Is there any way you can darken the Aether grass a tick or so?
It seems to be a bit too bright and clashes with the dirt, as a result.
Good question; I don't believe so.
It took a very long time tweaking the grass to look just right. I had it darker for a time as I was playtesting the textures, but it just didn't seem right.
The minty teal I settled on seems ethereal enough, though it might seem bright at times.
Good question; I don't believe so.
It took a very long time tweaking the grass to look just right. I had it darker for a time as I was playtesting the textures, but it just didn't seem right.
The minty teal I settled on seems ethereal enough, though it might seem bright at times.
Perhaps darken the grass only a shade or so, and lighten the dirt a bit?
As of now they're too far apart they seem to clash.
Again, this is my favorite pack, so don't take my criticisms the wrong way :smile.gif:
The blue bars seem to be for an animation. Perhaps searching for connection, or the icon appearing theatrically.
I wonder what the olive hearts are for.
There is a brightened and a faded version, in the same manner as the hearts.
Therefore, it's a colorization of the entire bar.
I bet it's poison. I'll probably make cracked hearts to show this.
There also seems to be a rotten food icon. I'm not sure how the graphics for that are implemented.
The fact that the normal meat and the rotten meat both have faded icons makes me think that it also could be a full-bar recolor.
Maybe your hunger bar appears 'poisoned' when the poisoning is from eating.
Zombies drop rotten meat, which can be eaten at "the expense of health".
It might poison you.
There are also blue cave spiders, which may be poisonous, but not from food.
The experience bar's metering is a texture overlay.
Therefore, some artists could add different graphics for each part of the graph, such as a green-to-red gradient of the bar as you get higher.
Understood graphics:
1. Connection bars, perhaps for SMP connection. Most likely in the corner of the screen.
2. Blue graphic for connection bars, for a flashing animation. Invariably will refer to loading.
3. Poisoned hearts, with faded version for flashing during loss. Most likely a full-bar recolor.
4. Food, with faded version for flashing during loss.
5. Poisoned food, with faded version for flashing during loss. Most likely a full-bar recolor.
6. Experience bar, with highlight made of another graphic.
Not understood:
7. Food in another direction. Wolves?
8. Red and green backgrounds for food.
9. Two different graphics for one connection graphic?
I believe the connection bars are for multiplayer latency.
The other confusing things...I have no clue.
I was mostly confused at the fact that they included two of the same connection bar graphics.
When 1.8 comes out, I may recolor one of them an odd color and toy around to see if they're both used, and for what purpose.
I did something similar by coloring all the biomes in bright colors.
Swamps didn't exist, the color I assigned for swamp ended up being strewn out randomly with no distinguishing features.
The same can be said for seasonal forest.
Woods can be distingushed via less-to-no large trees.
Here's the finished icons.png:
I used the diamond and copper pallets from the Combat++ GUI.
For poison: the icons are cracked, and the damage flash is green.
I might do some more tweaking, but I'll see how it works.
EDIT:
And here's a mockup, with as many elements as possible.
Due to the nature of the biome generation, autumn leaves are now impossible.
Which is bad.
This is because the biome generator is more broad, and exact. There's no variance or gradual change in the biome transitions.
Which means that each biome is a 'fixed point' on the foilage gradient. The best part is, this 'fixed point' is somewhere in the middle yellow area of my autumn bit, which looks incredibly bad.
Therefore, I've been forced to disable the autumn patches. Hopefully there will be changes.
Why on earth would swamps be the same color as normal forests? oO Stands to reason that they would be different, you'd think. Oh well.
Thanks for keeping the pack up-to-date, Dis!
EDIT: The Yogscast video confirms that the green connection bar appears on the multiplayer server menu, probably indicating the quality of the connection somehow. Ping rate, perhaps?
It seems to be a bit too bright and clashes with the dirt, as a result.
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Retired StaffGood question; I don't believe so.
It took a very long time tweaking the grass to look just right. I had it darker for a time as I was playtesting the textures, but it just didn't seem right.
The minty teal I settled on seems ethereal enough, though it might seem bright at times.
I had to steal your carpet.
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Retired StaffHere's a more complete screenshot of the rug, if you want to use it as a reference.
Perhaps darken the grass only a shade or so, and lighten the dirt a bit?
As of now they're too far apart they seem to clash.
Again, this is my favorite pack, so don't take my criticisms the wrong way :smile.gif:
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Retired StaffInteresting. Are those wifi bars?
The blue bars seem to be for an animation. Perhaps searching for connection, or the icon appearing theatrically.
I wonder what the olive hearts are for.
There is a brightened and a faded version, in the same manner as the hearts.
Therefore, it's a colorization of the entire bar.
I bet it's poison. I'll probably make cracked hearts to show this.
There also seems to be a rotten food icon. I'm not sure how the graphics for that are implemented.
The fact that the normal meat and the rotten meat both have faded icons makes me think that it also could be a full-bar recolor.
Maybe your hunger bar appears 'poisoned' when the poisoning is from eating.
Zombies drop rotten meat, which can be eaten at "the expense of health".
It might poison you.
There are also blue cave spiders, which may be poisonous, but not from food.
The experience bar's metering is a texture overlay.
Therefore, some artists could add different graphics for each part of the graph, such as a green-to-red gradient of the bar as you get higher.
Understood graphics:
Not understood:
The other confusing things...I have no clue.
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Retired StaffI was mostly confused at the fact that they included two of the same connection bar graphics.
When 1.8 comes out, I may recolor one of them an odd color and toy around to see if they're both used, and for what purpose.
I did something similar by coloring all the biomes in bright colors.
Swamps didn't exist, the color I assigned for swamp ended up being strewn out randomly with no distinguishing features.
The same can be said for seasonal forest.
Woods can be distingushed via less-to-no large trees.
Here's the finished icons.png:
I used the diamond and copper pallets from the Combat++ GUI.
For poison: the icons are cracked, and the damage flash is green.
I might do some more tweaking, but I'll see how it works.
EDIT:
And here's a mockup, with as many elements as possible.
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Retired StaffWill do; downloading now and
playing aroundevaluating the textures.-
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Retired StaffThere are a few issues.
Due to the nature of the biome generation, autumn leaves are now impossible.
Which is bad.
This is because the biome generator is more broad, and exact. There's no variance or gradual change in the biome transitions.
Which means that each biome is a 'fixed point' on the foilage gradient.
The best part is, this 'fixed point' is somewhere in the middle yellow area of my autumn bit, which looks incredibly bad.
Therefore, I've been forced to disable the autumn patches. Hopefully there will be changes.
Swamps also seem to use the same 'fixed point' as normal forests. Joy.
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Retired StaffSorry, fixed. I forgot to add the items.png.
I've also added a panorama that works correctly.
Also, the new logo for signatures is in effect. Caching will interfere for awhile.
It will be a great help if you change the url to http://dl.dropbox.com/u/22197566/Minecraft/Xenocontendi/Xeno_logo.png.
I plan to rotate the image inside the O, which will be easier within a Dropbox.
Thanks for keeping the pack up-to-date, Dis!
EDIT: The Yogscast video confirms that the green connection bar appears on the multiplayer server menu, probably indicating the quality of the connection somehow. Ping rate, perhaps?
Makes them look kinda...silly.
Case in point:
edit: Also, their pearl texture in "items" is missing.