I've been doing quite a bit of work on it, and I've decided that the changes are substantial enough to warrant an update. I don't want you guys messing around with outdated texture packs when you don't have to. I'm not quite ready to start calling it 2.0 yet, so 2.-1 will have to do.
Do check out the original post for details and the download link.
Hey for some reason everytime I try to play to after I patch it using the mc patcher it crashes. I'm really upset cause I really want to try this texture pack.
Hey for some reason everytime I try to play to after I patch it using the mc patcher it crashes. I'm really upset cause I really want to try this texture pack.
That's odd. It works before patching, right? Does it affect other texture packs? If it does, you might want to force an update, redownloading the MC patcher and patching again. If it's just this pack, I honestly have no idea what could be causing that, I've never had any problems using it with the MC patcher...
I managed to find a free afternoon, so I went ahead and updated the pack to 1.3. I've barely had any time to check whether everything works or not, so if you find errors or missing textures, feel free to say so. There aren't any enormous changes this time, but at least you'll be able to use the pack once again, I guess that's at least something.
I'm finally bring this thread back from its dusty grave. I figured now was the time, on the eve of the release of Oracle of Ages and Oracle of Seasons on the 3DS e-shop. Everything should be up to date for 1.5, but there might still be a few kinks in the cable, so please feel free to point out anything unusual or missing.
Have a nice day, and do check out the Oracle games on the 3DS if you have the chance, they really are quite marvellous.
Okay, after getting to check it out in game I LOVE the new stuff, especially the animated jukebox, crops and netherwort. (which is brilliant and I wish I had thought of it first XD) And the goron iron golem is neat looking.
One teensy problem though, on the zombie pigman, some recent update they changed the dimensions of the texture and it has a large blank spot underneath it now, your textures are the old version, same size as the player skin. This causes the textures to be mapped wrong in-game. And the 3 animated textures I mentioned how awesome they look, don't work at first. They each require a text document included in the block folder named the same as the texture (ex: crop_7) or they get replaced with a white texture in-game.
I forgot to check earlier, but the animations for nether portal, lava, torch, and water might be looping wrong, because of the numbers in their text documents, but didn't think to pay attention to that earlier.
Aside from those easily fixed things, the pack is still great looking. glad it's back in it's glory.
I've fixed the zombie pigmen in a more recent version (the leg-eyed subrosians did look rather funny, but still). The animated textures should be fixed as well. Torches, lava and portals loop correctly, I think. I just completely forgot about the music box.
There were some textures I missed in the first version as well (hopper, quartz, new carts, some GUI, etc.) so if you're still using that version I'd definitely recommend updating. Definitely check out the new animated repair GUI, I love it. The clock and compass have also gone through a few changes as I've slowly been updating the texture pack. Should've probably posted an update log at some point...
As an aside, I've also changed the zombie pigmen outside of the nether to some sort of Gibdo-Moblin hybrid, because lightning-struck Moblins becoming Subrosians was maybe a bit too weird. There's also a 1 in 100 chance of encountering a golden Subrosian now, but I don't think it'll date you or give you a secret, sadly. (This of course requires MCPatcher, which I've come to realise isn't that essential anymore).
Also, the latest version has a pretty sweet horse GUI and hardened clay tiles based on pretty much all of the possible dungeon tiles for 1.6. The hardended clay is especially nice since I've been wanting to add the dungeon tiles but was unable to find a suitable block. No Epona yet, though.
I'm currently trying and failing to get ctm to change the texture based on the biome colours, which might finally allow me to do a more faithful texture pack. I was planning on making 2.0 the more faithful version, but I guess that, if I do finally finish it, either it'll be 3.0 or I'll change this one to "DX" or something. We'll see.
Anyhow, thanks for the mistake-spotting!
Edit: Oh holy Zaquon, this'll have to be my final post here, there's no way I can give up my current user title...
I would have mentioned the missed textures, but I figured you either didn't immediately have an idea for them or wanted to get an update out and finish it later.
And I had that same thought for the hardend clay, playing around with some colors on the dungeon tiles from Zelda II for my random assortment of texures.
Of course the only logical thing to do is make a new account and a new topic! XD
Edit: I really hope they add a bear some day, because I think making a horse look like Moosh would be too weird.
I think I'm going to have to start deleting posts, because posting this will put my post count above the ultimate answer (I'm apparently a carpenter now). Maybe I'll make somehow try to make a h2g2 texture pack to make up for it...
Anyhow, the reason I'm upping my postcount is because I'm posting a nice little preview of 3.0 or whatever it's going to be: https://dl.dropboxus...Seasons Neo.zip
The reason I'm making this new version can best be explained in the form of a story:
Once upon a time, I decided to make myself a texture pack. Using Oracle of Seasons was of course the obvious choice, so I went to vgmaps.com, stole a few tiles, and off I went. Later, I started adding items, seasons, and so on, using a selection of colours based on the ones used in the original tiles taken from vgmaps. Since then, I've come to notice that vgmaps doesn't use a single colour palette for maps of the same game, which meant I had roughly 5 different colours for what was supposed to be the same grey. So I decided to rip my own sprites and make sure they have a consistent colour palette. When I started doing this, I figured it might be nice to stay as close to the original sprites as possible, so no custom colouring when not essential and no drawing custom sprites when in-game ones could be used. For the items, however, this means I have to limit myself to a single group of 3 colours per 8x8 square. All this only became possible because MCPatcher's ctm underwent some awesome improvements, chief amongst them the ability to change a tile based on the biome. This means I no long have to use the biome colour file which made using an accurate version of the game's grass and tree colours essentially impossible. So that's essentially what I'm trying to do now: change all the sprites to more accurate versions. And they all lived happily ever after.
The above file is what I have so far, most biome-specific tiles and common tools have been changed, which means it should give an accurate representation of what the pack will look like on a day-to-day basis. Also worth checking out is the new netherrack, cobblestone and especially sandstone designs. With the ability to change just the edges introduced in ctm, I've been able to incorprate the mountain sides into a few blocks. Also, stacking carved sandstone now gives you this, which is pretty sweet in my opinion.
If all goes according to plan, it should be possible to make a replica of Holodrum using this texture pack, with only the dungeon walls, some household objects and some single-use tiles (like the Maku tree's face) not being available.
Another thing I should note is that it also feels a lot less happy now, which was a common complaint I got, but which didn't really bother me. I'll probably try and keep 2.0 up to date as well, if just to have a happy pack to fall back on, perhaps until I do a Kirby pack.
There's still a lot of work to be done, but I felt I needed to post an update, so here it is.
And I don't think I'll base the horses on Moosh (that might be a bit too weird), I'll probably use the Epona from the opening with a few different colours. A Bear (possible), a Kangaroo (... if they add an Australia biome?) or a Dodongo (...) would be more than welcome, though.
And I can't use it since I don't want to play with MCPatcher on this computer, but it lets a block have a different texture depending on the biome?
Awesome.
Now all the game needs is something that can be replaced with the magnet gloves (best item ever).
Oh yes, MCPatcher lets you do everything you could ever wish for and more (although I'm still trying to find out how to disable GUI text).
Is there any readon why you don't want to use MCPatcher? As far as I've seen it's completely harmless and does nothing if the pack doesn't ask it to.
And I've been trying and failing to get the magnet gloves in somehow, but any weapon I'd use them for would just end up looking like Steve holding a glove. We need gloves as clothing... That, and magnets of course. And boomerangs. And tripple seed shooters while we're at it.
Oh yes, MCPatcher lets you do everything you could ever wish for and more (although I'm still trying to find out how to disable GUI text).
Is there any readon why you don't want to use MCPatcher? As far as I've seen it's completely harmless and does nothing if the pack doesn't ask it to.
And I've been trying and failing to get the magnet gloves in somehow, but any weapon I'd use them for would just end up looking like Steve holding a glove. We need gloves as clothing... That, and magnets of course. And boomerangs. And tripple seed shooters while we're at it.
Can't would have been a better word.
Earlier this year my AWESOME laptop died, which could play Minecraft with several large mods running at once with both forge and mcpacther installed and the game on max settings (twas beautiful).
The current laptop I'm stuck with can't run the game outside of super flat with tiny render distance. For some reason mcpacther makes the framerate drop severely on this thing.
I'm almost done with LOZOOS 3.0, with just the paintings and GUI as the last big roadblocks before I can officially update. here's the latest version: https://dl.dropboxus... of Seasons.zip
(Requires MCPatcher for pretty much everything, sorry psychoweed)
And here are some screenshots: New colours New wood (the previous wood texture's still there, but only as tropical wood) New stonebrick New rails (yes, I've finally been able to incorporate magnets in some way) New sandstone
Again, the point is a more faithful adaptation. That being said, I feel like I finally got the colours right and happy again, which means I'll probably discontinue 2.0 in favour of this one. So much has been added, it would be a shame (and a lot of work) to turn back now.
Sweet, Sword and Shield Maze B1 walls for Sandstone right?
It does look similar, but the sandstone sides are just the cliff sides of the overworld (which is also why they are now biome-sensitive). Smooth sandstone sides are from the present in Oracle of Ages. I don't want to use dungeon walls because they don't really stack (fake perspectives and shadows and all that), but most of the crumbly-looking or brick-like walls can easily be used as dungeon walls for recreations.
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Kind of...
I've been doing quite a bit of work on it, and I've decided that the changes are substantial enough to warrant an update. I don't want you guys messing around with outdated texture packs when you don't have to. I'm not quite ready to start calling it 2.0 yet, so 2.-1 will have to do.
Do check out the original post for details and the download link.
Cheers!
If it was updated i'll wanna see what this mod looks like with it
I managed to find a free afternoon, so I went ahead and updated the pack to 1.3. I've barely had any time to check whether everything works or not, so if you find errors or missing textures, feel free to say so. There aren't any enormous changes this time, but at least you'll be able to use the pack once again, I guess that's at least something.
Enjoy!
I'm finally bring this thread back from its dusty grave. I figured now was the time, on the eve of the release of Oracle of Ages and Oracle of Seasons on the 3DS e-shop. Everything should be up to date for 1.5, but there might still be a few kinks in the cable, so please feel free to point out anything unusual or missing.
Have a nice day, and do check out the Oracle games on the 3DS if you have the chance, they really are quite marvellous.
Yeah been waiting for Ages and Seasons to get released on the eshop.
But I can't buy them until Monday XD
Anyway welcome back!
Coming soon: Nintendo World Resource Pack
One teensy problem though, on the zombie pigman, some recent update they changed the dimensions of the texture and it has a large blank spot underneath it now, your textures are the old version, same size as the player skin. This causes the textures to be mapped wrong in-game. And the 3 animated textures I mentioned how awesome they look, don't work at first. They each require a text document included in the block folder named the same as the texture (ex: crop_7) or they get replaced with a white texture in-game.
I forgot to check earlier, but the animations for nether portal, lava, torch, and water might be looping wrong, because of the numbers in their text documents, but didn't think to pay attention to that earlier.
Aside from those easily fixed things, the pack is still great looking. glad it's back in it's glory.
Coming soon: Nintendo World Resource Pack
There were some textures I missed in the first version as well (hopper, quartz, new carts, some GUI, etc.) so if you're still using that version I'd definitely recommend updating. Definitely check out the new animated repair GUI, I love it. The clock and compass have also gone through a few changes as I've slowly been updating the texture pack. Should've probably posted an update log at some point...
As an aside, I've also changed the zombie pigmen outside of the nether to some sort of Gibdo-Moblin hybrid, because lightning-struck Moblins becoming Subrosians was maybe a bit too weird. There's also a 1 in 100 chance of encountering a golden Subrosian now, but I don't think it'll date you or give you a secret, sadly. (This of course requires MCPatcher, which I've come to realise isn't that essential anymore).
Also, the latest version has a pretty sweet horse GUI and hardened clay tiles based on pretty much all of the possible dungeon tiles for 1.6. The hardended clay is especially nice since I've been wanting to add the dungeon tiles but was unable to find a suitable block. No Epona yet, though.
I'm currently trying and failing to get ctm to change the texture based on the biome colours, which might finally allow me to do a more faithful texture pack. I was planning on making 2.0 the more faithful version, but I guess that, if I do finally finish it, either it'll be 3.0 or I'll change this one to "DX" or something. We'll see.
Anyhow, thanks for the mistake-spotting!
Edit: Oh holy Zaquon, this'll have to be my final post here, there's no way I can give up my current user title...
I would have mentioned the missed textures, but I figured you either didn't immediately have an idea for them or wanted to get an update out and finish it later.
And I had that same thought for the hardend clay, playing around with some colors on the dungeon tiles from Zelda II for my random assortment of texures.
Of course the only logical thing to do is make a new account and a new topic! XD
Edit: I really hope they add a bear some day, because I think making a horse look like Moosh would be too weird.
Coming soon: Nintendo World Resource Pack
Anyhow, the reason I'm upping my postcount is because I'm posting a nice little preview of 3.0 or whatever it's going to be:
https://dl.dropboxus...Seasons Neo.zip
The reason I'm making this new version can best be explained in the form of a story:
Once upon a time, I decided to make myself a texture pack. Using Oracle of Seasons was of course the obvious choice, so I went to vgmaps.com, stole a few tiles, and off I went. Later, I started adding items, seasons, and so on, using a selection of colours based on the ones used in the original tiles taken from vgmaps. Since then, I've come to notice that vgmaps doesn't use a single colour palette for maps of the same game, which meant I had roughly 5 different colours for what was supposed to be the same grey. So I decided to rip my own sprites and make sure they have a consistent colour palette. When I started doing this, I figured it might be nice to stay as close to the original sprites as possible, so no custom colouring when not essential and no drawing custom sprites when in-game ones could be used. For the items, however, this means I have to limit myself to a single group of 3 colours per 8x8 square. All this only became possible because MCPatcher's ctm underwent some awesome improvements, chief amongst them the ability to change a tile based on the biome. This means I no long have to use the biome colour file which made using an accurate version of the game's grass and tree colours essentially impossible. So that's essentially what I'm trying to do now: change all the sprites to more accurate versions. And they all lived happily ever after.
The above file is what I have so far, most biome-specific tiles and common tools have been changed, which means it should give an accurate representation of what the pack will look like on a day-to-day basis. Also worth checking out is the new netherrack, cobblestone and especially sandstone designs. With the ability to change just the edges introduced in ctm, I've been able to incorprate the mountain sides into a few blocks. Also, stacking carved sandstone now gives you this, which is pretty sweet in my opinion.
If all goes according to plan, it should be possible to make a replica of Holodrum using this texture pack, with only the dungeon walls, some household objects and some single-use tiles (like the Maku tree's face) not being available.
Another thing I should note is that it also feels a lot less happy now, which was a common complaint I got, but which didn't really bother me. I'll probably try and keep 2.0 up to date as well, if just to have a happy pack to fall back on, perhaps until I do a Kirby pack.
There's still a lot of work to be done, but I felt I needed to post an update, so here it is.
And I don't think I'll base the horses on Moosh (that might be a bit too weird), I'll probably use the Epona from the opening with a few different colours. A Bear (possible), a Kangaroo (... if they add an Australia biome?) or a Dodongo (...) would be more than welcome, though.
And I can't use it since I don't want to play with MCPatcher on this computer, but it lets a block have a different texture depending on the biome?
Awesome.
Now all the game needs is something that can be replaced with the magnet gloves (best item ever).
Coming soon: Nintendo World Resource Pack
Is there any readon why you don't want to use MCPatcher? As far as I've seen it's completely harmless and does nothing if the pack doesn't ask it to.
And I've been trying and failing to get the magnet gloves in somehow, but any weapon I'd use them for would just end up looking like Steve holding a glove. We need gloves as clothing... That, and magnets of course. And boomerangs. And tripple seed shooters while we're at it.
Can't would have been a better word.
Earlier this year my AWESOME laptop died, which could play Minecraft with several large mods running at once with both forge and mcpacther installed and the game on max settings (twas beautiful).
The current laptop I'm stuck with can't run the game outside of super flat with tiny render distance. For some reason mcpacther makes the framerate drop severely on this thing.
Coming soon: Nintendo World Resource Pack
I'm almost done with LOZOOS 3.0, with just the paintings and GUI as the last big roadblocks before I can officially update. here's the latest version:
https://dl.dropboxus... of Seasons.zip
(Requires MCPatcher for pretty much everything, sorry psychoweed)
And here are some screenshots:
New colours
New wood (the previous wood texture's still there, but only as tropical wood)
New stonebrick
New rails (yes, I've finally been able to incorporate magnets in some way)
New sandstone
Again, the point is a more faithful adaptation. That being said, I feel like I finally got the colours right and happy again, which means I'll probably discontinue 2.0 in favour of this one. So much has been added, it would be a shame (and a lot of work) to turn back now.
Coming soon: Nintendo World Resource Pack