Here's an image of a fresh inc sac. It's the black thing, not the big organ. It's basically like a lung, but more bag-like.
Also, real cactus that has been cooked in an oven would either burn to a crisp or have a really hard 'shell' around it, depending on how hot you cook it. I recommend using a muddy green splattery thing.
So it would be like...
except for the intestine, and ignoring all the other stuff. Which instead should be shown with an indent to differentiate the lungs-like ink sac.
I will make sure that the "cactus green" sprite looks different than the 9 other 'dye' sprites.
Also, before you totally finish the dyes...you don't plan on making different types of dyes (the blobs and the feather things), do you? That's kind of weird to look at - two items with the same function but radically different appearances.
Also, before you totally finish the dyes...you don't plan on making different types of dyes (the blobs and the feather things), do you? That's kind of weird to look at - two items with the same function but radically different appearances.
I plan on changing the appearance of all the dye sprites, leaving no trace of default.
By blobs and feather things, I assume you mean the six remaining unfinished sprites: ink sac, dandelion yellow, rose red, cactus green, lapis lazuli, and cocoa beans... Even though they have the same function, their name will indicate their sprite. Such as that the nine sprites I worked on had the word "dye" in their name, so they all had the same shape, as the other six do not. So those six sprites will be remade into what life perceives them to be.
I appreciate your help so much. I just wanted to be completely sure for the ink sac. The cactus green, no idea at the time. So thanks! :biggrin.gif:
I recommended a piece of putty-like green stuff for the cactus. It would look a lot like you'd think it would. Maybe make the dye itself a bit more of a natural green, too? Right now, it's kinda ugly.
Speaking of cacti, they look kind of...gross. A real cactus is a bit more of a lively green (depending on the breed). It looks kinda dead at the moment. Maybe a shade like this...? http://4.bp.blogspot.com/_mjtN68P-s9A/T ... us_big.jpg
(the picture is kinda big, so I'm just linking to it)
I recommended a piece of putty-like green stuff for the cactus. It would look a lot like you'd think it would. Maybe make the dye itself a bit more of a natural green, too? Right now, it's kinda ugly.
Speaking of cacti, they look kind of...gross. A real cactus is a bit more of a lively green (depending on the breed). It looks kinda dead at the moment. Maybe a shade like this...? http://4.bp.blogspot.com/_mjtN68P-s9A/T ... us_big.jpg
(the picture is kinda big, so I'm just linking to it)
You are definitely right about the cacti. That would also bring more life to the desert biome.
But as for the colored wool (speaking of a more natural dye), people with default that build on servers that erect colorful structures will intend it to be colored a certain way. As you see it on this pack currently, they retain the same colors. So if I change up the colored wool to look a certain hue, the colorful structure that you once saw may not resemble the same look it was intended to be in the first place.
Although, if natural cactus green wool block did make an overall improvement, then I would make the wool that way.
Yeah, I see hat you mean about changing the color. I guess it could screw things up a good bit...
Aaaaaanyway, I was looking around at other texture packs (I don't know why, I'm happy with this one), when I stumbled upon brown and bloom. That reminded me of the water that's in brown and bloom - not nearly as dark and murky, and you can actually see through it. Any way to brighten the water without getting the same setback B&B did (inanimate water)?
Edit: Aaaaaaaaaaaaah! I totally forgot about this! I have a crazily hard time distinguishing between soul sand and netherrack in the inventory screen. Is there a way to make their colors more apparent without messing 'em up (there's no need to change the actual items, though; I love how cute the screaming faces are on sould sand)?
Yeah, I see hat you mean about changing the color. I guess it could screw things up a good bit...
Aaaaaanyway, I was looking around at other texture packs (I don't know why, I'm happy with this one), when I stumbled upon brown and bloom. That reminded me of the water that's in brown and bloom - not nearly as dark and murky, and you can actually see through it. Any way to brighten the water without getting the same setback B&B did (inanimate water)?
Edit: Aaaaaaaaaaaaah! I totally forgot about this! I have a crazily hard time distinguishing between soul sand and netherrack in the inventory screen. Is there a way to make their colors more apparent without messing 'em up (there's no need to change the actual items, though; I love how cute the screaming faces are on sould sand)?
If there is one thing that should be changed, it should be the netherrack. Soul sand is awesome as it is, but netherrack could use a couple tweaks. Perhaps more like a blood red color... without intention of gore, of course. I'll see what I can do.
Also, I saw a hilarious vid that my friend suggested at school. It's a spoof about Call of Duty.
Duty Calls: XD
On another note, I wish there was a way to get animations for water and lava...
Two things I thought of while looking at the original quandary pack:
You know how the wood items are like crappier versions of the regular items? I just noticed that the Axe and Sword actually look better than the stone versions. Why not make the sword and a bit more flimsy looking (and the sword a bit straighter, but a bit less sharp)? It'd fit the haphazard work the tools are supposed to be. Speaking of swords, diamond swords should have hilts - it looks more professional. (maybe gold swords could have longer hilts to be able to still one-up diamond swords?)
Also, do the leaves on trees get affected by biomes? It'd be nice to see trees, grass and such be a bit more affected by biome differentiation.
Two things I thought of while looking at the original quandary pack:
You know how the wood items are like crappier versions of the regular items? I just noticed that the Axe and Sword actually look better than the stone versions. Why not make the sword and a bit more flimsy looking (and the sword a bit straighter, but a bit less sharp)? It'd fit the haphazard work the tools are supposed to be. Speaking of swords, diamond swords should have hilts - it looks more professional. (maybe gold swords could have longer hilts to be able to still one-up diamond swords?)
Also, do the leaves on trees get affected by biomes? It'd be nice to see trees, grass and such be a bit more affected by biome differentiation.
Yeah... but it could just be that the craftsmanship is more developed in wood because of its ease to carve into various shapes, while stone has a bit more challenge add to its rough and dense material.
The craftsmanship of a tool should follow accordingly to a material's abundance, reliability, and rarity. The more abundant a certain material is, the less likely that its craftsmanship will actually matter, since there is more cobblestone than wood. Therefore, wooden items are crafted with exceptional craftsmanship.
(Edited diamond sword just now. Instead of a hilt, I just gave it two pixels where a hilt would be and that made it look as if it could cut through anything!)
Gold swords are good as they are... to me and my zombie pigmen. Just not enough pixels for an exceptional hilt.
As for biomes, the leaves do get effected by biomes. I wish the side grass had biome compliancy though, everything would run more smoothly from biome to biome. And I know just how it should be done...
Rather than one texture representing the side grass and snow side grass, there should be two separate textures that make up the side grass. One, being grass, that is biome-compliant with its lower layer transparent, and the other unchanged with its upper layer transparent. So when those two fragmented textures are used in-game they are the same as side grass, but with biome-compliant grass.
If only Notch was a phone call away...
*Ink sac texture is almost done, but I might need first opinion when I post it*
It....looks....like....coal? The shapes and color scheme have a bit too similar of appearances for my (picky) taste. Maybe add a white cap or something on the top for better distinction - some sort of part that would attach to the squid's innards (eeeeeeeeew!) would be nice. Maybe that's what you're missing.
Oh, yeah - I think this has already been talked about by others, but the sun and it's 'lens flare' (the light coming off of it) seem kind of disjointed. I think smoothing the edges of both the outer rim of the sun and the inner circumference of the light would help them blend better, along with rounding out the sun a bit (just a bit, don't go overboard).
Edit: Hah, you replied while I was editing my post.
Perfect - add a little white(gray) stem to it, and make the sac itself a bit more oily (if you're using gimp, you could just oilify that part with a mask level of 1 or 2).
Perfect - add a little white(gray) stem to it, and make the sac itself a bit more oily (if you're using gimp, you could just oilify that part with a mask level of 1 or 2).
You got it!
I'll play around with the mask level, it sounds new to me, so I'll give it a go.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumBesides that, I have a question I'd just like to toss-up.
What does a squid's ink sac really look like?
as well as
What does cactus look when smelted?
I'm hoping to have everything in the Beta 1.2 update accounted for v1.4 =D
Also, real cactus that has been cooked in an oven would either burn to a crisp or have a really hard 'shell' around it, depending on how hot you cook it. I recommend using a muddy green splattery thing.
-
View User Profile
-
View Posts
-
Send Message
Curse Premiumexcept for the intestine, and ignoring all the other stuff. Which instead should be shown with an indent to differentiate the lungs-like ink sac.
I will make sure that the "cactus green" sprite looks different than the 9 other 'dye' sprites.
Also, before you totally finish the dyes...you don't plan on making different types of dyes (the blobs and the feather things), do you? That's kind of weird to look at - two items with the same function but radically different appearances.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumI plan on changing the appearance of all the dye sprites, leaving no trace of default.
By blobs and feather things, I assume you mean the six remaining unfinished sprites: ink sac, dandelion yellow, rose red, cactus green, lapis lazuli, and cocoa beans... Even though they have the same function, their name will indicate their sprite. Such as that the nine sprites I worked on had the word "dye" in their name, so they all had the same shape, as the other six do not. So those six sprites will be remade into what life perceives them to be.
I appreciate your help so much. I just wanted to be completely sure for the ink sac. The cactus green, no idea at the time. So thanks! :biggrin.gif:
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumWe will see how it turns out...
I am so glad its the weekend! Hooah! :biggrin.gif:
Speaking of cacti, they look kind of...gross. A real cactus is a bit more of a lively green (depending on the breed). It looks kinda dead at the moment. Maybe a shade like this...?
http://4.bp.blogspot.com/_mjtN68P-s9A/T ... us_big.jpg
(the picture is kinda big, so I'm just linking to it)
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumYou are definitely right about the cacti. That would also bring more life to the desert biome.
But as for the colored wool (speaking of a more natural dye), people with default that build on servers that erect colorful structures will intend it to be colored a certain way. As you see it on this pack currently, they retain the same colors. So if I change up the colored wool to look a certain hue, the colorful structure that you once saw may not resemble the same look it was intended to be in the first place.
Although, if natural cactus green wool block did make an overall improvement, then I would make the wool that way.
Aaaaaanyway, I was looking around at other texture packs (I don't know why, I'm happy with this one), when I stumbled upon brown and bloom. That reminded me of the water that's in brown and bloom - not nearly as dark and murky, and you can actually see through it. Any way to brighten the water without getting the same setback B&B did (inanimate water)?
Edit: Aaaaaaaaaaaaah! I totally forgot about this! I have a crazily hard time distinguishing between soul sand and netherrack in the inventory screen. Is there a way to make their colors more apparent without messing 'em up (there's no need to change the actual items, though; I love how cute the screaming faces are on sould sand)?
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumIf there is one thing that should be changed, it should be the netherrack. Soul sand is awesome as it is, but netherrack could use a couple tweaks. Perhaps more like a blood red color... without intention of gore, of course. I'll see what I can do.
Also, I saw a hilarious vid that my friend suggested at school. It's a spoof about Call of Duty.
Duty Calls: XD
On another note, I wish there was a way to get animations for water and lava...
You know how the wood items are like crappier versions of the regular items? I just noticed that the Axe and Sword actually look better than the stone versions. Why not make the sword and a bit more flimsy looking (and the sword a bit straighter, but a bit less sharp)? It'd fit the haphazard work the tools are supposed to be. Speaking of swords, diamond swords should have hilts - it looks more professional. (maybe gold swords could have longer hilts to be able to still one-up diamond swords?)
Also, do the leaves on trees get affected by biomes? It'd be nice to see trees, grass and such be a bit more affected by biome differentiation.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumYeah... but it could just be that the craftsmanship is more developed in wood because of its ease to carve into various shapes, while stone has a bit more challenge add to its rough and dense material.
The craftsmanship of a tool should follow accordingly to a material's abundance, reliability, and rarity. The more abundant a certain material is, the less likely that its craftsmanship will actually matter, since there is more cobblestone than wood. Therefore, wooden items are crafted with exceptional craftsmanship.
(Edited diamond sword just now. Instead of a hilt, I just gave it two pixels where a hilt would be and that made it look as if it could cut through anything!)
Gold swords are good as they are... to me and my zombie pigmen. Just not enough pixels for an exceptional hilt.
As for biomes, the leaves do get effected by biomes. I wish the side grass had biome compliancy though, everything would run more smoothly from biome to biome. And I know just how it should be done...
Rather than one texture representing the side grass and snow side grass, there should be two separate textures that make up the side grass. One, being grass, that is biome-compliant with its lower layer transparent, and the other unchanged with its upper layer transparent. So when those two fragmented textures are used in-game they are the same as side grass, but with biome-compliant grass.
If only Notch was a phone call away...
*Ink sac texture is almost done, but I might need first opinion when I post it*
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumSmaller than coal, but a bit bigger than regular dyes.
It was once larger, but it looked like a nut instead... so I made it smaller.
But I feel like its missing something...?
It....looks....like....coal? The shapes and color scheme have a bit too similar of appearances for my (picky) taste. Maybe add a white cap or something on the top for better distinction - some sort of part that would attach to the squid's innards (eeeeeeeeew!) would be nice. Maybe that's what you're missing.
Oh, yeah - I think this has already been talked about by others, but the sun and it's 'lens flare' (the light coming off of it) seem kind of disjointed. I think smoothing the edges of both the outer rim of the sun and the inner circumference of the light would help them blend better, along with rounding out the sun a bit (just a bit, don't go overboard).
Edit: Hah, you replied while I was editing my post.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumThis is the real deal.
XD
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumYou got it!
I'll play around with the mask level, it sounds new to me, so I'll give it a go.
-
View User Profile
-
View Posts
-
Send Message
Curse Premiumviewtopic.php?f=1&t=165617