Edit: Sorry for the double post, meant to edit this into the above post. Ah well.
What I'm currently working on:
June 18th
TFC's "doors" folder
More of the usual. Scaling each and every image to an appropriate size, zooming waaayyy in, selecting a 12x12 area to delete, making sure that area is still selected since problems arise in the next steps if it's not, ctrl+z'ing whenever I screw up and accidentally click outside of that area too early, going to Colors > Color to Alpha because Gimp has decided to make it so that deleting an area now turns it white, not transparent, adding 2 more steps to every single thing I do. Changing that white, deleted area so that it's transparent instead of white, hitting enter to confirm that I really want to do that, clicking outside the selection to merge it with the rest of the image, ctrl+s'ing to save, closing it, moving onto the next half of a door image.
Finished dealing with all 32 of 'em.
TFC's "trees" folder
This is the nightmare I've been putting off for awhile. I already did about 40% of it when I finished all the normal leaves and fancy leaves in this folder, but the other 60% is still going to be a pain in the ass. 2/3rds of them are your standard level of "ugh;" the exact same things in the "doors" folder. But the other 1/3rd: I have to pay special attention to every file name before I work on it, and while I'm working on it, to make sure I'm editing the right file in the right way. It's all the steps of how I edited the files in the "doors" folder combined with all the steps of how I edited the files in the "crops" folder. The worst of both worlds; the absolute maximum number of possible steps to take per image. Making 'em mostly transparent, then writing out 3 letter tags for each one.
And, because I'm a masochist, I've decided to go ahead and add more tags to each log image, to make a note of their positive attributes.
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
Alright, I've finished all the ones with a "normal" amount of steps; the exact same steps as the ones I listed for all the images in the "doors" folder. That's 2/3rds of the images, but since the final 1/3rd are going to take so much more time, I'm actually less than halfway done with this. Again: for the remaining 1/3rd of the images, I have to do everything in the "doors" section to them, then everything in the "crops" section to them, then I have to go to the wiki and see if, for this particular log image I'm editing, how many F/H/L/VH/VL tags I must add to it.
Finished dealing with all 48 log files.
Reduced bookshelves to a 16x texture and made them 2x as solid.
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.
Updated pack.png to reflect that the pack has 16x textures, 64x textures and a few that are in-between.
The two versions of SC have been updated! Changes include,
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 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
Hi! So far I am loving this texture pack! Thank you so much, now I don't have to spend hours on end digging for dungeons. Is it possible to do a special request for me? It is really hard to see mossy cobble from the top layer unless ou have optifine with it. Is there any way you could make mossy cobble appear like a neon green, chests appear bright yellow, and spawners spearing as bright orange? Just merely a request but this could help me out a ton! Thanks!
It's not possible without modifying lines of coding, and I'm no javascript coder. Sorry about that.
Notes to self,
Experiment with animating normally non-animated images
Look into making some textures 8x
Make more 64x textures 16x instead
Make wild grass, yellow flower and possibly red flower textures smaller/less solid
And sorry for the update without any of this, except a few 64x textures being made 16-32x here and there, but not nearly as many as I would've liked. Decided I may as well release it in its current state without these last few changes, rather than continue having no update at all for days/weeks, after all those hundreds of changes that had been made.
Could you post multiple screenshots of why adf.ly links don't work for you, please?
Turns out I didn't need to change the gold ore texture after all; I'd already changed it a long time ago. I've now removed that note to self on all the posts on this page.
What I'm currently working on:
June 29th
Animating normally non-animated images. Not much to say about it. Well, it turned out to be WAY easier than I was expecting. Oh, and reducing a lot of unnecessary 64x textures to 16x ones, and in a few cases, 32x ones. Pretty straightforward; all I'm doing is scaling the images from a height and width of 64 pixels to 16 pixels instead. In the case of the 6 leaf textures I'm editing, they still need to be 32x since they're so damn abundant - that way they can be 2x more transparent than 16x textures, but without being completely invisible. When it comes to editing these images with their 1 pixel thin borders at a resolution of 64x, if I reduce them to 32x as is, the pixels simply disappear, since 1 solid pixel at 64x is too small to account for at 32x. So before reducing them, I use a selection tool, start with the top left corner, drag down toward the bottom right to select ONLY the top and left edges of the picture, ctrl+c to copy them, ctrl+v to paste an identical, overlapping image in their place, and while still using the selection tool, dragging the copied image one pixel down and right, to make the top and left borders 2 pixels thick instead of the previous 1. I then repeat this for the bottom and right edges, then reduce the image to 32x, which shrinks the 2 pixel thick border to 1 pixel. Ctrl+s to save, exit, move on to the next.
The two versions of SC have been updated! Changes include,
Changed iron ore's texture, due to its similarity to coal ore. It now looks like this: http://puu.sh/3r5We/daa96ecbbc.png The light gray-dark gray checkerboard pattern = transparency
Made diamonds an 8x32 texture that blinks very rapidly, which EASILY grabs people's attention, even from over 100 blocks away
Made dirt/grass blocks covered in snow and all 6 leaf textures 32x instead of 64x with no changes to their appearance
Made dispenser_front and dispenser_front_vertical 16x instead of 64x. Also, it's been summer for awhile now and you know what that means - this includes unknown_pack, pack of course
Made emeralds, mob spawners and mossy cobblestone 16x64 textures that blink more slowly than diamonds - but still pretty quickly - and EASILY grab people's attention, even from over 100 blocks away
Made obsidian 16x instead of 64x and made it just a little bit less solid, making large amounts of it that much easier to see through
Made pumpkinblur.png 64x instead of 256x and reduced the solidity of all 4 horizontal sections of it by about 33%
Made reeds, the ore form of coal, gold, iron, lapis and redstone, torches, both melon textures, both stem textures, all 3 cocoa textures, all 3 TNT textures, all 3 workbench textures, all 4 carrot textures, all 4 potato textures, all 4 pumpkin textures, all 4 sapling textures and all 8 wheat textures 16x instead of 64x with no changes to their appearance
Made stone 32x instead of 64x, then made 50% of it 2x as transparent afterward
Made wild/tall grass and both types of flowers 16x instead of 64x, and cut off some of their edges to make them take up less space on your screen
Enjoy! Got some suggestions? Let me know!
Notes to self,
Make TFC leaves 2x as transparent
Make TFC ores flash
Maybe label all TFC ores with anywhere from 1 to 4 letters so people can determine what they are without having to mine 10, 50 or 100+ blocks to get to them
What I'm currently working on:
June 30th
Writing both upside down and backwards: http://puu.sh/3rQjv/8a9eeb7f76.png Fun fun fun.
Alright, so large and small trapped chests now look like this: http://puu.sh/3rQD4/1495d4cefc.png A darker, sinister shade of purple with "TRAP" written on their front, their top and their bottom in bright cyan. But, obviously, if there's nothing touching it like redstone, TNT, dispensers, etc. you should be fine after opening one.
Made TNT flash at all times to help you keep an eye on it. If it's flashing in and out of existence: it's fine. If it's flashing back and forth between its normal texture and a white texture, affected by gravity, moved to the left or the right a little bit and beginning to expand: run
Made trap chests stand out with a sinister red/purple hue and the word "TRAP" written on them 3 times
The two versions of SC have been updated! Changes include,
Made all 32 types of leaf textures in TFC 32x instead of 16x, then made them 2x as transparent
Made TNT flash at all times to help you keep an eye on it. If it's flashing in and out of existence: it's fine. If it's flashing back and forth between its normal texture and a white texture, affected by gravity, moved to the left or the right a little bit and beginning to expand: run
Made trap chests stand out with a sinister red/purple hue and the word "TRAP" written on them in bright cyan 3 times
Updated for 1.6
Enjoy! Got some suggestions? Let me know!
Notes to self,
1.6, edit all renamed textures
1.6, edit pack.txt to make it all fit in the new format
Excuse me, but in 1.6.1 the ores are all the default texture even though the textures are in the resource pack. It is just the ores and some other textures but most of the textures work. Am I doing something wrong?
Nah, you're okay. 1.6 broke them for some reason - my guess is that the names of the textures that reverted back to normal have been changed. I'll figure it out later, when I stop being lazy. For now,
I think it is the name because the name of the ores in 1.6.1 are [mineral]_ore (gold_ore, iron_ore, etc.) while the old one was ore[mineral] (oreGold, oreIron, etc.)
The two versions of SC have been updated! Changes include,
Added a new, transparent texture for both hay textures
Added a new, transparent texture for coal blocks
Added a new, transparent texture for hardened clay and all 16 of its variants
Added a new, transparent texture for all 23 TFC clay textures
Made all 4 anvil textures 16x instead of 64x
Made all 6 bed textures 16x instead of 64x
Made all 7 block textures 16x instead of 64x
Made all 16 wool textures 16x instead of 64x
Made all 23 TFC dirt textures roughly 2x as transparent
Made all 23 TFC raw stone textures roughly 2x as transparent
Made beacons 16x instead of 64x
Made both trip wire textures 16x instead of 64x
Made clay 16x instead of 64x
Made command blocks 16x instead of 64x
Made flower pots more transparent
Made gravel's borders 2x more solid
Made gravel 32x instead of 64x
Made soul sand 16x instead of 64x
Made tallgrass even more transparent by shaving off both side edges and the top edge again
Made the top of grass blocks 50% more transparent
Made the top of jukeboxes 16x instead of 64x
Made vines 16x instead of 64x Updated all:
anvil textures
armor textures
brewing stand textures
carrot textures
chest textures
cobblestone textures
cocoa textures
command block textures
comparator textures
daylight detector textures
destroy textures
dispenser textures
dragon egg textures
dropper textures
enchanting table textures
end stone textures
environment textures
fire textures
flower textures, including the pot
furnace textures
glass textures, including panes
glowstone textures
grass textures
hopper textures
iron bar textures
jukebox textures
lava textures
leaf textures
log textures
all of the last
few updates have
been way too
goddamn tedious
and time-consuming
melon stem textures
misc textures
mushroom block textures
mycelium textures
netherrack textures
nether wart textures
noteblock textures
ore block textures
ore textures
painting textures
piston textures
plank textures
pumpkin stem textures
pumpkin textures
quartz textures
rail textures
sandstone textures
sapling textures
soul sand textures
stonebrick textures
stone slab textures
torch textures
trip wire textures
water textures
wheat textures
wool textures
Enjoy! Got some suggestions? Let me know!
Some of these changes have been included in an update for the old, 1.5.2 versions of SC, which can be downloaded just below the 1.6.1 versions in the OP. This was probably the last update for the 1.5.2 versions.
There are times when transparent textures make the game more enjoyable, such as when moderating servers, testing things in single player - like redstone contraptions, how ores spawn and so on - and more.
-
View User Profile
-
View Posts
-
Send Message
Curse Premium-
View User Profile
-
View Posts
-
Send Message
Curse PremiumWhat I'm currently working on:
June 18th
TFC's "doors" folder
More of the usual. Scaling each and every image to an appropriate size, zooming waaayyy in, selecting a 12x12 area to delete, making sure that area is still selected since problems arise in the next steps if it's not, ctrl+z'ing whenever I screw up and accidentally click outside of that area too early, going to Colors > Color to Alpha because Gimp has decided to make it so that deleting an area now turns it white, not transparent, adding 2 more steps to every single thing I do. Changing that white, deleted area so that it's transparent instead of white, hitting enter to confirm that I really want to do that, clicking outside the selection to merge it with the rest of the image, ctrl+s'ing to save, closing it, moving onto the next half of a door image.
Finished dealing with all 32 of 'em.
TFC's "trees" folder
This is the nightmare I've been putting off for awhile. I already did about 40% of it when I finished all the normal leaves and fancy leaves in this folder, but the other 60% is still going to be a pain in the ass. 2/3rds of them are your standard level of "ugh;" the exact same things in the "doors" folder. But the other 1/3rd: I have to pay special attention to every file name before I work on it, and while I'm working on it, to make sure I'm editing the right file in the right way. It's all the steps of how I edited the files in the "doors" folder combined with all the steps of how I edited the files in the "crops" folder. The worst of both worlds; the absolute maximum number of possible steps to take per image. Making 'em mostly transparent, then writing out 3 letter tags for each one.
And, because I'm a masochist, I've decided to go ahead and add more tags to each log image, to make a note of their positive attributes.
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
Alright, I've finished all the ones with a "normal" amount of steps; the exact same steps as the ones I listed for all the images in the "doors" folder. That's 2/3rds of the images, but since the final 1/3rd are going to take so much more time, I'm actually less than halfway done with this. Again: for the remaining 1/3rd of the images, I have to do everything in the "doors" section to them, then everything in the "crops" section to them, then I have to go to the wiki and see if, for this particular log image I'm editing, how many F/H/L/VH/VL tags I must add to it.
Finished dealing with all 48 log files.
Reduced bookshelves to a 16x texture and made them 2x as solid.
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.
Updated pack.png to reflect that the pack has 16x textures, 64x textures and a few that are in-between.
Note to self: look into PepperGreen.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumAdded 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 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
Enjoy! Got some suggestions? Let me know!
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumNotes to self,
Experiment with animating normally non-animated images
Look into making some textures 8x
Make more 64x textures 16x instead
Make wild grass, yellow flower and possibly red flower textures smaller/less solid
And sorry for the update without any of this, except a few 64x textures being made 16-32x here and there, but not nearly as many as I would've liked. Decided I may as well release it in its current state without these last few changes, rather than continue having no update at all for days/weeks, after all those hundreds of changes that had been made.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumTurns out I didn't need to change the gold ore texture after all; I'd already changed it a long time ago. I've now removed that note to self on all the posts on this page.
What I'm currently working on:
June 29th
Animating normally non-animated images. Not much to say about it. Well, it turned out to be WAY easier than I was expecting. Oh, and reducing a lot of unnecessary 64x textures to 16x ones, and in a few cases, 32x ones. Pretty straightforward; all I'm doing is scaling the images from a height and width of 64 pixels to 16 pixels instead. In the case of the 6 leaf textures I'm editing, they still need to be 32x since they're so damn abundant - that way they can be 2x more transparent than 16x textures, but without being completely invisible. When it comes to editing these images with their 1 pixel thin borders at a resolution of 64x, if I reduce them to 32x as is, the pixels simply disappear, since 1 solid pixel at 64x is too small to account for at 32x. So before reducing them, I use a selection tool, start with the top left corner, drag down toward the bottom right to select ONLY the top and left edges of the picture, ctrl+c to copy them, ctrl+v to paste an identical, overlapping image in their place, and while still using the selection tool, dragging the copied image one pixel down and right, to make the top and left borders 2 pixels thick instead of the previous 1. I then repeat this for the bottom and right edges, then reduce the image to 32x, which shrinks the 2 pixel thick border to 1 pixel. Ctrl+s to save, exit, move on to the next.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumChanged iron ore's texture, due to its similarity to coal ore. It now looks like this: http://puu.sh/3r5We/daa96ecbbc.png The light gray-dark gray checkerboard pattern = transparency
Made diamonds an 8x32 texture that blinks very rapidly, which EASILY grabs people's attention, even from over 100 blocks away
Made dirt/grass blocks covered in snow and all 6 leaf textures 32x instead of 64x with no changes to their appearance
Made dispenser_front and dispenser_front_vertical 16x instead of 64x. Also, it's been summer for awhile now and you know what that means - this includes unknown_pack, pack of course
Made emeralds, mob spawners and mossy cobblestone 16x64 textures that blink more slowly than diamonds - but still pretty quickly - and EASILY grab people's attention, even from over 100 blocks away
Made obsidian 16x instead of 64x and made it just a little bit less solid, making large amounts of it that much easier to see through
Made pumpkinblur.png 64x instead of 256x and reduced the solidity of all 4 horizontal sections of it by about 33%
Made reeds, the ore form of coal, gold, iron, lapis and redstone, torches, both melon textures, both stem textures, all 3 cocoa textures, all 3 TNT textures, all 3 workbench textures, all 4 carrot textures, all 4 potato textures, all 4 pumpkin textures, all 4 sapling textures and all 8 wheat textures 16x instead of 64x with no changes to their appearance
Made stone 32x instead of 64x, then made 50% of it 2x as transparent afterward
Made wild/tall grass and both types of flowers 16x instead of 64x, and cut off some of their edges to make them take up less space on your screen
Enjoy! Got some suggestions? Let me know!
Notes to self,
Make TFC leaves 2x as transparent
Make TFC ores flash
Maybe label all TFC ores with anywhere from 1 to 4 letters so people can determine what they are without having to mine 10, 50 or 100+ blocks to get to them
What I'm currently working on:
June 30th
Writing both upside down and backwards: http://puu.sh/3rQjv/8a9eeb7f76.png Fun fun fun.
Alright, so large and small trapped chests now look like this: http://puu.sh/3rQD4/1495d4cefc.png A darker, sinister shade of purple with "TRAP" written on their front, their top and their bottom in bright cyan. But, obviously, if there's nothing touching it like redstone, TNT, dispensers, etc. you should be fine after opening one.
Made TNT flash at all times to help you keep an eye on it. If it's flashing in and out of existence: it's fine. If it's flashing back and forth between its normal texture and a white texture, affected by gravity, moved to the left or the right a little bit and beginning to expand: run
Made trap chests stand out with a sinister red/purple hue and the word "TRAP" written on them 3 times
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumMade all 32 types of leaf textures in TFC 32x instead of 16x, then made them 2x as transparent
Made TNT flash at all times to help you keep an eye on it. If it's flashing in and out of existence: it's fine. If it's flashing back and forth between its normal texture and a white texture, affected by gravity, moved to the left or the right a little bit and beginning to expand: run
Made trap chests stand out with a sinister red/purple hue and the word "TRAP" written on them in bright cyan 3 times
Updated for 1.6
Enjoy! Got some suggestions? Let me know!
Notes to self,
1.6, edit all renamed textures
1.6, edit pack.txt to make it all fit in the new format
-
View User Profile
-
View Posts
-
Send Message
Curse Premium-
View User Profile
-
View Posts
-
Send Message
Curse Premium-
View User Profile
-
View Posts
-
Send Message
Curse PremiumAdded a new, transparent texture for both hay textures
Added a new, transparent texture for coal blocks
Added a new, transparent texture for hardened clay and all 16 of its variants
Added a new, transparent texture for all 23 TFC clay textures
Made all 4 anvil textures 16x instead of 64x
Made all 6 bed textures 16x instead of 64x
Made all 7 block textures 16x instead of 64x
Made all 16 wool textures 16x instead of 64x
Made all 23 TFC dirt textures roughly 2x as transparent
Made all 23 TFC raw stone textures roughly 2x as transparent
Made beacons 16x instead of 64x
Made both trip wire textures 16x instead of 64x
Made clay 16x instead of 64x
Made command blocks 16x instead of 64x
Made flower pots more transparent
Made gravel's borders 2x more solid
Made gravel 32x instead of 64x
Made soul sand 16x instead of 64x
Made tallgrass even more transparent by shaving off both side edges and the top edge again
Made the top of grass blocks 50% more transparent
Made the top of jukeboxes 16x instead of 64x
Made vines 16x instead of 64x
Updated all:
anvil textures
armor textures
brewing stand textures
carrot textures
chest textures
cobblestone textures
cocoa textures
command block textures
comparator textures
daylight detector textures
destroy textures
dispenser textures
dragon egg textures
dropper textures
enchanting table textures
end stone textures
environment textures
fire textures
flower textures, including the pot
furnace textures
glass textures, including panes
glowstone textures
grass textures
hopper textures
iron bar textures
jukebox textures
lava textures
leaf textures
log textures
all of the last
few updates have
been way too
goddamn tedious
and time-consuming
melon stem textures
misc textures
mushroom block textures
mycelium textures
netherrack textures
nether wart textures
noteblock textures
ore block textures
ore textures
painting textures
piston textures
plank textures
pumpkin stem textures
pumpkin textures
quartz textures
rail textures
sandstone textures
sapling textures
soul sand textures
stonebrick textures
stone slab textures
torch textures
trip wire textures
water textures
wheat textures
wool textures
Enjoy! Got some suggestions? Let me know!
Some of these changes have been included in an update for the old, 1.5.2 versions of SC, which can be downloaded just below the 1.6.1 versions in the OP. This was probably the last update for the 1.5.2 versions.
-
View User Profile
-
View Posts
-
Send Message
Curse Premium-
View User Profile
-
View Posts
-
Send Message
Curse Premiumcool resource pack though!
-
View User Profile
-
View Posts
-
Send Message
Curse Premium