Xenocontendi is a resource pack with a smooth texture style, and a heavy focus on color use. Another important trait is that building blocks stay close to the appearance of vanilla textures. (So a building made to look good in vanilla will look just as good in Xenocontendi!)
The pack also contains custom sounds; and support for many mods, especially those included in MCPatcher or Optifine.
Currently out of date.
All comments are greatly appreciated!
Use MCPatcher or Optifine to make use of randomobs and connected textures. MCPatcher will be needed to make use of custom colors and translucent glass.
Each image represents an album: click the picture to view each full gallery!
BIOMES
INTERIORS AND REALMS
CREATURES
Texture showcase by Rydian! Texture showcase by FreestyleOMG!
Ver. 37 September 13th, 2014 '1.8 and Assorted' 1.8 textures implemented, including: Classic CTM for smooth igneous stone, Animated sea lanterns, Randomob textures for Guardians, Hand-drawn antialiasing for banner textures. Randomized CTM for gravel. Redesign and randomob textures for the iron golems. New,animated texture for the brewing stands. New red velvet cake texture. New, animated, command block texture. New sponge texture. Change to trapdoor texture to have a woven window. Change to sprites for cooked fish and apples. Redesign of the gold armor texture. Tweak to the iron armor texture. Tweaks to the enderdragon screams. Adjusted the grass colormap in birch forests. Adjusted the texture of the oak door to use a proper color pallet. Set a more consistent color pallet for different iron blocks. Changes to the shape of some tools. Pallet changed for golden items to match golden armor and blocks. Fixed an issue where part of the map UI was missing. Fixed an issue where the filename of fish was changed. Fixed the dirt CTM. New pack description format.
Ver. 36
January 21st, 2014
'End Changes and More CTM'
Added the sprites for the new fish.
Added the sprites for the dark oak and acacia saplings.
Added horse armor and saddles; changed saddlebags and horse eyes.
Standard CTM for bookcases-- uses dark oak and normal oak.
Redesign of the enderdragon texture.
Redesign of the end crystal texture.
New sounds for the enderdragon.
Randomob textures for endermen.
New, lower contrast, fire animation.
Added custom colors for maps, spawn eggs, lilypads, XP orbs, the XP tally, and enderman/portal particles.
Added a render pass for the glass texture to make it translucent.
Added GUI for the resource pack selection screen.
Changed the beacon beam to use more of a bilinear gradient.
Changed the pumpkin overlay to a strong vignette.
Bluer color for packed ice.
Adjusted shading on ice texture.
Adjusted orange dye sprite in order to coincide with orange tulips.
Fixed an error on the texture for trapped double chests.
Fixed an error where the record for 'wait' was green instead of blue.
I'm diggin' the textures. However, the interface, in my opinion, contrasts horribly and is hard on my eyes. I'd much prefer it with a more elegant UI comparable to something like Eld's or Doku's. I do see that this is on your to-do list so I'm looking forward to advances in this pack. Keep it up.
Loving this pack. The only complaint I have is the menus, I know they're supposed to be contrasted, but that's not contrasted. That's black and white in your face, making your eyes hurt.
Edit: Also I think stone items are way too different than normal items, and a bunch of the blocks look like the same. For example: Gravel - Cobblestone, Cobblestone - Smoothstone, Dirt - Wood, Wood - Planks...
After searching for the perfect texture pack for me, I've finally found it! The only thing I would have liked to seen though is more of a clear glass block, with less of those reflection pixels. But still, great pack! 9/10!
This is easily my favorite texture pack. I think it's the best out there.
Couple issues that I think need to be addressed:
1. The new glass looks nice, but it still looks screwed up. I don't think that emulating any amorphous glare is going to happen with a 16x16 pixel texture. Just make it a sort of framed square of one pixel of white, or maybe even add a little brown so it looks like a window pane.
2. The "light gray" wool needs to be a tick lighter, it's far too close to the normal gray and difficult to differentiate in your inventory and even when placed.
3. The black wool needs to be darkened a tick, it's a little too light. It comes off as more gray than black. I understand that black sheep aren't onyx black, but you have to also consider that the black wool acts as a dyed wool, and dyes can get pretty damn dark. Plus, we really do need a good alternative to just using straight up obsidian.
4. The gold block texture looks a little funny, I think you overdid the shine on it a bit. Maybe tone it down to the level of the iron block. The iron block looks much more natural, and much more like actual metal. The white glare of the gold block overpowers the rest of it making it look less like gold and more like... I dunno, white and yellow together.
Other than that the pack is absolutely top notch. I would maybe tinker around with the grass a bit, try to achieve something more grass like and less plastic looking, but that's a very minor nit to pick. Love the pack, thank you for it :smile.gif:
This is easily my favorite texture pack. I think it's the best out there.
Thanks.
Quote from cantPMwhenBANNED »
1. The new glass looks nice, but it still looks screwed up. I don't think that emulating any amorphous glare is going to happen with a 16x16 pixel texture. Just make it a sort of framed square of one pixel of white, or maybe even add a little brown so it looks like a window pane.
I dislike the brown pane edges, as someone might be building a glass dome or something similar.
I do have a 3rd option planned, which I think will be much nicer.
Quote from cantPMwhenBANNED »
2. The "light gray" wool needs to be a tick lighter, it's far too close to the normal gray and difficult to differentiate in your inventory and even when placed.
Actually, now that you mention that, I think it's the other way around; the 'normal' grey needs to be darker.
Quote from cantPMwhenBANNED »
3. The black wool needs to be darkened a tick, it's a little too light. It comes off as more gray than black. I understand that black sheep aren't onyx black, but you have to also consider that the black wool acts as a dyed wool, and dyes can get pretty damn dark. Plus, we really do need a good alternative to just using straight up obsidian.
I'm not sure about this, I sort of enjoy the faded look.
I'd make a darker wool as an alternate texture.png, but then I'd have 4 different texture.pngs in one .zip, and a combination of laziness and common sense tells me that isn't a good idea to go down that road.
I wish I had the time/patience to make an html customization like Painterly.
Quote from cantPMwhenBANNED »
4. The gold block texture looks a little funny, I think you overdid the shine on it a bit. Maybe tone it down to the level of the iron block. The iron block looks much more natural, and much more like actual metal. The white glare of the gold block overpowers the rest of it making it look less like gold and more like... I dunno, white and yellow together.
I made the shine especially bright on the gold to show off its shininess.
If you look up pictures of gold, it's always in a yellowish light for aesthetics, which actually makes the shine a far lower than it actually is.
Other than that the pack is absolutely top notch. I would maybe tinker around with the grass a bit, try to achieve something more grass like and less plastic looking, but that's a very minor nit to pick. Love the pack, thank you for it
Again, thanks!
And to be honest, the grass is my favorite part of my textures, so I'm vetoing that.
Excellent job, Disethas, thank you. I've been using the texture pack for a bit now and absolutely love it. The interface is great as well, which is rather rare among texture packs, IMO.
The pack also contains custom sounds; and support for many mods, especially those included in MCPatcher or Optifine.
All comments are greatly appreciated!
Each image represents an album: click the picture to view each full gallery!
Texture showcase by Rydian!
Texture showcase by FreestyleOMG!
Ver. 37
September 13th, 2014
'1.8 and Assorted'
1.8 textures implemented, including:
Classic CTM for smooth igneous stone,
Animated sea lanterns,
Randomob textures for Guardians,
Hand-drawn antialiasing for banner textures.
Randomized CTM for gravel.
Redesign and randomob textures for the iron golems.
New,animated texture for the brewing stands.
New red velvet cake texture.
New, animated, command block texture.
New sponge texture.
Change to trapdoor texture to have a woven window.
Change to sprites for cooked fish and apples.
Redesign of the gold armor texture.
Tweak to the iron armor texture.
Tweaks to the enderdragon screams.
Adjusted the grass colormap in birch forests.
Adjusted the texture of the oak door to use a proper color pallet.
Set a more consistent color pallet for different iron blocks.
Changes to the shape of some tools.
Pallet changed for golden items to match golden armor and blocks.
Fixed an issue where part of the map UI was missing.
Fixed an issue where the filename of fish was changed.
Fixed the dirt CTM.
New pack description format.
Ver. 36
January 21st, 2014
'End Changes and More CTM'
Added the sprites for the new fish.
Added the sprites for the dark oak and acacia saplings.
Added horse armor and saddles; changed saddlebags and horse eyes.
Standard CTM for bookcases-- uses dark oak and normal oak.
Redesign of the enderdragon texture.
Redesign of the end crystal texture.
New sounds for the enderdragon.
Randomob textures for endermen.
New, lower contrast, fire animation.
Added custom colors for maps, spawn eggs, lilypads, XP orbs, the XP tally, and enderman/portal particles.
Added a render pass for the glass texture to make it translucent.
Added GUI for the resource pack selection screen.
Changed the beacon beam to use more of a bilinear gradient.
Changed the pumpkin overlay to a strong vignette.
Bluer color for packed ice.
Adjusted shading on ice texture.
Adjusted orange dye sprite in order to coincide with orange tulips.
Fixed an error on the texture for trapped double chests.
Fixed an error where the record for 'wait' was green instead of blue.
~ Complete change notes here. ~
Edit: Also I think stone items are way too different than normal items, and a bunch of the blocks look like the same. For example: Gravel - Cobblestone, Cobblestone - Smoothstone, Dirt - Wood, Wood - Planks...
Other than that it's perfect, so have a Notch.
It was completed first on my to-do list due to popular demand.
The high contrast menus are still in the zip files in /gui/highcontrast.
I textured it on top of the water in the original file?
There's water in the bottom left corner of the terrain.png.
The Cossack
I have also made the glass much more pleasing to the eye, as one of you mentioned it, and i tend to agree with you.
Couple issues that I think need to be addressed:
1. The new glass looks nice, but it still looks screwed up. I don't think that emulating any amorphous glare is going to happen with a 16x16 pixel texture. Just make it a sort of framed square of one pixel of white, or maybe even add a little brown so it looks like a window pane.
2. The "light gray" wool needs to be a tick lighter, it's far too close to the normal gray and difficult to differentiate in your inventory and even when placed.
3. The black wool needs to be darkened a tick, it's a little too light. It comes off as more gray than black. I understand that black sheep aren't onyx black, but you have to also consider that the black wool acts as a dyed wool, and dyes can get pretty damn dark. Plus, we really do need a good alternative to just using straight up obsidian.
4. The gold block texture looks a little funny, I think you overdid the shine on it a bit. Maybe tone it down to the level of the iron block. The iron block looks much more natural, and much more like actual metal. The white glare of the gold block overpowers the rest of it making it look less like gold and more like... I dunno, white and yellow together.
Other than that the pack is absolutely top notch. I would maybe tinker around with the grass a bit, try to achieve something more grass like and less plastic looking, but that's a very minor nit to pick. Love the pack, thank you for it :smile.gif:
Thanks.
I dislike the brown pane edges, as someone might be building a glass dome or something similar.
I do have a 3rd option planned, which I think will be much nicer.
Actually, now that you mention that, I think it's the other way around; the 'normal' grey needs to be darker.
I'm not sure about this, I sort of enjoy the faded look.
I'd make a darker wool as an alternate texture.png, but then I'd have 4 different texture.pngs in one .zip, and a combination of laziness and common sense tells me that isn't a good idea to go down that road.
I wish I had the time/patience to make an html customization like Painterly.
I made the shine especially bright on the gold to show off its shininess.
If you look up pictures of gold, it's always in a yellowish light for aesthetics, which actually makes the shine a far lower than it actually is.
http://www.ventureresourcesco.com/image ... z_sg6q.jpg
Observe a picture of gold that's in moderate lighting; the sheen reaches white coloring.
Again, thanks!
And to be honest, the grass is my favorite part of my textures, so I'm vetoing that.
You need to use McPatcher for custom Water & Lava.
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