Hi, since I have never seen any one post this before (I don't know why, it's like the easiest thing to do...) I have released it. It lets you see through all the blocks until there is an opening, water, or lava. Most of the times under lava there is diamond, so I find this quite helpful.
Oh, before I forget, and end up having to edit this :
All of the ores have an X through them, coal is the ONLY one with a white one, diamond has a RED X. All the rest have a black X.
All of the ores (Other than diamond) have a see through + in them.
The filling :
Yellow is Gold || Edit : That says "Yellow" it just kinda blends in.
Red Redstone.
Grey is Iron.
Black is Coal.
Sky blue is Diamond.
Dungeons :
Pure red is mossy cobble stone, so if you see an almost perfect cube room underground with a mostly black floor, it is a dungeon. (It's black because there is no light.)
See through squares with a green + is cobble stone, the walls of the dungeons.
Here is some screen shots.
Average above ground view.
My intention was to go with a more stylized approach rather than a utilitarian one. I have not updated that version for a long time, so it isn't useful for the current game version. I have a newer version unreleased, and probably won't release it as it never was particularly good to use for general play. The transparent floor made it rather easy to fall into random 1x1 gaps. I would however point out that using a solid face for common things, which are usually unlit doesn't help much. I have figured out better ways of getting around these issues to a degree, but at that point it becomes something which only I would probably be able to make much use out of or could stand to look at for any length of time. It was also something which I felt was less useful for the average player, and more useful for the average greifer, so didn't really want to keep up development.
My intention was to go with a more stylized approach rather than a utilitarian one. I have not updated that version for a long time, so it isn't useful for the current game version. I have a newer version unreleased, and probably won't release it as it never was particularly good to use for general play. The transparent floor made it rather easy to fall into random 1x1 gaps. I would however point out that using a solid face for common things, which are usually unlit doesn't help much. I have figured out better ways of getting around these issues to a degree, but at that point it becomes something which only I would probably be able to make much use out of or could stand to look at for any length of time. It was also something which I felt was less useful for the average player, and more useful for the average greifer, so didn't really want to keep up development.
Cool, I like your texture pack, too bad it is old.
I didn't know that any one had posted something like this, because I started playing MineCraft in mid October. Searching "Easy to find Dungeons" didn't come up with much, so yeah.
My intention was to go with a more stylized approach rather than a utilitarian one. I have not updated that version for a long time, so it isn't useful for the current game version. I have a newer version unreleased, and probably won't release it as it never was particularly good to use for general play. The transparent floor made it rather easy to fall into random 1x1 gaps. I would however point out that using a solid face for common things, which are usually unlit doesn't help much. I have figured out better ways of getting around these issues to a degree, but at that point it becomes something which only I would probably be able to make much use out of or could stand to look at for any length of time. It was also something which I felt was less useful for the average player, and more useful for the average greifer, so didn't really want to keep up development.
Cool, I like your texture pack, too bad it is old.
I didn't know that any one had posted something like this, because I started playing MineCraft in mid October. Searching "Easy to find Dungeons" didn't come up with much, so yeah.
Well, the main problem is that in the more recent versions of the game there are more naturally forming pockets of Obsidian or standing water which can make any long distance checking for dungeons in this method a bit harder when its nestled somewhere in the middle of a massive cave network. The second problem is that if you add more differentiation between types of blocks you end up with an even more cluttered appearance. Unfortunately going for a minimalist approach isn't so good either since it makes it very hard to notice small gaps or keep track of how much light is in an area so that things don't spawn on you.
But really the reason why I have not been inclined to update is because of the inherent sinister applications for a texture pack like this when a server involving multiple people is involved. Being able to not only see the light of their secluded bases from far away, through rock; but also locate every chest, trap, and redstone configuration just gives too much of an edge to the random griefer. The only thing really stopping it was just to not update things and to keep the inherent problems unsolved.
Oh, before I forget, and end up having to edit this :
All of the ores have an X through them, coal is the ONLY one with a white one, diamond has a RED X. All the rest have a black X.
All of the ores (Other than diamond) have a see through + in them.
The filling :
Yellow is Gold || Edit : That says "Yellow" it just kinda blends in.
Red Redstone.
Grey is Iron.
Black is Coal.
Sky blue is Diamond.
Dungeons :
Pure red is mossy cobble stone, so if you see an almost perfect cube room underground with a mostly black floor, it is a dungeon. (It's black because there is no light.)
See through squares with a green + is cobble stone, the walls of the dungeons.
Here is some screen shots.
Average above ground view.
Some diamonds.
A dungeon from the view of a tunnel.
viewtopic.php?f=25&t=24406&hilit=+world+of+glass
My intention was to go with a more stylized approach rather than a utilitarian one. I have not updated that version for a long time, so it isn't useful for the current game version. I have a newer version unreleased, and probably won't release it as it never was particularly good to use for general play. The transparent floor made it rather easy to fall into random 1x1 gaps. I would however point out that using a solid face for common things, which are usually unlit doesn't help much. I have figured out better ways of getting around these issues to a degree, but at that point it becomes something which only I would probably be able to make much use out of or could stand to look at for any length of time. It was also something which I felt was less useful for the average player, and more useful for the average greifer, so didn't really want to keep up development.
Cool, I like your texture pack, too bad it is old.
I didn't know that any one had posted something like this, because I started playing MineCraft in mid October. Searching "Easy to find Dungeons" didn't come up with much, so yeah.
Well, the main problem is that in the more recent versions of the game there are more naturally forming pockets of Obsidian or standing water which can make any long distance checking for dungeons in this method a bit harder when its nestled somewhere in the middle of a massive cave network. The second problem is that if you add more differentiation between types of blocks you end up with an even more cluttered appearance. Unfortunately going for a minimalist approach isn't so good either since it makes it very hard to notice small gaps or keep track of how much light is in an area so that things don't spawn on you.
But really the reason why I have not been inclined to update is because of the inherent sinister applications for a texture pack like this when a server involving multiple people is involved. Being able to not only see the light of their secluded bases from far away, through rock; but also locate every chest, trap, and redstone configuration just gives too much of an edge to the random griefer. The only thing really stopping it was just to not update things and to keep the inherent problems unsolved.