Blaugh! I'm working on it.
To be honest, I'm not happy with the prereleasing they've been doing.
I feel like the prereleases ruin the hype for the different versions.
Instead of a new version that everyone can be excited about, it's a buggy, quietly released version; with no excitement, appreciation, or hype.
It's like opening your presents before Christmas morning. The special feeling is gone.
I don't mind the pre-releasing as much as I mind them releasing half finished updates after advertising the **** out of them. Pre-releasing a mostly done update just so people have a chance to bug test it is fine with me. However, every update released lately has been utterly half assed.
Anyway, gonna take a look at the updated pack. <3 you, Disethas :smile.gif:
I've made my 'testificates' more human.
They're wearing little hats now, and they resemble characters in an RPG.
I'm debating keeping a nose for recognizability, but I like their appearance.
Having heaps of issues with the swamp biome. Mojang has performed the miracle of a subtractive colorization on the grass and foilage.
To boot, and this is amazing, the discoloration does not conform to the biome gradients. With my grass color, the swamps become this murky brownish-grey.
The vanilla gradient is only a notch slightly higher than mine in saturation.
When I apply a neon green color to the area, it becomes a dark, murky green.
However, since it does not conform to any other coding, bits of neon could show on the edges, or the murky grey will be on the cusp of the swamp area!
My hue of water has become green, but it actually looks fairly nice.
I only wish they smoothly blended the two water colors.
The villagers look fantastic, as I expected they would. Forget the noses, or just make an option in the customizer.
Mojang has really gone retarded with the way their biomes are set up. They don't blend at all, they're way too abrupt, swamps next to deserts next to ice and snow, there's little to no hills, only flatland and mountains, and there's no medium level for forestry, it's either dense as ****, or barren plains. Biomes NEED to blend, there needs to be like a default hilly forest biome that separates all the more drastic biomes.
Mojang has made some weird design choices lately.
I have no idea why Notch thought that the Squidward look was a good idea. The nose is just...ugh.
And the idea that they're touting the lack of biome bleed as a good thing? Yeah, no.
Good job on the villagers, though. They look awesome.
I'm still not quite happy with my autumn leaves. I've decided to determine the lowest amount of pixels between two biomes, then divide each proportional to their pixel distance.
Image of data points.
Todo list for Operation Iris: ☑ Find fixed points of 1.8 biomes.
☑ Create a full color pallete for grass and foilage transitions.
☐ Find fixed point for mushroom biome.
☑ Determine the pixel length of 1st priority biome transition.
☐ Determine the pixel length of 2nd priority biome transition.
☐ Determine the pixel length of 3rd priority biome transition.
☐ Determine the pixel length of remnant priority biome transition.
☐ Determine the pixel length of biome transitions to the mushroom biome.
I'll put this checklist in the OP, between the signature and changelog.
The 1.9 Pre 2 version should also work with 1.8.1, though the swamps will be rather brightly colored.
Quote from Changelog »
October 3rd
'1.9 Prerelease 2'
Compatible with 1.9 Prerelease 2
Font heavily tweaked.
Swamp biome gradient is brighter to accommedate swamp discoloration.
Possibly more but I've probably forgotten.
Greetings, nice to meet ya! if i helped you in any kind of way be sure to press the lil' arrow button there, and you will help me too! that's cool isn't it???
I've made yet another mod compatibility thingie.
This one's for Simple Alchemy.
I can show you what the potions themselves look like, however it appears that, even in default texture pack, I can't see the buff icons.
Left to right:
Health, Firebrand, Speed, Shield, Regen, Thorn, Extension, Strength.
Firebrand looks silly when you're holding it, but I couldn't figure out how to get across the fact that it's "hot". Download
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Retired StaffBlaugh! I'm working on it.
To be honest, I'm not happy with the prereleasing they've been doing.
I feel like the prereleases ruin the hype for the different versions.
Instead of a new version that everyone can be excited about, it's a buggy, quietly released version; with no excitement, appreciation, or hype.
It's like opening your presents before Christmas morning. The special feeling is gone.
Oh, my bad!
I'll fix that as soon as I can.
And I dearly love him for it.
Anyway, gonna take a look at the updated pack. <3 you, Disethas :smile.gif:
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Retired StaffHere we go!
1.9 Prerelease Version Download
I've made my 'testificates' more human.
They're wearing little hats now, and they resemble characters in an RPG.
I'm debating keeping a nose for recognizability, but I like their appearance.
Having heaps of issues with the swamp biome. Mojang has performed the miracle of a subtractive colorization on the grass and foilage.
To boot, and this is amazing, the discoloration does not conform to the biome gradients. With my grass color, the swamps become this murky brownish-grey.
The vanilla gradient is only a notch slightly higher than mine in saturation.
When I apply a neon green color to the area, it becomes a dark, murky green.
However, since it does not conform to any other coding, bits of neon could show on the edges, or the murky grey will be on the cusp of the swamp area!
My hue of water has become green, but it actually looks fairly nice.
I only wish they smoothly blended the two water colors.
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Retired StaffMojang has really gone retarded with the way their biomes are set up. They don't blend at all, they're way too abrupt, swamps next to deserts next to ice and snow, there's little to no hills, only flatland and mountains, and there's no medium level for forestry, it's either dense as ****, or barren plains. Biomes NEED to blend, there needs to be like a default hilly forest biome that separates all the more drastic biomes.
I have no idea why Notch thought that the Squidward look was a good idea. The nose is just...ugh.
And the idea that they're touting the lack of biome bleed as a good thing? Yeah, no.
Good job on the villagers, though. They look awesome.
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Retired StaffImage of data points.
Todo list for Operation Iris:
☑ Find fixed points of 1.8 biomes.
☑ Create a full color pallete for grass and foilage transitions.
☐ Find fixed point for mushroom biome.
☑ Determine the pixel length of 1st priority biome transition.
☐ Determine the pixel length of 2nd priority biome transition.
☐ Determine the pixel length of 3rd priority biome transition.
☐ Determine the pixel length of remnant priority biome transition.
☐ Determine the pixel length of biome transitions to the mushroom biome.
I'll put this checklist in the OP, between the signature and changelog.
It's sort of broken at the moment.
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Retired StaffI'll look into it!
There is no way to describe the default villagers without resorting to Squidward.
I'm not sure what's causing that now.
Let me compare my file to the vanilla. Perhaps he changed transparency methods.
Yeah, it's amazing that Mojang actually thinks that's a good thing, let alone something to be proud of.
1.9pre2 has new items.
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Retired StaffThe 1.9 Pre 2 version should also work with 1.8.1, though the swamps will be rather brightly colored.
*PIG ORGARSM*
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Retired StaffThat lasts for 30 minutes!
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Retired StaffOpen start and click 'Run'.
Then type:
Click the .minecraft folder, then texturepacks.
(/.minecraft/texturepacks)
Paste the .zip into the /texturepacks folder. Do not unzip it.
This one's for Simple Alchemy.
I can show you what the potions themselves look like, however it appears that, even in default texture pack, I can't see the buff icons.
Left to right:
Health, Firebrand, Speed, Shield, Regen, Thorn, Extension, Strength.
Firebrand looks silly when you're holding it, but I couldn't figure out how to get across the fact that it's "hot".
Download