Sorry about the wait! Today is a good day for an update.
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Ver. 35
January 3rd, 2014
'1.7 and Assorted' All 1.7 textures implemented. Gradient for foilage, grass, and sky changed to accomodate new biomes. New colors inside. Changed hardened clay to more subtle, natural looking colors in order for mesa biomes to look nice. Colored glass resembles stained glass. New, randomized, ore textures for coal, iron, and lapis lazuli. Moon phases made to incorporate different colors. The new moon is now a blue moon. New sapling textures.
Numerous new textures for wooden objects.
New bark textures for spruce and jungle wood. Daylight detectors changed from spruce to dark oak. Birch wood changed to be a bit more blonde.
Somewhat deeper color for normal sand and sandstone, to better blend in with certain biomes.
Very slight change to the grass texture to make it a bit sharper in detail.
Changed portal texture to be lower contrast: flickering is more subtle.
Small change to the trading UI so unavailable options are more obvious.
Arbitrarily renamed the sound folder to 'sounds'. Repeat CTM for dirt temporarily disabled in order to accommodate a conflict with podzol textures.
MCPatcher is highly recommended!
I plan to provide some changes to the thread itself soon, as well as a followup update to improve some textures from this update (CTM!) and add some other new things.
I've laid the basic foundation of the new thread layout. I'll collect some new screenshots and arrange 2 or 3 imgur galleries for different subject matters. (Landscapes, interiors, and mobs.)
Might be just me but the new enchanted item glow is a bit too subtle, you can see them glow in your inventory just fine but worn ones barely glow at all.
Hmm, yeah. That was somewhat intentional, but I'm still trying to think of better solutions for the glow.
I came across this function the other day. There is a good chance that I'll be able to create a texture specifically for enchanted armor and items, so I could add metal lining, extra details, or gems into the weapons, tools, and armor to show that they're enchanted.
Bookshelves now have full CTM applied to them in order to accomodate a dark oak lining, as well as allowing some improvements to the books' pixel art. Glass now has a translucent, greenish renderpass, this should help with visibility of whether glass is present or not in larger panes of glass.
Iron horse armor's design is the traditionally seen horse barding, whereas gold and diamond have influences from cataphract armor. Specifically, the design of the gold armor is made to resemble something from Asia Minor.
Endermen now have stringy, tarlike phlegm when they open their mouths. The enderdragon's design has been modified to appear more intimidating, as well as there being changes to its cry.
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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.
Hmm, yeah. That was somewhat intentional, but I'm still trying to think of better solutions for the glow.
I came across this function the other day. There is a good chance that I'll be able to create a texture specifically for enchanted armor and items, so I could add metal lining, extra details, or gems into the weapons, tools, and armor to show that they're enchanted.
I like the idea of a glowing feather on a bow to show they are enchanted, more fancy details to the armor if its enchanted, sparkly/nonsparkly gems at the end of weapons corrosponding what they are made out of c: . and with tools i think a gem or something xD. I dont know though. Thats just my opinion c:
I like the idea of a glowing feather on a bow to show they are enchanted, more fancy details to the armor if its enchanted, sparkly/nonsparkly gems at the end of weapons corrosponding what they are made out of c: . and with tools i think a gem or something xD. I dont know though. Thats just my opinion c:
That's pretty much what I was thinking.
For a bow, I'd probably try putting in some metallic or gem details on the shaft, with the strings made of a more lustrous material.
I've established a secondary 'color' for different metal/gem materials, so I can use that to wrap the hilts of enchanted weapons and tools. So, for gold, something like this:
For wooden and stone tools, I could reuse some of the designs of my old aether toolset, which was designed to represent the spaces between the vanilla tools in terms of refinement:
For a bow, I'd probably try putting in some metallic or gem details on the shaft, with the strings made of a more lustrous material.
I've established a secondary 'color' for different metal/gem materials, so I can use that to wrap the hilts of enchanted weapons and tools. So, for gold, something like this:
For wooden and stone tools, I could reuse some of the designs of my old aether toolset, which was designed to represent the spaces between the vanilla tools in terms of refinement:
Awsome! I love those golden tools , and that wooden/stone sword thing sounds awsome.
It appears that Thaumcraft doesn't like your biome colormap.
That's a "Magical Forest" biome, and it seems to take it's biome colour from an area that's transparent on your map. If I swap the colormap file with the vanilla one it turns green.
I'm assuming this can happen with some other modded biomes, as well.
Not a huuuuge deal, because mods, but yeah.
I really like this Texture Pack A LOT!!!! If you don't know what your about to download go ahead and check out this video! Thanks everyone and keep up the good work with this Texture Pack (Resource Pack)
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Retired StaffThis 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.
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Retired StaffMCPatcher is highly recommended!
I plan to provide some changes to the thread itself soon, as well as a followup update to improve some textures from this update (CTM!) and add some other new things.
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Retired StaffHorses will take quite awhile, just because of the sheer number of them. I think I'll be able to fit horse armor into the next update, however.
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Retired StaffHmm, yeah. That was somewhat intentional, but I'm still trying to think of better solutions for the glow.
I came across this function the other day. There is a good chance that I'll be able to create a texture specifically for enchanted armor and items, so I could add metal lining, extra details, or gems into the weapons, tools, and armor to show that they're enchanted.
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Retired StaffBookshelves now have full CTM applied to them in order to accomodate a dark oak lining, as well as allowing some improvements to the books' pixel art. Glass now has a translucent, greenish renderpass, this should help with visibility of whether glass is present or not in larger panes of glass.
Iron horse armor's design is the traditionally seen horse barding, whereas gold and diamond have influences from cataphract armor. Specifically, the design of the gold armor is made to resemble something from Asia Minor.
Endermen now have stringy, tarlike phlegm when they open their mouths. The enderdragon's design has been modified to appear more intimidating, as well as there being changes to its cry.
EDIT: Why is that the better more creative packs like this one has gone unnoticed?
I like the idea of a glowing feather on a bow to show they are enchanted, more fancy details to the armor if its enchanted, sparkly/nonsparkly gems at the end of weapons corrosponding what they are made out of c: . and with tools i think a gem or something xD. I dont know though. Thats just my opinion c:
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Retired StaffThat's pretty much what I was thinking.
For a bow, I'd probably try putting in some metallic or gem details on the shaft, with the strings made of a more lustrous material.
I've established a secondary 'color' for different metal/gem materials, so I can use that to wrap the hilts of enchanted weapons and tools. So, for gold, something like this:
For wooden and stone tools, I could reuse some of the designs of my old aether toolset, which was designed to represent the spaces between the vanilla tools in terms of refinement:
Awsome! I love those golden tools , and that wooden/stone sword thing sounds awsome.
That's a "Magical Forest" biome, and it seems to take it's biome colour from an area that's transparent on your map. If I swap the colormap file with the vanilla one it turns green.
I'm assuming this can happen with some other modded biomes, as well.
Not a huuuuge deal, because mods, but yeah.
So i blame XP and Java on the problem :v