That particular image is pumpkinblur.png, intended for the modified jack-o'-lantern. I'm not touching vignette.png at all. To be quite honest I'm not certain myself what purpose vignette.png serves; I can't recall ever seeing it in use while playing the game.
Agh, beat me to it. It's easier to notice if your alpha is above the default. Else everything just looks black anyways. Btw, Im about halfway done trying to make the Miroc/Chicken texture. But it's getting hard to figure out what part of the chicken to put stuff onto. Maybe after I get some sleep Ill have more luck.
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(6:50:00 AM) Simon-v: How do you live in a world where Everything's Trying To Kill You?
(6:50:23 AM) xander_morhaime: Briefly.
Hey, I just noticed - it looks like the newest version of the code causes blocks only to render the top of the three textures for material blocks, so iron gold and diamond sides and bottoms appear exactly as the top texture (although I did notice what I'm pretty sure was the side texture for the gold block showing up in the debris when you hit it). I hope that isn't a permanent change.
I'm unsure but I think that's related to the 32x32 textures. The standard 16x16 textures should show up just as they always have. Notch really needs to implement support for high-res textures, given the growing number of HD texture packs...
Hope you odnt mind but im going to edit some of these in for my personal use -i mix good textures in with my current texture pack, im using mixcraft and a mixture with harvest mooncraft i think it would make great use with your lava and other texture :biggrin.gif:
I do believe the HD fix mod for the Nov. 10 bug update has been released; has anyone tried it yet?
You mean xau's HD texture fix? I'm using it now, and it has that bug I mentioned, but apart from that it works fine. The only trick I've found is that you need to use it like you did before there were texture packs, which means among other things that you need to make sure the texture pack selector in minecraft is set to 'default'.
Hey, I just noticed - it looks like the newest version of the code causes blocks only to render the top of the three textures for material blocks, so iron gold and diamond sides and bottoms appear exactly as the top texture (although I did notice what I'm pretty sure was the side texture for the gold block showing up in the debris when you hit it). I hope that isn't a permanent change.
Quote from MegaManTrigger »
I'm unsure but I think that's related to the 32x32 textures. The standard 16x16 textures should show up just as they always have. Notch really needs to implement support for high-res textures, given the growing number of HD texture packs...
I'm doing a standard 16x pack and I'm also having a problem with only the top texture being recognized for iron and gold blocks so this isn't just an HD texture issue. I haven't checked if it still does this using the default setting, so maybe it's just with custom packs in general. I'm assuming that the top is supposed to be the top, the mid is suppose to be the sides, and the bottom is suppose to be the bottom, right?
EDIT: Default pack does the same thing for me.
DOUBLE EDIT: I really like the current Legends pack. I took out the current pumpkin and used the Servbot pumpkin though, because that's neat. Quickly threw down the pumpkinblur.png:
There are so many possibilities for the pumpkin hat that it'd be impossible to make them all. XD Personally I thought the Zakobon head was the best idea, given that the Servbot suit is the Gold Armor.
Hey Trigger. If it's not too much trouble, next time you update your pack, could you add a .txt with the names of all the people who made minor contributions to it?
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(6:50:00 AM) Simon-v: How do you live in a world where Everything's Trying To Kill You?
(6:50:23 AM) xander_morhaime: Briefly.
Hey Trigger. If it's not too much trouble, next time you update your pack, could you add a .txt with the names of all the people who made minor contributions to it?
Will do Ren. I'll try to list everything as comprehensively as possible.
Since I'm technically on the team now, and wild has expressed concern about the Refractor hole-in-the-wall ores and refined forms, I'm gonna see what I can do about those after college projects have blown by. Hopefully it won't take TOO long. There are some less...detailed Refractor shards in MoTB that I may play around with; we'll see what happens.
If anyone is curious as to why I haven't been working on this project, its because I went back to a game I put on hold. I am in dire need of a dedicated pixel artist! For more info on that or you just want to see what I've been workin on, go here: viewtopic.php?f=30&t=82905
[snip] wild has expressed concern about the Refractor hole-in-the-wall ores and refined forms, I'm gonna see what I can do about those after college projects have blown by. [snip]
Concerns how?
Also I've gone and made two sample textures for Diamond/Gold in stone using wild's original 'cobbly' natural stone and the Refractors for them. Tell me what you think.
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(6:50:00 AM) Simon-v: How do you live in a world where Everything's Trying To Kill You?
(6:50:23 AM) xander_morhaime: Briefly.
Those ore blocks actually make the original cobbled blocks look good. =P I still say there's a problem with having the stone organized that way; I'm of the opinion that one of this pack's main selling features is that it basically turns the entire underground into a giant Legends ruin, which only happens if the smooth stone is the ruins block. But hey, that's what alternates are for I suppose. Nothing says we can't release two versions of terrain.png.
Those ore blocks actually make the original cobbled blocks look good. =P I still say there's a problem with having the stone organized that way; I'm of the opinion that one of this pack's main selling features is that it basically turns the entire underground into a giant Legends ruin, which only happens if the smooth stone is the ruins block. But hey, that's what alternates are for I suppose. Nothing says we can't release two versions of terrain.png.
See what you can do with Iron and Coal, Ren.
I certainly dig it! I think the problem with doing the same with iron and coal (or rather the reason he didn't) is that they haven't been replaced in the item icons png yet, so we essentially don't know what they will be atm.
I perfectly understand your point as to thinking of caves as ruins equivalents, since they are created without the player's knowledge like the Legends ruins. However, I can not convince myself to think of them as such because of their shape. If the caves were systematic, geometrically-shaped rooms with: real mechanical puzzles, doors, logical block placement, etc. I'd be more than happy to swap the two stones. But the caves are strictly natural, as if you found a real natural cave in a legends world that wasn't ruins or anything. Therefore having ruins stone in place of natural stone does not make sense, in that regard. As much as I'd love to think of Minecraft's caves as a system of tunnels and ruins created by an ancient, lost generation, I can't because they're too sporadic and natural. Not trying to argue, just trying to explain my view and why I stick with Wild's original setup =P. If only there were dungeon map generators that made legends-esque dungeons, haha.
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Retired StaffThanks though, laterz.
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Sweet, I didn't even notice that.
You, sir, earn a medal.
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(6:50:23 AM) xander_morhaime: Briefly.
You mean xau's HD texture fix? I'm using it now, and it has that bug I mentioned, but apart from that it works fine. The only trick I've found is that you need to use it like you did before there were texture packs, which means among other things that you need to make sure the texture pack selector in minecraft is set to 'default'.
I'm doing a standard 16x pack and I'm also having a problem with only the top texture being recognized for iron and gold blocks so this isn't just an HD texture issue. I haven't checked if it still does this using the default setting, so maybe it's just with custom packs in general. I'm assuming that the top is supposed to be the top, the mid is suppose to be the sides, and the bottom is suppose to be the bottom, right?
EDIT: Default pack does the same thing for me.
DOUBLE EDIT: I really like the current Legends pack. I took out the current pumpkin and used the Servbot pumpkin though, because that's neat. Quickly threw down the pumpkinblur.png:
(6:50:23 AM) xander_morhaime: Briefly.
Will do Ren. I'll try to list everything as comprehensively as possible.
Since I'm technically on the team now, and wild has expressed concern about the Refractor hole-in-the-wall ores and refined forms, I'm gonna see what I can do about those after college projects have blown by. Hopefully it won't take TOO long. There are some less...detailed Refractor shards in MoTB that I may play around with; we'll see what happens.
Concerns how?
Also I've gone and made two sample textures for Diamond/Gold in stone using wild's original 'cobbly' natural stone and the Refractors for them. Tell me what you think.
(6:50:23 AM) xander_morhaime: Briefly.
See what you can do with Iron and Coal, Ren.
I certainly dig it! I think the problem with doing the same with iron and coal (or rather the reason he didn't) is that they haven't been replaced in the item icons png yet, so we essentially don't know what they will be atm.
I perfectly understand your point as to thinking of caves as ruins equivalents, since they are created without the player's knowledge like the Legends ruins. However, I can not convince myself to think of them as such because of their shape. If the caves were systematic, geometrically-shaped rooms with: real mechanical puzzles, doors, logical block placement, etc. I'd be more than happy to swap the two stones. But the caves are strictly natural, as if you found a real natural cave in a legends world that wasn't ruins or anything. Therefore having ruins stone in place of natural stone does not make sense, in that regard. As much as I'd love to think of Minecraft's caves as a system of tunnels and ruins created by an ancient, lost generation, I can't because they're too sporadic and natural. Not trying to argue, just trying to explain my view and why I stick with Wild's original setup =P. If only there were dungeon map generators that made legends-esque dungeons, haha.