Gave fire, lava and water a static image instead of 16-64 images each, made into animations. Looks uglier but reduces lag.
Imported the following files, all 16x: activator rail, activator rail powered, block redstone, comparator, comparator lit, daylight detector side, daylight detector top, detector rail on, dispenser front vertical, dropper front, dropper front vertical, fire 0, fire 0.txt, fire 1, fire 1.txt, hopper, hopper inside, hopper top, lava, lava.txt, lava flow, lava flow.txt, quartz block bottom, quartz block chiseled, quartz block chiseled top, quartz block lines, quartz block lines top, quartz block side, quartz block top, water, water.txt, water flow and water flow.txt. I tell you this because, when it comes to these images, minecraft's been having to interpret them on your monitor from the minecraft.jar instead of this texture pack. That's how a texture pack can be missing a grass image; the minecraft.jar takes over and uses the default appearance of grass instead. By adding all these files, there's less 'splitting' going on: some files being read from this texture pack while many others were having to be read from the minecraft.jar. Hopefully, this should reduce lag a bit, but that's not all.
Made all 4 types of logs 2x more solid and reduced their size from 64x to 16x.
Made all 4 types of planks 16x instead of 64x. In-game, there won't be any visible difference between the fact that they've been changed from 64x to 16x, they look exactly the same as they did before. The benefit to me doing this is making Minecraft have to render 4x less data, which should reduce the lag some people experience when using this texture pack. It wasn't a problem before 1.5, but I guess Minecraft's become less optimized, not more, when it comes to TPs. Over time, I plan on converting all unnecessary 64x files to 16x ones. Files that *need* to be left 64x will remain 64x, like grass, dirt, stone and some others.
Made all the destroy 0 through destroy 9 images 16x instead of 64x.
Made all the different sides of all the different types of quartz blocks transparent as . Not quartz ores, those are still 100% solid, just the quartz *blocks.*
Made all three sides of cacti 16x instead of 64x.
Made bedrock 16x instead of 64x.
Made comparators and lit comparators just a little bit transparent.
Made endstone a little more transparent and 16x instead of 64x.
Made flower pots more solid and 16x instead of 64x.
Made hoppers and the sides of hoppers about 50% transparent with the same image, giving them a unique shape compared to other blocks in this TP to help you distinguish it from others when working on redstone stuff. Here's a picture of what both of them look like: http://puu.sh/2EbkQ/0ba0ce471e.png The dark grey and light grey checkerboard pattern is invisible in-game; it represents nothing being there, or transparency, in this image editor.
Made netherrack 32x instead of 64x. *Might* reduce it further to 16x in the future, but who knows.
Made powered and unpowered activator rails about 2x more transparent.
Made powered and unpowered detector rails about 2x more transparent.
Made redstone blocks more than 2x as transparent, giving it the same shape as blocks of iron, blocks of gold, etc. The blocks you make out of these materials using 9 of them, not the ores.
Made snow 16x instead of 64x, having to make it 4x more solid in the process. If this becomes an issue, I may revise it to half transparency at 32x in the future.
Made the backs of item frames way the more transparent, have half a mind to make them about 2x more transparent than this in the future and made them 16x instead of 64x.
Made the dangerous ends of dispensers have the same appearance when they're vertical as when they're horizontal, and am seriously questioning why Jeb/Dinnerbone had to give that a different texture in the first place. :V
Made the front and front vertical sides of droppers a little transparent.
Made the sides and tops of daylight detectors about 50% transparent, giving them a unique shape compared to other blocks in this TP to help you distinguish it from others when working on redstone stuff. Here's a picture of each of them: http://puu.sh/2EbnB/ed434818a3.png and http://puu.sh/2Ebp5/0d47948164.png The dark grey and light grey checkerboard pattern is invisible in-game; it represents nothing being there, or transparency, in this image editor.
Made the tops of hoppers about 50% more transparent.
Made water 2x as transparent, but not in the traditional, (Well, traditional as far as this TP goes), way. You'll see what I mean when you're in-game.
@Eraiya i wish you could make ores such as gold and diamond to blink (with the new texture pack animation update) and a variant of the normal texture pack in which the brightness is enhanced. i also suggest chancing the gold ore texture to a 4 squared checkerboard kind. finally, i think bookshelves should be a little more visible, as many of us like to get those whitout killing tons of cows or loot a hundreds of dungeons. other than that, this TP is amazing!
Ketchup - Yep! Ones that make 'em stand out like crazy wherever they may be.
Maxime - I don't think I can adjust the brightness of anything, but I'll definitely look into all those other suggestions. Thanks!
Notes to self,
Experiment with animating normally non-animated images
Don't forget to make helmets more solid next time
Change gold ore texture due to similarity to emeralds
Make bookshelves more visible
Gave fire, lava and water a static image instead of 16-64 images each, made into animations. Looks uglier but reduces lag.
Imported the following files, all 16x: activator rail, activator rail powered, block redstone, comparator, comparator lit, daylight detector side, daylight detector top, detector rail on, dispenser front vertical, dropper front, dropper front vertical, fire 0, fire 0.txt, fire 1, fire 1.txt, hopper, hopper inside, hopper top, lava, lava.txt, lava flow, lava flow.txt, quartz block bottom, quartz block chiseled, quartz block chiseled top, quartz block lines, quartz block lines top, quartz block side, quartz block top, water, water.txt, water flow and water flow.txt. I tell you this because, when it comes to these images, minecraft's been having to interpret them on your monitor from the minecraft.jar instead of this texture pack. That's how a texture pack can be missing a grass image; the minecraft.jar takes over and uses the default appearance of grass instead. By adding all these files, there's less 'splitting' going on: some files being read from this texture pack while many others were having to be read from the minecraft.jar. Hopefully, this should reduce lag a bit, but that's not all.
Made all 4 types of logs 2x more solid and reduced their size from 64x to 16x.
Made all 4 types of planks 16x instead of 64x. In-game, there won't be any visible difference between the fact that they've been changed from 64x to 16x, they look exactly the same as they did before. The benefit to me doing this is making Minecraft have to render 4x less data, which should reduce the lag some people experience when using this texture pack. It wasn't a problem before 1.5, but I guess Minecraft's become less optimized, not more, when it comes to TPs. Over time, I plan on converting all unnecessary 64x files to 16x ones. Files that *need* to be left 64x will remain 64x, like grass, dirt, stone and some others.
Made all the destroy 0 through destroy 9 images 16x instead of 64x.
Made all the different sides of all the different types of quartz blocks transparent as . Not quartz ores, those are still 100% solid, just the quartz *blocks.*
Made all three sides of cacti 16x instead of 64x.
Made bedrock 16x instead of 64x.
Made comparators and lit comparators just a little bit transparent.
Made endstone a little more transparent and 16x instead of 64x.
Made flower pots more solid and 16x instead of 64x.
Made hoppers and the sides of hoppers about 50% transparent with the same image, giving them a unique shape compared to other blocks in this TP to help you distinguish it from others when working on redstone stuff. Here's a picture of what both of them look like: http://puu.sh/2EbkQ/0ba0ce471e.png The dark grey and light grey checkerboard pattern is invisible in-game; it represents nothing being there, or transparency, in this image editor.
Made netherrack 32x instead of 64x. *Might* reduce it further to 16x in the future, but who knows.
Made powered and unpowered activator rails about 2x more transparent.
Made powered and unpowered detector rails about 2x more transparent.
Made redstone blocks more than 2x as transparent, giving it the same shape as blocks of iron, blocks of gold, etc. The blocks you make out of these materials using 9 of them, not the ores.
Made snow 16x instead of 64x, having to make it 4x more solid in the process. If this becomes an issue, I may revise it to half transparency at 32x in the future.
Made the backs of item frames way the more transparent, have half a mind to make them about 2x more transparent than this in the future and made them 16x instead of 64x.
Made the dangerous ends of dispensers have the same appearance when they're vertical as when they're horizontal, and am seriously questioning why Jeb/Dinnerbone had to give that a different texture in the first place. :V
Made the front and front vertical sides of droppers a little transparent.
Made the sides and tops of daylight detectors about 50% transparent, giving them a unique shape compared to other blocks in this TP to help you distinguish it from others when working on redstone stuff. Here's a picture of each of them: http://puu.sh/2EbnB/ed434818a3.png and http://puu.sh/2Ebp5/0d47948164.png The dark grey and light grey checkerboard pattern is invisible in-game; it represents nothing being there, or transparency, in this image editor.
Made the tops of hoppers about 50% more transparent.
Made water 2x as transparent, but not in the traditional, (Well, traditional as far as this TP goes), way. You'll see what I mean when you're in-game.
Working on it, one step at a time. The weird thing is, my computer's pretty terrible but it doesn't lag at all when using this TP, or any other TP. It might be a problem with something you have installed, like a shader, or something the server you're on has installed, like 30, 60 or even 100+ mods/plugins. Or not allocating enough memory to Minecraft and having all the graphics settings too high, especially when it comes to having the render distance too high.
To make this the strongest there is, you should check out if it's possible to support BTW.
Rollback Post to RevisionRollBack
SERVER OWNER: FTB (2x), TEKKIT (1x), VANILLA B-1.7.3, R.I.P. CRAFTEDINTIME YOU ARE MISSED. I WRITE CODE THAT NOBODY LIKES BECAUSE CHEATING IN MINECRAFT IS BAD, MKAY? I ALSO DO COMPUTERCRAFT LUA <3
I know nothing about it, but if you provide a link to whatever launcher I'd need to use, (Or however it works), and a multiplayer server to test things out on, I could give it a go.
Notes to self,
Add the previous terrain.png again, due to things like FTB servers still using 1.4.7 textures
Change gold ore texture due to similarity to emeralds
Don't forget to make helmets more solid next time
Experiment with animating normally non-animated images
Make bookshelves more visible
Yep! That's normal since, in 99.9% of cases, the block directly underneath lava is solid, due to lava being affected by gravity. To see through blocks, there needs to be either air or liquid adjacent to the block you're looking at, between you and that block.
Hey I would just like to say that this is a awesome texturepack. But one thing is, what happened to the low resolution version? I crash everytime i switch from SC to vanilla, I have 909 mb of memory allocated, and I'm playing on a custom pack modpack, it has about 98 mods (Yes quite a lot of them), but I never had this problem using the old 16x pack in 1.4.7, now that the pack is 1.5.2 I cant use old texturepacks.
I don't know, but I'm slowly working on reverting all unnecessary 64x textures to 16x ones, or 32x ones if necessary. The weird thing is, my computer's pretty terrible but it doesn't lag at all when using this TP, or any other TP. It might be a problem with something you have installed, like a shader, or something the server you're on has installed, like 30, 60 or even 100+ mods/plugins. Or not allocating enough memory to Minecraft and having all the graphics settings too high, especially when it comes to having the render distance too high.
Edit: Do any of you know of a stitching/destitching program made specifically for TFC, to automatically update a 1.4.7 TFC TP to the 1.5 format? That'd make this go a hell of a lot faster, but I haven't been able to find one anywhere. Except the official Mojang one, but it doesn't seem to work with TFC.
What I've finished so far:
Added that most recent Wither portrait so it no longer shows up as 4 purple squares; made it almost completely transparent like all the others
Added three letter identifiers to logs in TFC, like "ASP" on aspen logs
Added three letter identifiers to logs in TFC, like "LVH" on hickory logs. F = Fast, grows faster than other trees. H = High, burns at a high temperature. L = Long, burns for a long time. VH = Very high, burns at a very high temperature. VL = Very long, burns for a very long time
Added the default particles.png and font.txt
Deleted all unnecessary files in the armor folder
Deleted all unnecessary files in the ic2>sprites folder
Deleted all unnecessary folders and files in the eloraam folder
Deleted the unnecessary armor>ic2 folder and everything inside it
Deleted the unnecessary net folder and everything inside it
Made all grass and dirt textures 32x instead of 64x
Made all helmets solid again, EXCEPT for the very front of 'em, so you can see people's faces
Made all 24 images in TFC's "soil" folder 32x instead of 16x and made them 2x as transparent to counteract the effect where their texture appears too many times in some chunks, making 10+ of them packed together look like mostly solid blocks instead of mostly transparent blocks
Made bookshelves 16x instead of 64x and made them 2x as solid
Made ice 16x instead of 64x and made it 4x as solid, so you don't struggle to see it
Updated all 16 images in TFC's "wood" folder
Updated all 23 images in TFC's "sand" folder
Updated all 24 images in TFC's "soil" folder
Updated all 32 images in TFC's "doors" folder
Updated all 39 images in TFC's "ores" folder
Updated all 80 images in TFC's "trees" folder
Updated all 92 images in TFC's "rocks" folder
Updated all 102 images in TFC's "crops" folder
Updated pack.png to reflect that the pack has 16x textures, 64x textures and a few that are in-between
What I'm going to work on:
Notes to self,
Going to experiment with animating normally non-animated images
Going to look into making some textures 8x or even lower
Going to make more 64x textures 16x instead
What I'm currently working on:
June 15th
TFC's "crops" folder
Starting with Barley (1) through Barley (7), I've made them look like this http://puu.sh/3gGuG/ec689cd915.png and this http://puu.sh/3gGvw/b58b1295b7.png respectively. Since Barley (1) indicates its earliest stage of growth, Barley (1) is the image that says BAR 7 and Barley (7) is the image that says BAR 1. All crops will, as usual, count down from whatever number they start at when planted, then they'll decrease to the number 1 over time, and after 1, you'll see their default appearance, showing that they're fully grown. Because of this, I've gone ahead and deleted all the images of the final stages of growth for each crop just now. Whenever you don't have an image of something in a texture pack, minecraft takes over and shows you the default image that should be there in-game, even if that image isn't in the texture pack you're using.
Now that I've finished barley 1 through 7, I've made a 2nd, temporary crops folder to work with, where I've copied these 1-7 barleys. Alphabetically, oat is the next crop that has 7 different growth stages before it reaches its 8th and final stage, so I'll work on this next. For now, I'm renaming all of these copied 1-7 barley files Oat (1), Oat (2) and so on. Once I'm finished with this, all I'll have to do is change "BAR" to "OAT" in the Oat (1) image, and after that, it'll just be deleting the "BAR" in the remaining 2-7 oat files, and pasting "OAT" over them in their place. Rinse and repeat one at a time for all other crops with a total of 8 growth stages. After that, I'll be doing the crops with 7 growth stages, then 6, and so on until I've finished editing the 102 different crop images.
Finished copying barley 1-7 to a new, temporary folder and renaming them to oat 1-7. Finished doing that again, but renaming them rice 1-7 instead of oat 1-7. Finished doing that again, but naming them rye 1-7. Finished doing that again, but naming them tomato 1-7. Finished doing that again, but naming them wheat 1-7.
Finished opening oat 1-7, zooming in to 1100-1600% the original size, highlighting BAR, deleting it, writing out OAT pixel by pixel, copying it, clicking outside the selection, ctrl+s'ing to save, pressing the X in the top right corner to close it, selecting the next oat image nearest the front of the queue, zooming in to 1100-1600% the original size, highlighting BAR, deleting it, pasting OAT where it had been, ctrl+s'ing to save, pressing the X in the top right corner to close it, etc, etc for all the oats. Looking over them after every batch of 7 for quality control, to make sure I didn't mislabel any.
Finished doing all of that for the 7 oat, 7 rice, 7 rye, 7 tomato and 7 wheat files.
Still not even 50% done with the "crops" folder.
TIME FOR VIDEO GAMES
June 16th
TFC's "crops" folder
Finished repeating the above for the 6 greenbean, 6 onion, 6 red pepper, 6 yellow pepper, 6 potato, 6 soybean and 6 squash files. The "Q" in the squash files is almost as ugly as my last ex is inside and out, but it should be legible.
Finished repeating the above for the 5 cabbage and 5 corn files.
Finished repeating the above for the 4 carrots and 4 garlic files. Finished updating all 102 images in the "crops" folder.
Needed something to help with my subway building in single player - now I can see where all the nasty stuff is underground.
Thanks very much, a brilliant texture pack!
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Curse PremiumBoth:
Gave fire, lava and water a static image instead of 16-64 images each, made into animations. Looks uglier but reduces lag.
Imported the following files, all 16x: activator rail, activator rail powered, block redstone, comparator, comparator lit, daylight detector side, daylight detector top, detector rail on, dispenser front vertical, dropper front, dropper front vertical, fire 0, fire 0.txt, fire 1, fire 1.txt, hopper, hopper inside, hopper top, lava, lava.txt, lava flow, lava flow.txt, quartz block bottom, quartz block chiseled, quartz block chiseled top, quartz block lines, quartz block lines top, quartz block side, quartz block top, water, water.txt, water flow and water flow.txt. I tell you this because, when it comes to these images, minecraft's been having to interpret them on your monitor from the minecraft.jar instead of this texture pack. That's how a texture pack can be missing a grass image; the minecraft.jar takes over and uses the default appearance of grass instead. By adding all these files, there's less 'splitting' going on: some files being read from this texture pack while many others were having to be read from the minecraft.jar. Hopefully, this should reduce lag a bit, but that's not all.
Made all 4 types of logs 2x more solid and reduced their size from 64x to 16x.
Made all 4 types of planks 16x instead of 64x. In-game, there won't be any visible difference between the fact that they've been changed from 64x to 16x, they look exactly the same as they did before. The benefit to me doing this is making Minecraft have to render 4x less data, which should reduce the lag some people experience when using this texture pack. It wasn't a problem before 1.5, but I guess Minecraft's become less optimized, not more, when it comes to TPs. Over time, I plan on converting all unnecessary 64x files to 16x ones. Files that *need* to be left 64x will remain 64x, like grass, dirt, stone and some others.
Made all the destroy 0 through destroy 9 images 16x instead of 64x.
Made all the different sides of all the different types of quartz blocks transparent as . Not quartz ores, those are still 100% solid, just the quartz *blocks.*
Made all three sides of cacti 16x instead of 64x.
Made bedrock 16x instead of 64x.
Made comparators and lit comparators just a little bit transparent.
Made endstone a little more transparent and 16x instead of 64x.
Made flower pots more solid and 16x instead of 64x.
Made hoppers and the sides of hoppers about 50% transparent with the same image, giving them a unique shape compared to other blocks in this TP to help you distinguish it from others when working on redstone stuff. Here's a picture of what both of them look like: http://puu.sh/2EbkQ/0ba0ce471e.png The dark grey and light grey checkerboard pattern is invisible in-game; it represents nothing being there, or transparency, in this image editor.
Made netherrack 32x instead of 64x. *Might* reduce it further to 16x in the future, but who knows.
Made powered and unpowered activator rails about 2x more transparent.
Made powered and unpowered detector rails about 2x more transparent.
Made redstone blocks more than 2x as transparent, giving it the same shape as blocks of iron, blocks of gold, etc. The blocks you make out of these materials using 9 of them, not the ores.
Made snow 16x instead of 64x, having to make it 4x more solid in the process. If this becomes an issue, I may revise it to half transparency at 32x in the future.
Made the backs of item frames way the more transparent, have half a mind to make them about 2x more transparent than this in the future and made them 16x instead of 64x.
Made the dangerous ends of dispensers have the same appearance when they're vertical as when they're horizontal, and am seriously questioning why Jeb/Dinnerbone had to give that a different texture in the first place. :V
Made the front and front vertical sides of droppers a little transparent.
Made the sides and tops of daylight detectors about 50% transparent, giving them a unique shape compared to other blocks in this TP to help you distinguish it from others when working on redstone stuff. Here's a picture of each of them: http://puu.sh/2EbnB/ed434818a3.png and http://puu.sh/2Ebp5/0d47948164.png The dark grey and light grey checkerboard pattern is invisible in-game; it represents nothing being there, or transparency, in this image editor.
Made the tops of hoppers about 50% more transparent.
Made water 2x as transparent, but not in the traditional, (Well, traditional as far as this TP goes), way. You'll see what I mean when you're in-game.
Enjoy! Got some suggestions? Let me know!
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Curse PremiumMaxime - I don't think I can adjust the brightness of anything, but I'll definitely look into all those other suggestions. Thanks!
Notes to self,
Experiment with animating normally non-animated images
Don't forget to make helmets more solid next time
Change gold ore texture due to similarity to emeralds
Make bookshelves more visible
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Curse PremiumWorking on it, one step at a time. The weird thing is, my computer's pretty terrible but it doesn't lag at all when using this TP, or any other TP. It might be a problem with something you have installed, like a shader, or something the server you're on has installed, like 30, 60 or even 100+ mods/plugins. Or not allocating enough memory to Minecraft and having all the graphics settings too high, especially when it comes to having the render distance too high.
VANILLA B-1.7.3,R.I.P. CRAFTEDINTIME YOU ARE MISSED.I WRITE CODE THAT NOBODY LIKES BECAUSE CHEATING IN MINECRAFT IS BAD, MKAY? I ALSO DO COMPUTERCRAFT LUA <3
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Curse PremiumNotes to self,
Add the previous terrain.png again, due to things like FTB servers still using 1.4.7 textures
Change gold ore texture due to similarity to emeralds
Don't forget to make helmets more solid next time
Experiment with animating normally non-animated images
Make bookshelves more visible
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Curse PremiumEdit: Do any of you know of a stitching/destitching program made specifically for TFC, to automatically update a 1.4.7 TFC TP to the 1.5 format? That'd make this go a hell of a lot faster, but I haven't been able to find one anywhere. Except the official Mojang one, but it doesn't seem to work with TFC.
What I've finished so far:
Added that most recent Wither portrait so it no longer shows up as 4 purple squares; made it almost completely transparent like all the others
Added three letter identifiers to logs in TFC, like "ASP" on aspen logs
Added three letter identifiers to logs in TFC, like "LVH" on hickory logs. F = Fast, grows faster than other trees. H = High, burns at a high temperature. L = Long, burns for a long time. VH = Very high, burns at a very high temperature. VL = Very long, burns for a very long time
Added the default particles.png and font.txt
Deleted all unnecessary files in the armor folder
Deleted all unnecessary files in the ic2>sprites folder
Deleted all unnecessary folders and files in the eloraam folder
Deleted the unnecessary armor>ic2 folder and everything inside it
Deleted the unnecessary net folder and everything inside it
Made all grass and dirt textures 32x instead of 64x
Made all helmets solid again, EXCEPT for the very front of 'em, so you can see people's faces
Made all 24 images in TFC's "soil" folder 32x instead of 16x and made them 2x as transparent to counteract the effect where their texture appears too many times in some chunks, making 10+ of them packed together look like mostly solid blocks instead of mostly transparent blocks
Made bookshelves 16x instead of 64x and made them 2x as solid
Made ice 16x instead of 64x and made it 4x as solid, so you don't struggle to see it
Updated all 16 images in TFC's "wood" folder
Updated all 23 images in TFC's "sand" folder
Updated all 24 images in TFC's "soil" folder
Updated all 32 images in TFC's "doors" folder
Updated all 39 images in TFC's "ores" folder
Updated all 80 images in TFC's "trees" folder
Updated all 92 images in TFC's "rocks" folder
Updated all 102 images in TFC's "crops" folder
Updated pack.png to reflect that the pack has 16x textures, 64x textures and a few that are in-between
What I'm going to work on:
Notes to self,
Going to experiment with animating normally non-animated images
Going to look into making some textures 8x or even lower
Going to make more 64x textures 16x instead
What I'm currently working on:
June 15th
TFC's "crops" folder
Starting with Barley (1) through Barley (7), I've made them look like this http://puu.sh/3gGuG/ec689cd915.png and this http://puu.sh/3gGvw/b58b1295b7.png respectively. Since Barley (1) indicates its earliest stage of growth, Barley (1) is the image that says BAR 7 and Barley (7) is the image that says BAR 1. All crops will, as usual, count down from whatever number they start at when planted, then they'll decrease to the number 1 over time, and after 1, you'll see their default appearance, showing that they're fully grown. Because of this, I've gone ahead and deleted all the images of the final stages of growth for each crop just now. Whenever you don't have an image of something in a texture pack, minecraft takes over and shows you the default image that should be there in-game, even if that image isn't in the texture pack you're using.
Now that I've finished barley 1 through 7, I've made a 2nd, temporary crops folder to work with, where I've copied these 1-7 barleys. Alphabetically, oat is the next crop that has 7 different growth stages before it reaches its 8th and final stage, so I'll work on this next. For now, I'm renaming all of these copied 1-7 barley files Oat (1), Oat (2) and so on. Once I'm finished with this, all I'll have to do is change "BAR" to "OAT" in the Oat (1) image, and after that, it'll just be deleting the "BAR" in the remaining 2-7 oat files, and pasting "OAT" over them in their place. Rinse and repeat one at a time for all other crops with a total of 8 growth stages. After that, I'll be doing the crops with 7 growth stages, then 6, and so on until I've finished editing the 102 different crop images.
Finished copying barley 1-7 to a new, temporary folder and renaming them to oat 1-7. Finished doing that again, but renaming them rice 1-7 instead of oat 1-7. Finished doing that again, but naming them rye 1-7. Finished doing that again, but naming them tomato 1-7. Finished doing that again, but naming them wheat 1-7.
Finished opening oat 1-7, zooming in to 1100-1600% the original size, highlighting BAR, deleting it, writing out OAT pixel by pixel, copying it, clicking outside the selection, ctrl+s'ing to save, pressing the X in the top right corner to close it, selecting the next oat image nearest the front of the queue, zooming in to 1100-1600% the original size, highlighting BAR, deleting it, pasting OAT where it had been, ctrl+s'ing to save, pressing the X in the top right corner to close it, etc, etc for all the oats. Looking over them after every batch of 7 for quality control, to make sure I didn't mislabel any.
Finished doing all of that for the 7 oat, 7 rice, 7 rye, 7 tomato and 7 wheat files.
Still not even 50% done with the "crops" folder.
TIME FOR VIDEO GAMES
June 16th
TFC's "crops" folder
Finished repeating the above for the 6 greenbean, 6 onion, 6 red pepper, 6 yellow pepper, 6 potato, 6 soybean and 6 squash files. The "Q" in the squash files is almost as ugly as my last ex is inside and out, but it should be legible.
Finished repeating the above for the 5 cabbage and 5 corn files.
Finished repeating the above for the 4 carrots and 4 garlic files. Finished updating all 102 images in the "crops" folder.