This is a texture pack based on arguable one of the greatest games ever created: The Legend of Zelda, Oracle of Seasons, although there are some textures and sprites based on other Zelda games (mostly Oracle of Ages and Link's Awakening, as one might expect). The pack tries to emulate the Oracle of Seasons world as much as possible without compromising the Minecraft look and feel. While some textures may be quite a bit lighter or darker than in the basic texture pack, every texture is still recognisable and as similar as possible to the originals.
The Seasons in this pack are biome-based, which means that all 4 seasons will appear in every world at any given time (kind of like how in the original game seasons are also technically location-based, rather than time-based). This pack does not use the regular Minecraft biome system, which is why you'll need MCPatcher to make this pack work. Otherwise you'll just end up in a perpetual summer.
Enjoy!
[size=large]Version 3.2[/size]
Finally another update. All this one does is add the missing textures (flowers and the likes) and fix the music and sounds, which stopped working because of one update or another. I haven't added specific seasons to the new biomes, so they are all summer at this point. I'm not sure if I'm ever going to change this, as adding new biomes to the system is quite a hassle and these biomes seem to be quite rare.
That is all.
[size=large]Older Versions:[/size]
[size=large]Version 3.1b[/size]
Awright,
I'm going to Scotland tomorrow, so here's an incomplete version for 1.6. It includes horsies, rope, other stuff and most importantly sounds and music. I'm trying to replace every single sound with an Oracle of Seasons/Ages sound, but I'm not quite there yet. So yeah, expect 3.1 in about a week, but here's a somehowwhat finished version just so this pack can be used with 1.6.
Also, turn down the music to like a third of the sounds, it can be pretty loud and I haven't had time to fix that yet.
Yes, 3.0, even though version 2 only went through 3 iterations. You see, 2.0 was made to fix everything within the context and colour scheme of version 1 because I had given up on just ripping the right textures and colours, but still wanted some more coherence. I've since found a way of changing how biomes work (using MCPatcher) which allows for grass which looks identical to the in-game grass and for sand, dirt, wood, etc. which changes based on the biome. What this also means is that any support for non-MCPatched versions is completely lost.
A changelist could only be narrowed down to 'everything', so here's a list of some fun new changes:
- Most items and mobs are now restricted to a 3-colour colour palette like in the original game, which makes everything seem a bit more authentic and makes it easier for me to decide which colour to give an item (because most of the time I just have 6 options now).
- Sides and tops of some blocks—most notably cobblestone and brick—now have their own textures, which makes walls that much prettier.
- I've tried to be clever with a few specific blocks, the top of a double-cobblestone slab has a mirror version of the texture of a regular cobble-stone top, which makes it possible to recreate some of the street designs in the original game.
- Pressure Rails and Activator Rails now look pretty sweet.
- Sandstone sides now use the cliff textures. And a side-note, try stacking 2 carved sandstones.
- Stonebricks also look a bit different now.
- The GUI now uses the actual menu colours (the ones from Oracle of Ages are used in creative), which I guess is nice. Buttons are now redified versions of the buttons in the original game.
- New Paintings, but the old paintings are still in the art.png file if you prefer them.
- New Armour design and some shuffling around
- Etcetera, etcetera, etcetera. Find out for yourself!
It's been a while, hasn't it? Well, in honour of the rerelease of the Oracle series on the 3DS, I figured I might put in a bit of effort to finally get everything up to speed. So here we are, everything from version 1.3.2 all the way to version 1.5 has finally been added, from witches (Syrup, of course) to pillars to bats to I don't even remember. So please, enjoy and do check out the Oracle games on 3DS if you have the chance, they really are quite marvellous.
This is basically just an update to make sure everything's up to date with 1.3 and beyond. I haven't had much time to try everything, but I think most stuff is up to date now. There's also some minor changes, here's a list:
- Pumpkins have a new texture to make it look more like the Pumpkin Head boss
- Textures for Carrots, Potatoes, Pumpkin Pie, Nether Stars, Emeralds, Rubies and so on.
- Also textures for blocks like Emerald Blocks, Emerald Ore, Command Block, Beacon, etc.
- New Menu designs, most notably for the creative menu, which is now rather woody.
- Wither and his Skeletons now have a texture based on the Shadow Nightmares
- Other changes.
[size=large]v2.-1 update:[/size]
What naming conventions?
So yeah, I'm working on redoing almost everything worth redoing, which usually means I get to ++ the main version number. But since we're probably only half-way there, 2.0 seemed hardly fitting...
So what's new? Here's a handy little list which should be able to answer that question:
- Biomes, as you may or may not know, the entire backend has been updated (or, if you'd ask me, "downgraded"), which meant I had to find a new distribution. Since every biome now has a single colour, and there's only a few foresty biomes, I've decided to use both Jungle and Swamp as seasonal biomes. Here's a list:
- Summer: Jungle, Ocean and Mountains
- Autumn: Forest and Desert,
- Winter: Taiga and Tundra
- Spring: Swamp and Plains
This distribution seems to be the best one so far, with high encounter rates for every seasons and all of them having at least 1 area with a decent amount of trees. Swamps do look a bit too happy now, but think of them as pleasant gardens, with the greener water caused by those nasty pollen or something.
I've also changed the colours a bit, so everything's a bit brighter and happier now.
- Pines and Birches now have their own biome-based leaf colours, and about time too.
- All Leaves textures and the Tall Grass texture have been edited to add some more contrast, Pine leaves also got an updated texture for fancy graphics.
- New Sand texture, based on the desert sand, because the sand texture I had been using wasn't actually as prominent as I once thought.
- Dirt is less yellow now, apparently I had been using the dirt from an animal compagnion area, which for some bizzare reason is quite yellow.
- Animated Torches (although I'm still working on those) and some other animated surprises.
- other surprises
I tried randomising the grass block surface so it would seem less dense (like in the game), but it didn't really have the desired effect. I also tried making things like sand and sandstone change colour based on the biome, but this also proved to be a bit of a failure. If all of this had worked this would've been a slightly more impressive update.
[size=large]v1.11 update:[/size]
Oh goodness me, it's been a while, hasn't it?
This update brings with it no great surprises, but it does add some much-needed support for the latest version of minecraft, which I can only hope is enough. Here's a list:
- Ocelots, they are now based on that one cat of which I had a sprite lying around.
- Iron Golems, based on the Elder Goron, not Biggoron because that would've been too predictable. Not too pleased with the result, but whatever, GORONS! (Even though I prefer Zora's, but they would've hardly been fitting now, would they?).
- Blocks!, and loads of them, the different planks, the different sandstone blocks, those glowstone lightbulbs, the circle stones, and so on.
- Steve, who's now played by Link, the one and only. I've made about a billion of them, so if you're smart enough to use the texture patcher, you'll never be bored again looking at people online who don't know how to make their own skins. By the way, feel free to use these as your own skin if you so desire, they're in the pack somewhere, unzip and go looking.
- Stuff, the thing with the thing that was introduced in what's the number, yeah, that was added, probably.
Minor update:
+ The Chainmail armour has been changed to the Ball and Chain Trooper's armour.
+ The transparent parts of the Skeletons and Ghasts have been filled.
+ Most importantly, Zombie Pigmen have been changed into Subrosians!
[size=large]v1.10 update:[/size]
This was an update to add support not just for the actual minecraft release, but to accommodate the 1.9 changes as well. I honestly can't remember what has changed as this update took several months, but here's a short list which probably contains most of the changes:
- The Enchantment Table, Brewing Stand and Cauldron textures were added.
- Added textures for the Mushroom Biome, including for Mooshrooms. Not sure what the Mooshroom is based on, but it's got Mothula's eye...
- Added textures for the villagers, mostly based on the old men which dot the Holodrum landscape.
- Added textures for the Nether Structures, including Magma Cubes and Blazes.
- Added support for the entire "Ending", including things like the Enderdragon and the needed items. The Enderdragon is based on everyone's first boss Aquamentus.
- Added any items which hadn't been added before, mostly the magical items used for brewing.
- Added the Moon Phases, sort of.
- Did stuff to things, I really should've written this down while I was doing these...
Screenshots: Blaze Full Moon (also used for almost full moons) Smithy Librarian (based on Mr. Write) The Enderdragon
I don't really have the time to walk around and take pictures, so you'll have to do that yourself, sorry. Might add some later if I find the time.
[size=large]v1.9 update:[/size]
Another very noticeable update, mostly focussing on fixing the most common complain: "stuff's too big" and adding support for 1.8.
- Changed the Torch design to a smaller torch, using the flame of those torch things you find in dungeons (I'm not really sure what they are).
- Changed the Redstone Torches to resemble those red and blue orbs, but on sticks so the torch-like feeling isn't lost.
- Changed the Flowers to the overworld flowers rather than the flower item.
- Changed the Mushrooms to the mushroom item in Link's Awakening rather than the OoS mushroom, again making it smaller.
- Added textures for Stone Bricks, Huge Mushrooms (based on the overworld mushrooms of OoS), Melons (based on the Gasha nut), Iron Bars and Vines
- Changed the Suger Cane texture because the original is now used by the vines.
- Added sprites for the Bow Animations, Pumpkin and Melon Seeds (based on Scent seeds and Gale Seeds), Rotten Flesh, Chicken, Melon Slices and Enderpearls (based on the "Changing Seasons" Essence of Nature).
- Changed the Suger sprite to a seashell to better fit the new canes.
- Changed the Bonemeal sprite to the bones which decorate the LA desert, because its former sprite is now used by Rotten Flesh.
- Added Textures for the Venomous Spiders, Endermen (based on "Stars", an enemy from LA) and Silverfish (loosely based on Spiny Beetles).
- Added the Hunger Bar.
- Made a skin for the new Chests.
- Added an Experience Orb sprite based on the P-bags of the Adventure of Link (because, quite honestly, it had to be done). Looks quite nice as well, surprisingly.
- Other changes to accommodate 1.8
[size=large]v1.8 update:[/size]
This update isn't just to add compatibility with 1.7 (most of it was actually done way before 1.7 came out), the point of this update is essentially to remove all remaining legacy of the original minecraft skin. This means that there are no longer any unaltered or derivative textures, and everything is now either a custom sprite or ripped from the game. I'll try to summarise the changes, but the list will probably be incomplete:
- Textures added for Pistons and Shears (based on the switchhook)
- The wool texture has now been changed from a single-colour block to the carpet/wooden floor/whatever it is which is often found inside houses. This was the closest thing I could find to any sort of wool, not super happy with it, but it's good enough.
- The top of sandstone block has now been changed the road texture from the original games, which should make building roads quite a lot more interesting. the bottom has been changed as well.
- Cacti are now based on those rolling logs which can be found in a couple of dungeons (they are blue there, though, but whatever)
- I've also added new textures for mossycobblestone, the redstone repeaters tile and stone halfblocks,
- The saddle also has a new texture, based on the Epona's saddle at the start of the game.
- Wooled sheep now wear the usual black outfit, with their belt demonstrating the colour of their wool.
- New image sprites for: Saddle (based on the companion animal flutes), sugar, snowball and slimeball.
- New DiamondArmour, based on General Onox' outfit (but in blue, of coure), which comes down to an awesome helmet and pathetic shoes.
- Slightly cleaned up IronArmour, most notably the chainmail pants.
- The sprites for the armours now better represent what they look like when used.
- New default Human skin, based on the old men found throughout Holodrum. Might try making some other skins as well, as this one rather clashes with the new amour.
- The title screen now has a custom logo.
- Removed Herobrine texture
- a lot of other minor tweaks and changes which I'm far too lazy to remember.
Enjoy! Even though you should be playing OoT 3D right now...
[size=large]v1.7 update:[/size]
This one's essentially to add compatibility with 1.6, but there's some other minor changes as well:
- Added the Map item (based on the Island Chart from OoA). The map arrows have been replaced with the Link face which shows you which room you're in in the dungeon maps.
- Added textures for Tall Grass (based on the grass from OoS), Shrubs (based on the Autumn leaves) and Dead Shrubs (based on cacti). When I heard dead shrubs only grow on desert biomes I was thrilled (because Autumn is the desert biome for this back), until I found out they only grow on sand... So yeah, I justed made the regular old shrubs leaves (mostly because I lacked an alternative).
- Added the Trapdoor, based on the hatch from the pirate ship (the only hatch I could find...)
- Changed the Flowing Water and Lava to a more fluid animation
- Changed the Still Water texture slightly to better resemble the game
I think that's it. If I forgot to edit something I should've, please tell me. I haven't really had the time to test everything extensively.
[size=large]v1.6 update:[/size]
Another pretty substantial update. This one is meant to fix everything which I had previously left essentially untouched (like portals, effects, etc.), as well as correcting a few minor things.
Here's a short list: (my short lists seem to get longer every time...)[/size]
- Most important one by far: The Grass has been changed. I had been using the grass from Oracle of Ages/Subrosia rather than the Holodrum grass, which, considering the fact that this is an Oracle of Seasons pack, was pretty silly. That's been fixed now, and, in my opinion, it looks way better this way, so yay!
- The menus have finally been changed to resemble the Oracle of Seasons ones. They look rather off sometimes, but honestly, it's pretty much impossible to surround everything using 5x5 tiles without making some compromises. For those of you who really hate these new menus, there's a folder named "Backup" in the zip which has the original ones, so all you need to do is swap these with the current ones and re-zip the folder.
- The Fire texture has been changed once more, this time to the fire from the campfire in the beginning of the game. It's not perfect, so for those who prefered the LoZ fire, it's in the backup folder.
- The Portals finally got a makeover, based on the Subrosia portals (although with some more rotation because I felt like it)
- The Cake finally got a redesign, it's based on one of the tiles in the game, and whilst by no means perfect, at least it's not just a recolouration now. If you have any other suggestions for what it could become, please tell me.
- New Shovel... again. It's meant to better resemble the Oracle of Seasons shovel, which it finally does (you have no idea how hard this was, as all I had was the small link-using-shovel sprite and an upwards-pointing menu-icon).
- All the Effects have been changed to resemble effects from the game, which makes fire and portals look pretty neat. (this includes embers, smoke and sparkles, music notes, etc.)
- Candle finally has a black outline and the Crown now has a jewel in the menu. Minor things
- Lure is now the lure from Link's Awakening
- The "you're drowning!" bubbles have been changed to Rings, for 2 reasons: I had not yet included rings in a significant way, which is a true shame since that's one of the main differentiators for the Oracle series, and because there's a Zora Ring which prevents drowning (which is also the reason why my drowning rings are red).
- Rain finally got updated!
- The last one is a secret to everybody, see if you can spot it!
Screenshots: Inventory Chest Crafting Furnace New Portal Design Cake Fire Rain Underwater (note the Rings!)
Also, the Dodongo and Hyrule Castle screenshots below feature the new grass, whilst the Creeper one does not, if you want a comparison. All other on-screen screenshots feature the new grass as well (the seasons image probably being the clearest).
Still unchanged: saddle, any suggestions?
Also, if you want to download 1.5 because you hate this version, click the previous update's title:
Here's a short list of the changes:
- The Creeper finally got it's own texture not based on minecraft, it is now based on a Bombchu, which aside from being way too cute is also the only "enemy" which accurately mimics a creeper's behaviour.
- Changed the still lava texture to more accurately imitate the game (still not perfect, but that's only because the game uses different points in the animation for different tiles, which minecraft doesn't)
- Added animated fire (needs MCPatcher), based on the original fire from the original The Legend of Zelda, at exactly the same speed. It doesn't look as good as it probably could've, but I'm unable to find any decent fire sprites in any of the 2D Zelda games which fit well into a 16x16 box, this includes the Ember seeds fire and Frypolar's head.
- In the search for a fire sprite I came across the broken sword sprite, which looked way more awesome than the sword sprite I had been using (which was based on what the regular sword looked like whilst being swung), so all the sword sprites are now changed. The wooden sword is still largely based on the original sprite, and the stone sword is based on the biggoron sword in the item menu. The diamond sword is again altered slightly to resemble the Master Sword. The wooden sword and stone sword are also slightly shorter than the other swords, the former being shorter still.
- Changing the swords lead to a thicker sword handle, which made the shovel and axe look way too small, so I changed these as well.
- I've changed the different helmets in the menu to look more like what they look like when worn. I however have not yet changed the other parts of the armour, which I may or may not do eventually.
- The compass and clock are finally no longer an 8-bitification of their original counterparts, both are based on the dungeon compass, but in such a way as to work with the game. The clock display no longer has a sun and moon, which in my opinion makes it far easier to see what's going on.
- Other changed item sprites are: apple and golden apple (now based on the Tuni Nut (you know, from Symmetry City) and the Huge Maku Seed (the Oracle of Ages one because that's the yellow one)), Minecarts fused with chest or furnace (to better represent the item they're fused with), snowball and slimeball, arrows, painting sprite ink sacs (now based on the stink bag) and the lava bucket (now suits the new lava texture)
[size=large]v1.4 update:[/size]
Made to be compatible with beta 1.5. Also includes some other minor edits.
- Textures for the new rails added
- Textures for the new saplings added, like the default one these are based on the essences.
- Falling snow texture added, based on the winter icon. I've been unable to test this one as I've yet to encounter snowfall
- Lightning powered "armour" added, no idea how it'll look
- Added the needed image files for achievements and statistics (the latter ones being based on the subrosians, which are awesome and were previously a bit underrepresented in this texture pack)
- Redstone wire should work again now
- Supports the new grassblock sides, which makes the different seasons look so much better (see the new seasons image above)
Other changes:
- Finally fixed the lever design
- New pumpkinblur
- Changed armour textures for iron (the chestplate looks better now and fits darknuts way better), leather (now roughly based on subrosians) and diamond (made a tad simpler, still needs work).
- changed birch wood texture to something which looks more like the default one.
[size=large]v1.3 update:[/size]
1) Seasons added based on the different biomes. This sort of makes everything like the Oracle of Seasons default map (where different areas have different seasons).
The distribution goes something like this:
Rain/Seasonal forests and Savanna: Summer
Forest, woods and plains: Spring
Taiga and Tundra: Winter
Desert: Autumn
This sort of distributes them evenly. The only problem with this is that Autumn will be rather short on rainfall when the next update comes out, whilst summer will have plenty of rainfall. But otherwise Autumn was a bit too prominent. Biomes are relatively small, so all this honestly shouldn't be a problem.
I personally really like this change, as it adds quite a bit more diversity to the map (in contrast with the default biomes, which are barely even noticable).
Requires MC Patcher, which will also enable liquids.
2) I changed some block textures to resemble the default textures a bit more, especially in terms of colour. These blocks are Iron (which is now white rather than brown/white) and obsidian (which now has a more natural texture than the original bricks and is also a tad more black now). The chicken texture also changed a bit but that honestly doesn't matter
Screenshots: Maple out of iron Subrosian, the eyes are iron
[size=large]Other Notes:[/size]
- I did not rip most of these textures myself, most of them come from either vgmaps.com, spriters-resource.com and zeldalegends.net.
- The Legend of Zelda and most of the things in this pack are owned by Nintendo Inc. and are used under Fair Use. Anything else can be used freely (although it would be nice of you to notify me beforehand), as long as you do not claim it as your own and link back to this thread when distributing publicly.
you have certainly made it look alot different than the game! :smile.gif:
Well, it wasn't exactly meant as an exact replica, so a lot of things were changed to better suit the 3D envirronment of minecraft rather than the top-town perspective of the Oracle games.
Yours does seem a lot more faithful, but since the original sprites were meant to show some perspective (e.g. the chests, which feature both the top and the front of a chest), it does look rather off at times, although I guess the top of the chests always pointing north isn't a problem then...
Your OoT pack is pretty awesome, though! I've been surprised by how hard it was to find a decent one, but yours seems to be pretty spot-on.
Probably should've waited a day before posting the original version, but whatever. I got water and lava textures to work, so they've now been added. Of course you'll need the HD texture fix mod.
I still need to add decent-working fire, which will probably be in the next update.
Not sure if anyone cares, but whatever. Any criticism is still welcome.
I'm apparently refusing to let this one die, even though I'm seemingly the only person who actually cares about it...
Nobody here a fan of the Gameboy Zelda games?
Anyhow, yeah, seasons. Nothing special, just biome-based, but this does make things pretty, which is always nice. I guess this also does make the texture pack a bit more unique, if not at least a bit more fitting for the game it's based on.
Requires the mcpatcher for seasons and liquids.
PS: yes, trees during spring are apparently greener than those during summer, complain to the guys at Capcom and Nintendo, not me.
I downloaded JediJennifer's OoS pack, but they're just so different you can't compare! I like that hers has individual texture packs for each season, but i also like how yours blends them together.
AAH! I'll have to have them both...
*Downloads*
The download file has been updated to work with 1.5. I've ran some tests, but since my server runs on bukkit I haven't been able to test everything.
I've also made some minor edits as well.
Short summary:
- Textures for the new rails added
- Textures for the new saplings added, like the default one these are based on the essences.
- Falling snow texture added, based on the winter icon. I've been unable to test this one as I've yet to encounter snowfall
- Lightning powered "armour" added, no idea how it'll look
- Added the needed image files for achievements and statistics (the latter ones being based on the subrosians, which are awesome and were previously a bit underrepresented in this texture pack)
- Redstone wire should work again now
- Supports the new grassblock sides, which makes the different seasons look so much better.
Other changes:
- Finally fixed the lever design
- New pumpkinblur
- Changed armour textures for iron (the chestplate should look better now), leather (now roughly based on subrosians) and diamond (made a tad simpler, still needs work). Haven't tested these yet (except for the diamond ones) because I got stuck in my underground hallways on SSP and can't get back up because of a lack of ladders, and because I can't currently load my server since I had to update to 1.5 to test the rails texture.
I think that's it. I'll probably update the first post when I'm able to access my server again to take some screenshots.
I like this texture pack. But I would lioke it better if you made it so I can use it with the Texture Pack folder.
You can't use it with the texture pack folder?
It might be because I'm using a mac, but for me everything works as it should from the texture pack folder.
Does it not show up in the texture pack texture pack menu? Or are you just unable to see the liquids and biomes? because you need the HD texture fix for that.
Are you using any other texture packs which do work? Because there might be a problem on your end, as I don't see what could be the problem. As far as I know, any .zip file you put in the Texture pack folder shows up in the menu, and all the necessary files are in there. You're not unzipping it, are you?
Octoroks aren't giant floating white heads, though, which Smog is. I realise the current ghasts aren't perfect, but I do think Smog is the right choice here. I've tried making him blockier, but that hasn't been successful.
And if I were to use a giant octorok, Octogon from Oracle of Ages would probably be a better choice. I do hope there will one day be a mob which can be changed into octoroks, but I don't think ghasts suit that role.
I could always try, but I doubt the result would be desirable.
Thanks for the suggestion, though.
Anyhow, I've made 1 minor update to the slime skin (it is now no longer shaded), the download link should be updated. Screenshot
Nothing special, I just divided the biome regions into 4 seasons, changed the colours of the grass and trees to match the seasons of the game (brown, white and 2 different kinds of green), and that's it. Since the biomes themselves already function sort of like the seasons in the original game (different humidity and temperature per region rather than every 4 months or so), this works pretty well (although the biome sizes could've been slightly larger, since now you usually end up with patches of spring or autumn in a field of summer or winter, although I have come across large fields of every season, spring being the rarest).
Here's the grass and foliage colour images:
Yet another pretty big update. If you want to know what has changed, check the update log in the first post, but for those who are too lazy:
- Grass is finally the grass from OoS.
- Menus now look like the menus in the game.
- Portals, fire, etc. changed.
- Secret from everybody!
To Download, click the new and improved (it's now 50% more efficient!) Download Button in the first post.
Also, here's something else I'm working on: http://i.imgur.com/PqjJF.png
Although it probably won't get finished any time soon, since my exams are creeping ever closer, I can feel them hissing in my neck.
That's it. Unless there's a major Minecraft update which makes this pack obsolete in the near future, don't expect another big update for another month and a half. Suggestions are always welcome, though.
Also, here's something else I'm working on: http://i.imgur.com/PqjJF.png
Although it probably won't get finished any time soon, since my exams are creeping ever closer, I can feel them hissing in my neck.
If you finish that, you might win several internets.
This is a texture pack based on arguable one of the greatest games ever created: The Legend of Zelda, Oracle of Seasons, although there are some textures and sprites based on other Zelda games (mostly Oracle of Ages and Link's Awakening, as one might expect). The pack tries to emulate the Oracle of Seasons world as much as possible without compromising the Minecraft look and feel. While some textures may be quite a bit lighter or darker than in the basic texture pack, every texture is still recognisable and as similar as possible to the originals.
The Seasons in this pack are biome-based, which means that all 4 seasons will appear in every world at any given time (kind of like how in the original game seasons are also technically location-based, rather than time-based). This pack does not use the regular Minecraft biome system, which is why you'll need MCPatcher to make this pack work. Otherwise you'll just end up in a perpetual summer.
Enjoy!
[size=large]Version 3.2[/size]
Finally another update. All this one does is add the missing textures (flowers and the likes) and fix the music and sounds, which stopped working because of one update or another. I haven't added specific seasons to the new biomes, so they are all summer at this point. I'm not sure if I'm ever going to change this, as adding new biomes to the system is quite a hassle and these biomes seem to be quite rare.
That is all.
[size=large]Older Versions:[/size]
[size=large]Version 3.1b[/size]
Awright,
I'm going to Scotland tomorrow, so here's an incomplete version for 1.6. It includes horsies, rope, other stuff and most importantly sounds and music. I'm trying to replace every single sound with an Oracle of Seasons/Ages sound, but I'm not quite there yet. So yeah, expect 3.1 in about a week, but here's a somehowwhat finished version just so this pack can be used with 1.6.
Also, turn down the music to like a third of the sounds, it can be pretty loud and I haven't had time to fix that yet.
UPDATE: Now also includes Music Discs!
That is all.
[size=large]Version 3.0 Updates:[/size]
A good day to all and to all a good day!
Yes, 3.0, even though version 2 only went through 3 iterations. You see, 2.0 was made to fix everything within the context and colour scheme of version 1 because I had given up on just ripping the right textures and colours, but still wanted some more coherence. I've since found a way of changing how biomes work (using MCPatcher) which allows for grass which looks identical to the in-game grass and for sand, dirt, wood, etc. which changes based on the biome. What this also means is that any support for non-MCPatched versions is completely lost.
A changelist could only be narrowed down to 'everything', so here's a list of some fun new changes:
- Most items and mobs are now restricted to a 3-colour colour palette like in the original game, which makes everything seem a bit more authentic and makes it easier for me to decide which colour to give an item (because most of the time I just have 6 options now).
- Sides and tops of some blocks—most notably cobblestone and brick—now have their own textures, which makes walls that much prettier.
- I've tried to be clever with a few specific blocks, the top of a double-cobblestone slab has a mirror version of the texture of a regular cobble-stone top, which makes it possible to recreate some of the street designs in the original game.
- Pressure Rails and Activator Rails now look pretty sweet.
- Sandstone sides now use the cliff textures. And a side-note, try stacking 2 carved sandstones.
- Stonebricks also look a bit different now.
- The GUI now uses the actual menu colours (the ones from Oracle of Ages are used in creative), which I guess is nice. Buttons are now redified versions of the buttons in the original game.
- New Paintings, but the old paintings are still in the art.png file if you prefer them.
- New Armour design and some shuffling around
- Etcetera, etcetera, etcetera. Find out for yourself!
Screenshots:
New biome colours
New Quartz
New GUI
[size=large]v2.1 update[/size]
A jolly good day to you all!
It's been a while, hasn't it? Well, in honour of the rerelease of the Oracle series on the 3DS, I figured I might put in a bit of effort to finally get everything up to speed. So here we are, everything from version 1.3.2 all the way to version 1.5 has finally been added, from witches (Syrup, of course) to pillars to bats to I don't even remember. So please, enjoy and do check out the Oracle games on 3DS if you have the chance, they really are quite marvellous.
Screenshots:
None, sorry
[size=large]v2.0 update:[/size]
Hi everybody!
This is basically just an update to make sure everything's up to date with 1.3 and beyond. I haven't had much time to try everything, but I think most stuff is up to date now. There's also some minor changes, here's a list:
- Pumpkins have a new texture to make it look more like the Pumpkin Head boss
- Textures for Carrots, Potatoes, Pumpkin Pie, Nether Stars, Emeralds, Rubies and so on.
- Also textures for blocks like Emerald Blocks, Emerald Ore, Command Block, Beacon, etc.
- New Menu designs, most notably for the creative menu, which is now rather woody.
- Wither and his Skeletons now have a texture based on the Shadow Nightmares
- Other changes.
Screenshots:
- Creative Menu
- Beacon
- Wither
[size=large]v2.-1 update:[/size]
What naming conventions?
So yeah, I'm working on redoing almost everything worth redoing, which usually means I get to ++ the main version number. But since we're probably only half-way there, 2.0 seemed hardly fitting...
So what's new? Here's a handy little list which should be able to answer that question:
- Biomes, as you may or may not know, the entire backend has been updated (or, if you'd ask me, "downgraded"), which meant I had to find a new distribution. Since every biome now has a single colour, and there's only a few foresty biomes, I've decided to use both Jungle and Swamp as seasonal biomes. Here's a list:
- Summer: Jungle, Ocean and Mountains
- Autumn: Forest and Desert,
- Winter: Taiga and Tundra
- Spring: Swamp and Plains
This distribution seems to be the best one so far, with high encounter rates for every seasons and all of them having at least 1 area with a decent amount of trees. Swamps do look a bit too happy now, but think of them as pleasant gardens, with the greener water caused by those nasty pollen or something.
I've also changed the colours a bit, so everything's a bit brighter and happier now.
- Pines and Birches now have their own biome-based leaf colours, and about time too.
- All Leaves textures and the Tall Grass texture have been edited to add some more contrast, Pine leaves also got an updated texture for fancy graphics.
- New Sand texture, based on the desert sand, because the sand texture I had been using wasn't actually as prominent as I once thought.
- Dirt is less yellow now, apparently I had been using the dirt from an animal compagnion area, which for some bizzare reason is quite yellow.
- Animated Torches (although I'm still working on those) and some other animated surprises.
- other surprises
I tried randomising the grass block surface so it would seem less dense (like in the game), but it didn't really have the desired effect. I also tried making things like sand and sandstone change colour based on the biome, but this also proved to be a bit of a failure. If all of this had worked this would've been a slightly more impressive update.
Screenshots:
Summer
Autumn
Winter
Spring
All the seasons
Also, all the above screenshots have been updated!
[size=large]v1.11 update:[/size]
Oh goodness me, it's been a while, hasn't it?
This update brings with it no great surprises, but it does add some much-needed support for the latest version of minecraft, which I can only hope is enough. Here's a list:
- Ocelots, they are now based on that one cat of which I had a sprite lying around.
- Iron Golems, based on the Elder Goron, not Biggoron because that would've been too predictable. Not too pleased with the result, but whatever, GORONS! (Even though I prefer Zora's, but they would've hardly been fitting now, would they?).
- Blocks!, and loads of them, the different planks, the different sandstone blocks, those glowstone lightbulbs, the circle stones, and so on.
- Steve, who's now played by Link, the one and only. I've made about a billion of them, so if you're smart enough to use the texture patcher, you'll never be bored again looking at people online who don't know how to make their own skins. By the way, feel free to use these as your own skin if you so desire, they're in the pack somewhere, unzip and go looking.
- Stuff, the thing with the thing that was introduced in what's the number, yeah, that was added, probably.
Minor update:
+ The Chainmail armour has been changed to the Ball and Chain Trooper's armour.
+ The transparent parts of the Skeletons and Ghasts have been filled.
+ Most importantly, Zombie Pigmen have been changed into Subrosians!
Screenshots:
Planks!
Stone!
Kitty Cats!
Lightbulbs!
Chain Armour!
Subrosian!
[size=large]v1.10 update:[/size]
This was an update to add support not just for the actual minecraft release, but to accommodate the 1.9 changes as well. I honestly can't remember what has changed as this update took several months, but here's a short list which probably contains most of the changes:
- The Enchantment Table, Brewing Stand and Cauldron textures were added.
- Added textures for the Mushroom Biome, including for Mooshrooms. Not sure what the Mooshroom is based on, but it's got Mothula's eye...
- Added textures for the villagers, mostly based on the old men which dot the Holodrum landscape.
- Added textures for the Nether Structures, including Magma Cubes and Blazes.
- Added support for the entire "Ending", including things like the Enderdragon and the needed items. The Enderdragon is based on everyone's first boss Aquamentus.
- Added any items which hadn't been added before, mostly the magical items used for brewing.
- Added the Moon Phases, sort of.
- Did stuff to things, I really should've written this down while I was doing these...
Screenshots:
Blaze
Full Moon (also used for almost full moons)
Smithy
Librarian (based on Mr. Write)
The Enderdragon
I don't really have the time to walk around and take pictures, so you'll have to do that yourself, sorry. Might add some later if I find the time.
[size=large]v1.9 update:[/size]
Another very noticeable update, mostly focussing on fixing the most common complain: "stuff's too big" and adding support for 1.8.
- Changed the Torch design to a smaller torch, using the flame of those torch things you find in dungeons (I'm not really sure what they are).
- Changed the Redstone Torches to resemble those red and blue orbs, but on sticks so the torch-like feeling isn't lost.
- Changed the Flowers to the overworld flowers rather than the flower item.
- Changed the Mushrooms to the mushroom item in Link's Awakening rather than the OoS mushroom, again making it smaller.
- Added textures for Stone Bricks, Huge Mushrooms (based on the overworld mushrooms of OoS), Melons (based on the Gasha nut), Iron Bars and Vines
- Changed the Suger Cane texture because the original is now used by the vines.
- Added sprites for the Bow Animations, Pumpkin and Melon Seeds (based on Scent seeds and Gale Seeds), Rotten Flesh, Chicken, Melon Slices and Enderpearls (based on the "Changing Seasons" Essence of Nature).
- Changed the Suger sprite to a seashell to better fit the new canes.
- Changed the Bonemeal sprite to the bones which decorate the LA desert, because its former sprite is now used by Rotten Flesh.
- Added Textures for the Venomous Spiders, Endermen (based on "Stars", an enemy from LA) and Silverfish (loosely based on Spiny Beetles).
- Added the Hunger Bar.
- Made a skin for the new Chests.
- Added an Experience Orb sprite based on the P-bags of the Adventure of Link (because, quite honestly, it had to be done). Looks quite nice as well, surprisingly.
- Other changes to accommodate 1.8
Screenshots:
The different Ruins blocks, also showing the new torch and chest
Endermen
Fully charged bow
New Bonemeal spirte
[size=large]v1.8 update:[/size]
This update isn't just to add compatibility with 1.7 (most of it was actually done way before 1.7 came out), the point of this update is essentially to remove all remaining legacy of the original minecraft skin. This means that there are no longer any unaltered or derivative textures, and everything is now either a custom sprite or ripped from the game. I'll try to summarise the changes, but the list will probably be incomplete:
- Textures added for Pistons and Shears (based on the switchhook)
- The wool texture has now been changed from a single-colour block to the carpet/wooden floor/whatever it is which is often found inside houses. This was the closest thing I could find to any sort of wool, not super happy with it, but it's good enough.
- The top of sandstone block has now been changed the road texture from the original games, which should make building roads quite a lot more interesting. the bottom has been changed as well.
- Cacti are now based on those rolling logs which can be found in a couple of dungeons (they are blue there, though, but whatever)
- I've also added new textures for mossy cobblestone, the redstone repeaters tile and stone halfblocks,
- The saddle also has a new texture, based on the Epona's saddle at the start of the game.
- Wooled sheep now wear the usual black outfit, with their belt demonstrating the colour of their wool.
- New image sprites for: Saddle (based on the companion animal flutes), sugar, snowball and slimeball.
- New Diamond Armour, based on General Onox' outfit (but in blue, of coure), which comes down to an awesome helmet and pathetic shoes.
- Slightly cleaned up Iron Armour, most notably the chainmail pants.
- The sprites for the armours now better represent what they look like when used.
- New default Human skin, based on the old men found throughout Holodrum. Might try making some other skins as well, as this one rather clashes with the new amour.
- The title screen now has a custom logo.
- Removed Herobrine texture
- a lot of other minor tweaks and changes which I'm far too lazy to remember.
Screenshots:
The new title screen
Pig with Saddle
Cacti
Old Man slowly walking towards you
If Onox was a puny little human
Iron Armour
New wool, more, and even more
New mossy cobblestone, still not very mossy
Pistons front, and Pistons back, forgot to take screenshots of the sides.
Sandstone roads
Backgroundless paintings, ignore the wooden edges...
New halfblocks
Ninja sheep
Enjoy! Even though you should be playing OoT 3D right now...
[size=large]v1.7 update:[/size]
This one's essentially to add compatibility with 1.6, but there's some other minor changes as well:
- Added the Map item (based on the Island Chart from OoA). The map arrows have been replaced with the Link face which shows you which room you're in in the dungeon maps.
- Added textures for Tall Grass (based on the grass from OoS), Shrubs (based on the Autumn leaves) and Dead Shrubs (based on cacti). When I heard dead shrubs only grow on desert biomes I was thrilled (because Autumn is the desert biome for this back), until I found out they only grow on sand... So yeah, I justed made the regular old shrubs leaves (mostly because I lacked an alternative).
- Added the Trapdoor, based on the hatch from the pirate ship (the only hatch I could find...)
- Changed the Flowing Water and Lava to a more fluid animation
- Changed the Still Water texture slightly to better resemble the game
I think that's it. If I forgot to edit something I should've, please tell me. I haven't really had the time to test everything extensively.
Screenshots:
Tall Grass
Leaves
Mini Cacti
Crafting a Map
Mappin'
Enjoy!
[size=large]v1.6 update:[/size]
Another pretty substantial update. This one is meant to fix everything which I had previously left essentially untouched (like portals, effects, etc.), as well as correcting a few minor things.
Here's a short list: (my short lists seem to get longer every time...)[/size]
- Most important one by far: The Grass has been changed. I had been using the grass from Oracle of Ages/Subrosia rather than the Holodrum grass, which, considering the fact that this is an Oracle of Seasons pack, was pretty silly. That's been fixed now, and, in my opinion, it looks way better this way, so yay!
- The menus have finally been changed to resemble the Oracle of Seasons ones. They look rather off sometimes, but honestly, it's pretty much impossible to surround everything using 5x5 tiles without making some compromises. For those of you who really hate these new menus, there's a folder named "Backup" in the zip which has the original ones, so all you need to do is swap these with the current ones and re-zip the folder.
- The Fire texture has been changed once more, this time to the fire from the campfire in the beginning of the game. It's not perfect, so for those who prefered the LoZ fire, it's in the backup folder.
- The Portals finally got a makeover, based on the Subrosia portals (although with some more rotation because I felt like it)
- The Cake finally got a redesign, it's based on one of the tiles in the game, and whilst by no means perfect, at least it's not just a recolouration now. If you have any other suggestions for what it could become, please tell me.
- New Shovel... again. It's meant to better resemble the Oracle of Seasons shovel, which it finally does (you have no idea how hard this was, as all I had was the small link-using-shovel sprite and an upwards-pointing menu-icon).
- All the Effects have been changed to resemble effects from the game, which makes fire and portals look pretty neat. (this includes embers, smoke and sparkles, music notes, etc.)
- Candle finally has a black outline and the Crown now has a jewel in the menu. Minor things
- Lure is now the lure from Link's Awakening
- The "you're drowning!" bubbles have been changed to Rings, for 2 reasons: I had not yet included rings in a significant way, which is a true shame since that's one of the main differentiators for the Oracle series, and because there's a Zora Ring which prevents drowning (which is also the reason why my drowning rings are red).
- Rain finally got updated!
- The last one is a secret to everybody, see if you can spot it!
Screenshots:
Inventory
Chest
Crafting
Furnace
New Portal Design
Cake
Fire
Rain
Underwater (note the Rings!)
Also, the Dodongo and Hyrule Castle screenshots below feature the new grass, whilst the Creeper one does not, if you want a comparison. All other on-screen screenshots feature the new grass as well (the seasons image probably being the clearest).
Still unchanged: saddle, any suggestions?
Also, if you want to download 1.5 because you hate this version, click the previous update's title:
[size=large]v1.5 update:[/size]
Pretty big update, which I didn't expect it to be when I started on it this morning...
Here's a short list of the changes:
- The Creeper finally got it's own texture not based on minecraft, it is now based on a Bombchu, which aside from being way too cute is also the only "enemy" which accurately mimics a creeper's behaviour.
- Changed the still lava texture to more accurately imitate the game (still not perfect, but that's only because the game uses different points in the animation for different tiles, which minecraft doesn't)
- Added animated fire (needs MCPatcher), based on the original fire from the original The Legend of Zelda, at exactly the same speed. It doesn't look as good as it probably could've, but I'm unable to find any decent fire sprites in any of the 2D Zelda games which fit well into a 16x16 box, this includes the Ember seeds fire and Frypolar's head.
- In the search for a fire sprite I came across the broken sword sprite, which looked way more awesome than the sword sprite I had been using (which was based on what the regular sword looked like whilst being swung), so all the sword sprites are now changed. The wooden sword is still largely based on the original sprite, and the stone sword is based on the biggoron sword in the item menu. The diamond sword is again altered slightly to resemble the Master Sword. The wooden sword and stone sword are also slightly shorter than the other swords, the former being shorter still.
- Changing the swords lead to a thicker sword handle, which made the shovel and axe look way too small, so I changed these as well.
- I've changed the different helmets in the menu to look more like what they look like when worn. I however have not yet changed the other parts of the armour, which I may or may not do eventually.
- The compass and clock are finally no longer an 8-bitification of their original counterparts, both are based on the dungeon compass, but in such a way as to work with the game. The clock display no longer has a sun and moon, which in my opinion makes it far easier to see what's going on.
- Other changed item sprites are: apple and golden apple (now based on the Tuni Nut (you know, from Symmetry City) and the Huge Maku Seed (the Oracle of Ages one because that's the yellow one)), Minecarts fused with chest or furnace (to better represent the item they're fused with), snowball and slimeball, arrows, painting sprite ink sacs (now based on the stink bag) and the lava bucket (now suits the new lava texture)
Screenshots:
Creeper
Creeper
Lava
Unrelated: Gibdo in a minecart
For the new items, just take a look at the item image file below (or just click here)
[size=large]v1.4 update:[/size]
Made to be compatible with beta 1.5. Also includes some other minor edits.
- Textures for the new rails added
- Textures for the new saplings added, like the default one these are based on the essences.
- Falling snow texture added, based on the winter icon. I've been unable to test this one as I've yet to encounter snowfall
- Lightning powered "armour" added, no idea how it'll look
- Added the needed image files for achievements and statistics (the latter ones being based on the subrosians, which are awesome and were previously a bit underrepresented in this texture pack)
- Redstone wire should work again now
- Supports the new grassblock sides, which makes the different seasons look so much better (see the new seasons image above)
Other changes:
- Finally fixed the lever design
- New pumpkinblur
- Changed armour textures for iron (the chestplate looks better now and fits darknuts way better), leather (now roughly based on subrosians) and diamond (made a tad simpler, still needs work).
- changed birch wood texture to something which looks more like the default one.
Screenshots of the different saplings:
http://i.imgur.com/KQ9oA.png
http://i.imgur.com/UffkV.png
http://i.imgur.com/YDq6J.png
Random screenshots of mobs:
http://i.imgur.com/Lz8P7.png
http://i.imgur.com/Koh0I.png
http://i.imgur.com/FhIfI.png
[size=large]v1.3 update:[/size]
1) Seasons added based on the different biomes. This sort of makes everything like the Oracle of Seasons default map (where different areas have different seasons).
The distribution goes something like this:
Rain/Seasonal forests and Savanna: Summer
Forest, woods and plains: Spring
Taiga and Tundra: Winter
Desert: Autumn
This sort of distributes them evenly. The only problem with this is that Autumn will be rather short on rainfall when the next update comes out, whilst summer will have plenty of rainfall. But otherwise Autumn was a bit too prominent. Biomes are relatively small, so all this honestly shouldn't be a problem.
I personally really like this change, as it adds quite a bit more diversity to the map (in contrast with the default biomes, which are barely even noticable).
Requires MC Patcher, which will also enable liquids.
Screenshots:
http://i.imgur.com/W36xN.png
http://i.imgur.com/MiioV.png
http://i.imgur.com/rqLGK.jpg
http://i.imgur.com/2vT5v.jpg
http://i.imgur.com/vQX5g.png
http://i.imgur.com/qaGNc.png
http://i.imgur.com/Gdud1.png
http://i.imgur.com/zHJGW.png
2) I changed some block textures to resemble the default textures a bit more, especially in terms of colour. These blocks are Iron (which is now white rather than brown/white) and obsidian (which now has a more natural texture than the original bricks and is also a tad more black now). The chicken texture also changed a bit but that honestly doesn't matter
Screenshots:
Maple out of iron
Subrosian, the eyes are iron
[size=large]v1.2 update:[/size]
Liquids added.
Of course via the texture fix.
The water is very blue and opaque, but I feel it's at the right balance between usability and prettiness. The white is 100% opaque, in case you're wondering.
Screenshots:
http://i.imgur.com/I0WuG.png
http://i.imgur.com/AlPJ4.png
http://i.imgur.com/KbZgL.png
http://i.imgur.com/qiF83.png
http://i.imgur.com/UxuED.png
http://i.imgur.com/B6dgY.png
[size=large]Other Notes:[/size]
- I did not rip most of these textures myself, most of them come from either vgmaps.com, spriters-resource.com and zeldalegends.net.
- The Legend of Zelda and most of the things in this pack are owned by Nintendo Inc. and are used under Fair Use. Anything else can be used freely (although it would be nice of you to notify me beforehand), as long as you do not claim it as your own and link back to this thread when distributing publicly.
[size=large]My Texture Packs:[/size]
Coming Whenever:
Yours does seem a lot more faithful, but since the original sprites were meant to show some perspective (e.g. the chests, which feature both the top and the front of a chest), it does look rather off at times, although I guess the top of the chests always pointing north isn't a problem then...
Your OoT pack is pretty awesome, though! I've been surprised by how hard it was to find a decent one, but yours seems to be pretty spot-on.
I still need to add decent-working fire, which will probably be in the next update.
Not sure if anyone cares, but whatever. Any criticism is still welcome.
Nobody here a fan of the Gameboy Zelda games?
Anyhow, yeah, seasons. Nothing special, just biome-based, but this does make things pretty, which is always nice. I guess this also does make the texture pack a bit more unique, if not at least a bit more fitting for the game it's based on.
Requires the mcpatcher for seasons and liquids.
PS: yes, trees during spring are apparently greener than those during summer, complain to the guys at Capcom and Nintendo, not me.
Also thanks for this texture pack. The GBC Zeldas are easily some of my favorite games ever.
AAH! I'll have to have them both...
*Downloads*
I've also made some minor edits as well.
Short summary:
- Textures for the new rails added
- Textures for the new saplings added, like the default one these are based on the essences.
- Falling snow texture added, based on the winter icon. I've been unable to test this one as I've yet to encounter snowfall
- Lightning powered "armour" added, no idea how it'll look
- Added the needed image files for achievements and statistics (the latter ones being based on the subrosians, which are awesome and were previously a bit underrepresented in this texture pack)
- Redstone wire should work again now
- Supports the new grassblock sides, which makes the different seasons look so much better.
Other changes:
- Finally fixed the lever design
- New pumpkinblur
- Changed armour textures for iron (the chestplate should look better now), leather (now roughly based on subrosians) and diamond (made a tad simpler, still needs work). Haven't tested these yet (except for the diamond ones) because I got stuck in my underground hallways on SSP and can't get back up because of a lack of ladders, and because I can't currently load my server since I had to update to 1.5 to test the rails texture.
I think that's it. I'll probably update the first post when I'm able to access my server again to take some screenshots.
Thanks for the support and enjoy!
You can't use it with the texture pack folder?
It might be because I'm using a mac, but for me everything works as it should from the texture pack folder.
Does it not show up in the texture pack texture pack menu? Or are you just unable to see the liquids and biomes? because you need the HD texture fix for that.
Are you using any other texture packs which do work? Because there might be a problem on your end, as I don't see what could be the problem. As far as I know, any .zip file you put in the Texture pack folder shows up in the menu, and all the necessary files are in there. You're not unzipping it, are you?
Most notable is the creeper to bombchu transformation, as well as the swords, compass, clock and other items getting a rather substantial makeover.
See the original post for more information about the latest update, as well as some screenshots and, of course, the download link.
Enjoy!
Suggestion: Make Ghasts Octoroks
And if I were to use a giant octorok, Octogon from Oracle of Ages would probably be a better choice. I do hope there will one day be a mob which can be changed into octoroks, but I don't think ghasts suit that role.
I could always try, but I doubt the result would be desirable.
Thanks for the suggestion, though.
Anyhow, I've made 1 minor update to the slime skin (it is now no longer shaded), the download link should be updated.
Screenshot
I've also managed to get a screenshot of a Powered Creeper:
http://i.imgur.com/SMRgl.png
viewtopic.php?f=1032&t=227898
Here's the grass and foliage colour images:
Thanks!
Yet another pretty big update. If you want to know what has changed, check the update log in the first post, but for those who are too lazy:
- Grass is finally the grass from OoS.
- Menus now look like the menus in the game.
- Portals, fire, etc. changed.
- Secret from everybody!
To Download, click the new and improved (it's now 50% more efficient!) Download Button in the first post.
Also, here's something else I'm working on:
http://i.imgur.com/PqjJF.png
Although it probably won't get finished any time soon, since my exams are creeping ever closer, I can feel them hissing in my neck.
That's it. Unless there's a major Minecraft update which makes this pack obsolete in the near future, don't expect another big update for another month and a half. Suggestions are always welcome, though.
Rings do nothing unless worn!
Take Care!
Really like how the grass noticeably slides into a different shade as i move from biome to biome.
Have a few:
Coming soon: Nintendo World Resource Pack
If you finish that, you might win several internets.
Coming soon: Nintendo World Resource Pack