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.
That was my second guess.
And making those walls tile is a pain.
I was wondering, have you ever considered Medusa Head for ghasts?
I was wondering, have you ever considered Medusa Head for ghasts?
I have, but that's a whole lot of tentacles to redraw on different sides of a cube if I want it to look good. I know Smog's an Oracle of Ages enemy, which in turn makes me think of the Mermaid Suit, but his head is roughly the right size (I'm using mid-sized smog) and I was trying to be lazy practical at the time. If you want to give it a try, be my guest, but I think I'm going to focus on finishing 3.0 and maybe the Pokémon texture pack first. Maybe if there's ever a laser-shooting super-ghast?
I have, but that's a whole lot of tentacles to redraw on different sides of a cube if I want it to look good. I know Smog's an Oracle of Ages enemy, which in turn makes me think of the Mermaid Suit, but his head is roughly the right size (I'm using mid-sized smog) and I was trying to be lazy practical at the time. If you want to give it a try, be my guest, but I think I'm going to focus on finishing 3.0 and maybe the Pokémon texture pack first. Maybe if there's ever a laser-shooting super-ghast?
I'm quite glad this is over. I realise a lot of the MCPatcher-stuff will have to be rewritten for 1.6, but those are worries for later, I haven't even made a horse yet.
If anyone finds any problems, missing textures, whatever, feel free to let me know.
Minithulas, mothbabies, whatevers only spawn above a certain level and only in autumn and randomly in some summer and spring biomes, though, so it's not like you'll encounter them often. I just felt I needed to add them. Too cute.
And yeah, Dodongo cow was actually the very first version. But ever since I've made the conversion to monster-mobs he used to not show up at all, now there's a nice 1/501 chance. Still hoping that we'll get a tameable dinosaur, though.
I just realised I haven't even tried Dodongo cow again, so there's a chance his tail's upside-down or something like that...
The dungeon walls sort of already looks like this, though, don't they?
Default hardened clay looks the same but in the same brown as the dungeon walls. I think there's more than enough versions of porous walls now, but I might try to convert the less standard dungeon walls someday.
Not now, though, because I'm working on the sounds for 1.6 (related). I don't have a sound for everything yet, but I'm getting there. Here's a preview (digging sound for non-rock still need changing).
Seems like this'll increase the overall resource pack size by a factor of ten, oh well.
About the music: I'm a bit torn, the preview currently uses the music from the limited edition CD (which I sadly don't have, I've let 2 opportunities to buy it slip by. I do know someone from whom to steal it, though), but it can be a bit rough and unpleasant at times. Now, there's some great orchestrated versions of Zelda music out there (most notably of course the now sadly retired ZREO), but there seem to be very few orchestrated versions of the Oracle music. Which would mean that, if I want to have more pleasant music, I'd have to use music from other Zelda games. This would of course hurt authenticity and it would mean there'd be no Maze at the Sea of No Return or Oracle of Seasons Overworld tunes (which would be VERY sad). I've come to realise that it's mostly just the city tunes which have annoying high-pitch sounds, so I might just reduce the music to Overwold, Maze and maybe 1 or 2 others. If need be, the new resource pack system should allow for other music to be used, so I might make a Zelda music pack as an extra. I could also try messing around with the MIDIs, but that would probably take way more time than would ever be justifiable.
That is all, waiting for the MCPatcher converter before releasing a 1.6 version.
Even if they're rare, those 2 are pretty briliant.
I've actually spent a couple weeks trying to figure out what that cow was, then Friday I had the idea to try and make a Dodongo cow, and as I was looking at the sprite it hit me. XD
It is pretty funny how similar S&S Maze's walls are to the overworld cliffs, isn't it?
I actually made an atempt at making the dungeon walls into decent tiling blocks.
A couple of them I made 2 versions for because I wasn't sure which looked better, only one I haven't done is Onox's Castle because I don't have that map saved to my computer. Did the dungeons from Ages too. (Boredom is a wonderful thing)
I'd really like someone else's opinion, aside from my own inflated one.
Fun Fact! The walls of Jabu-Jabu's Belly tile surprisingly well as they are, still made my own version to go with the rest.
Also wondering whcih you think look better of the top middle 2 and far right 2.
But yeah, they all look pretty good when redone in ye olde Zelda brick style.
Those do look nice. I think I prefer the one-texture ones, but both look nice. One thing I don't quite like are the black lines which don't flow over into the rest of the texture (they're fine when they are obviously meant as shadows, as is the case with cliffs, bricks or your Wing Dungeon textures, but otherwise they feel a bit out of place).
Here's a tiny 2x2 of my take on the walls of the lower level of the Sword and Shield dungeon. What I did was add a dark and light blue line to sort of stretch the texture and take away some of the forced perspective, which is what I had planned for most of the side textures. Your version uses part of what I think is meant as the top of the wall, or at the very least the edge of the wall, which doesn't quite work in the context of stacking. Same goes for your Poison Moth and Wing Dungeon ones I guess, but those don't have as pronounced an edge so it's not quite as noticeable. Although I guess a more accurate version of the Poison moth one would just be a blank wall with 2 holes, which I'm not sure would look pretty.
I don't really feel like testing side textures for hardened clay blocks until Kahr updates MCPatcher, but feel free to make suggestions. If I can find a use for it, I'd definitely like to steal your Wing Dungeon walls.
Oh, and I use vgmaps.com as tile reference, it has complete maps of pretty much every major Nintendo game.
Don't know why, but I just prefer the brick like style.
But my definite favorites are the Ancient Ruins and Jabu-Jabu's Belly.
I see what you mean about the top edge of the wall. But I think most of them look decent enough like that, although Unicorn's Cave I might change because now it looks weird to me. :/
And now it looks like a face. /armshrug
I'd say the wing Dungeon wall would be perfect if they ever add a stone type block that's affected by gravity like sand. Since it does look like boulders shoved together. Starting to think that having the bottom texture on the different half one as both parts would work quite well for that.
Your texture pack has gone from Oracle of seasons to a Link's awakening look, the colors are somewhat bland and lacking in the life that BOTH oracle of seasons and oracle of ages showed....i'm letting you know this because the pack had the oracle of seasons feel until this update.
Your texture pack has gone from Oracle of seasons to a Link's awakening look, the colors are somewhat bland and lacking in the life that BOTH oracle of seasons and oracle of ages showed....i'm letting you know this because the pack had the oracle of seasons feel until this update.
Oddly enough, if that's true it's simply because I'm being more faithful to the Oracle of Seasons. In previous versions I was forced to use single-coloured grass because any white would just turn green when applying biome colours. The new system allows for a more faithful conversion, which means more white. Custom biome textures for things like dirt and sand also meant I could move away from the much yellower summer colours to the whiter colours of the other seasons. Making some textures like wood biome-dependant also made them less colourful, because previously I was using the more colourful Maku Tree wooden floors for much of the wood (now it's just the jungle wood which uses them, although it is a bit more orange).
Also note that I'm using colours which more accurately resemble the original Gameboy Color ones rather than those of the recent 3DS versions (which most notably has lighter green summers and greener springs). I personally find it now much better resembles the Gameboy Color version (still my system of choice), but that (somewhat paradoxically) means it does look a bit less colourful and a bit more grey.
I was originally going to try and keep the 2.x version up to date exactly for these reasons (it still kind of is, click the title of the last 'previous update' to download), but with all the biome-dependant stuff and all the new ctm things I've added to 3.0, that would either mean a lot of work or using a somehow less complete version. The system as it is now is a lot less ambiguous and a lot more accurate and straightforward (which is quite important, as this makes updating a lot easier and therefore hopefully a bit more frequent).
A lot of the brightness was because it was forced on my by the Minecraft system and because I was deviating from the original OoS colour system, and while I do admit it was quite nice, the way it is now is the way it always should have been, in a way.
I might try making a version using the GBA colours, but probably not any time soon.
Holy downloadlimits, Batman! Apparently somebody relatively important linked here because I went over my dropbox download limit. I guess it was to be expected, I've added Music Discs to the download which increased the Resource Pack size to just over 100MB (!). I was hoping I would be able to afford keeping the download link here as a dropbox link, but apparently not, so the download link is now the same as the one on Planet Minecraft. There shouldn't be much of a change, except maybe in terms of download speed, so it probably doesn't matter. But yeah, download link's up again if you've been having problems and Music Disks have been added for your listening pleasure.
It'll take a day or two for the screenshots and the likes to show up again, so if you want to download it'll be a scary step into the unknown. At least the download image isn't hosted on Dropbox...
Have a nice day.
PS: I'm not sure I've mentioned the new wall designs and stuff in the comments here, so I will now: most tiles now have different textures for the walls versus the top and bottom. This of course requires MCPatcher.
Download link here and on PlanetMinecraft aren't working for me. I click, and I go to download, and it stops downloading suddenly @ 12mb and gives me a .zip I cannot open. Not sure if that's my end or your end, but I don't think your DL link problems are handled just yet.
Download link here and on PlanetMinecraft aren't working for me. I click, and I go to download, and it stops downloading suddenly @ 12mb and gives me a .zip I cannot open. Not sure if that's my end or your end, but I don't think your DL link problems are handled just yet.
That's odd. I get the full 101MB from both links (albeit a bit slow, but I guess that's to be expected). Haven't gotten any other complaints either, but I'm not sure how dedicated people are to downloading this pack.
Sorry for the late response and thanks for the feedback. I'm not sure I know how to fix the issue, but I'll keep looking into it. I hope I'm not going to have to switch to an ad-filled file-sharing site...
The copy page seems to have been the link I needed. This time the pack (shown as being about 95.4 mb in size) downloaded completely. Can't wait to try it. I have no idea yet why I had trouble with the Planet Minecraft link. Strange. Never happens to me with others, and I have... well... way too many resource packs by this point.
It feels like it's been ages (probably because it has been), but I've finally gotten around to updating this pack. Everything should work now and all the missing textures should be in place. If I've missed anything, please let me know.
That was my second guess.
And making those walls tile is a pain.
I was wondering, have you ever considered Medusa Head for ghasts?
Coming soon: Nintendo World Resource Pack
lazypractical at the time. If you want to give it a try, be my guest, but I think I'm going to focus on finishing 3.0 and maybe the Pokémon texture pack first. Maybe if there's ever a laser-shooting super-ghast?Talking about 3.0: almost done!
Yeah, not arguing about the tentacles.
Or and ice ball shotting ghast.
It's been on my "try and magic one together" list for a while XD
Coming soon: Nintendo World Resource Pack
I'm quite glad this is over. I realise a lot of the MCPatcher-stuff will have to be rewritten for 1.6, but those are worries for later, I haven't even made a horse yet.
If anyone finds any problems, missing textures, whatever, feel free to let me know.
That is all.
And I finally figured out the 3rd cow alt is the Dodongo right? Nice.
Also I think I made this look good when stacked.
Coming soon: Nintendo World Resource Pack
And yeah, Dodongo cow was actually the very first version. But ever since I've made the conversion to monster-mobs he used to not show up at all, now there's a nice 1/501 chance. Still hoping that we'll get a tameable dinosaur, though.
I just realised I haven't even tried Dodongo cow again, so there's a chance his tail's upside-down or something like that...
The dungeon walls sort of already looks like this, though, don't they?
Default hardened clay looks the same but in the same brown as the dungeon walls. I think there's more than enough versions of porous walls now, but I might try to convert the less standard dungeon walls someday.
Not now, though, because I'm working on the sounds for 1.6 (related). I don't have a sound for everything yet, but I'm getting there.
Here's a preview (digging sound for non-rock still need changing).
Seems like this'll increase the overall resource pack size by a factor of ten, oh well.
About the music: I'm a bit torn, the preview currently uses the music from the limited edition CD (which I sadly don't have, I've let 2 opportunities to buy it slip by. I do know someone from whom to steal it, though), but it can be a bit rough and unpleasant at times. Now, there's some great orchestrated versions of Zelda music out there (most notably of course the now sadly retired ZREO), but there seem to be very few orchestrated versions of the Oracle music. Which would mean that, if I want to have more pleasant music, I'd have to use music from other Zelda games. This would of course hurt authenticity and it would mean there'd be no Maze at the Sea of No Return or Oracle of Seasons Overworld tunes (which would be VERY sad). I've come to realise that it's mostly just the city tunes which have annoying high-pitch sounds, so I might just reduce the music to Overwold, Maze and maybe 1 or 2 others. If need be, the new resource pack system should allow for other music to be used, so I might make a Zelda music pack as an extra. I could also try messing around with the MIDIs, but that would probably take way more time than would ever be justifiable.
That is all, waiting for the MCPatcher converter before releasing a 1.6 version.
I've actually spent a couple weeks trying to figure out what that cow was, then Friday I had the idea to try and make a Dodongo cow, and as I was looking at the sprite it hit me. XD
It is pretty funny how similar S&S Maze's walls are to the overworld cliffs, isn't it?
I actually made an atempt at making the dungeon walls into decent tiling blocks.
A couple of them I made 2 versions for because I wasn't sure which looked better, only one I haven't done is Onox's Castle because I don't have that map saved to my computer. Did the dungeons from Ages too. (Boredom is a wonderful thing)
I'd really like someone else's opinion, aside from my own inflated one.
Fun Fact! The walls of Jabu-Jabu's Belly tile surprisingly well as they are, still made my own version to go with the rest.
Also wondering whcih you think look better of the top middle 2 and far right 2.
But yeah, they all look pretty good when redone in ye olde Zelda brick style.
Coming soon: Nintendo World Resource Pack
Here's a tiny 2x2 of my take on the walls of the lower level of the Sword and Shield dungeon. What I did was add a dark and light blue line to sort of stretch the texture and take away some of the forced perspective, which is what I had planned for most of the side textures. Your version uses part of what I think is meant as the top of the wall, or at the very least the edge of the wall, which doesn't quite work in the context of stacking. Same goes for your Poison Moth and Wing Dungeon ones I guess, but those don't have as pronounced an edge so it's not quite as noticeable. Although I guess a more accurate version of the Poison moth one would just be a blank wall with 2 holes, which I'm not sure would look pretty.
I don't really feel like testing side textures for hardened clay blocks until Kahr updates MCPatcher, but feel free to make suggestions. If I can find a use for it, I'd definitely like to steal your Wing Dungeon walls.
Oh, and I use vgmaps.com as tile reference, it has complete maps of pretty much every major Nintendo game.
Don't know why, but I just prefer the brick like style.
But my definite favorites are the Ancient Ruins and Jabu-Jabu's Belly.
I see what you mean about the top edge of the wall. But I think most of them look decent enough like that, although Unicorn's Cave I might change because now it looks weird to me. :/
And now it looks like a face. /armshrug
I'd say the wing Dungeon wall would be perfect if they ever add a stone type block that's affected by gravity like sand. Since it does look like boulders shoved together. Starting to think that having the bottom texture on the different half one as both parts would work quite well for that.
Coming soon: Nintendo World Resource Pack
Also note that I'm using colours which more accurately resemble the original Gameboy Color ones rather than those of the recent 3DS versions (which most notably has lighter green summers and greener springs). I personally find it now much better resembles the Gameboy Color version (still my system of choice), but that (somewhat paradoxically) means it does look a bit less colourful and a bit more grey.
I was originally going to try and keep the 2.x version up to date exactly for these reasons (it still kind of is, click the title of the last 'previous update' to download), but with all the biome-dependant stuff and all the new ctm things I've added to 3.0, that would either mean a lot of work or using a somehow less complete version. The system as it is now is a lot less ambiguous and a lot more accurate and straightforward (which is quite important, as this makes updating a lot easier and therefore hopefully a bit more frequent).
A lot of the brightness was because it was forced on my by the Minecraft system and because I was deviating from the original OoS colour system, and while I do admit it was quite nice, the way it is now is the way it always should have been, in a way.
I might try making a version using the GBA colours, but probably not any time soon.
It'll take a day or two for the screenshots and the likes to show up again, so if you want to download it'll be a scary step into the unknown. At least the download image isn't hosted on Dropbox...
Have a nice day.
PS: I'm not sure I've mentioned the new wall designs and stuff in the comments here, so I will now: most tiles now have different textures for the walls versus the top and bottom. This of course requires MCPatcher.
Here's a link to the the Copy page if that helps: https://copy.com/wgcXvTlY8gsQv2NW
Once the images on the first page start showing up again, this link should start working as well: https://dl.dropboxusercontent.com/u/6757211/Oracle/Oracle of Seasons.zip
Although I recommend against using that last one as the merciless Dropbox deities seems to be getting quite angry with me lately.
Sorry for the late response and thanks for the feedback. I'm not sure I know how to fix the issue, but I'll keep looking into it. I hope I'm not going to have to switch to an ad-filled file-sharing site...
Thanks.