I dont intend to update to 1.4 until every mod I use has also updated and has worked most of the bugs out. I got very burned on the 1.3.2 update and very frustrated when mods failed to update too. Not their fault, just a horrible MC update. So the question is - for those of us who do not update to 1.4 will the new texture pack update still work on 1.3.2?
I'm pretty sure none of the big texture artists on the forums are really going to leave a download for 1.3 only users. A majority of texture pack users are going to update, regardless if they like 1.4 or not, so, just keep a file of 1.3.2 textures at hand, already downloaded.
Here's some pictures of new mobs. Also be sure to check the OP for a lot more pictures and completely redone screenshots!
Changelog:
1.4 additions:
- Added anvil block and GUI
- Added Nether star
- Added GUI elements for Wither
- Added potatoes and associated items
- Added carrots and associated items
- Added command block
- Adjusted plants to fit in flower pots
- Added flower pot
- Added item frames
- Added beacon block and GUI
- Adjusted leather armor to the dye system
- Added CTM support for pumpkin bottoms
- Added CTM support for stone and wooden pressure plates
- Added CTM support for stone and wooden buttons
- Added CTM support for fences, fence gates and nether brick fences
- Added CTM support for lantern tops and bottoms
- Added CTM support for anvils
- Added panorama
Those witches! Holy S#^$*%t! Great bats too, but they're the most annoying thing ever added to minecraft so...
This is sure to be a fantastic release! I'd love to see additional variation with your terrain in the future and paintings too. They're a nice decoration, sucks when they're not textured, basically unusable.
The format of the zombie skins changed in 1.4. This update is incompatible with 1.3.
So, to use the zombie skins, you will need the latest snapshot, or wait until 1.4 comes out in a couple of hours.
Also, to use Randomobs you will need to install MCPatcher.
EDIT: Ninja'd by XSSheep! XD
Thanks, both of you! I was just so excited my heart was a little chipped to see the broken zombies! If only I had waited one day, I wouldn't have even noticed! Now everyone else knows, at least.
Oh and thanks for doing that pumpkin fix Wayuki, I just found out that they used the top texture for the bottom as well and it made my scarecrows look really stupid. Thank goodness you fixed that, they actually look quite normal now.
I think I'm going to go fix it for my pack too now, as well as have a look for other textures that could use fixes like this!
EDIT: My house looks really sweet with those birch planks too!
Missing 1.4, how so? It should be out at around 10:00 PM in our part of the world.
As you know, I'm terribly busy with a great deal of stuff left, right and centre. Apart from my own projects, I also have EIGHT mineral blocks to create for the Wayukian skinpack as well - so that means no active updating, because it would break all my mods. Still, enough about me. Will we be seeing the snow golem coming out as an Xmas treat?
Also, hobbit holes ROCK. All my houses and bases are all based around hobbit holes, where I just build an additional structure over them.
I should be busy with last minute stuff on mine, but after seeing those new mobs (especially that awesome witch) I just have to try your new stuff out.
Your powers of shading are unparalleled, Wayuki...I mean, just look at how rounded and 3-dimensional you manage to get your mobs with so few pixels. 4 little pixels on the ear of your witch alone, create two truly delightful earrings that could not be represented any better with 400 pixels...that's mastery of economy, light and shade, if ever I saw it! It really shows that either this comes incredibly easy for you, or you spend inordinate amounts of time on each mob, viewing from every angle.
I take my hat off to you...soooooo very well done!
-Ocelot
-the three cats
-Wolves
-Nether mobs (Ghast, Blaze, Magma cube and Zombie pigman)
-Wither (I think a skeleton based like default but encrusted in lava and with single eyes on the skulls would be really nice as a design)
-Wither skeleton (Shouldn't be too time consuming, use your normal skeleton as a base)
-Snow golem (remember that MC Patcher allows you to remove the pumpkin head)
I think that's it.
You are correct, sir!
The next thing I will work on will be the wolves, cats and snowmen. Then, at least the Overworld will be without any jarring mobs.
I should be busy with last minute stuff on mine, but after seeing those new mobs (especially that awesome witch) I just have to try your new stuff out.
Your powers of shading are unparalleled, Wayuki...I mean, just look at how rounded and 3-dimensional you manage to get your mobs with so few pixels. 4 little pixels on the ear of your witch alone, create two truly delightful earrings that could not be represented any better with 400 pixels...that's mastery of economy, light and shade, if ever I saw it! It really shows that either this comes incredibly easy for you, or you spend inordinate amounts of time on each mob, viewing from every angle.
I take my hat off to you...soooooo very well done!
Thanks Glimmar, that means a lot to me!
I wouldn't say it comes easy for me. I'm an experienced texture artist (it's what I do for a living), but these little things can be surprisingly challenging. I do end up spending an inordinate amount of time on each mob, I'd say about 16 hours on average. And that's not counting the time I spend beforehand setting up the 3d model! That in itself might take a couple of hours... or a lot of hours, in the case of the more complex boss monsters.
I find that being able to rotate around the character freely is absolutely indispensable to my workflow. During the polishing stages of the texture, I often find myself only changing a few pixels, and then checking the model in 3d again.
I do intend to release the 3d models I've done at some point, but I'd like to clean up the files and make sure everything is tested first.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumI'm pretty sure none of the big texture artists on the forums are really going to leave a download for 1.3 only users. A majority of texture pack users are going to update, regardless if they like 1.4 or not, so, just keep a file of 1.3.2 textures at hand, already downloaded.
Best slimes!!
http://www.wayuki.nl...n_pack_v5.0.zip
Here's some pictures of new mobs. Also be sure to check the OP for a lot more pictures and completely redone screenshots!
Changelog:
1.4 additions:
- Added anvil block and GUI
- Added Nether star
- Added GUI elements for Wither
- Added potatoes and associated items
- Added carrots and associated items
- Added command block
- Adjusted plants to fit in flower pots
- Added flower pot
- Added item frames
- Added beacon block and GUI
- Adjusted leather armor to the dye system
New mob skins:
- Added slime
- Added bat
- Added witch
- Added enderman
- Added skeleton (includes 6 Randomobs versions)
- Added zombie villager
- Added zombie (includes 7 Randomobs versions)
- Added creeper
- Added cave spider
- Added spider
- Added silverfish
- Added squid
Extras:
- Added CTM support for pumpkin bottoms
- Added CTM support for stone and wooden pressure plates
- Added CTM support for stone and wooden buttons
- Added CTM support for fences, fence gates and nether brick fences
- Added CTM support for lantern tops and bottoms
- Added CTM support for anvils
- Added panorama
This is sure to be a fantastic release! I'd love to see additional variation with your terrain in the future and paintings too. They're a nice decoration, sucks when they're not textured, basically unusable.
Keep it up.
*edit*
Curious, how do the random mobs work? The zombie appears as just 4 faces floating. What do I need to do?
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumThe 1.4 update changed the mob file for zombies so the zombie will only appear correctly in the snapshots/pre-release/1.4 update!
So basically, you're going to have to wait until tomorrow to have non glitchy zombies if you don't want to run the pre-release.
BTW - thanks for the update, Wayuki, it's awesome!
So, to use the zombie skins, you will need the latest snapshot, or wait until 1.4 comes out in a couple of hours.
Also, to use Randomobs you will need to install MCPatcher.
EDIT: Ninja'd by XSSheep! XD
Thanks, both of you! I was just so excited my heart was a little chipped to see the broken zombies! If only I had waited one day, I wouldn't have even noticed! Now everyone else knows, at least.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumI think I'm going to go fix it for my pack too now, as well as have a look for other textures that could use fixes like this!
EDIT: My house looks really sweet with those birch planks too!
One day I will find the time to make something better than the hobbit hole that makes up my house these days.
As you know, I'm terribly busy with a great deal of stuff left, right and centre. Apart from my own projects, I also have EIGHT mineral blocks to create for the Wayukian skinpack as well - so that means no active updating, because it would break all my mods. Still, enough about me. Will we be seeing the snow golem coming out as an Xmas treat?
Also, hobbit holes ROCK. All my houses and bases are all based around hobbit holes, where I just build an additional structure over them.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumI should be busy with last minute stuff on mine, but after seeing those new mobs (especially that awesome witch) I just have to try your new stuff out.
Your powers of shading are unparalleled, Wayuki...I mean, just look at how rounded and 3-dimensional you manage to get your mobs with so few pixels. 4 little pixels on the ear of your witch alone, create two truly delightful earrings that could not be represented any better with 400 pixels...that's mastery of economy, light and shade, if ever I saw it! It really shows that either this comes incredibly easy for you, or you spend inordinate amounts of time on each mob, viewing from every angle.
I take my hat off to you...soooooo very well done!
You are correct, sir!
The next thing I will work on will be the wolves, cats and snowmen. Then, at least the Overworld will be without any jarring mobs.
Thanks Glimmar, that means a lot to me!
I wouldn't say it comes easy for me. I'm an experienced texture artist (it's what I do for a living), but these little things can be surprisingly challenging. I do end up spending an inordinate amount of time on each mob, I'd say about 16 hours on average. And that's not counting the time I spend beforehand setting up the 3d model! That in itself might take a couple of hours... or a lot of hours, in the case of the more complex boss monsters.
I find that being able to rotate around the character freely is absolutely indispensable to my workflow. During the polishing stages of the texture, I often find myself only changing a few pixels, and then checking the model in 3d again.
I do intend to release the 3d models I've done at some point, but I'd like to clean up the files and make sure everything is tested first.
-
View User Profile
-
View Posts
-
Send Message
Curse Premium