Wow. Thanks! It's what I get for being behind the times. XD I noticed that the zombie is now 512x512. Is that what it needs to be now for 128? I used to have all of my mobs at 512 but I noticed that the other 128 packs were set to 256.
Well I'm not completely sure on that, actually. I believe that is the case, but I've only recently gotten into anything higher than 32x, except for some practice textures (bordercraft style with 128x, for example) and the like.
Well I'm not completely sure on that, actually. I believe that is the case, but I've only recently gotten into anything higher than 32x, except for some practice textures (bordercraft style with 128x, for example) and the like.
YES IT'S BACK!!!!! My god how I've missed this texture pack!!!
Edit: It seems theres default water and lava . I have optifine set for custom water and lava. Also did it when optifine wasn't installed.
Yeah, the textures for water, lava, fire, and nether portals haven't been converted to the new format. It's understandable, and frankly, it's also a pain in the ass.
Basically, they would be labeled as water.png, water_flowing.png, lava.png, lava_flowing.png, portal.png, fire0.png, fire1.png. They have to be animated now, since Minecraft no longer generates the animation in-game. Same goes for clocks and compasses, now each frame of the animation is a direction of the needle.
Yeah, the textures for water, lava, fire, and nether portals haven't been converted to the new format. It's understandable, and frankly, it's also a pain in the ass.
Basically, they would be labeled as water.png, water_flowing.png, lava.png, lava_flowing.png, portal.png, fire0.png, fire1.png. They have to be animated now, since Minecraft no longer generates the animation in-game. Same goes for clocks and compasses, now each frame of the animation is a direction of the needle.
Oh damn o_o. Well that does sound like a pain in the ass.
Oh damn o_o. Well that does sound like a pain in the ass.
Yeah, especially frame by frame. D:
Anyways, thought I'd share a wolf_collar.png, since there isn't one. This takes the collar from wolf_tame and grayscales it, so when you dye your wolf's collar, it will change color. (Also, no more default collar.)
Yeah, the textures for water, lava, fire, and nether portals haven't been converted to the new format. It's understandable, and frankly, it's also a pain in the ass.
Basically, they would be labeled as water.png, water_flowing.png, lava.png, lava_flowing.png, portal.png, fire0.png, fire1.png. They have to be animated now, since Minecraft no longer generates the animation in-game. Same goes for clocks and compasses, now each frame of the animation is a direction of the needle.
Anyways, thought I'd share a wolf_collar.png, since there isn't one. This takes the collar from wolf_tame and grayscales it, so when you dye your wolf's collar, it will change color. (Also, no more default collar.)
Sweet. Thanks. I'll drop that in today.
Ugh. After seeing all these changes, I can't see how someone would want to come in here and start a pack from scratch. It's a TON of work. I feel lucky that I started mine when I did.
I'll look into the animations and see about getting those taken care of. I'm wondering if animation frames was easier for them? Having the game generate the needle seemed better on paper to me.
Sweet. Thanks. I'll drop that in today.
Ugh. After seeing all these changes, I can't see how someone would want to come in here and start a pack from scratch. It's a TON of work. I feel lucky that I started mine when I did.
I'll look into the animations and see about getting those taken care of. I'm wondering if animation frames was easier for them? Having the game generate the needle seemed better on paper to me.
I wouldn't say it makes it easier, but it allows for texture artists (like me, and you, and a lot of other people) to be able to control the theme and all of their packs better. Just more control without needing mcpatcher or optifine, which is fantastic. (No more being asked why there is fire on on the side of grass.) It also means that any texture can be animated, so if you want to add a shine to ores or ore blocks, you no longer need mcpatcher for your downloaders to be able to see it.
Oh, and I've been fixing up some tessellation issues with some of the textures in the pack. (There were noticeable breaks in blocks next to each other.) Here are the brick, netherrack, and netherbrick textures with their tiling issues fixed. I'll fix up wooden planks next, then I'll take another look through the textures to see if I can't patch up any other tiling issues.
Also, if you give me some time, I think I can take care of the animated textures like lava and water, for you. Do you have any animations done for the nether portal and fire?
I wouldn't say it makes it easier, but it allows for texture artists (like me, and you, and a lot of other people) to be able to control the theme and all of their packs better. Just more control without needing mcpatcher or optifine, which is fantastic. (No more being asked why there is fire on on the side of grass.) It also means that any texture can be animated, so if you want to add a shine to ores or ore blocks, you no longer need mcpatcher for your downloaders to be able to see it.
Oh, and I've been fixing up some tessellation issues with some of the textures in the pack. (There were noticeable breaks in blocks next to each other.) Here are the brick, netherrack, and netherbrick textures with their tiling issues fixed. I'll fix up wooden planks next, then I'll take another look through the textures to see if I can't patch up any other tiling issues.
Also, if you give me some time, I think I can take care of the animated textures like lava and water, for you. Do you have any animations done for the nether portal and fire?
Sweeeeet. I haven't done any animations yet. I don't recall the textures having tiling issues in previous versions...I'm wondering if the unstitcher had something to do with it.
Sweeeeet. I haven't done any animations yet. I don't recall the textures having tiling issues in previous versions...I'm wondering if the unstitcher had something to do with it.
It could be, but I've never had any issues with the unstitcher. I know that transparency can cause all sorts of issues with textures, but I don't know if that was the cause or not. Here's a pictures to show the tiling issues I saw, and a picture of it fixed. Little discrepancies bug me in textures. (And there's definitely a few I need to fix in my own pack.) And they are small descepancies. (There were a few bricks that didn't match up; Little things like that.)
It could be, but I've never had any issues with the unstitcher. I know that transparency can cause all sorts of issues with textures, but I don't know if that was the cause or not. Here's a pictures to show the tiling issues I saw, and a picture of it fixed. Little discrepancies bug me in textures. (And there's definitely a few I need to fix in my own pack.) And they are small descepancies. (There were a few bricks that didn't match up; Little things like that.)
Old Brick Tiled in a 2x2 square:
New Brick Tiled in a 2x2 square:
Edit: And the Netherrack.
Old Netherrack Tiled in a 2x2 square:
New Netherrack Tiled in a 2x2 square:
Yeah I'm not sure. The brick was in the first iteration of the pack and I was a super stickler for seams back then. I did most of the block textures in their own files so I could use the offset filter in photoshop. I think I'll look back at the original. I could have just completely missed that.
Yeah I'm not sure. The brick was in the first iteration of the pack and I was a super stickler for seams back then. I did most of the block textures in their own files so I could use the offset filter in photoshop. I think I'll look back at the original. I could have just completely missed that.
Alrighty. I'm also taking a look at wood planks, they have a mild tessellation issue. Some of the colors near/at the edges of the tiles will cause the texture to contrast against itself. An example, with tiled wood planks:
Wood
Modified Wood
Hope you don't mind, I don't want to bother you with these. I certainly don't want to add to your workload just after updating. (And I may be just slightly OCD.) If you think I'm on to something, I can go ahead and patch the other wooden planks.
Edit: The tiling issue shows much more on birch planks:
Alrighty. I'm also taking a look at wood planks, they have a mild tessellation issue. Some of the colors near/at the edges of the tiles will cause the texture to contrast against itself. An example, with tiled wood planks:
Wood
Modified Wood
Hope you don't mind, I don't want to bother you with these. I certainly don't want to add to your workload just after updating. (And I may be just slightly OCD.) If you think I'm on to something, I can go ahead and patch the other wooden planks.
Edit: The tiling issue shows much more on birch planks:
I don't mind at all. It's really helpful for me. I don't always have enough time to go check every single block for errors. I'll put these in.
Thanks! And I'll make sure to give you credit.
I fixed an issue with the Emerald Ore where the stone was tinted blue, for whatever reason. I'll have water and lava up in the next couple of days, since I'm finally back at my own computer.
I did a Diamond Ore recolor, so it does have the shine the other ores do.
And here is my own adaptation of the Emerald Ore. I'm currently using it with CTM's random method to get both kinds of Emerald Ore, along with coal. It'll be good practice for future textures.
And by the way, I'm doing some of the Aether II textures in Bordercraft style, if you don't mind me supporting the mod.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumWell I'm not completely sure on that, actually. I believe that is the case, but I've only recently gotten into anything higher than 32x, except for some practice textures (bordercraft style with 128x, for example) and the like.
...but that's just like, my opinion, man.
Hey man! Thank you again so much for looking at things. I went ahead and replaced those textures.
http://www.mediafire.com/?b10pcce6698bmm5
Edit: It seems theres default water and lava :o. I have optifine set for custom water and lava. Also did it when optifine wasn't installed.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumYeah, the textures for water, lava, fire, and nether portals haven't been converted to the new format. It's understandable, and frankly, it's also a pain in the ass.
Basically, they would be labeled as water.png, water_flowing.png, lava.png, lava_flowing.png, portal.png, fire0.png, fire1.png. They have to be animated now, since Minecraft no longer generates the animation in-game. Same goes for clocks and compasses, now each frame of the animation is a direction of the needle.
...but that's just like, my opinion, man.
Oh damn o_o. Well that does sound like a pain in the ass.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumYeah, especially frame by frame. D:
Anyways, thought I'd share a wolf_collar.png, since there isn't one. This takes the collar from wolf_tame and grayscales it, so when you dye your wolf's collar, it will change color. (Also, no more default collar.)
...but that's just like, my opinion, man.
Sweet. Thanks. I'll drop that in today.
Ugh. After seeing all these changes, I can't see how someone would want to come in here and start a pack from scratch. It's a TON of work. I feel lucky that I started mine when I did.
I'll look into the animations and see about getting those taken care of. I'm wondering if animation frames was easier for them? Having the game generate the needle seemed better on paper to me.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumI wouldn't say it makes it easier, but it allows for texture artists (like me, and you, and a lot of other people) to be able to control the theme and all of their packs better. Just more control without needing mcpatcher or optifine, which is fantastic. (No more being asked why there is fire on on the side of grass.) It also means that any texture can be animated, so if you want to add a shine to ores or ore blocks, you no longer need mcpatcher for your downloaders to be able to see it.
Oh, and I've been fixing up some tessellation issues with some of the textures in the pack. (There were noticeable breaks in blocks next to each other.) Here are the brick, netherrack, and netherbrick textures with their tiling issues fixed. I'll fix up wooden planks next, then I'll take another look through the textures to see if I can't patch up any other tiling issues.
Also, if you give me some time, I think I can take care of the animated textures like lava and water, for you. Do you have any animations done for the nether portal and fire?
...but that's just like, my opinion, man.
Sweeeeet. I haven't done any animations yet. I don't recall the textures having tiling issues in previous versions...I'm wondering if the unstitcher had something to do with it.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumIt could be, but I've never had any issues with the unstitcher. I know that transparency can cause all sorts of issues with textures, but I don't know if that was the cause or not. Here's a pictures to show the tiling issues I saw, and a picture of it fixed. Little discrepancies bug me in textures. (And there's definitely a few I need to fix in my own pack.) And they are small descepancies. (There were a few bricks that didn't match up; Little things like that.)
Old Brick Tiled in a 2x2 square:
New Brick Tiled in a 2x2 square:
Edit: And the Netherrack.
Old Netherrack Tiled in a 2x2 square:
New Netherrack Tiled in a 2x2 square:
...but that's just like, my opinion, man.
Yeah I'm not sure. The brick was in the first iteration of the pack and I was a super stickler for seams back then. I did most of the block textures in their own files so I could use the offset filter in photoshop. I think I'll look back at the original. I could have just completely missed that.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumAlrighty. I'm also taking a look at wood planks, they have a mild tessellation issue. Some of the colors near/at the edges of the tiles will cause the texture to contrast against itself. An example, with tiled wood planks:
Wood
Modified Wood
Hope you don't mind, I don't want to bother you with these. I certainly don't want to add to your workload just after updating. (And I may be just slightly OCD.) If you think I'm on to something, I can go ahead and patch the other wooden planks.
Edit: The tiling issue shows much more on birch planks:
...but that's just like, my opinion, man.
Indeed!
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumIs there anything other than lava and water missing? I haven't seen anything else missing, myself.
...but that's just like, my opinion, man.
I don't mind at all. It's really helpful for me. I don't always have enough time to go check every single block for errors. I'll put these in.
Thanks! And I'll make sure to give you credit.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumI did a Diamond Ore recolor, so it does have the shine the other ores do.
And here is my own adaptation of the Emerald Ore. I'm currently using it with CTM's random method to get both kinds of Emerald Ore, along with coal.
And by the way, I'm doing some of the Aether II textures in Bordercraft style, if you don't mind me supporting the mod.
...but that's just like, my opinion, man.
my thread:
http://www.minecraftforum.net/topic/1707731-mcpe-texture-pack-porting-for-061-latestjolicraft/#entry21160373