NEW! Custom shader set, properly optimized and configurable. See below!
Intro
This is my 128x128 HD pack, complete with normal/bump/specularity mapping for use with Daxnitro's shader mod. It's main feature is an all original, mostly-from-scratch terrain.png with high quality height/normal/specularity maps, as well as the majority of other in-game textures like items and vehicles.
The overall styling is meant to maintain the feel of the default textures, as well as a few oddities for my own tastes. Besides terrain, I've also created high-quality menus (inventory, crafting, etc), HD versions of the default minecraft art, vehicles like boats and minecarts with matching icons, and most notably in this version, every item icon except armor and saddles. Many blocks and items have been color-matched to the original textures for pixel-art compatibility, especially cloth.
Highlights in this release include:
Updated for 1.6. Added in colored wildgrass, trapdoor, and all the new map elements
Completed (and all original!) terrain.png. No more mojang textures, or liquids pirated from Aza's pack! Added bamboo, leaves, tilled soil, and new water/lava.
Several textures, like doors, trees, torches and wood have been improved substantially. Several normals have been replaced, and the specularity is somewhat less 'metallic'.
An almost full complement of item icons has been done except for armor, saddles, sword hilts, and the 4 'powder piles' which look better just filtered. Though they only appear about 64x64 in most peoples menus, the full 128x detail can be seen in items that are floating on the ground. I've done a new watch icon too, with a bigger face and a new dial that matches my sun/moon combo.
Particles and signs are now all original, making the pack 100% pirate-free. I've also done the HUD icons, like health, armor, and air indicators.
I've done new arrows, signs, boats and minecarts, all with matching item icons.
Every texture has been re-optimized, with better compression and alpha channel clamping accounting for a 5% reduction in file size alone. I've also quartered the image size of the menu and screen overlays (they were too big to display anyway), which should give a small performance boost and help with people who crash or lag when they open a menu. Not to mention saving 5.6Mb! The full resolution versions are available in the downloads section, but you won't notice any difference unless your screen size is greater than about 1800x1600. As a result of all this space-saving, this version is about 25% smaller than the last version, despite having almost twice the content!
I've done a partial reskin of the creeper, but it's more of a gag than a serious attempt. The diamond sword is made to look like a cattle prod, which is kinda fun. You could also argue that it's thinner profile offers better visibility.
Iron armor has a few hd parts based on oblivion textures, but is still very incomplete. The next version of this pack will probably have proper mobs and armor, but I wanted to get this revision out into the wild before the 1.6 update.
Installation:
To use this pack as intended, you'll first need to run MCPatcher (obviously), as well as the shader mod listed above. Once you've done that you'll need to edit the 'shadermod/alt shaders/bump mapping' shader to enable specularity, as well as 128x support (here's my copy, pre-edited). Regardless of how you get the edited shader files, copy the base.fsh and base.vsh files to your minecraft.jar/shaders folder, and it should all work just fine.
Direct shader-related issues to DAX's thread, not here.
Step-By-Step Recap:
1. Install HD Texture Fix.
2. Install shader mod.
3. Add/overwrite shader files (in minecraft.jar\shaders) with a version that supports parallax mapping and specularity. These should work (better ones below). This would also be a good time to delete the 'shaders\final.fsh' file if you get a lot of lag with this pack, or have a slower rig.
4. Place the main zip (un-decompressed) into your .minecraft\texturepacks folder.
5. Enable the texture pack from the games texture pack menu. It should have it's own custom icon.
If you elect to use the texture pack WITHOUT shader effects, skip steps 2 and 3 above. The textures look just fine without shader effects, though the grass looks a little noisy (at least to me).
Oh, If you're having lag issues with the shader mod, you can safely disable the focal blur and world curvature effects by deleting "minecraft.jar\shaders\final.fsh". This should give a decent boost to older cards, and will have no effect on the parallax mapping/specularity. You may also want to set graphics to 'fast' (really only affects leaves and stair shadows), try toggling 'Enable OpenGl' (may speed up in some cases), and if you get really desperate, turn off smooth lighting.
Custom Shaders (NEW!):
After many hours of tinkering and code pounding, I've come up with a merged set of custom shaders that include the default shaders (parallax mapping, specularity, world curvature, depth of field), as well as Yourself's waving plants, and a few I've written more-or-less myself that add a mild 'bloom lighting' effect, as well as an optional 'highlighter' that illuminates certain ores, clay, pumpkins, etc through walls or pretty much anything else. Besides clipping back some of the code and optimizing it a little, I've also made it properly compatible with Dax's newer shader framework, and made it so the pre-processor options are as efficient as possible with minimal overhead. This means that you can disable whichever shader effects you want, and all you need is notepad. Just comment out whichever #define's correspond to the feature you want to dis/enable.
The extra shaders don't seem to mess with the framerate much; I get about 8 fps difference between having every shader enabled and disabled, with about 40 fps average on my GTX260. I've tried to make the bloom subtle since it tends to 'white out' the sky and sand; it basically just adds a blurred overlay based on the amount of red in each pixel, giving a nice glow around most light sources and lava. The highlighter shader can be edited very easily to make it highlight pretty much any block type you want, though it doesn't work right with 'Advanced OpenGL' enabled due to the fragment culling. You can also trick it into highlighting most mobs by removing the "if (renderType == 1)" check, though it gets pretty annoying and is really only useful for finding wolves. Later, I might be able to add in self-shadowing and handheld torch effects.
Technical aside:
The bumpmap (terrain_nh.png) was done on a per-tile basis to prevent 'bleeding' between textures, and optimize some of the attributes. Although the displacement mapping wraps around on the block edges, creating artifacts, this effect is minor. Seamless tiling textures like cobble don't show the effect at all, but sidegrass, chests, and the middle of doors do. Also, most of the semi-transparent objects (generally ones that get 'rotated' off-axis in-game) like plants and bed don't work right with the normals, and are generally omitted. Some, like cart tracks and redstone, are mapped, but they only seem to work from certain angles. These bugs are attributable to the shader mod itself, and not my texture work, so don't bug me about it.
Note that the rgb channel of terrain_nh (surface angles) is used with terrain_s (shininess) to generate the specularity effect (matte/shiny/metallic), while the alpha channel of terrain_nh (surface height) is used for parallax mapping (3d effect). I've tried to keep the shininess down because it looks a bit garish in dark areas, but most of the tiles have been carefully optimized/tested on an individual basis to look right under most conditions.
Style-wise, I've tried to keep my textures 'middle frequency' to look detailed enough without being too grainy. High frequency packs (pretty much anything 'photo real') tend to look fine up close, but get all 'staticy' as you move back to a mid range. Conversely, 'toon' like packs look good from far away, but as you get closer, they tend to get repetitive and 'blob together' more. To strike a middle ground, Most of my stuff tends to have larger 'low frequency' elements to be recognizable from a distance, with subtler higher frequency elements overlaid (like bumps, grain, and other 'texturing'). The bump mapping adds a lot more 'structure' to the various textures, making them a lot more definable up close. Many of the colors are carefully chosen to match the default textures, to help pixel art and other stuff look alright, even if it was created with default textures or other packs.
Custom Shaders (Pick one or none. Requires shader mod. Copy the zip contents to "minecraft.jar\shaders\"): Default shader set. Enables bumpmapping for 128x packs (DoF, and curvature are already included with shadermod). My custom shader set. Same as above, but with waving plants, bloom, optional 'block highlighter', and more control over which shaders are enabled.
Media:
(Special thanks to CyberGlitch for the reddit coverage)
It's getting a little crowded in here, so the development log of the next this version, with pictures is in this post.
Terrain, Items (click either to enlarge):
HD Art (Click for it's own thread, with other resolutions for pack merging)
Here are the new dyes:
These fish made from scratch:
Other Recent Images:
No shaders in this one, but custom map and wildgrass is displayed:
Here is a link to the older screencaps. The album basically progresses from newer to older, and a lot of it is out-of-date, particularly items, and the last 3 or 4 pics. This thread was getting kinda image heavy, so I've cropped it back a bit. This may a little less convenient, but ultimately better.
i like the iron gate, but it seems Minecraft adds a border around the door automatically.
The problem is with the bump mapping; the GLSL mod likes to do a 'wrap around' effect for all of the standard terrain surfaces when computing the parallax effect. In most cases (particularly with seamless tiling, ie cobble or grass), this effect isn't noticeable; but with irregular or composite textures like chests and doors this can lead to artifacts like the one you mentioned. Nothing I can do. Also, iron doors are treated like they have one side, but in fact have two. This makes them a little odd, but livable.
This looks really good...I absolutely love the ice and snowy dirt! The stone textures are pleasantly weird. Awesome to see more and more 128x packs coming out! Keep it up!
Edit: I found it much better to add the bumpmaps to the files themselves and just have the height/spec maps as an option for the people that want to use the shaders. That way everyone gets the effect..kinda. (haven't really looked close to see if you did or not so disregard this if I am off)
Edit: I found it much better to add the bumpmaps to the files themselves and just have the height/spec maps as an option for the people that want to use the shaders. That way everyone gets the effect..kinda. (haven't really looked close to see if you did or not so disregard this if I am off)
The normal maps (rainbow-y) and heightmaps (alpha channel) are combined into one file, 'terrain_nh.png'. The parallax mapping only pays attention to the alpha channel, and the 'specularity' effect only looks at the color portion, multiplied by whatever is in terrain_s.png (I don't use one). If you don't use shader mod, you can simply delete terrain_nh.png to save about 4mb. The main textures will look just fine whether you use shader mod or not.
Also, I use empty copies of vignette.png and water.png; this gets rid of those annoying overlays you see underwater and in the dark, making those places much clearer and easier to see.
NEWS!
The next version of this pack is imminent, and will be completely free of 'pirated' textures. I need only make a bookcase, crops, flowers, and pumpkin. There's also about a dozen mojang textures left, about half of which can be knocked out pretty easily; A few gui menus are left over from azra (chest, furnace, etc), though I've already done a very nice crafting window. It will be pretty good as it is now, but once Shader Mod gets updated, this will be excellent. Some (very promising) preview screenshots can be found on this pack's development thread.
NEWS!
The next version of this pack is imminent, and will be completely free of 'pirated' textures. I need only make a bookcase, crops, flowers, and pumpkin. There's also about a dozen mojang textures left, about half of which can be knocked out pretty easily; A few gui menus are left over from azra (chest, furnace, etc), though I've already done a very nice crafting window. It will be pretty good as it is now, but once Shader Mod gets updated, this will be excellent. Some (very promising) preview screenshots can be found on this pack's development thread.
Major update, pack is much more professional looking, and is starting to rival some of the more popular hd packs. I've done full shader support (specularity included), squashed all of the 'pirated' textures out of terrain, along with most of the mojang/low res stuff. The only 'pirate' stuff left is the sign skin (Azras), and the fire particle for torches/furnace. The heart, note, and bubble particles are mine. I've added a new moon I did entirely from scratch, as well as menus (crafting, furnace, etc). The next hurdle will be items, but I've already got a few ideas there. All in all a very solid pack so far, and I'm getting better at it :smile.gif:
The bumpmapping (terrain_nh.png) is done on a per-tile basis to prevent 'bleeding' between textures, and optimize some of the attributes. Although the heightmapping wraps around on the blocks, creating edge artifacts, this effect is minor. Seamless tiling textures like cobble don't show the effect at all. Also, most of the semi-transparent objects (generally ones that get 'rotated' in-game) like plants and bed don't work right with the normals, and are omitted. Some, like cart tracks and redstone, are mapped, but they only seem to work from certain angles. Anyone can feel free to use any of my textures in their own project (with credit); note that the rgb channel of terrain_nh is used with terrain_s to make the specularity effect (shiny/metallic), while the alpha channel of terrain_nh is used for parallax mapping (3d effect).
It looks like a interesting texture pack however. i do not like the moss stone it looks like slime stone. is there any possible way you can make it look more like MOSS like on misas texture pack?
Ok, I've posted an updated terrain.png with full support for the 1.5 patch. I've added the 2 new sprout types, the 3 new rail textures, the new grass overlay, as well as that weird empty redstone overlay. Just download the new terrain.png, and paste it into the older version of the pack. I'm currently working on items.png, so there's not much point in re-releasing the entire pack, especially when I don't know how shader mod will react to the new grass/redstone masks.
The sprouts came out pretty decent, and the new track matches with the old track perfectly. Some of the detail work could use a little wiggle, but it's pretty much final. Enjoy.
Intro
This is my 128x128 HD pack, complete with normal/bump/specularity mapping for use with Daxnitro's shader mod. It's main feature is an all original, mostly-from-scratch terrain.png with high quality height/normal/specularity maps, as well as the majority of other in-game textures like items and vehicles.
The overall styling is meant to maintain the feel of the default textures, as well as a few oddities for my own tastes. Besides terrain, I've also created high-quality menus (inventory, crafting, etc), HD versions of the default minecraft art, vehicles like boats and minecarts with matching icons, and most notably in this version, every item icon except armor and saddles. Many blocks and items have been color-matched to the original textures for pixel-art compatibility, especially cloth.
Highlights in this release include:
Installation:
To use this pack as intended, you'll first need to run MCPatcher (obviously), as well as the shader mod listed above. Once you've done that you'll need to edit the 'shadermod/alt shaders/bump mapping' shader to enable specularity, as well as 128x support (here's my copy, pre-edited). Regardless of how you get the edited shader files, copy the base.fsh and base.vsh files to your minecraft.jar/shaders folder, and it should all work just fine.
Direct shader-related issues to DAX's thread, not here.
Step-By-Step Recap:
1. Install HD Texture Fix.
2. Install shader mod.
3. Add/overwrite shader files (in minecraft.jar\shaders) with a version that supports parallax mapping and specularity. These should work (better ones below). This would also be a good time to delete the 'shaders\final.fsh' file if you get a lot of lag with this pack, or have a slower rig.
4. Place the main zip (un-decompressed) into your .minecraft\texturepacks folder.
5. Enable the texture pack from the games texture pack menu. It should have it's own custom icon.
If you elect to use the texture pack WITHOUT shader effects, skip steps 2 and 3 above. The textures look just fine without shader effects, though the grass looks a little noisy (at least to me).
Oh, If you're having lag issues with the shader mod, you can safely disable the focal blur and world curvature effects by deleting "minecraft.jar\shaders\final.fsh". This should give a decent boost to older cards, and will have no effect on the parallax mapping/specularity. You may also want to set graphics to 'fast' (really only affects leaves and stair shadows), try toggling 'Enable OpenGl' (may speed up in some cases), and if you get really desperate, turn off smooth lighting.
Custom Shaders (NEW!):
After many hours of tinkering and code pounding, I've come up with a merged set of custom shaders that include the default shaders (parallax mapping, specularity, world curvature, depth of field), as well as Yourself's waving plants, and a few I've written more-or-less myself that add a mild 'bloom lighting' effect, as well as an optional 'highlighter' that illuminates certain ores, clay, pumpkins, etc through walls or pretty much anything else. Besides clipping back some of the code and optimizing it a little, I've also made it properly compatible with Dax's newer shader framework, and made it so the pre-processor options are as efficient as possible with minimal overhead. This means that you can disable whichever shader effects you want, and all you need is notepad. Just comment out whichever #define's correspond to the feature you want to dis/enable.
The extra shaders don't seem to mess with the framerate much; I get about 8 fps difference between having every shader enabled and disabled, with about 40 fps average on my GTX260. I've tried to make the bloom subtle since it tends to 'white out' the sky and sand; it basically just adds a blurred overlay based on the amount of red in each pixel, giving a nice glow around most light sources and lava. The highlighter shader can be edited very easily to make it highlight pretty much any block type you want, though it doesn't work right with 'Advanced OpenGL' enabled due to the fragment culling. You can also trick it into highlighting most mobs by removing the "if (renderType == 1)" check, though it gets pretty annoying and is really only useful for finding wolves. Later, I might be able to add in self-shadowing and handheld torch effects.
Technical aside:
The bumpmap (terrain_nh.png) was done on a per-tile basis to prevent 'bleeding' between textures, and optimize some of the attributes. Although the displacement mapping wraps around on the block edges, creating artifacts, this effect is minor. Seamless tiling textures like cobble don't show the effect at all, but sidegrass, chests, and the middle of doors do. Also, most of the semi-transparent objects (generally ones that get 'rotated' off-axis in-game) like plants and bed don't work right with the normals, and are generally omitted. Some, like cart tracks and redstone, are mapped, but they only seem to work from certain angles. These bugs are attributable to the shader mod itself, and not my texture work, so don't bug me about it.
Note that the rgb channel of terrain_nh (surface angles) is used with terrain_s (shininess) to generate the specularity effect (matte/shiny/metallic), while the alpha channel of terrain_nh (surface height) is used for parallax mapping (3d effect). I've tried to keep the shininess down because it looks a bit garish in dark areas, but most of the tiles have been carefully optimized/tested on an individual basis to look right under most conditions.
Style-wise, I've tried to keep my textures 'middle frequency' to look detailed enough without being too grainy. High frequency packs (pretty much anything 'photo real') tend to look fine up close, but get all 'staticy' as you move back to a mid range. Conversely, 'toon' like packs look good from far away, but as you get closer, they tend to get repetitive and 'blob together' more. To strike a middle ground, Most of my stuff tends to have larger 'low frequency' elements to be recognizable from a distance, with subtler higher frequency elements overlaid (like bumps, grain, and other 'texturing'). The bump mapping adds a lot more 'structure' to the various textures, making them a lot more definable up close. Many of the colors are carefully chosen to match the default textures, to help pixel art and other stuff look alright, even if it was created with default textures or other packs.
Downloads:
Main Texture pack Files (15.7MB, REQUIRED)
Ultra-resolution menus. Useless without a massive screen (1600+ vertical pixels) (8.29MB, OPTIONAL)
Custom Shaders (Pick one or none. Requires shader mod. Copy the zip contents to "minecraft.jar\shaders\"):
Default shader set. Enables bumpmapping for 128x packs (DoF, and curvature are already included with shadermod).
My custom shader set. Same as above, but with waving plants, bloom, optional 'block highlighter', and more control over which shaders are enabled.
Media:
(Special thanks to CyberGlitch for the reddit coverage)
It's getting a little crowded in here, so the development log of
the nextthis version, with pictures is in this post.Terrain, Items (click either to enlarge):
HD Art (Click for it's own thread, with other resolutions for pack merging)
Here are the new dyes:
These fish made from scratch:
Other Recent Images:
No shaders in this one, but custom map and wildgrass is displayed:
Here is a link to the older screencaps. The album basically progresses from newer to older, and a lot of it is out-of-date, particularly items, and the last 3 or 4 pics. This thread was getting kinda image heavy, so I've cropped it back a bit. This may a little less convenient, but ultimately better.
MCWrapper - Minecraft window manager
HD128 Texture Pack [WIP]- 16x version
HD Art Pack, (Default Paintings Scaled Up)
16x texture pack (out of date)
http://www.minecraftforum.net/viewtopic.php?f=1021&t=212818
The problem is with the bump mapping; the GLSL mod likes to do a 'wrap around' effect for all of the standard terrain surfaces when computing the parallax effect. In most cases (particularly with seamless tiling, ie cobble or grass), this effect isn't noticeable; but with irregular or composite textures like chests and doors this can lead to artifacts like the one you mentioned. Nothing I can do. Also, iron doors are treated like they have one side, but in fact have two. This makes them a little odd, but livable.
MCWrapper - Minecraft window manager
HD128 Texture Pack [WIP]- 16x version
HD Art Pack, (Default Paintings Scaled Up)
16x texture pack (out of date)
Edit: I found it much better to add the bumpmaps to the files themselves and just have the height/spec maps as an option for the people that want to use the shaders. That way everyone gets the effect..kinda. (haven't really looked close to see if you did or not so disregard this if I am off)
The normal maps (rainbow-y) and heightmaps (alpha channel) are combined into one file, 'terrain_nh.png'. The parallax mapping only pays attention to the alpha channel, and the 'specularity' effect only looks at the color portion, multiplied by whatever is in terrain_s.png (I don't use one). If you don't use shader mod, you can simply delete terrain_nh.png to save about 4mb. The main textures will look just fine whether you use shader mod or not.
Also, I use empty copies of vignette.png and water.png; this gets rid of those annoying overlays you see underwater and in the dark, making those places much clearer and easier to see.
MCWrapper - Minecraft window manager
HD128 Texture Pack [WIP]- 16x version
HD Art Pack, (Default Paintings Scaled Up)
16x texture pack (out of date)
Old 16x images. New version is scaled up/blurred, but essentially the same:
MCWrapper - Minecraft window manager
HD128 Texture Pack [WIP]- 16x version
HD Art Pack, (Default Paintings Scaled Up)
16x texture pack (out of date)
The next version of this pack is imminent, and will be completely free of 'pirated' textures. I need only make a bookcase, crops, flowers, and pumpkin. There's also about a dozen mojang textures left, about half of which can be knocked out pretty easily; A few gui menus are left over from azra (chest, furnace, etc), though I've already done a very nice crafting window. It will be pretty good as it is now, but once Shader Mod gets updated, this will be excellent. Some (very promising) preview screenshots can be found on this pack's development thread.
MCWrapper - Minecraft window manager
HD128 Texture Pack [WIP]- 16x version
HD Art Pack, (Default Paintings Scaled Up)
16x texture pack (out of date)
shader mod got updated already
MCWrapper - Minecraft window manager
HD128 Texture Pack [WIP]- 16x version
HD Art Pack, (Default Paintings Scaled Up)
16x texture pack (out of date)
Great work. This skin is very awesome!
You sir deserve a cookie. Take this link and claim your cookie at the ticket window:
http://techpatio.com/wp-content/uploads ... law_eu.gif
http://www.minecraftforum.net/viewtopic.php?f=1021&t=212818
Also: Is that Real 3d add-ons!?
glsl shader mod.. and very well done mapping by ghost2
MCWrapper - Minecraft window manager
HD128 Texture Pack [WIP]- 16x version
HD Art Pack, (Default Paintings Scaled Up)
16x texture pack (out of date)
The sprouts came out pretty decent, and the new track matches with the old track perfectly. Some of the detail work could use a little wiggle, but it's pretty much final. Enjoy.
MCWrapper - Minecraft window manager
HD128 Texture Pack [WIP]- 16x version
HD Art Pack, (Default Paintings Scaled Up)
16x texture pack (out of date)