I was going to say last night that there is a door for each wood type in the latest snapshot, as well as fences and fence gates. I know how much fun you've had in the past with getting your fences right.
I was going to say last night that there is a door for each wood type in the latest snapshot, as well as fences and fence gates. I know how much fun you've had in the past with getting your fences right.
There just seems too much to update now...and I already had that feeling I'd never catch up! Having a theme pack isn't the easiest of rides, always having to think of something to fit the theme. I seriously doubt I will be able to catch up now.
Perhaps this will encourage you... *Begins playing jazz*
Nice bit of jazz, Amperz4nd.
I had a tinker with the latest snapshot and there's way more work than I thought there was going to be. However, the new fences and gates seem to work quite well without any immediate input from me. It was also an interesting exercise seeing how things look without MCPatcher, making me tinker with a few things and that made me feel a little better.
Things'll be slow for sure, mainly because all the work I did up to May of this year was smoothed out using MCPatcher effects. Having to get textures like all my new stone and dirt, etc. to work as single textures again for vanilla MC may be even more work than making all the original ctm variations as I hate flipping backwards and forwards between MC and Gimp to see how things tile.
So all the stuff I'd wanted to improve on will just have to wait again. I haven't even looked at what's involved with the new mobs, but looking at the freaky vanilla rabbits there seem to be a fair few skin types, reminding me of the task it was to make all those horse textures!
Incidentally has anyone noticed, or is it common knowledge, that the orientation of vanilla dirt and stone blocks seems to be randomised now, or is that a bug?
I had a tinker with the latest snapshot and there's way more work than I thought there was going to be. However, the new fences and gates seem to work quite well without any immediate input from me. It was also an interesting exercise seeing how things look without MCPatcher, making me tinker with a few things and that made me feel a little better.
Things'll be slow for sure, mainly because all the work I did up to May of this year was smoothed out using MCPatcher effects. Having to get textures like all my new stone and dirt, etc. to work as single textures again for vanilla MC may be even more work than making all the original ctm variations as I hate flipping backwards and forwards between MC and Gimp to see how things tile.
So all the stuff I'd wanted to improve on will just have to wait again. I haven't even looked at what's involved with the new mobs, but looking at the freaky vanilla rabbits there seem to be a fair few skin types, reminding me of the task it was to make all those horse textures!
Incidentally has anyone noticed, or is it common knowledge, that the orientation of vanilla dirt and stone blocks seems to be randomised now, or is that a bug?
It's intended! All "natural" type blocks (stone, dirt, probably leaves, etc) can now have a random rotation. However, it can be turned off in the configs.
It's intended! All "natural" type blocks (stone, dirt, probably leaves, etc) can now have a random rotation. However, it can be turned off in the configs.
Thanks, Cybercat.
Not sure how it will effect my new dirt, stone, grass textures etc, but it's a really good idea, just a pity that it wasn't implemented ages ago. Probably another thing that might mean a lot of fiddly adjustment to take proper advantage of. 1.8 is certainly turning into a mammoth update for sure!
When you say the random orientation effect can be turned off in the configs, do you mean under the MC options menu or is there a config file I've forgotten or should know about?
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On the subject of 1.8, I almost feel like parts of it should have been released as 1.8 a few months ago, with these widely spaced additions released as 1.8.1, 1.8.2, ETC. Just given the sheer number of changes, and the wide spacing between them.
On the subject of 1.8, I almost feel like parts of it should have been released as 1.8 a few months ago, with these widely spaced additions released as 1.8.1, 1.8.2, ETC. Just given the sheer number of changes, and the wide spacing between them.
{Encouraging jazz intensifies.}
I have to agree with you on that, although I understand all the other major changes probably made it difficult for Mojang to release a stable update earlier. I guess all the hidden changes represent an enormous amount of work for the coders, but when it comes to the update, MC users like to have new toys to play with, so perhaps they thought they also needed to add lots of stuff to make it feel like a traditional update. However, for the average texture artist like me, occupied with lots of other RL things, and dependent on certain MCPatcher effects, the longer the gap between updates gets, the more difficult it is to keep up with changes in any meaningful way. Only me though...others seem to be managing to keep up just fine.
Having enjoyed the 'Guardians of the Galaxy' this summer, I like to play some of the movie music soundtrack to chill out to, but some laid-back jazz would do it too.
I actually have yet to see that one, so no soundtrack. Heh. Further jazz, I suppose.
Well, I'm sure you probably know by now GOTG comes very highly recommended. I mistakenly went to see it in 3d and it spoiled some of the action, but the dialogue, imagination and the music from the 60's/70's just worked amazingly well...absolute delight.
first of all, i am so GLaD you are back Glimm, had me worried there, and i wish you the best recovery of that finger, the story made my knees shiver :-S
to the forum editor, i know what you mean,
i am working on a custom map, wich is WIP, and i am currently fighting with the forum to upload my thread how i want it to be uploaded. i am beeing very caucious and careful between the two editors, before i click on upload.
sometimes stuff gets crumbled up into a large dense pile of text, sometimes BB codes are missing... i once accidentaly uploaded a pile of codes without notizing it. and ended up with frustrations, thinking that i had to write everything again, but a nice guy underneath my thread posted a link that could fix the problem. it converted the unrecognizable codes into recognizable codes, so that i didnt had to link up all my .png,s again!
PEEW!!
we need like a button to get a backup of the thread of a few days ago or something like that.
in case you need the link as well ^^ also leave your opinion if you are already there :3 my project is too majestic, i stuff so much heart into it and the last comment was ages ago.
i wish you the best inspiration, and again glad youre back.
Thanks, mate, although seeing all the mass of new stuff there is, I'm not really sure I'm glad to be back. I have to keep telling myself, "One step at a time", except it's difficult not to try to keep the big picture in mind so that things compliment each other.
I wish you the very best with your map project and hope you manage to wrestle your forum page into submission. I think my OP is just way too big now, so when i come to upload GSv.16 (which will not have everything updated by any stretch) I will probably delete everything, bar a few pics, legal warning and some empty section heads that I will slowly fill back up again, as advised, by linking to other posts in my thread. It's frustrating, because as previously mentioned, I have always kept a backup of every OP edit I've made, but the forum editor just shreds it every time I reload the latest one, and trying to edit between the flashy editor and BB code just makes things worse!
I think all my page references throughout my thread have been rendered useless now as I think pages are a different size! What a mess!
BTW: in the minecraft Wiki it says under the "upcoming features" under the Trivial that this update is the longest awaited update, so thats on your side
also the mooshroom cows are amazing, they realy give me a feeling and an idea in what world my survival map is actualy living.
oh, my map, geezuz, im so itching to play it now, i think i,ll build a Metro as next.
(damn, r the signatures all realy reseted? gotta fix that)
edit: the signature seems to be in place, but i cant see it here! maybe it needs time?
I spent some time this morning delving into the latest snapshot and making myself work folders for each of the new textures and I'm staggered by how much there is to do!
As this update is so huge, and I haven't been keeping up with snapshots, there's a good chance I won't have caught up by the time the next update comes around! I'm also assuming that as 1.8 changes so many things in very fundamental ways and was such a huge task to complete, future updates might actually come a lot quicker as they will probably just be 'new content' updates. So, possibly easier for Mojang, but still lots of work for texture artists struggling to come up with matching material that suits their pack style and theme at those higher resolutions. Not forgetting that, those of us that wish to beautify things with MCPatcher have masses of extra textures to make for ctm, random mobs and extra animations.
At least it's possible for users to load up other favorite texture packs of a similar theme that might be able to fill in the huge gaps in my pack, so for personal use you're not completely scuppered these days straight after an MC update.
What's also concerning me, is that I might have to swap some glass textures around, so that I can crowbar an extra iron girder texture in and also edit some other textures to improve them for non-MCPatcher use. All of which might have serious consequences for folk like you who love to work on large scale projects. I don't think it's hard these days for almost anyone to swap things back if they don't like the changes, and I wouldn't change things if I didn't think it would make the pack more useful and actually provide more ways of making cool structures, but I don't like to make things unnecessarily difficult for loyal users.
I'm still not totally taken by my new 'gasbag' texture, as all my wool blocks are already more than adequate for airship balloons or riveted panels and perhaps a 'springy' girder slime block might be more useful for Victorian industrial projects rather than just another fancy 'bag' block. I've never been good at deciding what's best for the main pack.
When you release the updated version of the pack after 1.8 comes out, are you planing on just pushing out what you currently have and leave anything you haven't added as vanilla, or do you have other plans? It occurs to me that you could probably use some of your old 32x alts as temporary stand-ins for certain textures. While this might not be preferred (since they are 32x instead of 64x, and the textures there are rather dated), they might make for better stand-ins than Vanilla. I know you have a half-dozen or so doors which might do for the new selection of doors (maybe with some slight color tweaking), and there are a number of textures that could work for the various Prismarines and Sea Lanterns.
While I would understand that you might not like the idea of using these older textures, it might work well as a stopgap measure to keep things easier on you until you can recover, and it would keep those commenters asking "Why is X showing up as vanilla textures" questions that you'd likely get swamped with.
In any case, I do hope you are recovering well. The new Mooshrooms look great as always, and the iron doors look sturdy enough to keep the pressures of the deep sea at bay for any submersibles you might be building.
I feel you Glim with the update
I wanted to set myself up to only release an update for my pack each time Mojang updated, because I reckoned it would only take a day or two to get it ready. With 1.8 though.... I've started preparing now and boy is there a lot of work to do
If it helps at all, for the slime block I was planning an accordion style bellows, however due to the way it's rendered (one texture for all faces) I don't think I'll go through with this plan. Perhaps you might find it useful...?
I also find it helps to work out what players would be using the block for. Slimeblocks are going to be mechanical components, as they work well with pistons, underwater often, as they make items in water above them move faster, and often buried, as they will be used for jumping.
So then you can say; what could be mechanical, underwater or buried, that could have two layers of visibility?
I think I'll be going with a grate for the outer layer with a moving fan on the inside. Only problem is that the inside texture has to be part of the outside texture, so I might just end up with a grate on both.
When you release the updated version of the pack after 1.8 comes out, are you planing on just pushing out what you currently have and leave anything you haven't added as vanilla, or do you have other plans? It occurs to me that you could probably use some of your old 32x alts as temporary stand-ins for certain textures. While this might not be preferred (since they are 32x instead of 64x, and the textures there are rather dated), they might make for better stand-ins than Vanilla. I know you have a half-dozen or so doors which might do for the new selection of doors (maybe with some slight color tweaking), and there are a number of textures that could work for the various Prismarines and Sea Lanterns.
While I would understand that you might not like the idea of using these older textures, it might work well as a stopgap measure to keep things easier on you until you can recover, and it would keep those commenters asking "Why is X showing up as vanilla textures" questions that you'd likely get swamped with.
In any case, I do hope you are recovering well. The new Mooshrooms look great as always, and the iron doors look sturdy enough to keep the pressures of the deep sea at bay for any submersibles you might be building.
Thanks, mate, glad you like the Mooshroom, it's certainly got potential for lots of variations and humorous slogans and graffiti on the side...Oh, and I just remembered I forgot about the udders! I was going to try and make something mechanical, but then got put off by the scale of 1.8.
I think for the first time in a long time, I will probably update what I've got done so far with vanilla textures as place holders, as anything I put in from my 32x collection might end up staying for ages and the pack will be judged on the quality of old sub-par work. I might not be averse to users posting an add-on of my alt textures in this thread and could even offer it as a separate download in my OP. I just know that if I start putting together stand-ins I'll be distracting myself from making something better and wasting more time in the long run. I'll just have to make it plain in my OP and the download section that the pack has reverted back to a true WIP. I will certainly have a flick through old textures and see if there's something that with a little extra work might be suitable for immediate use, such as some of the doors..
That's kind and patient of you, Amperz4nd, but I spent some time last night tinkering with a lot of things in the basic pack, just to try and bring it up to scratch and as mentioned above I'm so short of time I don't want to waste any of it kind of patching things in. Knowing me and the way my mind flicks back and forth, I'll probably go completely the opposite way!
Most of the new stuff I made up to May was only really effective with MCPatcher, and although I have every faith in kahr producing a version of MCPatcher for the finished 1.8 I bet things are going to be very complicated for ctm, what with the new 3d model making side of things and the way some natural landscape blocks can have their orientation randomised. So I think it will be quite a while before things get sorted out so that my natural ctm work can be put to good use.
I was playing around with my Netherrack in the snapshot last night, among other old textures too, and at first was disappointed that it was randomised, because the rivet and panel shadows were upside down on some blocks. However, from a distance it added quite a nice random battered effect to the panels that previously was only possible with ctm. I think it might be possible to convert the rivet shadows into something more like the dirt that accumulates around raised metal features, so orientation might not be so important. What I'm meaning is that one little feature that Mojang had thrown into the mix has really mixed it up for a lot of textures that texture artists put hours of work into to get the best from them in one orientation only. Don't get me wrong, I think it's a brilliant little feature, but it's going to make a lot of work for everyone to fix some things and get the best from it in none-MCPatcher use. Fortunately, most of what I've seen from my old stone, dirt, and sand textures aren't really effected positively or negatively by that feature.
So I'm just trying to get a feel for all the new textures at the moment by building some work areas in Minecraft for doors and the like and trying to get some really awful textures brought up to scratch to kind of start with a clean slate for the rest of 1.8.
I realize also that if I waffled less I'd get more jobs done.
I feel you Glim with the update
I wanted to set myself up to only release an update for my pack each time Mojang updated, because I reckoned it would only take a day or two to get it ready. With 1.8 though.... I've started preparing now and boy is there a lot of work to do
If it helps at all, for the slime block I was planning an accordion style bellows, however due to the way it's rendered (one texture for all faces) I don't think I'll go through with this plan. Perhaps you might find it useful...?
I also find it helps to work out what players would be using the block for. Slimeblocks are going to be mechanical components, as they work well with pistons, underwater often, as they make items in water above them move faster, and often buried, as they will be used for jumping.
So then you can say; what could be mechanical, underwater or buried, that could have two layers of visibility?
I think I'll be going with a grate for the outer layer with a moving fan on the inside. Only problem is that the inside texture has to be part of the outside texture, so I might just end up with a grate on both.
Hope this helps get the creative juices flowing
That's useful info there, Squid, and only confirms that my original inclination to go with something girder/springy-like was probably better than a new gasbag variation (which can always be there as an alt anyway). That's a kind offer for the bellows idea, but as you say, the texture has to work all around the block and also work when repeated for the interior texture. I've just noticed that it's now got a nice squishy sound effect, which probably would have suited my gasbag design better, but the quirkiness of vanilla sounds in MC have never really bothered me though, plus I haven't the time to worry about sound effect add-ons to try and make it fit better.
The more mechanical or structural components I can make, the better, even if only from a selfish point of view. I have a desire for more girder and riveted pipe components at the moment, as you know. for all those huge Steampunk style factories, oil wells and towers, etc.
Everyone else seems much more in control and on top of their work for 1.8...I guess I'm just getting too old for this game and my decision making powers are almost none existant!
Like I said before, you gotta do what makes you happy, or at least satisfied, or the least dissatisfied whatever the case may be. You are the one that is putting all the work into creating this, we just get to play around with what you created!
There will be a convertor just like the last time. The biggest benefit will be individual blocks. I think the metadata might be eliminated. Not sure about biome specific blocks either
Like I said before, you gotta do what makes you happy, or at least satisfied, or the least dissatisfied whatever the case may be. You are the one that is putting all the work into creating this, we just get to play around with what you created!
You have a way of putting things in perspective, Julius. Thank you.
It's very easy to get carried away with thinking updating is a duty I am responsible for carrying out on time, which is not the case.
Obviously i don't want to disappoint any regulars, but RL is RL and if I'm not to get swamped or just plain cheesed off, then folk are just going to have to be patient and accept things as and when i get the chance to update.
After all it's not the end of the world to have some things still in vanilla, and as has been oft time repeated, Mojang has already solved the problem of texture packs being out of date and users having to put up with neon 8bit graphics...just load up another 32 or 64x texture pack you also like above mine...I won't be offended! Keep everything looking to your satisfaction and enjoy any new GS additions as and when I'm able to offer them. :0
There will be a convertor just like the last time. The biggest benefit will be individual blocks. I think the metadata might be eliminated. Not sure about biome specific blocks either
Is the converter you refer to an MCPatcher or Mojang fix? I think you're probably referring to an MCPatcher one, but I'm so out of the loop that it might be something Mojang have come up with. Thanks, ChooChooGuy.
Yes the removal of metadata might effect a few of my blocks, but I'll have to wait and see what gets broken as I honestly haven't got the time or inclination to anticipate what needs changing at this stage. Although I do remember I did check through the pack back in May and dug out a few textures that might be effected in some small way (orientation of wood planks, etc), but extra textures I included ages ago, which depended on metadata, eg the stone heads, mosaic stuff, have long since been assimilated into the clay textures. However, if the absence of metadata is compensated for by a converter, then that will be one headache less.
Yeah! I don't really have any biome specific textures...never got round to it fortunately, although it was always something I wanted to have a go at for entities and plant blocks. Once things settle down for MCPatcher...if they ever do...I might get the chance to properly order varieties of mobs and plants according to biome. However, I ain't even familiar with all the new biomes yet either, hah! What a shambles I've become!
snip: read above
EDIT: how sad, my signature is still not showing up :,C any fix yet?
Thanks for all the words of encouragement and support, mate...much appreciated. Not sure I'm deserving of such a speech, but I thank you anyway.
I am really looking forward to seeing any progress pics you might have of your map/world project...it does sound extremely ambitious...but understand that secrecy might be necessary if it is to have the impact you desire when you near completion.
Haven't had a chance to look at my OP and the sig problem, so not sure if the problem of the signature banner will be fixed by the forum. I haven't even checked to see if everyone else's banners are broken. I'm guessing it will be necessary for us to change things or wait.
The good news is that my finger is much improved, nearly back to normal, and if I sit at my desk at the correct angle my wrist and arm isn't going numb as often. So I'm actually beginning to enjoy working on new stuff and tinkering with the old...there is hope yet!
Came as a bit of a surprise that 1.8 was released a couple o' days back, but I'm waiting for the MCPatcher update to make some sense of the textures I'd been working on up to May. I've not been able to do much over the past few days for family reasons, but I did manage to get familiar with most of the new 1.8 stuff so some ideas are rolling. I've also made a new 64x redstone torch and a HD version of the daylight and inverted sensor along with some alts, but I'm doin' a few more adjustments before showing any pics. I've also started upgrading the sandstone textures somewhat for use with the new red sandstone textures and that may lead on to tinkering with stone bricks a little. Therefore things are progressing slowly and surely, but I'm hoping I might have more spare time these coming weeks.
If you have any ideas or preferences for the new 1.8 content, now is the time to cast your influence over me...woooooo!
............Flying visit................WOOO Glims back on the job...............great to see you back..........Oooooooo an awesome metal cow!........Syc out..........
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Hmm... Well, I can only hope that whatever textures you make for the new blocks actually tile, instead of looking like some kind of gridbricks. *Coughprismarinebrickscough*
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Curse PremiumThere just seems too much to update now...and I already had that feeling I'd never catch up! Having a theme pack isn't the easiest of rides, always having to think of something to fit the theme. I seriously doubt I will be able to catch up now.
happen
Somehow, I ended up GM-ing this thing over at Bay12;
http://www.bay12forums.com/smf/index.php?topic=149024.870
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Curse PremiumNice bit of jazz, Amperz4nd.
I had a tinker with the latest snapshot and there's way more work than I thought there was going to be. However, the new fences and gates seem to work quite well without any immediate input from me. It was also an interesting exercise seeing how things look without MCPatcher, making me tinker with a few things and that made me feel a little better.
Things'll be slow for sure, mainly because all the work I did up to May of this year was smoothed out using MCPatcher effects. Having to get textures like all my new stone and dirt, etc. to work as single textures again for vanilla MC may be even more work than making all the original ctm variations as I hate flipping backwards and forwards between MC and Gimp to see how things tile.
So all the stuff I'd wanted to improve on will just have to wait again. I haven't even looked at what's involved with the new mobs, but looking at the freaky vanilla rabbits there seem to be a fair few skin types, reminding me of the task it was to make all those horse textures!
Incidentally has anyone noticed, or is it common knowledge, that the orientation of vanilla dirt and stone blocks seems to be randomised now, or is that a bug?
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Curse PremiumIt's intended! All "natural" type blocks (stone, dirt, probably leaves, etc) can now have a random rotation. However, it can be turned off in the configs.
https://minecraft.curseforge.com/projects/a-minecrafters-odyssey
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Curse PremiumThanks, Cybercat.
Not sure how it will effect my new dirt, stone, grass textures etc, but it's a really good idea, just a pity that it wasn't implemented ages ago. Probably another thing that might mean a lot of fiddly adjustment to take proper advantage of. 1.8 is certainly turning into a mammoth update for sure!
When you say the random orientation effect can be turned off in the configs, do you mean under the MC options menu or is there a config file I've forgotten or should know about?
On the subject of 1.8, I almost feel like parts of it should have been released as 1.8 a few months ago, with these widely spaced additions released as 1.8.1, 1.8.2, ETC. Just given the sheer number of changes, and the wide spacing between them.
{Encouraging jazz intensifies.}
happen
Somehow, I ended up GM-ing this thing over at Bay12;
http://www.bay12forums.com/smf/index.php?topic=149024.870
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Curse PremiumI have to agree with you on that, although I understand all the other major changes probably made it difficult for Mojang to release a stable update earlier. I guess all the hidden changes represent an enormous amount of work for the coders, but when it comes to the update, MC users like to have new toys to play with, so perhaps they thought they also needed to add lots of stuff to make it feel like a traditional update. However, for the average texture artist like me, occupied with lots of other RL things, and dependent on certain MCPatcher effects, the longer the gap between updates gets, the more difficult it is to keep up with changes in any meaningful way. Only me though...others seem to be managing to keep up just fine.
Having enjoyed the 'Guardians of the Galaxy' this summer, I like to play some of the movie music soundtrack to chill out to, but some laid-back jazz would do it too.
happen
Somehow, I ended up GM-ing this thing over at Bay12;
http://www.bay12forums.com/smf/index.php?topic=149024.870
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Curse PremiumWell, I'm sure you probably know by now GOTG comes very highly recommended. I mistakenly went to see it in 3d and it spoiled some of the action, but the dialogue, imagination and the music from the 60's/70's just worked amazingly well...absolute delight.
Thanks, mate, although seeing all the mass of new stuff there is, I'm not really sure I'm glad to be back. I have to keep telling myself, "One step at a time", except it's difficult not to try to keep the big picture in mind so that things compliment each other.
I wish you the very best with your map project and hope you manage to wrestle your forum page into submission. I think my OP is just way too big now, so when i come to upload GSv.16 (which will not have everything updated by any stretch) I will probably delete everything, bar a few pics, legal warning and some empty section heads that I will slowly fill back up again, as advised, by linking to other posts in my thread. It's frustrating, because as previously mentioned, I have always kept a backup of every OP edit I've made, but the forum editor just shreds it every time I reload the latest one, and trying to edit between the flashy editor and BB code just makes things worse!
I think all my page references throughout my thread have been rendered useless now as I think pages are a different size! What a mess!
I spent some time this morning delving into the latest snapshot and making myself work folders for each of the new textures and I'm staggered by how much there is to do!
As this update is so huge, and I haven't been keeping up with snapshots, there's a good chance I won't have caught up by the time the next update comes around! I'm also assuming that as 1.8 changes so many things in very fundamental ways and was such a huge task to complete, future updates might actually come a lot quicker as they will probably just be 'new content' updates. So, possibly easier for Mojang, but still lots of work for texture artists struggling to come up with matching material that suits their pack style and theme at those higher resolutions. Not forgetting that, those of us that wish to beautify things with MCPatcher have masses of extra textures to make for ctm, random mobs and extra animations.
At least it's possible for users to load up other favorite texture packs of a similar theme that might be able to fill in the huge gaps in my pack, so for personal use you're not completely scuppered these days straight after an MC update.
What's also concerning me, is that I might have to swap some glass textures around, so that I can crowbar an extra iron girder texture in and also edit some other textures to improve them for non-MCPatcher use. All of which might have serious consequences for folk like you who love to work on large scale projects. I don't think it's hard these days for almost anyone to swap things back if they don't like the changes, and I wouldn't change things if I didn't think it would make the pack more useful and actually provide more ways of making cool structures, but I don't like to make things unnecessarily difficult for loyal users.
I'm still not totally taken by my new 'gasbag' texture, as all my wool blocks are already more than adequate for airship balloons or riveted panels and perhaps a 'springy' girder slime block might be more useful for Victorian industrial projects rather than just another fancy 'bag' block. I've never been good at deciding what's best for the main pack.
While I would understand that you might not like the idea of using these older textures, it might work well as a stopgap measure to keep things easier on you until you can recover, and it would keep those commenters asking "Why is X showing up as vanilla textures" questions that you'd likely get swamped with.
In any case, I do hope you are recovering well. The new Mooshrooms look great as always, and the iron doors look sturdy enough to keep the pressures of the deep sea at bay for any submersibles you might be building.
happen
Somehow, I ended up GM-ing this thing over at Bay12;
http://www.bay12forums.com/smf/index.php?topic=149024.870
I wanted to set myself up to only release an update for my pack each time Mojang updated, because I reckoned it would only take a day or two to get it ready. With 1.8 though.... I've started preparing now and boy is there a lot of work to do
If it helps at all, for the slime block I was planning an accordion style bellows, however due to the way it's rendered (one texture for all faces) I don't think I'll go through with this plan. Perhaps you might find it useful...?
I also find it helps to work out what players would be using the block for. Slimeblocks are going to be mechanical components, as they work well with pistons, underwater often, as they make items in water above them move faster, and often buried, as they will be used for jumping.
So then you can say; what could be mechanical, underwater or buried, that could have two layers of visibility?
I think I'll be going with a grate for the outer layer with a moving fan on the inside. Only problem is that the inside texture has to be part of the outside texture, so I might just end up with a grate on both.
Hope this helps get the creative juices flowing
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Curse PremiumThanks, mate, glad you like the Mooshroom, it's certainly got potential for lots of variations and humorous slogans and graffiti on the side...Oh, and I just remembered I forgot about the udders! I was going to try and make something mechanical, but then got put off by the scale of 1.8.
I think for the first time in a long time, I will probably update what I've got done so far with vanilla textures as place holders, as anything I put in from my 32x collection might end up staying for ages and the pack will be judged on the quality of old sub-par work. I might not be averse to users posting an add-on of my alt textures in this thread and could even offer it as a separate download in my OP. I just know that if I start putting together stand-ins I'll be distracting myself from making something better and wasting more time in the long run. I'll just have to make it plain in my OP and the download section that the pack has reverted back to a true WIP. I will certainly have a flick through old textures and see if there's something that with a little extra work might be suitable for immediate use, such as some of the doors..
That's kind and patient of you, Amperz4nd, but I spent some time last night tinkering with a lot of things in the basic pack, just to try and bring it up to scratch and as mentioned above I'm so short of time I don't want to waste any of it kind of patching things in. Knowing me and the way my mind flicks back and forth, I'll probably go completely the opposite way!
Most of the new stuff I made up to May was only really effective with MCPatcher, and although I have every faith in kahr producing a version of MCPatcher for the finished 1.8 I bet things are going to be very complicated for ctm, what with the new 3d model making side of things and the way some natural landscape blocks can have their orientation randomised. So I think it will be quite a while before things get sorted out so that my natural ctm work can be put to good use.
I was playing around with my Netherrack in the snapshot last night, among other old textures too, and at first was disappointed that it was randomised, because the rivet and panel shadows were upside down on some blocks. However, from a distance it added quite a nice random battered effect to the panels that previously was only possible with ctm. I think it might be possible to convert the rivet shadows into something more like the dirt that accumulates around raised metal features, so orientation might not be so important. What I'm meaning is that one little feature that Mojang had thrown into the mix has really mixed it up for a lot of textures that texture artists put hours of work into to get the best from them in one orientation only. Don't get me wrong, I think it's a brilliant little feature, but it's going to make a lot of work for everyone to fix some things and get the best from it in none-MCPatcher use. Fortunately, most of what I've seen from my old stone, dirt, and sand textures aren't really effected positively or negatively by that feature.
So I'm just trying to get a feel for all the new textures at the moment by building some work areas in Minecraft for doors and the like and trying to get some really awful textures brought up to scratch to kind of start with a clean slate for the rest of 1.8.
I realize also that if I waffled less I'd get more jobs done.
That's useful info there, Squid, and only confirms that my original inclination to go with something girder/springy-like was probably better than a new gasbag variation (which can always be there as an alt anyway). That's a kind offer for the bellows idea, but as you say, the texture has to work all around the block and also work when repeated for the interior texture. I've just noticed that it's now got a nice squishy sound effect, which probably would have suited my gasbag design better, but the quirkiness of vanilla sounds in MC have never really bothered me though, plus I haven't the time to worry about sound effect add-ons to try and make it fit better.
The more mechanical or structural components I can make, the better, even if only from a selfish point of view. I have a desire for more girder and riveted pipe components at the moment, as you know. for all those huge Steampunk style factories, oil wells and towers, etc.
Everyone else seems much more in control and on top of their work for 1.8...I guess I'm just getting too old for this game and my decision making powers are almost none existant!
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Curse PremiumYou have a way of putting things in perspective, Julius. Thank you.
It's very easy to get carried away with thinking updating is a duty I am responsible for carrying out on time, which is not the case.
Obviously i don't want to disappoint any regulars, but RL is RL and if I'm not to get swamped or just plain cheesed off, then folk are just going to have to be patient and accept things as and when i get the chance to update.
After all it's not the end of the world to have some things still in vanilla, and as has been oft time repeated, Mojang has already solved the problem of texture packs being out of date and users having to put up with neon 8bit graphics...just load up another 32 or 64x texture pack you also like above mine...I won't be offended! Keep everything looking to your satisfaction and enjoy any new GS additions as and when I'm able to offer them. :0
Is the converter you refer to an MCPatcher or Mojang fix? I think you're probably referring to an MCPatcher one, but I'm so out of the loop that it might be something Mojang have come up with. Thanks, ChooChooGuy.
Yes the removal of metadata might effect a few of my blocks, but I'll have to wait and see what gets broken as I honestly haven't got the time or inclination to anticipate what needs changing at this stage. Although I do remember I did check through the pack back in May and dug out a few textures that might be effected in some small way (orientation of wood planks, etc), but extra textures I included ages ago, which depended on metadata, eg the stone heads, mosaic stuff, have long since been assimilated into the clay textures. However, if the absence of metadata is compensated for by a converter, then that will be one headache less.
Yeah! I don't really have any biome specific textures...never got round to it fortunately, although it was always something I wanted to have a go at for entities and plant blocks. Once things settle down for MCPatcher...if they ever do...I might get the chance to properly order varieties of mobs and plants according to biome. However, I ain't even familiar with all the new biomes yet either, hah! What a shambles I've become!
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Curse PremiumThanks for all the words of encouragement and support, mate...much appreciated. Not sure I'm deserving of such a speech, but I thank you anyway.
I am really looking forward to seeing any progress pics you might have of your map/world project...it does sound extremely ambitious...but understand that secrecy might be necessary if it is to have the impact you desire when you near completion.
Haven't had a chance to look at my OP and the sig problem, so not sure if the problem of the signature banner will be fixed by the forum. I haven't even checked to see if everyone else's banners are broken. I'm guessing it will be necessary for us to change things or wait.
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The good news is that my finger is much improved, nearly back to normal, and if I sit at my desk at the correct angle my wrist and arm isn't going numb as often. So I'm actually beginning to enjoy working on new stuff and tinkering with the old...there is hope yet!
Came as a bit of a surprise that 1.8 was released a couple o' days back, but I'm waiting for the MCPatcher update to make some sense of the textures I'd been working on up to May. I've not been able to do much over the past few days for family reasons, but I did manage to get familiar with most of the new 1.8 stuff so some ideas are rolling. I've also made a new 64x redstone torch and a HD version of the daylight and inverted sensor along with some alts, but I'm doin' a few more adjustments before showing any pics. I've also started upgrading the sandstone textures somewhat for use with the new red sandstone textures and that may lead on to tinkering with stone bricks a little. Therefore things are progressing slowly and surely, but I'm hoping I might have more spare time these coming weeks.
If you have any ideas or preferences for the new 1.8 content, now is the time to cast your influence over me...woooooo!
happen
Somehow, I ended up GM-ing this thing over at Bay12;
http://www.bay12forums.com/smf/index.php?topic=149024.870