I made another GUI, because I thought this mod was too good to pass up.
It's for Combat++, which adds in all the combat shtuff Notch wanted to do, like chargeable bows and whatnot.
Bows looks kind of shitty, but that's the best that I could do.
edit: I changed the blue to red, but I can't seem to find a good "critical hit" colour.
I also stretched out the bars by one pixel...looks a lot cleaner, now.
I tested that out, and didn't get the same result.
So I edited your terrain.png so that the "off" torch was lowered by a pixel, and it started working as normal.
Just to prove my point a little better, I ripped the two and layered them into this short gif:
Awesome.
I'll work it in!
Perhaps copper lining for the critical hit?
I'm thinking of making the hunger meter in 1.8 copper, to contrast with health's gold and armor's silver.
One thing to note is, bronze is usually a golden color.
They have to balance the alloy with more copper than normal to acquire a more reddish hue for medals.
Even then, the tint is very yellow.
EDIT:
And I just realized how perfect copper corellates to both critical hits and hunger.
Copper is often likened to fire.
Though, it is usually governed by Venus, rather than Mars.
Mars governs iron. (The alchemists had no idea how right they were, with the high iron content on the planet.)
Though, the rusty hue of iron is very similar to copper.
Copper, on the other hand, tends to acquire a pale green patina.
I tried out the copper and it looks loads better then the Diamond that I changed it to after red (which looked bad).
The mod really tuned down critical hit chances, so I haven't been able to see it in action, but it looks very sound.
Copper:
(note: I'm not too sure how the colour looks. As mentioned previously, I am colourblind, so it's possible that I chose way too high-contrast a colour)
I tried out the copper and it looks loads better then the Diamond that I changed it to after red (which looked bad).
The mod really tuned down critical hit chances, so I haven't been able to see it in action, but it looks very sound.
Copper:
(note: I'm not too sure how the colour looks. As mentioned previously, I am colourblind, so it's possible that I chose way too high-contrast a colour)
Diamond:
Here's what I came up with:
I was forced to remove the backing, as the bars were underneath the stone area.
I also raised the pixels up by one. His original template was 1 too low, compared to the hotbar.
Diamond looks pretty good too.
Maybe I'll reserve that for the color of the leveling GUI.
A couple things have changed in the mod since I posted that. It's had a pretty high update rate, so far.
First off, there's an option for whether or not you want the gui to be layered ticks front or ticks back. The properties file is in .minecraft. It's called "Combat.txt"
Second, apparently the last bar is going to be for either magic, sword fatigue, or both. I think the diamond would work really well for that one.
Also, I'm currently editing my version of the GUI with the pixel and such. And making it so that there's random noise in the highlights. I'll show the results later, although I'll be fine if you don't use it and prefer to use your current version.
ed:
The highlight noise on everything but the diamond is shamelessly/shamefully (pick one) ripped from your version. Which is probably why the diamond looks subpar.
Oh well, it's not used right now. I'm just going to get a shock in a month when it is being used.
BTW, just tell me if I'm being a pest. I know I can be rather thick about when my help is not wanted.
A couple things have changed in the mod since I posted that. It's had a pretty high update rate, so far.
First off, there's an option for whether or not you want the gui to be layered ticks front or ticks back. The properties file is in .minecraft. It's called "Combat.txt"
Second, apparently the last bar is going to be for either magic, sword fatigue, or both. I think the diamond would work really well for that one.
That's interesting. In that case, diamond will do well for the 4th bar.
Diamond is magicky colored, and it's whole schtick is durability.
Also, I'm currently editing my version of the GUI with the pixel and such. And making it so that there's random noise in the highlights. I'll show the results later, although I'll be fine if you don't use it and prefer to use your current version.
The highlight noise on everything but the diamond is shamelessly/shamefully (pick one) ripped from your version. Which is probably why the diamond looks subpar.
Oh well, it's not used right now. I'm just going to get a shock in a month when it is being used.
Don't worry about that.
As a guide, I just use two lightnesses for the metal linings. Very subtle; about by 3-10 shades in value.
Then, I just randomly pencil them in; where I think a shine would look good.
One thing to note is, the gold lining isn't the same as my gold ingame. As a rehash of my super-high-contrast menus, the yellow/golden color is to denote a positive. So it's basically glowing.
Another thing I noticed is that your lighter and darker borders around the metal are inner and outer. Lighter colors go on the top and left of things.
Darker, the opposite.
That way, it looks like a ridge with metal filling.
Which diagonal do you like more? Your orientation works with the rest of the GUI, but messing with it; I think having it on the bottom left makes it seem like a wing.
With the CTM mod on, I seem to see all my glass, chests, bookshelves, etc. as white instead of their actual textures even though the ctm.png is in the pack folder. Am I doing anything wrong?
With the CTM mod on, I seem to see all my glass, chests, bookshelves, etc. as white instead of their actual textures even though the ctm.png is in the pack folder. Am I doing anything wrong?
Though it's possible that it may be an error on your part, a similar problem has happened to me.
I've found that:
Ah, it worked. Thank you kindly sir. As a side note, your texture pack is the best. Everything is perfect for my tastes. I actually felt that I was using it too much and tried to find a new one, but none of them did it for me so I went back. xD
Sorry for taking so long to reply, I've been out of town.
I've fixed all those bits in the GUI that you've said were off.
Personally, I prefer the corners on the top, and such. It's got a more cohesive look to it, I think.
The corner-down looks a bit neater, but it may contrast a bit too much with the rest of the GUIs. That may be a matter of opinion, though.
Another note...do you like the icons I made for bows? I've added one for the longbow, as well, and I think it looks pretty good.
Clicking it'll link you to the native size.
Also, Aether updated. It added a bit of new stuff, like flowers, and a couple of other new blocks and items.
Couple of things:
Diamond pants look a little off to me... They ride up a tad high, and there appears to be a belt around my thighs. o.O Everything okay there? A while ago I noticed that beds were off a few pixels as well.
Also, would you be interested in making some alternate tools? The server I play on, Herocraft, has a class-and-level system that restricts tools and renames tools specific to a given class.
Diamond Shovel- Dragoon Lance
Diamond Sword- Crystal Katana
Gold Sword- Soulfire
Diamond Axe- Axe of Doom
Diamond Pick- Impaler (don't know what that would look like. :tongue.gif:)
Portal block- Soul Stealer (or this. whatever)
And probably others which I may find out about later. If you want to try, I thank you. If not there's no harm done, still love the pack, thanks for keeping it updated!
Rollback Post to RevisionRollBack
aka Dazureus, Curse doesn't like my original information.
August 25th
'Assorted Goods?' Combat++ GUI and items.
Foilage and Grass gradients tweaked; swamp biome does not exist.
Diamond armor textures tweaked.
Redstone torch fixed.
Celtic knots added to some menus for no raisin.
Possibly more but I've probably forgotten.
Couple of things:
Diamond pants look a little off to me... They ride up a tad high, and there appears to be a belt around my thighs. o.O Everything okay there?
It's for Combat++, which adds in all the combat shtuff Notch wanted to do, like chargeable bows and whatnot.
Screenshots in use.
Bows looks kind of shitty, but that's the best that I could do.
edit: I changed the blue to red, but I can't seem to find a good "critical hit" colour.
I also stretched out the bars by one pixel...looks a lot cleaner, now.
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Retired StaffI'm a diabolical scoundrel, so the vanilla screenshot doesn't have smooth lighting!
I'll fix that ASAP!
Oshi-
Fixed.
Awesome.
I'll work it in!
Perhaps copper lining for the critical hit?
I'm thinking of making the hunger meter in 1.8 copper, to contrast with health's gold and armor's silver.
One thing to note is, bronze is usually a golden color.
They have to balance the alloy with more copper than normal to acquire a more reddish hue for medals.
Even then, the tint is very yellow.
EDIT:
And I just realized how perfect copper corellates to both critical hits and hunger.
Copper is often likened to fire.
Though, it is usually governed by Venus, rather than Mars.
Mars governs iron. (The alchemists had no idea how right they were, with the high iron content on the planet.)
Though, the rusty hue of iron is very similar to copper.
Copper, on the other hand, tends to acquire a pale green patina.
Furthermore, the fire chakra is in the stomach.
Me too.
The mod really tuned down critical hit chances, so I haven't been able to see it in action, but it looks very sound.
Copper:
(note: I'm not too sure how the colour looks. As mentioned previously, I am colourblind, so it's possible that I chose way too high-contrast a colour)
Diamond:
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Retired StaffHere's what I came up with:
I was forced to remove the backing, as the bars were underneath the stone area.
I also raised the pixels up by one. His original template was 1 too low, compared to the hotbar.
Diamond looks pretty good too.
Maybe I'll reserve that for the color of the leveling GUI.
First off, there's an option for whether or not you want the gui to be layered ticks front or ticks back. The properties file is in .minecraft. It's called "Combat.txt"
Second, apparently the last bar is going to be for either magic, sword fatigue, or both. I think the diamond would work really well for that one.
Also, I'm currently editing my version of the GUI with the pixel and such. And making it so that there's random noise in the highlights. I'll show the results later, although I'll be fine if you don't use it and prefer to use your current version.
ed:
The highlight noise on everything but the diamond is shamelessly/shamefully (pick one) ripped from your version. Which is probably why the diamond looks subpar.
Oh well, it's not used right now. I'm just going to get a shock in a month when it is being used.
BTW, just tell me if I'm being a pest. I know I can be rather thick about when my help is not wanted.
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Retired StaffThat's interesting. In that case, diamond will do well for the 4th bar.
Diamond is magicky colored, and it's whole schtick is durability.
Don't worry about that.
As a guide, I just use two lightnesses for the metal linings. Very subtle; about by 3-10 shades in value.
Then, I just randomly pencil them in; where I think a shine would look good.
One thing to note is, the gold lining isn't the same as my gold ingame. As a rehash of my super-high-contrast menus, the yellow/golden color is to denote a positive. So it's basically glowing.
Another thing I noticed is that your lighter and darker borders around the metal are inner and outer. Lighter colors go on the top and left of things.
Darker, the opposite.
That way, it looks like a ridge with metal filling.
Which diagonal do you like more? Your orientation works with the rest of the GUI, but messing with it; I think having it on the bottom left makes it seem like a wing.
Don't worry, you're not.
Here is a test of my version of the bar from post #266:
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Retired StaffThough it's possible that it may be an error on your part, a similar problem has happened to me.
I've found that:
- Applying the vanilla textures.
- Going into a world.
- Leaving again.
- Reapplying Xenocontendi.
Can fix the problem.I've fixed all those bits in the GUI that you've said were off.
Personally, I prefer the corners on the top, and such. It's got a more cohesive look to it, I think.
The corner-down looks a bit neater, but it may contrast a bit too much with the rest of the GUIs. That may be a matter of opinion, though.
Another note...do you like the icons I made for bows? I've added one for the longbow, as well, and I think it looks pretty good.
Clicking it'll link you to the native size.
Also, Aether updated. It added a bit of new stuff, like flowers, and a couple of other new blocks and items.
Diamond pants look a little off to me... They ride up a tad high, and there appears to be a belt around my thighs. o.O Everything okay there? A while ago I noticed that beds were off a few pixels as well.
Also, would you be interested in making some alternate tools? The server I play on, Herocraft, has a class-and-level system that restricts tools and renames tools specific to a given class.
Diamond Shovel- Dragoon Lance
Diamond Sword- Crystal Katana
Gold Sword- Soulfire
Diamond Axe- Axe of Doom
Diamond Pick- Impaler (don't know what that would look like. :tongue.gif:)
Portal block- Soul Stealer (or this. whatever)
And probably others which I may find out about later. If you want to try, I thank you. If not there's no harm done, still love the pack, thanks for keeping it updated!
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Retired StaffThat's been fixed now!
I love it.
http://twitter.com/#!/jeb_/status/109122885343391744
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Retired StaffYesh.
Holy , he did it!
Was practically praying he'd do this for us.
Thank you for bringing that to my attention; I never check the front page.
Please?
Anyways, here's a diamond!
I voted for custom font, but for now I'm just using XSSsheep's.
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Retired StaffThis should help the 1.8 update be released all the more sooner.
I'm rather fond of my watermelon.
Sort of like the cubic watermelon they manufacture in Japan.
*cough*slENDERMAN*cough*
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Retired StaffCreepy.
Keyword will probably be tar.
EDIT:
There. c:
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Retired StaffThat is one sexy carpet.
Also, I'm rather fond of your melons as well :wink.gif: