Awesome! Those are my favorite parts of FTB as well. X3 So, is it a team of people doing Xeno, then? I had originally thought it a solo en devour by Disethas.
It's only a team in the sense that I send Disethas a PM whenever I end up making something new.
I made some stuff for all of Risugami's mods that needed them, due to OCD, and then they got absorbed into the pack proper.
This time I made sure to talk to Disethas ahead of time, though.
Different texture tops for different varieties of tree species.
Randomob zombies.
Randomob cows.
Animation for redstone lamp.
NEI support -- thanks to Fruckert.
Changed end portal frame to be smoother.
Changed end chest frame to be smoother and to match the end portal frame.
CTM for glass, sandstone, and bookshelves fixed.
Compass and clock animations added.
Added an 8x8 block repeat texture for dirt and stone, which helps to cut down on the tiling issues with those blocks. Log blocks finally have their own tops!
The primary 'building material' for end portals is now obsidian. It blends in a bit more nicely with the nearly-black end material. I also toned down the lights on the chest and generally refined the design, so end chests are more pleasing to look at.
There's now a menagerie of zombies in various states of decay and clothing color.
If it's possible for you to add a custom skybox/clouds, that would be amazing. Otherwise its great. Another suggestion is adding apples to the CTM files for leaves, if that is possible.
I think you're missing the lit redstone lamp texture :3 either that or it requires mcpatcher/ optifine which i can't do for some reason
(probably because my laptop is terrible)
Also the A looks like an F in chat
So now that 1.6 is out and about, I can't wait to see what your horses look like! Are you also going to add your own sound effects and music? If so, we can help you!
Changed wheat in order to coincide better with the haybale texture.
Fixed the missing GUI for hoppers.
Removed the custom font in order to work more smoothly with unmodded Minecraft clients.
In one of the following updates, I'll work on texturing the different kinds of horses.
Hardened clay is made with a desert pallet in mind: they're all made to look like they've been worn down, or sun-baked.
I was able to use a coal texture I was already working with in order to make the coal blocks.
Rain is now much lighter and wetter sounding, with lightning now carrying an echo for quite a long time.
I was always rather unhappy with the default hit noise; it's a very abrupt and loud noise, which makes any hit you take seem sudden and unwarranted.
I made an effort to have the new hit sound be more delayed, preceded by a swish/woosh noise: this helps to make the damage feel more 'dexterous' and less cheap, as if it's premeditated.
The damage noise itself is made to sound rocky or clay-like, as if the hearts in the HUD themselves are being smashed.
(Which they are.)
I couldn't actually hear the damage sound in-game.
I jumped off a building a few times, and was barely able to hear a thing.
I heard the swooshy noise, but the hit itself was very soft.
I do like it better than the "you broke your ankle" sound, though.
I couldn't actually hear the damage sound in-game.
I jumped off a building a few times, and was barely able to hear a thing.
I heard the swooshy noise, but the hit itself was very soft.
I do like it better than the "you broke your ankle" sound, though.
Hmm, it comes through fairly clearly in audacity and through my game testing.
Do you have any equalizer settings on your sound driver? That may be causing some trouble.
I asked if it was blank because the sound file appeared to be empty. 0kb size and whatnot.
I'm starting to think that some funky corruption occurred, or something, because these aren't the sounds that I remember.
I also extract the packs to a separate folder for mod work and customizing and whatnot, so...I think something might've happened, idunno
Also, I redownloaded the pack and it was a whole ~400kb larger, so there's that.
Wood stuff... it all blurs together into a meh-colored mess. Check out this screenshot.
Six different wooden object types, but it all looks almost the same. The grains vary, but the colors are afraid to go too far from each other. Even compared to vanilla, it looks like melted ice cream.
Portals hurt the eyes.
That covering the monitor is just painful. Could there be WAY less contrast please?
Interface buttons don't have enough difference between active and inactive.
Gotta' look closely to see if a villager has another trade, etc.
The character/equipment background is too dark.
Since you decided to go with wrought iron, it's sort of hard to make out a character who's wearing it against that background.
The Minecraft community in general isn't about "respecting and caring" either. It largely consists of narcissistic children who disregard those other than themselves and like to spout anger, abuse, troll and flame. It is also why any competent multiplayer builder either owns a private server or one where build allowance requires in-depth vetting. If Minecraft was about "respecting and caring" these measures would clearly not be necessary.
I made some stuff for all of Risugami's mods that needed them, due to OCD, and then they got absorbed into the pack proper.
This time I made sure to talk to Disethas ahead of time, though.
Added an 8x8 block repeat texture for dirt and stone, which helps to cut down on the tiling issues with those blocks. Log blocks finally have their own tops!
The primary 'building material' for end portals is now obsidian. It blends in a bit more nicely with the nearly-black end material. I also toned down the lights on the chest and generally refined the design, so end chests are more pleasing to look at.
There's now a menagerie of zombies in various states of decay and clothing color.
(probably because my laptop is terrible)
Also the A looks like an F in chat
In one of the following updates, I'll work on texturing the different kinds of horses.
Hardened clay is made with a desert pallet in mind: they're all made to look like they've been worn down, or sun-baked.
I was able to use a coal texture I was already working with in order to make the coal blocks.
Rain is now much lighter and wetter sounding, with lightning now carrying an echo for quite a long time.
I was always rather unhappy with the default hit noise; it's a very abrupt and loud noise, which makes any hit you take seem sudden and unwarranted.
I made an effort to have the new hit sound be more delayed, preceded by a swish/woosh noise: this helps to make the damage feel more 'dexterous' and less cheap, as if it's premeditated.
The damage noise itself is made to sound rocky or clay-like, as if the hearts in the HUD themselves are being smashed.
(Which they are.)
I jumped off a building a few times, and was barely able to hear a thing.
I heard the swooshy noise, but the hit itself was very soft.
I do like it better than the "you broke your ankle" sound, though.
Hmm, it comes through fairly clearly in audacity and through my game testing.
Do you have any equalizer settings on your sound driver? That may be causing some trouble.
Also, is the pickup sound supposed to be blank?
I noticed in the 1.6.2 notes that custom fonts were fixed.
So...yeah.
The pickup sound is a bit more quiet than I had intended. I'll probably bring up the volume a bit so it's more noticeable.
The sound itself is a rustle or shuffle noise, as if you're putting something in a bag.
In that case I'll probably work on implementing the font again, once I'm done with the next few additions.
I'm starting to think that some funky corruption occurred, or something, because these aren't the sounds that I remember.
I also extract the packs to a separate folder for mod work and customizing and whatnot, so...I think something might've happened, idunno
Also, I redownloaded the pack and it was a whole ~400kb larger, so there's that.
I have to wonder what the sounds will be like.
I kinda like that.
It seems that you missed my request
Six different wooden object types, but it all looks almost the same. The grains vary, but the colors are afraid to go too far from each other. Even compared to vanilla, it looks like melted ice cream.
That covering the monitor is just painful. Could there be WAY less contrast please?
Gotta' look closely to see if a villager has another trade, etc.
Since you decided to go with wrought iron, it's sort of hard to make out a character who's wearing it against that background.
This may take a bit longer than other updates-- some of the changes will take a little bit of trial-and-error to figure them out.