both contain stepping sounds, but sound folder is for creative, yet the game will still use the sounds in that folder when you play alpha, so make sure you replaced the sound folder with the new one.
The gravel/dirt sounds (they share the same sound files) are meant to be a sort of compromise between slopping in mud and stepping on bones.
Quote from Oddix »
The grass and stone have their own new sounds, and they're quieter than the original sounds. It's harder to hear things sneaking up on you, and I think this really adds to the whole horror theme of this pack
Yes, that was very much the intention.
Quote from Oddix »
The spiders are especially nice; they sound exactly like honest-to-god malevolent spirits of the prairie, blowing and whooshing around like no other. My description does no justice, you'll just have to hear it for yourself. Out of all the sounds, my favorite has to be the cow. There's a couple of clips that sound like regular cows (more real sounding by the ones notch put out, by the way), but that's only there to throw you off. There's a few other clips that are the most unearthly moos you will ever hear. No wonder so many dwarfs from Dwarf Fortress like cows for their 'haunting moos.' I was in the middle of my tree farm when some 6 or 7 cows spawned on top of me without my notice, and I was suddenly no longer on the plane of the living. Horrible, blue fleshy demons were all around me, speaking Dark Things that were Not Meant To Be Heard By Human Ears. I completely lost it at that point.
I have to say, I love your mob reskins. They're very Lovecraft, especially the chickens, or whatever it is they are now. I can't wait for them all to have unique sounds like the cow. The only thing I don't care for so much right now is the noise the doors make. The *THUNK creeeeek THUNK* noises they make are kind of annoying. It would probably be better if it was shortened to just the creaking sound, but that's just my opinion.
I have to say, I love your mob reskins. They're very Lovecraft, especially the chickens, or whatever it is they are now. I can't wait for them all to have unique sounds like the cow. The only thing I don't care for so much right now is the noise the doors make. The *THUNK creeeeek THUNK* noises they make are kind of annoying. It would probably be better if it was shortened to just the creaking sound, but that's just my opinion.
QFT
Also, I think the sound installation instructions need to be updated; it seems that they're significantly different from what they used to be.
This looks amazing, definitely gonna' give it a shot! The mobs look very well done, the spider looking quite interesting, I love how it has two misplaced eyes or holes where its face would be.
But I must say though, the sheep are truly chilling and disturbing. To have a bloody, four-legged mess of a creature just staring at you with NO FACE, makes my blood run cold. Its almost as if its pleading silently for you to end its miserable existence.
And I am very much enjoying the other textures you're doing, such as the gravel and the glass especially. I am really looking forward to this in its later stages!
I have to say, I love your mob reskins. They're very Lovecraft, especially the chickens, or whatever it is they are now.
Thank you for your compliments!
Quote from Radiosquid »
I can't wait for them all to have unique sounds like the cow.
Unfortunately, I am using a pre-existing list of sounds, it was only a coincidence that cow sounds happened to be in it.
Quote from Radiosquid »
The *THUNK creeeeek THUNK* noises they make are kind of annoying. It would probably be better if it was shortened to just the creaking sound, but that's just my opinion.
The problem with editing sounds is that I have no idea how.
Quote from FoxChicken »
HORAAAAAAAAAAAAAAAAAAAAAAAAY! ITS FINALLY HERE! THANK YOU! I LOVE YOU SO MUCH!
HAVE A FREE NOTCH MY FINE SIR!
I'm glad to see you're excited.
Quote from Oddix »
Also, I think the sound installation instructions need to be updated; it seems that they're significantly different from what they used to be.
Done.
Quote from SweatyBrow »
This looks amazing, definitely gonna' give it a shot! The mobs look very well done, the spider looking quite interesting, I love how it has two misplaced eyes or holes where its face would be.
Thank you, and those are certainly holes in it's head.
Quote from SweatyBrow »
But I must say though, the sheep are truly chilling and disturbing. To have a bloody, four-legged mess of a creature just staring at you with NO FACE, makes my blood run cold. Its almost as if its pleading silently for you to end its miserable existence.
I just need to give it some new sounds and the transformation will be complete!
Quote from SweatyBrow »
And I am very much enjoying the other textures you're doing, such as the gravel and the glass especially. I am really looking forward to this in its later stages!
I'm stuck in a rut at the moment, not sure what to do.
Quote from Radiosquid »
Any luck with new sounds?
Quote from Cetus Amicus »
Unfortunately, I am using a pre-existing list of sounds
There is not that much variety to them
Why can't you just download sounds from the internet? I'm looking for sounds myself right now. I searched 'ghost' on this site: http://www.freesound.org/
And it turned up a ton of different free sounds. Most of them are too dark for me, but they seem like something you might be interested in.
No, but you can just open them in Audacity, and then export them in .ogg format. You can even edit their length, crop sounds, add echo and such. If you don't have Audacity, that's free, too.
No, but you can just open them in Audacity, and then export them in .ogg format. You can even edit their length, crop sounds, add echo and such. If you don't have Audacity, that's free, too.
That would come in useful later, right now I should concentrate on textures else I go mad from thinking about all the things I'd like to do eventually.
Also, I just found ONE slime in my world. ONE. I think I heard another one slapping around in my underground farm, but it may as well have been the very same slime. At any rate, do you still need a save file with
slimesa slime in it?EDIT: I punched it into four slimes because it was asking for it.
Why?
I recently became the victim of this bug, the new skin worked for me though.
I don't exactly need it, but it would certainly be useful.
In other news I am pretty much done with the first release of the terrain/item reskin, I still need to organize and upload the relevant files, update my OP with everything new, and make a new signature.
I may wait until the sound is restored back to the game before I release it.
EDIT: OK! I have fully tried out this pack, and humbly offer my review:
The Terrain.png:
Very good stuff right here. The terrain definitely creates a gloomy, and sometimes even macabre mood for mining and crafting in. I especially liked the heap of skulls that replaced the gravel; I made an enormous 1x8x64 obelisk of the stuff for flintmining it away, but I ended up leaving it because who doesn't want an obelisk made entirely out of skulls.
Unfortunately, as awesome as the reskin is, it's very difficult to discern which block is what, especially in my inventory. In addition to this, I find myself thinking rather frequently that there's just not enough room for all the visual information crammed into each block. I think this might be a direct result of the pack being 16x16 pixels; I would very much like to see this pack gain a higher resolution, as I think it would greatly benefit from it.
The Mobs:
No complaints here. The mobs are all very different from their original forms and each is terrifying or unusual in their own very special and creepy way, and there is more than one version to choose from. The spiders, when they're altered to be mostly transparent, are truly terrifying. At night, they glow like monstrous ghosts, but day is when they really shine... only metaphorically though. They're practically invisible at daytime. You can hear them, all around you, and they're nowhere to be seen. May notch have mercy on you if they're still hostile at dawn. My favorite has to be the skeleton; it looks a lot grittier than it normally does, and whatever the red bit on its face may be, it really works for its look.
The Items:
I can tell a lot of thought went into these since I can't tell what the hell most of them are. Iron ore is now some sort of reddish gorey blotch, and you get weird red blobs when you smelt them. Gold ore is now blocks with large gold skulls on them, and you get weird gold blobs when you smelt them. The same goes for coal and clay: weird blackish blobs. I'm certain there's a good story behind exactly what they are since they're so unusual looking, but I think that these blobs and the rest of the items also suffer because they're so lowly rendered. I spent the first thirty seconds of my deforestation operation trying to use a hoe to cut down a tree.
Other than their indiscernible nature, I really like the items. They have new and original shapes, and the craftable sword is not just four recolors, but four separate weapons; one of them is even a large red knife that angles downward when you hold it, rather than skyward. Now I can reenact the famous scene from Psycho.
The Sound:
The audio nature of this pack has high peaks, and low valleys. To start with the negative aspects, the zombies don't sound very terrifying. They sort of sound like people who caught a cold and are lying down in bed, moaning for attention, a warm blanket, and perhaps the TV remote. The sand, gravel, and dirt randomly alternate between their default sounds when you walk on them, and with new and unusual sounds that totally don't fit with the old ones. However, the sounds are not without their positives. The grass and stone have their own new sounds, and they're quieter than the original sounds. It's harder to hear things sneaking up on you, and I think this really adds to the whole horror theme of this pack. The spiders are especially nice; they sound exactly like honest-to-god malevolent spirits of the prairie, blowing and whooshing around like no other. My description does no justice, you'll just have to hear it for yourself. Out of all the sounds, my favorite has to be the cow. There's a couple of clips that sound like regular cows (more real sounding by the ones notch put out, by the way), but that's only there to throw you off. There's a few other clips that are the most unearthly moos you will ever hear. No wonder so many dwarfs from Dwarf Fortress like cows for their 'haunting moos.' I was in the middle of my tree farm when some 6 or 7 cows spawned on top of me without my notice, and I was suddenly no longer on the plane of the living. Horrible, blue fleshy demons were all around me, speaking Dark Things that were Not Meant To Be Heard By Human Ears. I completely lost it at that point.
All in all, I have high hopes for this graphical and audio mod, and give it a out of :Pig:. Interpret that as you will
Wait until you get to a cave filled with gravel, it's genuinely unnerving to be exploring a cave filled with piles of skulls everywhere.
I know what you mean, I often confused wood with gravel, stone with cobblestone during my recent test.
As much as I would like to maximize the quality potential of my work, making it higher resolution may be too much for me, not that I wouldn't consider doing a high-res pack once I finish this mod.
Ahhh... Music to my ears.
The red bit is blood pouring out of the orifices in it's head.
Good to know my efforts were not in vain.
The blobs are supposed to be weights/vials for ores/oil, I felt that they were a bit too vague-looking so I'll definitely change them to look more like what they're supposed to be. Also, I did not change clay yet!
I think the real problem may be that they're too blurry and not sharp enough.
The rule for tools is axes and pickaxes never point forward, shovels and hoes always point forward (with one exception,) and weapons can be either.
You don't know how happy I am to hear that!
The moaning and groaning of the zombies is meant to give off a deathly sick, suffering from terrible disease sort of vibe, it's unfortunate you associate the sounds with the most harmless of illnesses. Generally people with colds don't moan and groan in tortured agony.
Odd. Sand should still be default, dirt and gravel should have noticeably different sounds from the default sounds, are you positive you installed everything correctly? The sound folder and the newsound folder both contain stepping sounds, but sound folder is for creative, yet the game will still use the sounds in that folder when you play alpha, so make sure you replaced the sound folder with the new one.
The gravel/dirt sounds (they share the same sound files) are meant to be a sort of compromise between slopping in mud and stepping on bones.
Yes, that was very much the intention.
I think I just came.
HAVE A FREE NOTCH MY FINE SIR!
QFT
Also, I think the sound installation instructions need to be updated; it seems that they're significantly different from what they used to be.
But I must say though, the sheep are truly chilling and disturbing. To have a bloody, four-legged mess of a creature just staring at you with NO FACE, makes my blood run cold. Its almost as if its pleading silently for you to end its miserable existence.
And I am very much enjoying the other textures you're doing, such as the gravel and the glass especially. I am really looking forward to this in its later stages!
Thank you for your compliments!
Unfortunately, I am using a pre-existing list of sounds, it was only a coincidence that cow sounds happened to be in it.
The problem with editing sounds is that I have no idea how.
I'm glad to see you're excited.
Done.
Thank you, and those are certainly holes in it's head.
I just need to give it some new sounds and the transformation will be complete!
Very good to know!
I'm stuck in a rut at the moment, not sure what to do.
There is not that much variety to them
I'm thinking of things to make the snow that isn't, well, snow.
Why can't you just download sounds from the internet? I'm looking for sounds myself right now. I searched 'ghost' on this site:
http://www.freesound.org/
And it turned up a ton of different free sounds. Most of them are too dark for me, but they seem like something you might be interested in.
New obsidian texture.
That would come in useful later, right now I should concentrate on textures else I go mad from thinking about all the things I'd like to do eventually.
If you have a recommendation...
UPDATE:
I think I'll be keeping snow as snow.
New cloth texture: