Here's a much improved 'particles.png' file for the standard 32x Glimmar's Steampunk:
The following changes were made:
1. darkened the smoke particles slightly so that underwater particles aren't quite as garish. The first smoke particle gets used for a number of other things in game. See post above this.
2. edited the fishing float.
3. desaturated the note icon to better show off the colour of a rising note.
4. Increased detail of sparkly icons...I'm still not sure what those two little star thingies are!
5. increased the detail/resolution of the potion effect spirals so that unlike the low res one's they don't fill the field of vision with blockiness.
6. Improved the arrow trajectory icons with a different flight shape and a better range of sizes to improve flight path animation.
To make use of the above particle.png file, copy and paste to your desktop and rename it to 'particles' and drop into the root of my texture pack zip.
I will start work on a 64x particle.png file in stages. Starting with improved smoke detail to see if I can improve that all important no. 1 smoke particle.
Here's a much improved 'particles.png' file for the standard 32x Glimmar's Steampunk:
The following changes were made:
1. darkened the smoke particles slightly so that underwater particles aren't quite as garish. The first smoke particle gets used for a number of other things in game. See post above this.
2. edited the fishing float.
3. desaturated the note icon to better show off the colour of a rising note.
4. Increased detail of sparkly icons...I'm still not sure what those two little star thingies are!
5. increased the detail/resolution of the potion effect spirals so that unlike the low res one's they don't fill the field of vision with blockiness.
6. Improved the arrow trajectory icons with a different flight shape and a better range of sizes to improve flight path animation.
To make use of the above particle.png file, copy and paste to your desktop and rename it to 'particles' and drop into the root of my texture pack zip.
I will start work on a 64x particle.png file in stages. Starting with improved smoke detail to see if I can improve that all important no. 1 smoke particle.
Looks good, gonna have to try this out soon. Probably not this weekend tho, too many other things going on…
As for the star thingies, I believe they are the particle effects that enchanted tools give off when they are used, or rather when the effect takes place. For instance, when you have the Smite enchantment on a sword and you hit a Zombie, you'll see those (at least I think it's those). So it's effectively what Majikâ„¢ looks like.
Looks good, gonna have to try this out soon. Probably not this weekend tho, too many other things going on…As for the star thingies, I believe they are the particle effects that enchanted tools give off when they are used, or rather when the effect takes place. For instance, when you have the Smite enchantment on a sword and you hit a Zombie, you'll see those (at least I think it's those). So it's effectively what Majik™ looks like.
You mean the sparkly texture next to the note icon?I'm not sure but isn't that the critical hit texture?
Haha! :smile.gif: Now you're consufing me.
I better go and hit something critically with an enchanted weapon and see what happens. :biggrin.gif:
It's dangerous work though this texturing malarkey. Last time I switched 'survival' mode back on in my world of Newglim, to see what the potion effect particles looked like, two creeper bots turned nasty (like thralls suddenly set free), and immediately rushed me and blew the side of my dock up. In my panic I stumbled into my experimental area and blew half my contraptions up when some other lurking turncoats acosted me. Panic eventually over, I hit the 'creative' button and cleaned up the mess. Now I know what your average roman citizen felt like when the slaves revolted. :blink.gif:
I've come to the conclusion that 'survival' mode is for the young and foolhardy!
did you say you would use my golden armour suggestion? i also hope someone makes BWM textures so I can put on the armour and run about throwing knifes at villagers.
I can't remember without looking back, mate, but if I remember rightly, your idea was to make the gold armor based on the V for Vendetta character? Excuse my failing memory if I'm completely wrong. :mellow.gif:
It's a good idea for this theme, but I tend to like doing something new, rather than basing it directly on existing characters. It's just the creative urge side of me winning out I think. Until I set 'pen to paper' and get back to an armor brainstorm, I have no real way of knowing what path my inspiration will take. There's only so much I can concentrate on without oozing off my swivel chair like a sunstruck vampire. :blink.gif:
It will probably still be fairly gadgety rather than decorative, but then I might have a complete switch when I start, but I better get back to my title plate and HD particles now before I forget what it is I said I was working on this weekend. :biggrin.gif:
i was thinking you should keep it a secret, making the textures for the item the gold armour we have now. that would be epic for LP'ers.[simon and lewis are playing an adventure map with this pack. simon has just found a gold helmet]simon: i'm just putting on this gold helm here.[put on helmet]OMG lewis you have to see this!lewiswhat?[sees honeydew]oh.my.god.simon: [in hugo weaving voice] I do not have a name. you may call me H.
Haha! That's a really hilarious bit of dialogue.
Simon and Lewis used my pack along time ago and did a couple of hilarious videos. It was early days for the pack, is my only defence. I don't keep a tally on downloads, but when I did an update, I remember seeing a figure of 50,000 downloads for that version alone on MediaFire in just a couple of weeks. :smile.gif:
Their use and reaction to some unintentional crotchless armor I had in the pack back then, certainly had me in stitches, and they seemed to have a good laugh. I love those guys...definately the most entertaining pair on the web in my opinion. :biggrin.gif:
Without checking again, I think the vid links are hiding somewhere in my OP, or if you're a glutton for punishment, you might find it if you wade back a few hundred pages. :smile.gif:
Hey Glimmar, I saw you popped into the Last Days thread yesterday. I thought I would drop by and say hello. So... Hello!Great job on the pack too! It just keeps getting better and better. :smile.gif:
Hiya, mate. How are things? :smile.gif:
Yeh! I had a good play with 'Last Days' on Friday night for a break, and must say I really enjoyed all the clever touches and atmosphere the theme has used. Well done to History and you.
Now that things aren't quite as hectic with constant updates (even though I'm aware there's still lots to do here) it's great to be able to mess around and recharge the batteries and see what everyone else is doing. It's a humbling experience seeing the talent and ideas on display, but just great fun, and like discovering Minecraft for the first time all over again. What a game!
Lovin' the latest release Glimmer! Superb work. May I suggest one small ?) change...the fire! It's not nice! No offence of course but do you see yourself ever changing the fire effect in the future to something more smoother? (I seem to remember it being more visually pleasant before)
The fire is actually my favorite part of the pack. It looks like fire straight out of the era of steampunk.
It looks like fire straight out of the era of steampunk.
Are you suggesting that fire has somehow changed over time? Gotten better, perhaps, with recent scientific advances? Or maybe worse, with the advent of mass production and planned obsolescence? An interesting thought. I'd love to find myself a well-preserved, unopened bottle of Professor Prometheus's Genuine Old-Timey Bottled Fire in an antique shop one day (they just don't make it like they used to in the old days!) :wink.gif:
Are you suggesting that fire has somehow changed over time? Gotten better, perhaps, with recent scientific advances? Or maybe worse, with the advent of mass production and planned obsolescence? An interesting thought. I'd love to find myself a well-preserved, unopened bottle of Professor Prometheus's Genuine Old-Timey Bottled Fire in an antique shop one day (they just don't make it like they used to in the old days!) :wink.gif:
Haha, I meant it looks like fire from artwork of the era.
CuZnDragon, is there any chance you could give me an uptodate link for the MorePaintings mod?I can't seem to keep up with who is updating it now, and I really must have a go with the slopes mod too some time. Have you seen this mod: http://www.minecraft...lpaper-mod-v12/'Kaevator Wallpaper mod' This was something I always wanted for Minecraft and having only just discovered, but doesn't look like it's been updated for a while. :sad.gif:
micomico is currently maintaining it and has the files available for download here.
Lovin' the latest release Glimmer! Superb work. May I suggest one small ?) change...the fire! It's not nice! No offence of course but do you see yourself ever changing the fire effect in the future to something more smoother? (I seem to remember it being more visually pleasant before)
Glad you like, thanks mate. :smile.gif:
As regards the fire...yes it will be different than how you remembered it when I first uploaded my new fire animation. All the custom animations (meaning the fire, water, lava and portal) were made at 64 or 128x resolution (fire was 64x and smoother) then after a number of users found they were causing lag on their machines (apparently if just one of the custom animations is at 128x then all the textures in a pack get converted to 128x, thus causing lag on lesser machines) I decided to reduce the resolution of all the animations back down to 32x and that seemed to sort the problem.
I then produced a separate HD or hi-res custom animation version of the pack and that's in the OP too.
You probably downloaded the standard 32x version and the fire, of all the animations, definately does come off worse for pixelation. Hope you get a chance to sample the HD version.
The fire is actually my favorite part of the pack. It looks like fire straight out of the era of steampunk.
You're a connoisseur of fire, sir/madam. :smile.gif:
As I think I mentioned when I first released the fire, I tried to make something that looked more blast furnace-like...more like air was being blasted through to get the temperatures you'd need to for a steampunk industrial age. So the flames appear more vertical. This way if used enmasse, patterning of flames is less noticeable than say just using some stock footage of leaping flames.
Are you suggesting that fire has somehow changed over time? Gotten better, perhaps, with recent scientific advances? Or maybe worse, with the advent of mass production and planned obsolescence? An interesting thought. I'd love to find myself a well-preserved, unopened bottle of Professor Prometheus's Genuine Old-Timey Bottled Fire in an antique shop one day (they just don't make it like they used to in the old days!) :wink.gif:
If you find that antique bottled fire, Gl0u0m, get back to me straight away. I want to know if I got it right. :biggrin.gif:
micomico is currently maintaining it and has the files available for download here.https://dl.dropbox.c...4935/index.htmlHe has a posted both on the MorePainting forum as well as the mcport central forum (for porting severmods to bukkit)Yes I have the link to that but waiting for the mcport bukkit version to to be stable Kaevatar mods ported to bukkitKeavator timber framing This is another of his mods as well.
Haha! I tracked it down, mate. Don't ask me how I did, I think I was looking at another mod and there was a reference to the MorePainting mod being updated by Micomico. I see that someone's managed to get the insane version to work with higher than 16x res paintings.
Sorry to be a pain, but is the punch-a-pic mod still working? Without it I'm really finding it hard to place the paintings of choice. Why the heck paintings can't be selected in the standard Minecraft game I will never know...unless I'm missing something (which I usually do all the time!).
Kaevatar's mods are incredible. I have to try those sometime soon, but I'm concerned to commit massive amounts of time to building with certain mods if they impact on my world saves after a Minecraft update, it's too much to sort out on top of texturing. I'm still waiting on the official modding side of things...either that or Mojang to just say they'll leave the game to the modders. One or the other would provide the stability to experiment more with mods and texturing.
You can mess with the lang files you know! you can make the things named how they should!
Thanks, Pigbear, yes I know. It's just another of those things that's standing in line waiting to be done. Having said that, my pack confuses people enough as it is without giving everything fancy Steampunk names. :biggrin.gif: So I'm not seeing it as one of those priorities at the mo'. Before that, I want to introduce a nice suitable hi-res font sometime.
All this talk about hi-res again makes me think I might as well upload a copy of my unfinished, but perfectly useable new hi-res 'particles.png' file for you to try out the new 'smoke' particles. Decided to work on those first as they impact on so many things in game...from redstone and normal torches to fire and the new particles in water, etc.
Anyway, I like it so far, but see what you think:
As per usual instructions. Copy the image to your desktop, rename to 'particles' and drop it into the root of my texture pack zip file (basically just drag and drop the renamed file onto my texture pack and let it overwrite the 'particles' file in there...keep a copy of the original or the pack, just incase).
Haha! I tracked it down, mate. Don't ask me how I did, I think I was looking at another mod and there was a reference to the MorePainting mod being updated by Micomico. I see that someone's managed to get the insane version to work with higher than 16x res paintings.
Sorry to be a pain, but is the punch-a-pic mod still working? Without it I'm really finding it hard to place the paintings of choice. Why the heck paintings can't be selected in the standard Minecraft game I will never know...unless I'm missing something (which I usually do all the time!).
Kaevatar's mods are incredible. I have to try those sometime soon, but I'm concerned to commit massive amounts of time to building with certain mods if they impact on my world saves after a Minecraft update, it's too much to sort out on top of texturing. I'm still waiting on the official modding side of things...either that or Mojang to just say they'll leave the game to the modders. One or the other would provide the stability to experiment more with mods and texturing.
Thanks for the links, etc.
punch-a-pic is built into more pictures now, but works slightly different..
"Punch-a-Picture is a nice feature to "cycle" paintings while they are placed. All you have to do is just right-click the picture (huge pros to micomico, who implemented this instead of left-click that caused paintings to drop on multiplayer servers without the mod installed). You can also cycle them back wihile crouching."
So you just need the more-pictures mod.
Now just need to get a steampunk version of the insane png....
punch-a-pic is built into more pictures now, but works slightly different..
"Punch-a-Picture is a nice feature to "cycle" paintings while they are placed. All you have to do is just right-click the picture (huge pros to micomico, who implemented this instead of left-click that caused paintings to drop on multiplayer servers without the mod installed). You can also cycle them back wihile crouching."
So you just need the more-pictures mod.
Now just need to get a steampunk version of the insane png....
Thanks, CuznDragon.
If only I'd tried MorePictures I'd 'av discovered that for myself. Lol! I'm glad I asked though...and yes, great credit to micomico .
Insane png shall be added to my insanely long list of stuff to do. :biggrin.gif:
I see you are having fun with the animated blocks. :smile.gif:
I haven't been playing minecraft much lately, been snapped up by a game dev group to make textures for their game. But I think I am going to devote tomorrow to testing out some of the new updates to some packs. (also, I need to update my review of your pack.)
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"Look, I don't care if your 8 or 20. If you can't take criticism or opinions, then get off the internet." -Stronghold257
I think you should change the sandstone that comes in the terrain.png, it lacks shading and I'd rather see the "in between places" be darker instead of brighter.
Haha! That's assuming there are 'inbetween places'...there aren't in my sandstone blocks. :biggrin.gif:
We all like and need something different for our world builds, so I understand what you might prefer, but for large scale epic builds, where shading very quickly interferes with unwanted patterns, I prefer a large simple block, very smooth faced, civic sandstone with a cream mortar inbetween. Remember also, this isn't a rustic pack, but one set in an alternative dark steampunk world of futuristic Victorian technology and architecture.
It might first appear that it lacks shading, but I would argue it has just sufficent subtle shading as not to produce annoying repetitive patterns when building massive civic buildings... and dark or recessed mortar just wasn't a feature of many smooth faced sandstone buildings, of that period, or at least those that I like.
I would argue it's very easy to make exciting individual textures, but difficult to make textures that tile and pattern well for large scale constructions.
So there's method in my madness, Leo. :smile.gif:
Here are a few examples of what my sandstone is based on:
Here's a little civic sandstone example monument of my own using the texture. Won't please everyone, but it's my idea of a good texture for building at any scale without unintentional repetition of texture patterning:
Hello glimmmar!I see you are having fun with the animated blocks. :)I haven't been playing minecraft much lately, been snapped up by a game dev group to make textures for their game. But I think I am going to devote tomorrow to testing out some of the new updates to some packs. (also, I need to update my review of your pack.)
Howdy, mate. Glad you could stop by. :smile.gif:
I'm super pleased your talent has been recognised (:Diamond:) and you're keeping busy, but how does it fit in with your studies?
Speaking of animations, on top of working on a font, alchemy gui, new title and HD particles in my spare time, I have a few moving surprises to finish off too! But I'm away for a few days transporting my son back to university, so nothing soon now.
The recent update to the patcher allows for custom "Ambiance" between biomes (fog colors, sky colors, etc.). I'd love to see what can be done here in that regard. :smile.gif:
Gawd, been ages since I've posted here,been sucked up into playing the many games I bought from steam during the christmas sales - so many awesome games!
Everything is looking lovely as usual though, really liking the ways you're implementing the new features of the MC patcher, they've really enhanced the steampunk atmosphere. Can't wait to see what you do with the latest update of the MC patcher and its custom fog and sky colours, definitely gonna be awesome! :biggrin.gif:
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Curse PremiumThe following changes were made:
1. darkened the smoke particles slightly so that underwater particles aren't quite as garish. The first smoke particle gets used for a number of other things in game. See post above this.
2. edited the fishing float.
3. desaturated the note icon to better show off the colour of a rising note.
4. Increased detail of sparkly icons...I'm still not sure what those two little star thingies are!
5. increased the detail/resolution of the potion effect spirals so that unlike the low res one's they don't fill the field of vision with blockiness.
6. Improved the arrow trajectory icons with a different flight shape and a better range of sizes to improve flight path animation.
To make use of the above particle.png file, copy and paste to your desktop and rename it to 'particles' and drop into the root of my texture pack zip.
I will start work on a 64x particle.png file in stages. Starting with improved smoke detail to see if I can improve that all important no. 1 smoke particle.
Looks good, gonna have to try this out soon. Probably not this weekend tho, too many other things going on…
As for the star thingies, I believe they are the particle effects that enchanted tools give off when they are used, or rather when the effect takes place. For instance, when you have the Smite enchantment on a sword and you hit a Zombie, you'll see those (at least I think it's those). So it's effectively what Majikâ„¢ looks like.
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Curse PremiumHaha! :smile.gif: Now you're consufing me.
I better go and hit something critically with an enchanted weapon and see what happens. :biggrin.gif:
It's dangerous work though this texturing malarkey. Last time I switched 'survival' mode back on in my world of Newglim, to see what the potion effect particles looked like, two creeper bots turned nasty (like thralls suddenly set free), and immediately rushed me and blew the side of my dock up. In my panic I stumbled into my experimental area and blew half my contraptions up when some other lurking turncoats acosted me. Panic eventually over, I hit the 'creative' button and cleaned up the mess. Now I know what your average roman citizen felt like when the slaves revolted. :blink.gif:
I've come to the conclusion that 'survival' mode is for the young and foolhardy!
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Curse PremiumI can't remember without looking back, mate, but if I remember rightly, your idea was to make the gold armor based on the V for Vendetta character? Excuse my failing memory if I'm completely wrong. :mellow.gif:
It's a good idea for this theme, but I tend to like doing something new, rather than basing it directly on existing characters. It's just the creative urge side of me winning out I think. Until I set 'pen to paper' and get back to an armor brainstorm, I have no real way of knowing what path my inspiration will take. There's only so much I can concentrate on without oozing off my swivel chair like a sunstruck vampire. :blink.gif:
It will probably still be fairly gadgety rather than decorative, but then I might have a complete switch when I start, but I better get back to my title plate and HD particles now before I forget what it is I said I was working on this weekend. :biggrin.gif:
Great job on the pack too! It just keeps getting better and better. :smile.gif:
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Curse PremiumHaha! That's a really hilarious bit of dialogue.
Simon and Lewis used my pack along time ago and did a couple of hilarious videos. It was early days for the pack, is my only defence. I don't keep a tally on downloads, but when I did an update, I remember seeing a figure of 50,000 downloads for that version alone on MediaFire in just a couple of weeks. :smile.gif:
Their use and reaction to some unintentional crotchless armor I had in the pack back then, certainly had me in stitches, and they seemed to have a good laugh. I love those guys...definately the most entertaining pair on the web in my opinion. :biggrin.gif:
Without checking again, I think the vid links are hiding somewhere in my OP, or if you're a glutton for punishment, you might find it if you wade back a few hundred pages. :smile.gif:
Hiya, mate. How are things? :smile.gif:
Yeh! I had a good play with 'Last Days' on Friday night for a break, and must say I really enjoyed all the clever touches and atmosphere the theme has used. Well done to History and you.
Now that things aren't quite as hectic with constant updates (even though I'm aware there's still lots to do here) it's great to be able to mess around and recharge the batteries and see what everyone else is doing. It's a humbling experience seeing the talent and ideas on display, but just great fun, and like discovering Minecraft for the first time all over again. What a game!
The fire is actually my favorite part of the pack. It looks like fire straight out of the era of steampunk.
Are you suggesting that fire has somehow changed over time? Gotten better, perhaps, with recent scientific advances? Or maybe worse, with the advent of mass production and planned obsolescence? An interesting thought. I'd love to find myself a well-preserved, unopened bottle of Professor Prometheus's Genuine Old-Timey Bottled Fire in an antique shop one day (they just don't make it like they used to in the old days!) :wink.gif:
Haha, I meant it looks like fire from artwork of the era.
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Curse Premiummicomico is currently maintaining it and has the files available for download here.
https://dl.dropbox.c...4935/index.html
He has a posted both on the MorePainting forum as well as the mcport central forum (for porting severmods to bukkit)
Yes I have the link to that but waiting for the mcport bukkit version to to be stable Kaevatar mods ported to bukkit
Keavator timber framing This is another of his mods as well.
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Curse PremiumGlad you like, thanks mate. :smile.gif:
As regards the fire...yes it will be different than how you remembered it when I first uploaded my new fire animation. All the custom animations (meaning the fire, water, lava and portal) were made at 64 or 128x resolution (fire was 64x and smoother) then after a number of users found they were causing lag on their machines (apparently if just one of the custom animations is at 128x then all the textures in a pack get converted to 128x, thus causing lag on lesser machines) I decided to reduce the resolution of all the animations back down to 32x and that seemed to sort the problem.
I then produced a separate HD or hi-res custom animation version of the pack and that's in the OP too.
You probably downloaded the standard 32x version and the fire, of all the animations, definately does come off worse for pixelation. Hope you get a chance to sample the HD version.
You're a connoisseur of fire, sir/madam. :smile.gif:
As I think I mentioned when I first released the fire, I tried to make something that looked more blast furnace-like...more like air was being blasted through to get the temperatures you'd need to for a steampunk industrial age. So the flames appear more vertical. This way if used enmasse, patterning of flames is less noticeable than say just using some stock footage of leaping flames.
That is very gracious of you, Flymouse. :smile.gif:
If you find that antique bottled fire, Gl0u0m, get back to me straight away. I want to know if I got it right. :biggrin.gif:
Haha! I tracked it down, mate. Don't ask me how I did, I think I was looking at another mod and there was a reference to the MorePainting mod being updated by Micomico. I see that someone's managed to get the insane version to work with higher than 16x res paintings.
Sorry to be a pain, but is the punch-a-pic mod still working? Without it I'm really finding it hard to place the paintings of choice. Why the heck paintings can't be selected in the standard Minecraft game I will never know...unless I'm missing something (which I usually do all the time!).
Kaevatar's mods are incredible. I have to try those sometime soon, but I'm concerned to commit massive amounts of time to building with certain mods if they impact on my world saves after a Minecraft update, it's too much to sort out on top of texturing. I'm still waiting on the official modding side of things...either that or Mojang to just say they'll leave the game to the modders. One or the other would provide the stability to experiment more with mods and texturing.
Thanks for the links, etc.
Thanks, mate...and for saying. :smile.gif:
Thanks, Pigbear, yes I know. It's just another of those things that's standing in line waiting to be done. Having said that, my pack confuses people enough as it is without giving everything fancy Steampunk names. :biggrin.gif: So I'm not seeing it as one of those priorities at the mo'. Before that, I want to introduce a nice suitable hi-res font sometime.
All this talk about hi-res again makes me think I might as well upload a copy of my unfinished, but perfectly useable new hi-res 'particles.png' file for you to try out the new 'smoke' particles. Decided to work on those first as they impact on so many things in game...from redstone and normal torches to fire and the new particles in water, etc.
Anyway, I like it so far, but see what you think:
As per usual instructions. Copy the image to your desktop, rename to 'particles' and drop it into the root of my texture pack zip file (basically just drag and drop the renamed file onto my texture pack and let it overwrite the 'particles' file in there...keep a copy of the original or the pack, just incase).
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Curse Premiumpunch-a-pic is built into more pictures now, but works slightly different..
"Punch-a-Picture is a nice feature to "cycle" paintings while they are placed. All you have to do is just right-click the picture (huge pros to micomico, who implemented this instead of left-click that caused paintings to drop on multiplayer servers without the mod installed). You can also cycle them back wihile crouching."
So you just need the more-pictures mod.
Now just need to get a steampunk version of the insane png....
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Curse PremiumThanks, CuznDragon.
If only I'd tried MorePictures I'd 'av discovered that for myself. Lol! I'm glad I asked though...and yes, great credit to micomico .
Insane png shall be added to my insanely long list of stuff to do. :biggrin.gif:
I see you are having fun with the animated blocks. :smile.gif:
I haven't been playing minecraft much lately, been snapped up by a game dev group to make textures for their game. But I think I am going to devote tomorrow to testing out some of the new updates to some packs. (also, I need to update my review of your pack.)
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Curse PremiumHaha! That's assuming there are 'inbetween places'...there aren't in my sandstone blocks. :biggrin.gif:
We all like and need something different for our world builds, so I understand what you might prefer, but for large scale epic builds, where shading very quickly interferes with unwanted patterns, I prefer a large simple block, very smooth faced, civic sandstone with a cream mortar inbetween. Remember also, this isn't a rustic pack, but one set in an alternative dark steampunk world of futuristic Victorian technology and architecture.
It might first appear that it lacks shading, but I would argue it has just sufficent subtle shading as not to produce annoying repetitive patterns when building massive civic buildings... and dark or recessed mortar just wasn't a feature of many smooth faced sandstone buildings, of that period, or at least those that I like.
I would argue it's very easy to make exciting individual textures, but difficult to make textures that tile and pattern well for large scale constructions.
So there's method in my madness, Leo. :smile.gif:
Here are a few examples of what my sandstone is based on:
Here's a little civic sandstone example monument of my own using the texture. Won't please everyone, but it's my idea of a good texture for building at any scale without unintentional repetition of texture patterning:
Howdy, mate. Glad you could stop by. :smile.gif:
I'm super pleased your talent has been recognised (:Diamond:) and you're keeping busy, but how does it fit in with your studies?
Speaking of animations, on top of working on a font, alchemy gui, new title and HD particles in my spare time, I have a few moving surprises to finish off too! But I'm away for a few days transporting my son back to university, so nothing soon now.
Have fun with those packs!
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Curse PremiumEverything is looking lovely as usual though, really liking the ways you're implementing the new features of the MC patcher, they've really enhanced the steampunk atmosphere. Can't wait to see what you do with the latest update of the MC patcher and its custom fog and sky colours, definitely gonna be awesome! :biggrin.gif: