Ok, forget the chainmail! After sitting, staring at my computer screen for an hour, I finally came up with what I want for the armors!
Iron - Current armor with a new, more medieval, helmet.
Chain - Bone armor (the current Gold) with a new skull helmet & bits of chainmail between the bones.
Gold - Skeletor Armor with current Crown. (legs seem to have issues with the romanesque leg-draping. I may have to turn them into He-Man-ish fuzzy undies)
Should work out nicely!
----------------------------------------------
In other news, I'm a bit worried about the new snapshot updates and texturepacks, and can't seem to find any clear info on it.
Splitting the Items/Terrain is easy enough (and also gives the opportunity to optimize the individual textures); but I'm wondering about the CTM/Animated stuff.
By any chance, has anyone got a good info source on these?
Specifically CTM, as I believe Animations would basically stay the same (aside from recoding their properties files)
this is all i can find. animations will be fine don't know about ctm. myself i am worried about glsl mod, it may make it better or worse?
also those armour changes sound great
Textures for Blocks and Items in Minecraft 1.5
Starting from Minecraft 1.5, or snapshot 13w02a specifically, the "terrain.png" and "gui/items.png" files will be replaced by individual block and item images (sheet images). These individual images will be "stitched" together again at runtime, and will make sure that the default artwork is used if images are missing in the selected texture pack. The game will also no longer create procedural textures for fire, lava, water, portals, clocks or compasses. Instead, the sheet image for these blocks and items need to contain a pre-drawn animation. The upside is that the animations will not be limited to these blocks, but can be used for any sheet image. Also, the game will allow texture packs to mix and match sheet image resolution. For example, if a HD texture pack is missing a certain sheet image, the game will be able to use the default one even though it has a different format (16x16 pixels). [edit]Folders in Minecraft 1.5
Folder Description Notes textures/blocks/ All blocks Sheet images that will construct the terrain.png texture at runtime textures/items/ All items Sheet images that will construct the items.png texture at runtime [edit]Texture Animations in Minecraft 1.5
Any sheet image can be animated by placing additional frames of animation in the same image in y-axis slots. The default behavior will be that, at 10 updates per second (100 ms per frame), the game will copy the next slot into the active texture. Once the bottom of the sheet image is reached, the game will start over from the topmost slot again. For example, to create a block texture that quickly flips between two 16x16 images, place them above each other in a 16x32 sheet image. It will be possible to customize the duration and selection of which frames to use. For example you may want to "ping-pong" the animation (using frames 1-2-3-2-1) instead of looping it (1-2-3-1-2-3). This will be done by creating a text file with the same name as the sheet image (such as "dirt.txt" for "dirt.png") and specifying which frame indices the game should pick when it's ticked. The format of the animation file is simply numbers specifying which frames to pick (indices start from 0), separated by either commas or new lines. For example, if you would want to ping-pong an animation that has 4 frames, the contents of text file would look like this:
0,1,2,3,2,1
... or like this:
0
1
2
3
2
1
To make the animation slower than 10 updates per second, the animation file can be specified to keep the frame for any number of ticks using an asterisk and the number of ticks to keep it. For example, to make the animation above four times slower, the file would look like this:
0*4,1*4,2*4,3*4,2*4,1*4
The water, lava, and lava_flow textures all have default text files which must be overwritten if you have an animation that varies from the default length of 32 frames for water and 16 frames for lava. [edit]Special Sheet Images in Minecraft 1.5
blocks/lava_flow.png, blocks/water_flow.png The flowing parts of lava and water use 4 slots of the terrain texture. To simplify the construction of the artwork, these two sheet images need to be double the size of the other blocks in the texture pack (32x32 pixels for the default resolution).
items/compass.png The compass can not be animated, instead it will use its animation slots to render the direction of the needle. The compass can have any number of directions, but the first one (frame 0) should point south and the others should gradually turn clock-wise. Naturally, the last frame should almost point south again (and slightly to the east).
items/clock.png Likewise, the clock can not be animated either. Its animation frames are used to render the time of day. The first frame is noon, then counting clock-wise a whole day. Midnight is at half of the animation's length (so if you have 32 frames for the clock, midnight should be at 16).
Dinnerbone has released an "unstitcher" tool which converts texture packs into 1.5 format. The format separates each individual block texture into its own file.[1] The "unstitcher" tool can be downloaded athttp://assets.minecr.../unstitcher.jar.
The sheet images used in the in-development version of 13w02a can be found here: http://assets.minecr...er/textures.zip Check here to see examples of the special images (such as lava and the compass).
So I played around with it a bit... (no texturepatcher this time)
- Animations will mostly work. Most need their frames & properties redone. Painting and Mob animations I have no clue about yer.
(Lava & Water will need HEAVY editing)
- Compass & Clock are now a giant pain in the ass...
- Randomization & CTM stuff... still no clue.
So yeah. Not sure when the next release will be, as now I have all this crap to work out.
There's a good chance it might not have fully working CTM & random stuff though; until it all gets sorted.
EDIT -------------------------
Upon further searching, it looks like MCPatcher doesn't even have much more than animations coded at the moment.
I'm just going to put the whole "1.5 conversion" thing on hold until there's a proper MCPatcher release, and worry about actual textures again.
Speaking of which - Now that there's an actual Quartz pillar texture, should I move my current "Stone Half Slab" textures over to the Quartz blocks and replace them with something more gray-stone-looking?
That way, all the Quartz stuff can be fake marble, and you'd have a halfstone slab that looks like the regular stone.
the only good thing that may come from this is easier alternates.
just a note on that subject, i have got a new 4gb gtx670 and a 120gb ssd, i have reinstalled windows 7 (twice since i didn't change a bios setting making the ssd unresponsive) i have everything updated except photoshop and am only left with 300mb internet till next week. i forgot to backup photoshop installer and its to big to redownload so i have to wait till tomorrow to get it from a friend. so unfortunatly probably no premade alts till next week? sorry bout that. i did backup my texture work though so i will be working more on glsl parallax. i have a pretty awesome shader atm which works great with my new card so it will (should) work for everyone. i will just work on actuall terrain untill 1.5 changes everything and we see how it goes.
oh. it used to take a minute to start windows and then another for everything to load. now it takes 10 -20 seconds!!
That way, all the Quartz stuff can be fake marble, and you'd have a halfstone slab that looks like the regular stone.
yes i think that would be best, but can it have the top/bottom differences? or will that still require ctm?
-------
edit: did bumpmap on signs chests and armour plus semi shiny armour, re doing mobs. even bumpmap on arrows and book (necronomicon) need to redo some of my terrain_s file some things are too reflective with the shader i have.
After a bit of thinking it over, I think i'll also keep the StoneHalfSlab pillars and normal texture; I'll just make them darker and change the actual stone material.
So they'll be basically how they are now; just darker. And the Quartz stuff will be marble.
---------------------
In other news, I took a couple days off from texturing in the hopes that MCPatcher would be further along in its update. unfortunately, it doesn't look like he's there yet and it may take a while for him to actually get it all updated.
In the meantime, I think I'm just going to do a NON-1.5 Format release whenever I can get these armors all set. Frankly, I have no idea how long it'll take to get everything 1.5 ready (let alone have a patcher for it) and figure I should at least try and get the Head/skull fix and new font out there for folks to use.
Anywho, here's some extremely rough concepts for the Iron & Chainmail helmets!
Iron - Kind of a cross between AoA Magneto and the awesome skull-dude from Willow.
Tapered lower border to the helmet, giving it shape.
Main helmet on the inner layer. Large, outward curling, horns on outer layer.
Chainmail - Metal skull with large Orky bottom jaw. Pretty self-explanatory.
Main skull on the inner layer, mandible on the outer.
Bits of chainmail hanging down for neck protection.
Hey doom i just tried out your texture pack and i have to say its AWSOME. but for some reason some of my textures are white blocks any advice/way i can fix it? btw i have Paint.Net and tried the method i use for other texture packs but doesnt seem to help only make things worse with yours.any help would be most appreciated.Also wondering if you were gunna do more mod support like BC/TE/APS etc cuz id love to see how you would do machines.
vDC 3.4 Released
Plus updated HD Mobs!
I wanted to get a release out with some of the stuff I've been working on before the big 1.5 conversion process starts.
So it's not a huge update, but it's got some great stuff! (This update is will not work with any snapshots after 13w01b)
So, what's new?
- New, more readable, font!
- New Female Zombie
- New Clock & Compass! (may be glitchy ATM)
- Heavy updates to Chain, iron, & Gold Armors (plus their items)
- Fixed mob heads
- Updated Rei's Minimap textures & added Square Map.
- Mob optimizations
oooh looks great. will try have ports done by tomorrow, will have to upload from cafe. thanks doom
i have been working on the parallax textures, decided i won't apply it to everything as it looks crap on a lot of things like grass etc (makes it all blurry)(there is a guy called sildur who has tried to do parallax to every texturepack, he hosts the whole pack also, his parallax textures are crap, he has tried to apply effect to entire terrain sheet at once which creates ugly lines and bad blur)
changed glsl shader installation instructions. i have an update to the actuall shader also (much much better) should be able to upload today or tomorrow
oh and your herobrine skin is wicked, i use it as my char but making a couple changes - animated tv static eyes (not finished) and hair on outer layer also
oooh looks great. will try have ports done by tomorrow, will have to upload from cafe. thanks doom
i have been working on the parallax textures, decided i won't apply it to everything as it looks crap on a lot of things like grass etc (makes it all blurry)(there is a guy called sildur who has tried to do parallax to every texturepack, he hosts the whole pack also, his parallax textures are crap, he has tried to apply effect to entire terrain sheet at once which creates ugly lines and bad blur)
changed glsl shader installation instructions. i have an update to the actuall shader also (much much better) should be able to upload today or tomorrow
oh and your herobrine skin is wicked, i use it as my char but making a couple changes - animated tv static eyes (not finished) and hair on outer layer also
Sounds awesome!
I'll add his PSD to the cloud folder for you!
New concepts for the Villagers and an eyeless monster for Zombie Pigmen.
Pigman thing, I might do later one. not entirely happy with it.
I've been iffy about the fishman-villagers since I realized 1) how hard it would be to tell them apart 2) how hard it would be to tell them from the zombies. These villagers I think would work extremely well though! (And give a nice contrast to the horrific mobs)
Basically, they all use a facial structure similar to my new Steve & human HD skins, With the extra space at the top of the head being a Link-like hat (Legend of Zelda) with a little badge for the different professions. Also, the males, at least,
would have prominent noses drawn on.
Also, they'd be very big on facial hair; and it'd be quit easy to make all sorts of randomizations!
I like the idea of facial hair especially if you make enough variants so you very rarely see the same villager in one village. Maybe you could make the villager cthulhu worshipers or something - that way you could keep the emeralds how they are.
Good thinking!
For the time being, I'll probably just add some cthulhu-ish markings to the priests' vestments. (I can always go in and add some fishmen ones later. Maybe for a specific biome or something)
As far as the emerald goes, I've been thinking of making them all into actual emeralds (right now, it's more of a jade) and getting rid of the coin.
The Cthulhu head would no longer be on the ores, but it'd still be on the Emerald block (if only to match the Redstone Block)
As for villager randomization, I'll probably just start off with one male & female for each profession.
After that though, it should be very easy to make all sort of villager randomizations; as their faces (though expressive and stylized) are made up of very few parts.
Basically, if I make like 5 different Eyes, noses, Facial Hair, and Hats, I could dozens of different characters before even touching their bodies.
Before I can really do anything with them I still have to figure out exactly how the arms' mapping works, then make my own arm template that I can cut up afterwards and place properly on the texture.
And to correct myself, it looks like males will be released first. More work will go into the female than I originally anticipated. (mostly the hair, and covering up the massive forehead with something other than the hat)
Also, once they're finally set, I'm about 99% sure there'll be enough parts to make a pretty cool Link HD skin.
ok guys 32x and 64x ports are up... will do some alts to upload tomorrow (probably only 256x/128x)
lovin the new armours doom and the font is better, i like the clock too (i can bumpmap it and the compass should have update to shaders tomorrow, i have much better shader files now.
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Iron - Current armor with a new, more medieval, helmet.
Chain - Bone armor (the current Gold) with a new skull helmet & bits of chainmail between the bones.
Gold - Skeletor Armor with current Crown. (legs seem to have issues with the romanesque leg-draping. I may have to turn them into He-Man-ish fuzzy undies)
Should work out nicely!
----------------------------------------------
In other news, I'm a bit worried about the new snapshot updates and texturepacks, and can't seem to find any clear info on it.
Splitting the Items/Terrain is easy enough (and also gives the opportunity to optimize the individual textures); but I'm wondering about the CTM/Animated stuff.
By any chance, has anyone got a good info source on these?
Specifically CTM, as I believe Animations would basically stay the same (aside from recoding their properties files)
also those armour changes sound great
Textures for Blocks and Items in Minecraft 1.5
Starting from Minecraft 1.5, or snapshot 13w02a specifically, the "terrain.png" and "gui/items.png" files will be replaced by individual block and item images (sheet images). These individual images will be "stitched" together again at runtime, and will make sure that the default artwork is used if images are missing in the selected texture pack.
The game will also no longer create procedural textures for fire, lava, water, portals, clocks or compasses. Instead, the sheet image for these blocks and items need to contain a pre-drawn animation. The upside is that the animations will not be limited to these blocks, but can be used for any sheet image. Also, the game will allow texture packs to mix and match sheet image resolution. For example, if a HD texture pack is missing a certain sheet image, the game will be able to use the default one even though it has a different format (16x16 pixels).
[edit]Folders in Minecraft 1.5
Folder Description Notes textures/blocks/ All blocks Sheet images that will construct the terrain.png texture at runtime textures/items/ All items Sheet images that will construct the items.png texture at runtime
[edit]Texture Animations in Minecraft 1.5
Any sheet image can be animated by placing additional frames of animation in the same image in y-axis slots. The default behavior will be that, at 10 updates per second (100 ms per frame), the game will copy the next slot into the active texture. Once the bottom of the sheet image is reached, the game will start over from the topmost slot again. For example, to create a block texture that quickly flips between two 16x16 images, place them above each other in a 16x32 sheet image.
It will be possible to customize the duration and selection of which frames to use. For example you may want to "ping-pong" the animation (using frames 1-2-3-2-1) instead of looping it (1-2-3-1-2-3). This will be done by creating a text file with the same name as the sheet image (such as "dirt.txt" for "dirt.png") and specifying which frame indices the game should pick when it's ticked.
The format of the animation file is simply numbers specifying which frames to pick (indices start from 0), separated by either commas or new lines. For example, if you would want to ping-pong an animation that has 4 frames, the contents of text file would look like this:
0,1,2,3,2,1
... or like this:
0
1
2
3
2
1
To make the animation slower than 10 updates per second, the animation file can be specified to keep the frame for any number of ticks using an asterisk and the number of ticks to keep it. For example, to make the animation above four times slower, the file would look like this:
0*4,1*4,2*4,3*4,2*4,1*4
The water, lava, and lava_flow textures all have default text files which must be overwritten if you have an animation that varies from the default length of 32 frames for water and 16 frames for lava.
[edit]Special Sheet Images in Minecraft 1.5
- blocks/lava_flow.png, blocks/water_flow.png The flowing parts of lava and water use 4 slots of the terrain texture. To simplify the construction of the artwork, these two sheet images need to be double the size of the other blocks in the texture pack (32x32 pixels for the default resolution).
- items/compass.png The compass can not be animated, instead it will use its animation slots to render the direction of the needle. The compass can have any number of directions, but the first one (frame 0) should point south and the others should gradually turn clock-wise. Naturally, the last frame should almost point south again (and slightly to the east).
- items/clock.png Likewise, the clock can not be animated either. Its animation frames are used to render the time of day. The first frame is noon, then counting clock-wise a whole day. Midnight is at half of the animation's length (so if you have 32 frames for the clock, midnight should be at 16).
[edit]ResourcesSo I played around with it a bit... (no texturepatcher this time)
- Animations will mostly work. Most need their frames & properties redone. Painting and Mob animations I have no clue about yer.
(Lava & Water will need HEAVY editing)
- Compass & Clock are now a giant pain in the ass...
- Randomization & CTM stuff... still no clue.
So yeah. Not sure when the next release will be, as now I have all this crap to work out.
There's a good chance it might not have fully working CTM & random stuff though; until it all gets sorted.
EDIT -------------------------
Upon further searching, it looks like MCPatcher doesn't even have much more than animations coded at the moment.
I'm just going to put the whole "1.5 conversion" thing on hold until there's a proper MCPatcher release, and worry about actual textures again.
Speaking of which -
Now that there's an actual Quartz pillar texture, should I move my current "Stone Half Slab" textures over to the Quartz blocks and replace them with something more gray-stone-looking?
That way, all the Quartz stuff can be fake marble, and you'd have a halfstone slab that looks like the regular stone.
the only good thing that may come from this is easier alternates.
just a note on that subject, i have got a new 4gb gtx670 and a 120gb ssd, i have reinstalled windows 7 (twice since i didn't change a bios setting making the ssd unresponsive) i have everything updated except photoshop and am only left with 300mb internet till next week. i forgot to backup photoshop installer and its to big to redownload so i have to wait till tomorrow to get it from a friend. so unfortunatly probably no premade alts till next week? sorry bout that. i did backup my texture work though so i will be working more on glsl parallax. i have a pretty awesome shader atm which works great with my new card so it will (should) work for everyone. i will just work on actuall terrain untill 1.5 changes everything and we see how it goes.
oh. it used to take a minute to start windows and then another for everything to load. now it takes 10 -20 seconds!!
yes i think that would be best, but can it have the top/bottom differences? or will that still require ctm?
-------
edit: did bumpmap on signs chests and armour plus semi shiny armour, re doing mobs. even bumpmap on arrows and book (necronomicon) need to redo some of my terrain_s file some things are too reflective with the shader i have.
After a bit of thinking it over, I think i'll also keep the StoneHalfSlab pillars and normal texture; I'll just make them darker and change the actual stone material.
So they'll be basically how they are now; just darker. And the Quartz stuff will be marble.
---------------------
In other news, I took a couple days off from texturing in the hopes that MCPatcher would be further along in its update. unfortunately, it doesn't look like he's there yet and it may take a while for him to actually get it all updated.
In the meantime, I think I'm just going to do a NON-1.5 Format release whenever I can get these armors all set. Frankly, I have no idea how long it'll take to get everything 1.5 ready (let alone have a patcher for it) and figure I should at least try and get the Head/skull fix and new font out there for folks to use.
Anywho, here's some extremely rough concepts for the Iron & Chainmail helmets!
Iron - Kind of a cross between AoA Magneto and the awesome skull-dude from Willow.
Tapered lower border to the helmet, giving it shape.
Main helmet on the inner layer. Large, outward curling, horns on outer layer.
Chainmail - Metal skull with large Orky bottom jaw. Pretty self-explanatory.
Main skull on the inner layer, mandible on the outer.
Bits of chainmail hanging down for neck protection.
D
In other news...
Here's the mostly finished new Gold armor.
Now to make a Skull helmet, update the Skeletal Armor, and make chainmail link-by-link.
Fun fun fun!
EDIT ------------------------
Here are the finals!
Plus updated HD Mobs!
I wanted to get a release out with some of the stuff I've been working on before the big 1.5 conversion process starts.
So it's not a huge update, but it's got some great stuff!
(This update is will not work with any snapshots after 13w01b)
- New, more readable, font!
- New Female Zombie
- New Clock & Compass! (may be glitchy ATM)
- Heavy updates to Chain, iron, & Gold Armors (plus their items)
- Fixed mob heads
- Updated Rei's Minimap textures & added Square Map.
- Mob optimizations
Enjoy!
i have been working on the parallax textures, decided i won't apply it to everything as it looks crap on a lot of things like grass etc (makes it all blurry)(there is a guy called sildur who has tried to do parallax to every texturepack, he hosts the whole pack also, his parallax textures are crap, he has tried to apply effect to entire terrain sheet at once which creates ugly lines and bad blur)
changed glsl shader installation instructions. i have an update to the actuall shader also (much much better) should be able to upload today or tomorrow
oh and your herobrine skin is wicked, i use it as my char but making a couple changes - animated tv static eyes (not finished) and hair on outer layer also
I'll add his PSD to the cloud folder for you!
New concepts for the Villagers and an eyeless monster for Zombie Pigmen.
Pigman thing, I might do later one. not entirely happy with it.
I've been iffy about the fishman-villagers since I realized 1) how hard it would be to tell them apart 2) how hard it would be to tell them from the zombies. These villagers I think would work extremely well though! (And give a nice contrast to the horrific mobs)
Basically, they all use a facial structure similar to my new Steve & human HD skins, With the extra space at the top of the head being a Link-like hat (Legend of Zelda) with a little badge for the different professions. Also, the males, at least,
would have prominent noses drawn on.
Also, they'd be very big on facial hair; and it'd be quit easy to make all sorts of randomizations!
What do you folks think?
For the time being, I'll probably just add some cthulhu-ish markings to the priests' vestments. (I can always go in and add some fishmen ones later. Maybe for a specific biome or something)
As far as the emerald goes, I've been thinking of making them all into actual emeralds (right now, it's more of a jade) and getting rid of the coin.
The Cthulhu head would no longer be on the ores, but it'd still be on the Emerald block (if only to match the Redstone Block)
As for villager randomization, I'll probably just start off with one male & female for each profession.
After that though, it should be very easy to make all sort of villager randomizations; as their faces (though expressive and stylized) are made up of very few parts.
Basically, if I make like 5 different Eyes, noses, Facial Hair, and Hats, I could dozens of different characters before even touching their bodies.
Before I can really do anything with them I still have to figure out exactly how the arms' mapping works, then make my own arm template that I can cut up afterwards and place properly on the texture.
And to correct myself, it looks like males will be released first. More work will go into the female than I originally anticipated. (mostly the hair, and covering up the massive forehead with something other than the hat)
Also, once they're finally set, I'm about 99% sure there'll be enough parts to make a pretty cool Link HD skin.
lovin the new armours doom and the font is better, i like the clock too (i can bumpmap it and the compass should have update to shaders tomorrow, i have much better shader files now.