Honestly, I dislike the new damage sound. I didn't know that it had one when I was using it, and my reaction was
I really thought it was the item being picked up noise. The other variants sounds like you're being hit with a metal pipe.
My first thought is that with sound design like this, is that it may take time to be accustomed to telling which sounds mean what, especially similar ones.
There's three variants:
Each of them have the 'swish' before the actual hit (which may be confused with my cloth noise for picking stuff up), which is there to help the player anticipate the hit for a moment before it comes. I've always disliked vanilla's 'KNRNISRNT' sound, mainly because of how abrupt it is. After that, the hit itself is somewhat disconnected from the reality of the attack, and is more meant to represent your UI being damaged.
The first is a 'swi-cluink!' sort of noise, which was sampled from bapping a plate. This one may be similar to the 'BLOP' for picking up items in vanilla.
Second of them is a 'swi-klinkilnink', which I think was from some broken glass or beads.
The third one is a 'swi-kurnk', which is a duller noise to help soften the repetition. I think it was a similar source as the others, but deepened.
I'm glad to see you still have the passion to maintain this pack for so many years. Thank you so much for your dedication.You make minecraft so much more enjoyable.
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:
█▀▀░█░█░█▀█░█▀▀░█▀█
▀▀█░█░█░█▀▀░█▀░░█▀▄
▀▀▀░▀▀▀░▀░░░▀▀▀░▀░▀
█▄░▄█░█▀▀░█▀▀▀░ █▀█
█░█░█░█▀░░█░▀█░█▀▀█
▀░▀░▀░▀▀▀░▀▀▀▀░▀░░▀
█▀▀░█▀█░█░█▀▀
█▀░░█▀▀░█░█
▀▀▀░▀░░░▀░▀▀▀
░░░░░░██▄
░░░░░░█░█
░░░░░█░░█
█▄▄▄█░░░██
█ ░░ Lyyti ░░░█
█░ Add This ░░█
█░ Please! ░░░█
█░ And Give ░░█
█░ Me one ░█
█████████
I took a bit of time and implemented some features into some of the new 1.8 features, like CTM for the igneous rock. It's taking awhile for mods like MCPatcher and Optifine to update to 1.8 because of code changes, so stuff like CTM and Randomobs won't be available until then.
Quote from Changelog »
Ver. 37 September 13th, 2014 '1.8 and Assorted' 1.8 textures implemented, including: Classic CTM for smooth igneous stone, Animated sea lanterns, Randomob textures for Guardians, Hand-drawn antialiasing for banner textures. Randomized CTM for gravel. Redesign and randomob textures for the iron golems. New, animated, texture for the brewing stands. New red velvet cake texture. New, animated, command block texture. New sponge texture. Change to trapdoor texture to have a woven window. Change to sprites for cooked fish and apples. Redesign of the gold armor texture. Tweak to the iron armor texture. Tweaks to the enderdragon screams. Adjusted the grass colormap in birch forests. Adjusted the texture of the oak door to use a proper color pallet. Set a more consistent color pallet for different iron blocks. Changes to the shape of some tools. Pallet changed for golden items to match golden armor and blocks. Fixed an issue where part of the map UI was missing. Fixed an issue where the filename of fish was changed. Fixed the dirt CTM. New pack description format.
Also, assets/minecraft/sounds/mob/endermen/Miniscreams contains all the endermen sounds a 2nd time. I dont think it's supposed to be like that?
I set the villager idle sounds to files containing only silence: any noise the villagers make quickly becomes annoying, since there's usually 5-6+ of them in a place at a time. I tried some small cough noises to indicate a person's presence, but it became a cacophany of disease.
I'm not sure why it would have that error, but it shouldn't really be a problem (other than the spam) since the files don't contain a sound.
As for the endermen files, I think those were WIP sounds I was using, and are just shorter versions of the final sounds.
I have one question. Will you make alternate textures????
Also one thing i like to do with this pack is to edit all the yellow stuff to blue (My fav. Color)
I have one question. Will you make alternate textures????
Also one thing i like to do with this pack is to edit all the yellow stuff to blue (My fav. Color)
Right now, I'm working on the idea to just have alternate pack downloads in order to work with the new system of being able to apply more than one resource pack at once.
Oh, and the bricks slabs doesnt fit with the brick block. Can someone reply me? And fix this, please?
Yeah, there's a glitch at the moment where the brick block takes on the CTM texture of andesite, even if the andesite textures aren't even present.
I've been trying to fix this problem through trial and error, but it's completely baffling. Even when there's no texture files present to even be loaded, they magically reappear to apply themselves to the bricks. I may need to reassemble the texture pack files from scratch in order to strain out whatever weirdness is causing this, so it could take awhile.
My first thought was that the textures were stuck in GPU memory, but the fact that it's a problem present on other computers means that it's in the .zip itself.
also, sorry for being "Buggy" as people call me ;-; but will you try to add models for this resourcepack?? (1.8 thing)
Don't worry about it!
I've been looking into that, and I'm just trying to figure out where I'd like to apply it. Most of the time, I can express a block shape through color and shading.
Because of the way the game renders blocks, I'll probably be modest with them, because it tends towards making high-contrast highlights and shadows on the inner parts of the model, which is contrary to the art design of the pack. I'd actually be more interested in using normal mapping for the sort of thing in those pictures, since it wouldn't distort colors too much.
I think if I modify any models, it'd be the non-block ones, such as ladders and torches. Making an interior to the furnace might work smoothly as well.
I always try to follow the artstyle of the items, i like editing textures. and i like "Interesting" mobs, like for instance, in one of my edits. i have the chicken as a penguin
This is a great-looking texture pack - it's very hard to find ones that aren't horrendously over-contrasty and patterned (which I think looks horrible when you're looking at an expanse of repeating blocks) or else high resolution, which I don't like. So thanks! I used to use the Crafteepack which unfortunately has been abandoned.
In the old posts mention is made of the customiser, which is currently (forever?) down. I saw a link to the alternative .zip but it doesn't appear to have block textures in - I'd prefer to use the lighter iron rather than the cast iron look (especially because I play with other people and want things to look reasonably similar) Is there anywhere to get the alternatives or a new customiser these days?
Mhm, CrafteePack reminds me of the old Quandary texture pack, which was one of the ones I liked the most before I made this one. The three packs would probably be within the same genre of 'different (smoother?) interpretation of default', i.e. the translation of Xenocontendi.
The customiser was a website which let you customise individual packs or mix-and-match them, so I used that for awhile. The site died during the 2 or 3 format changes to texture packs.
In the post with the alternate textures, the .zip files are specifically for non-blocks, and I made a sheet of the block items here. This was before all the block textures were cut apart into separate files, so the sheet seemed like the easiest way to distribute the textures: someone could just open both sheets and copy the tiles over.
When I have time, I could guillotine the tilesheet into seperate images and make a similar .zip for them. In the meantime, you could use that tilesheet to change the textures for things like the polished steel!
I think I'd also prefer a less directional grass block - simply because it looks quite bad with optifine's randomiser to me.
Yeah, you should definitely disable that option with my pack. Most of my textures are 'shaped' or directional so the random rotation breaks the tiling. For the textures where I wanted to break up repetition-- like dirt and stone-- I have CTM set up for that, so it's not necessary.
I've been working lately on increasing the sharpness and variety of the grass texture. Before I changed my grass texture to greyscale, for the biomes, it was a lot sharper and had a grassier sort of color ramp, and I've been trying to reproduce that appearance.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
-
View User Profile
-
View Posts
-
Send Message
Retired StaffI changed it so moon phases change between different colors as time goes on. The new moon, instead of being a blank spot, is a blue moon.
"Hm, it seems like my damage sounds aren't working?"
One miller second later..
*Damage sound*
"What am I picking up?"
I really thought it was the item being picked up noise. The other variants sounds like you're being hit with a metal pipe.
-
View User Profile
-
View Posts
-
Send Message
Retired StaffMy first thought is that with sound design like this, is that it may take time to be accustomed to telling which sounds mean what, especially similar ones.
There's three variants:
Each of them have the 'swish' before the actual hit (which may be confused with my cloth noise for picking stuff up), which is there to help the player anticipate the hit for a moment before it comes. I've always disliked vanilla's 'KNRNISRNT' sound, mainly because of how abrupt it is. After that, the hit itself is somewhat disconnected from the reality of the attack, and is more meant to represent your UI being damaged.
-
View User Profile
-
View Posts
-
Send Message
Retired Staff█▀▀░█░█░█▀█░█▀▀░█▀█
▀▀█░█░█░█▀▀░█▀░░█▀▄
▀▀▀░▀▀▀░▀░░░▀▀▀░▀░▀
█▄░▄█░█▀▀░█▀▀▀░ █▀█
█░█░█░█▀░░█░▀█░█▀▀█
▀░▀░▀░▀▀▀░▀▀▀▀░▀░░▀
█▀▀░█▀█░█░█▀▀
█▀░░█▀▀░█░█
▀▀▀░▀░░░▀░▀▀▀
░░░░░░██▄
░░░░░░█░█
░░░░░█░░█
█▄▄▄█░░░██
█ ░░ Lyyti ░░░█
█░ Add This ░░█
█░ Please! ░░░█
█░ And Give ░░█
█░ Me one ░█
█████████
-
View User Profile
-
View Posts
-
Send Message
Retired StaffI took a bit of time and implemented some features into some of the new 1.8 features, like CTM for the igneous rock. It's taking awhile for mods like MCPatcher and Optifine to update to 1.8 because of code changes, so stuff like CTM and Randomobs won't be available until then.
-
View User Profile
-
View Posts
-
Send Message
Retired StaffAny of the three download mirrors in the OP should link to the 1.8 version.
-
View User Profile
-
View Posts
-
Send Message
Retired StaffI set the villager idle sounds to files containing only silence: any noise the villagers make quickly becomes annoying, since there's usually 5-6+ of them in a place at a time. I tried some small cough noises to indicate a person's presence, but it became a cacophany of disease.
I'm not sure why it would have that error, but it shouldn't really be a problem (other than the spam) since the files don't contain a sound.
As for the endermen files, I think those were WIP sounds I was using, and are just shorter versions of the final sounds.
Also one thing i like to do with this pack is to edit all the yellow stuff to blue (My fav. Color)
-
View User Profile
-
View Posts
-
Send Message
Retired StaffI had a customizer set up awhile ago, but the site went down last I checked. I set up a sheet of the alternate textures here.
Right now, I'm working on the idea to just have alternate pack downloads in order to work with the new system of being able to apply more than one resource pack at once.
Yeah, there's a glitch at the moment where the brick block takes on the CTM texture of andesite, even if the andesite textures aren't even present.
I've been trying to fix this problem through trial and error, but it's completely baffling. Even when there's no texture files present to even be loaded, they magically reappear to apply themselves to the bricks. I may need to reassemble the texture pack files from scratch in order to strain out whatever weirdness is causing this, so it could take awhile.
My first thought was that the textures were stuck in GPU memory, but the fact that it's a problem present on other computers means that it's in the .zip itself.
-
View User Profile
-
View Posts
-
Send Message
Retired StaffDon't worry about it!
I've been looking into that, and I'm just trying to figure out where I'd like to apply it. Most of the time, I can express a block shape through color and shading.
Because of the way the game renders blocks, I'll probably be modest with them, because it tends towards making high-contrast highlights and shadows on the inner parts of the model, which is contrary to the art design of the pack. I'd actually be more interested in using normal mapping for the sort of thing in those pictures, since it wouldn't distort colors too much.
I think if I modify any models, it'd be the non-block ones, such as ladders and torches. Making an interior to the furnace might work smoothly as well.
-
View User Profile
-
View Posts
-
Send Message
Retired StaffMhm, CrafteePack reminds me of the old Quandary texture pack, which was one of the ones I liked the most before I made this one. The three packs would probably be within the same genre of 'different (smoother?) interpretation of default', i.e. the translation of Xenocontendi.
The customiser was a website which let you customise individual packs or mix-and-match them, so I used that for awhile. The site died during the 2 or 3 format changes to texture packs.
In the post with the alternate textures, the .zip files are specifically for non-blocks, and I made a sheet of the block items here. This was before all the block textures were cut apart into separate files, so the sheet seemed like the easiest way to distribute the textures: someone could just open both sheets and copy the tiles over.
When I have time, I could guillotine the tilesheet into seperate images and make a similar .zip for them. In the meantime, you could use that tilesheet to change the textures for things like the polished steel!
Yeah, you should definitely disable that option with my pack. Most of my textures are 'shaped' or directional so the random rotation breaks the tiling. For the textures where I wanted to break up repetition-- like dirt and stone-- I have CTM set up for that, so it's not necessary.
I've been working lately on increasing the sharpness and variety of the grass texture. Before I changed my grass texture to greyscale, for the biomes, it was a lot sharper and had a grassier sort of color ramp, and I've been trying to reproduce that appearance.