Amazing texture pack. Got me to swich from Mixcraft now, sorry Kool :smile.gif:, your stuff is amazing too. Mincraft texture paks are like clothes. You want to change into something new.
The only small correction I would like to point out is that 32x32 is 4x the res of standard textures. 64x64 is 16x the resolution of 16x16. Common mistake for people to make is to only think of resolution as a line and not a 2d object that has x and y dimensions. So you have 4x res of x axis and 4x res of y axis, then 4x4 = 16, or on a pixel level math: (64x64)/(16x16) = 16 times the pixels. Easier way to think about it is if you cut a 16x16 texture out, you can paste it 16 times into a 64x64 texture. I know, I know, i'm such a nerd. I was pretty good at math in college.
To those who want a greyer gravel, the next version will accommodate you. The tone I used for gravel was a 50/50 cross between dirt and sand, and the reasoning behind this was to add a bit more variety to color to make gravel stand out from stone at a distance. (The clay was also changed for similar reasons, but also to match brick color) Uniqueness in color also opened more design options with the available blocks. But I guess most people (or vocal people) seem to prefer the vanilla look. So in the next version I've dropped the saturation by 50%, it'll still be slightly browner than stone, but mostly it'll just look grey. I've also enhanced the grittiness (granularity?) of it and smoothed out clay to distinguish the textures from each other a bit.
Now. Glass. Yeah... Since glass is such an annoying block to texture without full texture alpha support, I've decided I'll be releasing 3 alternate versions of the next pack with different types of glass:
-The current grey lattice
-A Wooden window frame.
-A nearly fully transparent block with thin, glassy edges.
Based upon feedback, or download counts, subsequent packs might just stick with whatever's the most popular if I get too tired to keep up releasing three packs every time there's a new release.
As far as armor goes, I'm really not very satisfied with it in general, if anyone can offer any assistance or advice in this area, it'd be much appreciated.
Now onto some direct responses!
Quote from dorianGREY »
and the ores could use a bit of shading ect to make them look like they are embedded in the rock.
Quote from Wreckage »
Very Nice, the ores could use a little depth, But Wow.
Done. Upcoming version.
Quote from Fkn0wned »
as many have stated everything looks great but i don't think the look of the ores are all that appealing it just looks like they are kind of pasted on it doesn't blend well with the rest of the rock, like it just looks like BAM there is some ores ya know... maybe something subtle and possibly all the ores in a same general look idk.
I wasn't intending the ore blocks themselves to have a unique look that tiled among themselves. It was my intention for ore blocks to just look like bits of ore/crystal to be sticking out of standard rock. I've really never considered ore blocks as a building medium so much as an "item" you're hunting, thus they look like "collectible goodies" attached to and jutting from the normal rock surface. At this point I also have no desire to make the ores look more uniform (not just because I like having variety) because this is supposed to be a realistic pack, and it wouldn't be realistic to have veins of diamond, lone crystals of gold, or rounded flakes of coal. Hopefully the shading I've added to the rock and ores in the next version will help with the blending a bit.
Quote from mhn3773 »
I have a few more shots I took after adjusting my video card settings xD
Hope you like them. You can click for larger ones to I belive not sure if that only works for me
Lookin' good! And yeah, the enlarge links work fine.
Quote from aholman »
Moving lava and water doesn't tile very good with still lava and water, they look too different. I would prefer if they looked the same just with the animation on the moving lava and water.
As this is a realistic pack, that's how they're intended to be. Realistically Lava should have an even more drastic approach than what is currently being used. Still lava in safely habitable temperatures should actually be a greyish black, while flowing lava ranges from dark red to bright orange. And for water, you wouldn't expect to see surface caustics casually cascading down a vertical surface of a waterfall. You'd expect decreased opacity and lengthened torrents. If you must have the uniform look of liquids though, you can open up the terrain.png in an image editor with alpha support, select and delete the cascading textures, then copy and paste the still textures over top of where they were. I've no problem with people editing my stuff to suit their needs. If you release it as a pack though, I'd appreciate credit.
Quote from Z3NCHA0S »
Can you please give me a 32x32 version of your pumpkin?
Quote from Dragonchampion »
Any way to get cobble bricks and a bright spider? I use those two options on Painterly because I think the cobble looks good and the spiders stand out. =)
Please clarify what you mean by cobble bricks. I don't know if you want cobblestone to look like stone bricks, or clay bricks to look like red cobblestone. Also gimme some images to look over so I can get a better idea of what you're looking for.
Quote from City Builder »
Any plans to do a 128x128 set?
Not at this time. Maybe one day down the road. It'd take more work to re-size this pack to a higher resolution than to build a new one. If Notch or some modder adds normal map support(bump maps), radiosity and actual dynamic lighting then I'll definitely be working on a new pack! For now though, I'm happy and perfectly comfortable with 64x64.
Quote from Actionholic »
The only small correction I would like to point out is that 32x32 is 4x the res of standard textures. 64x64 is 16x the resolution of 16x16. Common mistake for people to make is to only think of resolution as a line and not a 2d object that has x and y dimensions. So you have 4x res of x axis and 4x res of y axis, then 4x4 = 16, or on a pixel level math: (64x64)/(16x16) = 16 times the pixels. Easier way to think about it is if you cut a 16x16 texture out, you can paste it 16 times into a 64x64 texture. I know, I know, i'm such a nerd. I was pretty good at math at college.
I know it's technically 16 times the surface area. In raster graphics terms though, resolution is commonly judged by one-dimensional standards. That's why in every raster graphic image editor resizing an image to 200% (2x) of it's normal size actually quadruples its surface area, and resizing something to 50% drops the physical surface area to an actual 25%. So while CAD, polygon, and vector go by actual surface area, raster graphics lists size changes only by the pixel increase of one axis due to the comparative limitations of pixels. Well that, and I've been working in design for 8 years...
Quote from Misa »
...caustics casually cascading...
There's gotta be a way to turn this into tongue-twister...
Finally, many thanks to all for the many compliments and positive feedback.
Does it work with Biomes? I.E. Does your grass, leaves and such, change color according to the biome area?
Absolutely! That was one of the first things I adapted to the Halloween Patch. Grass changes are fairly subtle though to make up for the fact that the side view of grass is currently unaffected by biomes. So mostly you'll just get some slight yellowing in dryer/colder regions.
Tree foliage has a pretty dynamic range though and can go from bright green in tropical areas to brown near desert areas and almost greyish near arctic areas. I plan to expand on this further to produce even more color variance in the future.
Okay, Thanks for getting back to me!
So, with that, your wonderful texture pack will be on one more computer now!
Thanks again for sharing!
Rollback Post to RevisionRollBack
If someone says God speaks to them; they're a saint.
If someone says ____ speaks to them; they're insane.
This. That Ghast is nightmare fuel. Nice job, though! This pack is too amazing!
I went for a baby/alien/ghost/octopus thing to match their bizarrely cute and creepy sound effects. Somehow I like the thought that my texture work may be ruining pairs of underwear around the globe. :biggrin.gif:
I'm sure the spider helps too. Though really, the spider staring at me (during the day when he's passive) creeps me out less than when the pig stares...
May I use your spider in my pack, as long as I give you credit?
I was thinking of having the ghast as an alternate... maybe...
Great job, Misa, really like a lot of your work here, and it surprisingly doesn't bog down my machine much at all.
My only gripe as others have stated is that coal looks too much like sand, but I see you are in the process of fixing that, so that's awesome.
One more minor gripe is that the grass looks too dull now, but I know your reasons for it. That's easy to fix though, I'll just up the saturation; tweak the tint on the terrain gradient file.
Otherwise, this is definitely one of the best and most complete HD packs on the forums yet. The mob skins are right on, and peacefully exist along with the textures. Your trees also look really nice with the new biome forms.
You should flip the shovels to face the left so it actually looks like your digging with them. Well I already did it for you. :smile.gif: You can post it on the main page, I don't need any credit, it was like a quick 5 min job in Paint.net.
This is an excellent pack and really looks stunning. Excellent job. I don't suppose that there is a version of char.png kicking around anywhere that gives the player appearance a similar treatment to that of the mobs is there?
Awesome texture pack, I'm normally a very picky person but my only two complaints are: Where's the male armour pack? and the grass looks a little repetitive, everything else is perfect though, downloading now.