I haven't yet, but I'll nip over now and have a look.
[edit] Being the dunderhead that I am, I can't really see what bit of the Snapshot changelog that refers to altering block models in-game. Can you enlighten me further?
I'd love to be able to kind of slap whatever 'extra' block I wanted down in my world, not just the limited choice of blocks we have in the resource pack, but I don't think that's what you mean, and if that was possible, I can't imagine how that would work with MCPatcher's 'connected textures'. As you can see I'm probably completely off the mark with regard to what you're talkin' about.
The custom block models was an undocumented change in the latest snapshot. It allows you to change the shape of any block, such as torches, fences, or the standard block itself. Here's a sample of what can be done, where someone gave the blocks LEGO-esk nubs, and here's a bit of a discussion on what it is, how it works, and some possibilities. Looks like it's mostly code-based rather than drawing or making a 3D model in some program, so if you were to do something with it, it would likely take a lot of trial and error. However, if you really wanted to look into it, I'm sure you could come up with some interesting alternatives for some items, and I'd be interested to see what others do with this (I wouldn't be surprised if a common change is turning torches into lamps, for instance).
EDIT: Looking through the thread discussing it, I see that 13thMurder has already seen it and loves it. I'll definitely keep an eye out for what he does with this.
The custom block models was an undocumented change in the latest snapshot. It allows you to change the shape of any block, such as torches, fences, or the standard block itself. Here's a sample of what can be done, where someone gave the blocks LEGO-esk nubs, and here's a bit of a discussion on what it is, how it works, and some possibilities. Looks like it's mostly code-based rather than drawing or making a 3D model in some program, so if you were to do something with it, it would likely take a lot of trial and error. However, if you really wanted to look into it, I'm sure you could come up with some interesting alternatives for some items, and I'd be interested to see what others do with this (I wouldn't be surprised if a common change is turning torches into lamps, for instance).
EDIT: Looking through the thread discussing it, I see that 13thMurder has already seen it and loves it. I'll definitely keep an eye out for what he does with this.
Haha! If there's the slightest bit of coding involved it'll probably be way beyond my scope then! Things are already way too complicated for me as it is.
Haha! If there's the slightest bit of coding involved it'll probably be way beyond my scope then! Things are already way too complicated for me as it is.
Coding-wise, it's not much more complex than the properties files that you have to deal with for CTM or animation (OK, maybe a bit more complex, but not to the point of trying to learn a whole programming language). Here's the example that was used for the LEGO-styled bricks above. You just have to define the coordinates of each of the corners and it figures it out from there.
Coding-wise, it's not much more complex than the properties files that you have to deal with for CTM or animation (OK, maybe a bit more complex, but not to the point of trying to learn a whole programming language). Here's the example that was used for the LEGO-styled bricks above. You just have to define the coordinates of each of the corners and it figures it out from there.
No more complicated than ctm .properties files, eh? That's what I was worried about. Anything more complicated than random, repeat, vertical and horizontal and I'm lost. The 'stupid' part of the 'KISS' principle was specifically directed at me when it was first coined!
With regard to trying to sort out a heading for the 'Mod Emporium' idea in my OP (see posts on previous page), with regard to MegistusEligius's excellent and very comprehensive addition to the user contributions to Glimmar's Steampunk, here's what I came up with this weekend:
Sadly by turning my original graphic into a .gif file, to add the animated lamps, it's lost all of it's subtle drop shadows at the edges. I might have to approach this differently and perhaps add a shop wall behind to preserve those shadows I wanted, or just drop the animated part altogether...Oh well! It'll do for now.
Please note, this was at the expense of working on 1.8 stuff and the rest of the pack...that has just ground to a halt I'm afraid. Unfortunately this following week is going to be very busy RL-wise, so please bear with me on any new content pics, etc. I may be away for a bit.
Life comes first, Glim.
Don't worry too much about it.
Just frustrating, really. I'm still about, in and out, but just won't be able to put much time in on any textures for the next week. A quick post is about all I can manage, but I want to get the 'Mod Section' updated with the new heading and MegistusEligius's contribution.
Well, all I can say is that the banner is fabulous
It has certainly been fun (and frustrating) to work with the style palette of your mod pack, and I am honored that you would spend that kind of effort. There is definitely a distinct design language that you have developed, and I am still attempting to 'speak it.'
Well, all I can say is that the banner is fabulous
It has certainly been fun (and frustrating) to work with the style palette of your mod pack, and I am honored that you would spend that kind of effort. There is definitely a distinct design language that you have developed, and I am still attempting to 'speak it.'
Haha! All my texturing has been equal fun and frustration, but I'm most flattered you can define a style to my work, although I'd say it's more likely evidence of my confused blundering around with my pen and tablet in an attempt to come up with something that fits the theme and looks ok, rather than any real conscious effort to develop a style.
As regards the Emporium signage, your superb contribution definitely spurred me on to to try to make the Mod Section a little more instantly eye-catching. Now if you could make yourself a nice wooden banner-sized sign (like a shop sign), then I could swing it underneath the Emporium entrance, and with just a few more banners of noteworthiness from other contributors, we'll have a proper Mod shopping Emporium!
In any event I'm very glad you like it.
Now as mentioned I just need a spare half hour to re-jig my OP again...so apologies again for the delay.
I will see what I can do about setting up a banner to go with yours
Good stuff!
Make sure it's the size (height/width) of the standard signature bar and I'll try and devise a 'linking chains' graphic, so that it looks like it's hanging from the main heading.
I figured i'd just stop by and confuse you by saying thanks, Glimmar, for teaching me how to texture trees.
...Because i stared real hard at your log textures until i figured out what was wrong with mine.
Seriously, you have some of the most realistic log textures i've ever seen in minecraft. They're awesome.
Haha! I'm easily confused, but that's a compliment indeed, 13th and very much appreciated for sure, but I have to come back at you with equal thanks for keeping me on my toes!
I'll post my praise in your thread though as that's the more polite thing to do.
Haha! I had an inkling you'd updated at last, because like me, when you're trying to complete a big update it doesn't leave much time for social calls. When I finish up, like you've just done, it's nice to get out and about a bit.
I'm very excited about finally getting my hands on your latest update. Can't wait to traipse through all those different biomes and marvel at all the new plants and stained glass and such. It will be a fun-filled weekend for sure as it's also the half-term holidays here in the UK, so I might have a little more chance to play and texture...or just sleep! Woo hoo!
I've just updated the OP with the new 'Mod Emporium' stuff. The Emporium section looks a little messy at the moment, mainly because it needs a banner for my mod work and, if possible, some banners from other mod texture contributors to make it begin to look like a proper shopping emporium. MegistusEligius' banner looks splendid though and of course all the mod textures he did too are now more readily available than lost in a post here.
You will also find that asikar has made a new video about his latest 'Guns of Icarus' range of ships and that is well worth watching! You'll find it in the special features section of my OP, but it deserves posting here too if he doesn't mind me splashing it everywhere!
Hi Glim, hows it all going,well I hope The 'Guns of Icarus' just shows you how much imagination your texture pack creates in minecraft, look forward as always to any news of updates or "leaked snippets"
Howdy, mate. Haha thanks!
Well, as you asked, here's some pics of what I was working on before I was called away last week:
.....GS v16 New Stone & Grass!
These are a few pics of new stone and grass work in progress. Please bear in mind that grass sides and new stone ore textures haven't been worked on yet. It's my intention to get rid of animated ores altogether (they'll be available still as animated alts) and instead concentrate on a greater variety of non-animated ore textures resulting in more interesting and natural scenes.
I also haven't made any single textures for non-MCPatcher use and knowing me I'll completely forget when it comes to update time. Making single block textures repeat, is as much work as making 64 'repeat 'ctm' textures using MCPatcher. So non-MCPatcher users may have to show a little patience if I run out of time when the MC update comes round, or I'll probably just stick with a revamped 64x version of my trusty old 32x stone texture.
The stone looks a little rough and coral or volcanic-like to me (the result of repeated edits to make it fit with the new 1.8 stone textures), so if given sufficient time, I would like to make a smoother type and also experiment with a 'repeat' weathered concrete version, as a more suitable material for building in a large industrial city.
I hope you like the new 1.8 stone, andesite, diorite, and granite. These are just the natural landscape versions, the polished smooth versions are yet to be done. It might be foolhardy of me, but I'm not expecting work on these to be quite as difficult as trying to get the rough stone to blend acceptably.
Enough waffle! Here are some pics to speak for themselves:
Ohhhh yes— that stone is so nicely realistic and coloured. It really adds a lot to the pack in my opinion. The other two types of stone just build on the quality, they flow very nicely and also look amazing.
I love this screenshot:
I think that it really captures a great mood.
The new stone is making that dirt look a bit dodgy, and new stone means new ores... oh it never ends!
The 64x upgrade on the grass is also really nice.
Edit: I've been thinking, and seeing as I'm currently lacking the time for any projects of my own, perhaps I could make a non-committal contribution to Mr. Glimmar's Mod Support Emporium. I have no idea what's needed/desired, though.
I started messing around with your latest pack (after playing a bit with FtB lately), and while testing out some of the newer textures for use in construction around my city, I noticed a fairly noticeable line on the packed ice. At first, it looked like it was only on a stretch of about two blocks, but after taking a screenshot and highlighting it, I noticed it ran the entire length… and there was a similar line running the other direction. Image is below.
Honestly, the horizontal line (well, horizontal from this point of view) isn't all that jarring as it runs in line with the cracks in the ice, but there are some other spots (specifically just above where the two meet, where the dark crack on the right abruptly ends) which are slightly disconcerting.
To be honest it's not all that major, and definitely not a flaw that ruins the texture, but I know that you work hard to keep obvious repetition out of your CTM, and such a break in the texture may cause issues on large builds with packed ice.
EDIT: The more I look at it, the more I notice that some sections of the vertical match just fine on either side of the line (or the line is nonexistent), while others sections have some fairly harsh differences. For instance, just above the black crack that ends abruptly, there's a white crack that extends across the line with no issue. It just seems a bit… odd.
Ohhhh yes— that stone is so nicely realistic and coloured. It really adds a lot to the pack in my opinion. The other two types of stone just build on the quality, they flow very nicely and also look amazing.....
....The new stone is making that dirt look a bit dodgy, and new stone means new ores... oh it never ends!
The 64x upgrade on the grass is also really nice.
Edit: I've been thinking, and seeing as I'm currently lacking the time for any projects of my own, perhaps I could make a non-committal contribution to Mr. Glimmar's Mod Support Emporium. I have no idea what's needed/desired, though.
zamaj! Howdy mate! Haven't spoken to you in a while. That's life on the forums for you.
Glad you like the new stone...it still seems a little too busy and volcanic to me. It doesn't look too bad down in the caves though, but I'm not as taken with it as a building material as I would be with a good weathered concrete.
Having had such a fear of starting a new stone texture I was surprised how much fun it was during the initial stages of trying some quick textures out...it got a bit tedious later trying to match it with the other stones and having to cut-out 64 individual squares for every edit. I also have a tiling program that quickly chops it up, but I can't get it to label things in row order, so I end up having to rename everything anyway, which is even more confusing than cutting 'em out by hand! Anyway, that bit quickly gets tedious. SO although I'm looking forward to seeing what weathered concrete might look like, I'm not looking forward to the choppy, choppy bit that follows!
Haha! Yup, as soon as one thing gets upgraded, the thing next to it looks 2nd rate and sticks out like a sore thumb, especially dirt being sandwiched between a new stone and grass texture...almost feel sorry for it! Yes, it certainly needs attention.
Weirdly, my old ores at a pinch didn't look too bad sandwiched inbetween the new stone blocks, so in a push if Mojang were to update tomorrow and I had to upload something it doesn't look a complete eye-sore. However, having found out that starting from scratch with some of my old textures isn't quite so scary after all, I'm really looking forward to updating the ores...famous last words!
Ooo! Like you I'm not really sure what would be good to work on for the Mod Emporium, perhaps ask Megistus or ksheep or just see what takes your fancy. The offer is open to you, as it is to anyone contributing a set of textures that matches the criteria, to have a shop 'stall' with an 'antiquated' banner and spoiler. If things get a bit too busy up there with lots and lots of banners, I might need to re-think how to do things eventually, but for now I'm just keen to get it to look like a market or arcade. However, each stall needs to be self-contained so that I only need to drop new things into a spoiler 'space' under a banner and not have to worry about the tedious aspect of layout, etc.
I started messing around with your latest pack (after playing a bit with FtB lately), and while testing out some of the newer textures for use in construction around my city, I noticed a fairly noticeable line on the packed ice. At first, it looked like it was only on a stretch of about two blocks, but after taking a screenshot and highlighting it, I noticed it ran the entire length… and there was a similar line running the other direction. Image is below.
Honestly, the horizontal line (well, horizontal from this point of view) isn't all that jarring as it runs in line with the cracks in the ice, but there are some other spots (specifically just above where the two meet, where the dark crack on the right abruptly ends) which are slightly disconcerting.
To be honest it's not all that major, and definitely not a flaw that ruins the texture, but I know that you work hard to keep obvious repetition out of your CTM, and such a break in the texture may cause issues on large builds with packed ice.
EDIT: The more I look at it, the more I notice that some sections of the vertical match just fine on either side of the line (or the line is nonexistent), while others sections have some fairly harsh differences. For instance, just above the black crack that ends abruptly, there's a white crack that extends across the line with no issue. It just seems a bit… odd.
My guilty secret...discovered at last!
Haha! I've been waiting for someone to spot it. I noticed it when there was the problem with MC reversing all the textures on the opposite side of blocks and at first put it down to that. After that got fixed and wasaware it was still there in places, I was snowed under with trying to get all the plants and logs and such finished, but I didn't realize quite how bad it was until looking at that pic above. I suspected at the time that I might have got out of sync when cutting and pasting, but with everything else mounting up I couldn't face going back and re-doing it. Now I can see just how bad it is I can't ignore it any more!
Even with those glaring mistakes it's still one of my favorite textures simply because it acts as a good block 'camouflage' in the way all those straight vertical and horizontal cracks help confuse where the edges of blocks are. So as an experiment, I've been tempted to try de-saturating the ice texture, matching the colour to my stone and seeing how such bold texturing might work as a new stone texture. The pack ice would stay the same and I wouldn't be as lazy to use the same texture, but it would give me a good idea if something similar might work for cliffs and caves, though I suspect it might be a little too dramatic for buildings. However a good weathered concrete with cracks, odd iron work and rust lines along the same principle might do the trick.
Repeat ctm is a great way of hiding a multitude of sins, though perhaps not so well in the case of my pack-ice! Haha! Thanks sheep!
Glim mate, the stone textures to me hit the nail on the head, love the "industrial" look, really adds a true feel to the whole steampunk theme, much Kudos on the work your doing on this, but for me I will still use the water alt 1 darker green, in your Alt packs, I love the green chemical water, really adds to the Glim pack, huge pat on the back for your work and craft mate
Thanks again, BullJaw!
I'd forgotten about the 'chemical' water alts. Water is another of those textures that if given the chance I'd like to have the time to experiment, but I kind of have to try and tackle the worst offenders first. Mojang and MCPatcher are good for making me 'have' to look at certain areas again, whether I want to or not!
Quoting zamaj above..."Oh it never ends!"
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The custom block models was an undocumented change in the latest snapshot. It allows you to change the shape of any block, such as torches, fences, or the standard block itself. Here's a sample of what can be done, where someone gave the blocks LEGO-esk nubs, and here's a bit of a discussion on what it is, how it works, and some possibilities. Looks like it's mostly code-based rather than drawing or making a 3D model in some program, so if you were to do something with it, it would likely take a lot of trial and error. However, if you really wanted to look into it, I'm sure you could come up with some interesting alternatives for some items, and I'd be interested to see what others do with this (I wouldn't be surprised if a common change is turning torches into lamps, for instance).
EDIT: Looking through the thread discussing it, I see that 13thMurder has already seen it and loves it. I'll definitely keep an eye out for what he does with this.
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Curse PremiumHaha! If there's the slightest bit of coding involved it'll probably be way beyond my scope then! Things are already way too complicated for me as it is.
Coding-wise, it's not much more complex than the properties files that you have to deal with for CTM or animation (OK, maybe a bit more complex, but not to the point of trying to learn a whole programming language). Here's the example that was used for the LEGO-styled bricks above. You just have to define the coordinates of each of the corners and it figures it out from there.
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Curse PremiumNo more complicated than ctm .properties files, eh? That's what I was worried about.
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Curse PremiumSadly by turning my original graphic into a .gif file, to add the animated lamps, it's lost all of it's subtle drop shadows at the edges. I might have to approach this differently and perhaps add a shop wall behind to preserve those shadows I wanted, or just drop the animated part altogether...Oh well! It'll do for now.
Please note, this was at the expense of working on 1.8 stuff and the rest of the pack...that has just ground to a halt I'm afraid. Unfortunately this following week is going to be very busy RL-wise, so please bear with me on any new content pics, etc. I may be away for a bit.
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Curse PremiumJust frustrating, really. I'm still about, in and out, but just won't be able to put much time in on any textures for the next week. A quick post is about all I can manage, but I want to get the 'Mod Section' updated with the new heading and MegistusEligius's contribution.
Thanks, mate.
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Curse PremiumIt has certainly been fun (and frustrating) to work with the style palette of your mod pack, and I am honored that you would spend that kind of effort. There is definitely a distinct design language that you have developed, and I am still attempting to 'speak it.'
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Curse PremiumHaha! Sometimes real life is easier, when faced with the uphill cliff that is Minecraft texturing. :D. Thanks, BullJaw.
Haha! All my texturing has been equal fun and frustration, but I'm most flattered you can define a style to my work, although I'd say it's more likely evidence of my confused blundering around with my pen and tablet in an attempt to come up with something that fits the theme and looks ok, rather than any real conscious effort to develop a style.
As regards the Emporium signage, your superb contribution definitely spurred me on to to try to make the Mod Section a little more instantly eye-catching. Now if you could make yourself a nice wooden banner-sized sign (like a shop sign), then I could swing it underneath the Emporium entrance, and with just a few more banners of noteworthiness from other contributors, we'll have a proper Mod shopping Emporium!
In any event I'm very glad you like it.
Now as mentioned I just need a spare half hour to re-jig my OP again...so apologies again for the delay.
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Curse PremiumI will see what I can do about setting up a banner to go with yours
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Curse PremiumGood stuff!
Make sure it's the size (height/width) of the standard signature bar and I'll try and devise a 'linking chains' graphic, so that it looks like it's hanging from the main heading.
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Curse PremiumOh! Absolutely! That's exactly what I had in mind. It will really set the scene for expanding the Emporium idea.
Bear with me though, as I'm remotely viewing my thread at the moment, so I can't change my OP until I get back...frustrating.
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Retired Staff...Because i stared real hard at your log textures until i figured out what was wrong with mine.
Seriously, you have some of the most realistic log textures i've ever seen in minecraft. They're awesome.
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Curse PremiumHaha! I'm easily confused, but that's a compliment indeed, 13th and very much appreciated for sure, but I have to come back at you with equal thanks for keeping me on my toes!
I'll post my praise in your thread though as that's the more polite thing to do.
Haha! I had an inkling you'd updated at last, because like me, when you're trying to complete a big update it doesn't leave much time for social calls. When I finish up, like you've just done, it's nice to get out and about a bit.
I'm very excited about finally getting my hands on your latest update. Can't wait to traipse through all those different biomes and marvel at all the new plants and stained glass and such. It will be a fun-filled weekend for sure as it's also the half-term holidays here in the UK, so I might have a little more chance to play and texture...or just sleep! Woo hoo!
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Curse PremiumI've just updated the OP with the new 'Mod Emporium' stuff. The Emporium section looks a little messy at the moment, mainly because it needs a banner for my mod work and, if possible, some banners from other mod texture contributors to make it begin to look like a proper shopping emporium. MegistusEligius' banner looks splendid though and of course all the mod textures he did too are now more readily available than lost in a post here.
You will also find that asikar has made a new video about his latest 'Guns of Icarus' range of ships and that is well worth watching! You'll find it in the special features section of my OP, but it deserves posting here too if he doesn't mind me splashing it everywhere!
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Curse PremiumHowdy, mate.
Well, as you asked, here's some pics of what I was working on before I was called away last week:
.....GS v16 New Stone & Grass!
These are a few pics of new stone and grass work in progress. Please bear in mind that grass sides and new stone ore textures haven't been worked on yet. It's my intention to get rid of animated ores altogether (they'll be available still as animated alts) and instead concentrate on a greater variety of non-animated ore textures resulting in more interesting and natural scenes.
I also haven't made any single textures for non-MCPatcher use and knowing me I'll completely forget when it comes to update time. Making single block textures repeat, is as much work as making 64 'repeat 'ctm' textures using MCPatcher. So non-MCPatcher users may have to show a little patience if I run out of time when the MC update comes round, or I'll probably just stick with a revamped 64x version of my trusty old 32x stone texture.
The stone looks a little rough and coral or volcanic-like to me (the result of repeated edits to make it fit with the new 1.8 stone textures), so if given sufficient time, I would like to make a smoother type and also experiment with a 'repeat' weathered concrete version, as a more suitable material for building in a large industrial city.
I hope you like the new 1.8 stone, andesite, diorite, and granite. These are just the natural landscape versions, the polished smooth versions are yet to be done. It might be foolhardy of me, but I'm not expecting work on these to be quite as difficult as trying to get the rough stone to blend acceptably.
Enough waffle! Here are some pics to speak for themselves:
Rest of the pics? Click the spoiler button.
I love this screenshot:
I think that it really captures a great mood.
The new stone is making that dirt look a bit dodgy, and new stone means new ores... oh it never ends!
The 64x upgrade on the grass is also really nice.
Edit: I've been thinking, and seeing as I'm currently lacking the time for any projects of my own, perhaps I could make a non-committal contribution to Mr. Glimmar's Mod Support Emporium. I have no idea what's needed/desired, though.
I started messing around with your latest pack (after playing a bit with FtB lately), and while testing out some of the newer textures for use in construction around my city, I noticed a fairly noticeable line on the packed ice. At first, it looked like it was only on a stretch of about two blocks, but after taking a screenshot and highlighting it, I noticed it ran the entire length… and there was a similar line running the other direction. Image is below.
Honestly, the horizontal line (well, horizontal from this point of view) isn't all that jarring as it runs in line with the cracks in the ice, but there are some other spots (specifically just above where the two meet, where the dark crack on the right abruptly ends) which are slightly disconcerting.
To be honest it's not all that major, and definitely not a flaw that ruins the texture, but I know that you work hard to keep obvious repetition out of your CTM, and such a break in the texture may cause issues on large builds with packed ice.
EDIT: The more I look at it, the more I notice that some sections of the vertical match just fine on either side of the line (or the line is nonexistent), while others sections have some fairly harsh differences. For instance, just above the black crack that ends abruptly, there's a white crack that extends across the line with no issue. It just seems a bit… odd.
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Curse Premiumzamaj! Howdy mate! Haven't spoken to you in a while.
Glad you like the new stone...it still seems a little too busy and volcanic to me. It doesn't look too bad down in the caves though, but I'm not as taken with it as a building material as I would be with a good weathered concrete.
Having had such a fear of starting a new stone texture I was surprised how much fun it was during the initial stages of trying some quick textures out...it got a bit tedious later trying to match it with the other stones and having to cut-out 64 individual squares for every edit. I also have a tiling program that quickly chops it up, but I can't get it to label things in row order, so I end up having to rename everything anyway, which is even more confusing than cutting 'em out by hand! Anyway, that bit quickly gets tedious. SO although I'm looking forward to seeing what weathered concrete might look like, I'm not looking forward to the choppy, choppy bit that follows!
Haha! Yup, as soon as one thing gets upgraded, the thing next to it looks 2nd rate and sticks out like a sore thumb, especially dirt being sandwiched between a new stone and grass texture...almost feel sorry for it!
Weirdly, my old ores at a pinch didn't look too bad sandwiched inbetween the new stone blocks, so in a push if Mojang were to update tomorrow and I had to upload something it doesn't look a complete eye-sore. However, having found out that starting from scratch with some of my old textures isn't quite so scary after all, I'm really looking forward to updating the ores...famous last words!
Ooo! Like you I'm not really sure what would be good to work on for the Mod Emporium, perhaps ask Megistus or ksheep or just see what takes your fancy. The offer is open to you, as it is to anyone contributing a set of textures that matches the criteria, to have a shop 'stall' with an 'antiquated' banner and spoiler. If things get a bit too busy up there with lots and lots of banners, I might need to re-think how to do things eventually, but for now I'm just keen to get it to look like a market or arcade. However, each stall needs to be self-contained so that I only need to drop new things into a spoiler 'space' under a banner and not have to worry about the tedious aspect of layout, etc.
My guilty secret...discovered at last!
Haha! I've been waiting for someone to spot it. I noticed it when there was the problem with MC reversing all the textures on the opposite side of blocks and at first put it down to that. After that got fixed and wasaware it was still there in places, I was snowed under with trying to get all the plants and logs and such finished, but I didn't realize quite how bad it was until looking at that pic above. I suspected at the time that I might have got out of sync when cutting and pasting, but with everything else mounting up I couldn't face going back and re-doing it. Now I can see just how bad it is I can't ignore it any more!
Even with those glaring mistakes it's still one of my favorite textures simply because it acts as a good block 'camouflage' in the way all those straight vertical and horizontal cracks help confuse where the edges of blocks are. So as an experiment, I've been tempted to try de-saturating the ice texture, matching the colour to my stone and seeing how such bold texturing might work as a new stone texture. The pack ice would stay the same and I wouldn't be as lazy to use the same texture, but it would give me a good idea if something similar might work for cliffs and caves, though I suspect it might be a little too dramatic for buildings. However a good weathered concrete with cracks, odd iron work and rust lines along the same principle might do the trick.
Repeat ctm is a great way of hiding a multitude of sins, though perhaps not so well in the case of my pack-ice! Haha! Thanks sheep!
Thanks again, BullJaw!
I'd forgotten about the 'chemical' water alts. Water is another of those textures that if given the chance I'd like to have the time to experiment, but I kind of have to try and tackle the worst offenders first. Mojang and MCPatcher are good for making me 'have' to look at certain areas again, whether I want to or not!
Quoting zamaj above..."Oh it never ends!"