Notch hasn't really done much to the game that has required any major updates from my end so I'm holding out for awhile. I do have a lot of little tweaks here and there, but I figure it'd be better to release them all at a more appropriate time. (I'm kinda waiting for an update to the game that requires me to add new art or something.)
For now though I thought I'd release the current terrain.png since these requested and improvised alternate texture resources are doing the community little good when they're stuck on my hard drive only. Enjoy!
Misa, just out of curiosity, how does the (awesome) light amplification work in the texture you made for the pumpkin helmet?
Basically the texture for the dark edges of the pumpkin is simply overlayed the screen. So in order to lighten the screen you just need to overlay a semi-transparent light color. In the case of my edit, I used a pale green.
I've since improved the effect quite a bit with a pale indigo and more visibility overall, making it even more practical for night use and cave exploration. I'm holding onto it though until I have enough stuff to warrant a full update.
The color change's improvement shines even more around areas that are partially lit by a distant torch. The indigo I think is a bit less artificial-looking than pale green too. It better matches the hues the human brain perceives in near-pitch black.
Misa, I still don't understand why that works. If it's very dark, the game shows dirt, rock, and water as almost-indistinguishable dark brown, dark grey, and dark blue. Or, looking at your screenshots, a dark-tan sand that's almost indistinguishable from the darker-tan sand-in-shadow.
Why does pasting a semi-transparent light color on top of these colors make it easier to see the differences between them? I'd think that, at best, you'd get similarly indistinguishable variations in whatever transparent color you were pasting on top.
How about a snowmans head with coal eyes and nose etc for the winter months?
I actually thought about that before the watermelon. But I could never satisfy myself with it because basically you end up replacing a hollow vegetable that can be worn on the head and have a light source be placed in it with something that has completely different dynamics.
I think it'd be awesome though if Notch had a Christmas update where he implemented snowmen. Where you combine lumps of coal on a block of snow for the head, and sticks with a block of snow for the body or something.
Quote from Urthman »
Misa, I still don't understand why that works. If it's very dark, the game shows dirt, rock, and water as almost-indistinguishable dark brown, dark grey, and dark blue. Or, looking at your screenshots, a dark-tan sand that's almost indistinguishable from the darker-tan sand-in-shadow.
Why does pasting a semi-transparent light color on top of these colors make it easier to see the differences between them? I'd think that, at best, you'd get similarly indistinguishable variations in whatever transparent color you were pasting on top.
It doesn't actually increase contrast between shades. It's more of an optical illusion than anything. Basically the data for all the color in the dark is there, but on most monitors, once it gets below a certain darkness it hits a cutoff line and appears as black. So what seems to be pitch black is actually a bunch of very similar, but dark shades. Putting a lighter, transparent color over top of these shades does some color arithmetic. It shifts up the colors out of the darkness cut-off on most monitors and into a more visibly-discernible range.
The only way to make it appear to increase in contrast as well is to add a tinge of a single color that causes similar colors to blend into it and appear lighter and negative colors to clash with it and appear darker. It's all a set of mathematics that work on a principal of tricking the eye into thinking it's seeing more unique shades, when in reality the number of shades remains the same as before.
Misa, that makes sense. It's a great effect. Very clever. And I really like the new indigo version you previewed. I hope you release it soon! (Are you going to do a red one to go with the watermelon?) Thanks, again.
Yes, I do want cobblestone to look like carved gray bricks.
I just whipped this up real quick if you don't mind adding it to terrain.png yourself. I really don't want to have another set of alternate textures I have to put up to a vote. So if anyone wants this they can use it as they please. :tongue.gif:
Quoting super old stuff for the win!?
I've got everyone on my SMP server using your pack Misa =P And we all love the brick alternate for the cobblestone. Makes for some really awesome castles! Is there any chance you could make an alternate furnace that matches it? The base one matches your base cobblestone really well. I flipped through the pages of this post real fast and didn't see an alternate furnace but if I missed it I apologize. >,<
I have run into only one problem and that is due to my color deficiency. I can't see the tool heads in the GUI (or barely) so I can't see what I'm selecting until I left click to move it. This can get pretty frustrating. If I opened the PNG and just touched it up with some lighter color, would that work? I might make it look like crap, but better than trying to mine ore with an iron hoe.
I've stated my stance on support for mods that alter the game several times. Also I was already contacted by the author of this mod via PM when he first started it. I said I wouldn't do HD support for a pack I wouldn't be using. Instead I offered to help him on vanilla-resolution textures. But shortly after, he doubled the default resolution, and held a contest among a bunch of other artists, so I quietly backed out. It's just way too much work with no payoff for me to supply mods I will not be using with HD textures.
Search thread function still works!
Quote from kaasinees »
how can i make it work with 1.2.6?
Ensure you follow the instructions carefully.
Quote from bleedy »
I have run into only one problem and that is due to my color deficiency. I can't see the tool heads in the GUI (or barely) so I can't see what I'm selecting until I left click to move it. This can get pretty frustrating. If I opened the PNG and just touched it up with some lighter color, would that work? I might make it look like crap, but better than trying to mine ore with an iron hoe.
It's likely not due to your color deficiency. This is an issue that was brought up since last patch, It's scheduled to be corrected next patch. For now though it seems to be an issue with stone tools, and manually lightening or darkening the stone pickaxe and hoe heads should help.
It's likely not due to your color deficiency. This is an issue that was brought up since last patch, It's scheduled to be corrected next patch. For now though it seems to be an issue with stone tools, and manually lightening or darkening the stone pickaxe and hoe heads should help.
Oops, I meant stone tools, but good to know. I'll just fire up Gimp and try not to mess anything up. Thanks, Misa. Love the overhaul.
A brief history: I started the terrain.png for this texture pack well over a year ago in the native 16x16 resolution, but adapted it to 32x32 and currently 64x64 as time passed, updating new blocks whenever they came out. It wasn't until a few days ago I decided to redo all the MOB's as well with the 4x resolution, and I figured while I was at that I might as well redo the item sheet, GUI and a bunch of other little things too. And with the positive feedback for some of my smaller elements posted, I've decided to release the whole thing as a complete pack.
http://www.mediafire.com/?w8o3r6do61j4im3
Notch hasn't really done much to the game that has required any major updates from my end so I'm holding out for awhile. I do have a lot of little tweaks here and there, but I figure it'd be better to release them all at a more appropriate time. (I'm kinda waiting for an update to the game that requires me to add new art or something.)
For now though I thought I'd release the current terrain.png since these requested and improvised alternate texture resources are doing the community little good when they're stuck on my hard drive only.
Basically the texture for the dark edges of the pumpkin is simply overlayed the screen. So in order to lighten the screen you just need to overlay a semi-transparent light color. In the case of my edit, I used a pale green.
I've since improved the effect quite a bit with a pale indigo and more visibility overall, making it even more practical for night use and cave exploration. I'm holding onto it though until I have enough stuff to warrant a full update.
The color change's improvement shines even more around areas that are partially lit by a distant torch. The indigo I think is a bit less artificial-looking than pale green too. It better matches the hues the human brain perceives in near-pitch black.
How about a snowmans head with coal eyes and nose etc for the winter months?
I love your texture pack, it's the only one that my wife and I will use at this time.
Why does pasting a semi-transparent light color on top of these colors make it easier to see the differences between them? I'd think that, at best, you'd get similarly indistinguishable variations in whatever transparent color you were pasting on top.
I actually thought about that before the watermelon. But I could never satisfy myself with it because basically you end up replacing a hollow vegetable that can be worn on the head and have a light source be placed in it with something that has completely different dynamics.
I think it'd be awesome though if Notch had a Christmas update where he implemented snowmen. Where you combine lumps of coal on a block of snow for the head, and sticks with a block of snow for the body or something.
It doesn't actually increase contrast between shades. It's more of an optical illusion than anything. Basically the data for all the color in the dark is there, but on most monitors, once it gets below a certain darkness it hits a cutoff line and appears as black. So what seems to be pitch black is actually a bunch of very similar, but dark shades. Putting a lighter, transparent color over top of these shades does some color arithmetic. It shifts up the colors out of the darkness cut-off on most monitors and into a more visibly-discernible range.
The only way to make it appear to increase in contrast as well is to add a tinge of a single color that causes similar colors to blend into it and appear lighter and negative colors to clash with it and appear darker. It's all a set of mathematics that work on a principal of tricking the eye into thinking it's seeing more unique shades, when in reality the number of shades remains the same as before.
Quoting super old stuff for the win!?
I've got everyone on my SMP server using your pack Misa =P And we all love the brick alternate for the cobblestone. Makes for some really awesome castles! Is there any chance you could make an alternate furnace that matches it? The base one matches your base cobblestone really well. I flipped through the pages of this post real fast and didn't see an alternate furnace but if I missed it I apologize. >,<
*Bows and worships*
Looks amazing.
Here's a pig
Mine works great and I love it, Misa. Just make sure you follow the directions for MCPatcher AND the texture pack in that order.
Search thread function still works!
Ensure you follow the instructions carefully.
It's likely not due to your color deficiency. This is an issue that was brought up since last patch, It's scheduled to be corrected next patch. For now though it seems to be an issue with stone tools, and manually lightening or darkening the stone pickaxe and hoe heads should help.
Oops, I meant stone tools, but good to know. I'll just fire up Gimp and try not to mess anything up. Thanks, Misa. Love the overhaul.
(Click for larger)
(Map color files for MrMMods SimpleMap with Ambient Occlusion)
Spooky MOB's are spooky!
Huge Vanilla Wall Pictures.
[Videos I've found online of my pack in action]
http://www.justin.tv/joe_gaming/b/273160393
http://www.nicovideo.jp/watch/sm12702925 (Japanese. Registration required.)
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A brief history: I started the terrain.png for this texture pack well over a year ago in the native 16x16 resolution, but adapted it to 32x32 and currently 64x64 as time passed, updating new blocks whenever they came out. It wasn't until a few days ago I decided to redo all the MOB's as well with the 4x resolution, and I figured while I was at that I might as well redo the item sheet, GUI and a bunch of other little things too. And with the positive feedback for some of my smaller elements posted, I've decided to release the whole thing as a complete pack.
Enjoy![/quote]
that everything is awesome
it would be a shame if something happened to it