I don't get it. So he wants each texture to be an individual file... so he's going to provide a tool for us to automatically do that for us... so that the game can stitch it back together at runtime?
Guessing this is all because terrain.png is on its last legs as far as tile space goes.
However I will say if it means each item gets a texture for each face that opens A LOT of possibility for us without the trouble of CTM.
And your new stuff looks absolutely amazing. The detail work on that book is phenominal. Great job.
Man, those new items look great!! Can't wait.
The Eye of Ender and Ender pearl look a bit to similar though, maybe recolor the Eye a bit and actually ad an Eye or something inside the orb.
Can't wait to see the rest!
Ah yes, forgot to mention I'm going to color it red. Despite the fact that it is named "Eye of Ender", I don't like making it look like an eye.
I don't get it. So he wants each texture to be an individual file... so he's going to provide a tool for us to automatically do that for us... so that the game can stitch it back together at runtime?
Guessing this is all because terrain.png is on its last legs as far as tile space goes.
However I will say if it means each item gets a texture for each face that opens A LOT of possibility for us without the trouble of CTM.
Yea I suppose it's not without it's benefits. It will also let us add animated textures with vanilla, including water and lava. So we can say goodbye to the "Why is my water weird?" and "Why do pumpkins have fire on them?" posts. I've heard it will make things easier for modding as well.
I'm just not looking forward to redoing all the CTM files, and having a large unorganized folder of separate images.
That is a magnificent diamond though. I shall cherish it forever!
Helloooooo. I decided I wanted to try and make some bumpmaps for Derivation for use with the GLSL Shaders Mod. They might not be the greatest bumpmaps, but hey, they work. I uploaded a few videos using the bumpmaps with GLSL and Derivation.
Helloooooo. I decided I wanted to try and make some bumpmaps for Derivation for use with the GLSL Shaders Mod. They might not be the greatest bumpmaps, but hey, they work. I uploaded a few videos using the bumpmaps with GLSL and Derivation.
Those are pretty cool! I'll have to add at least one to the OP.
Just an update, I have captured a group of monkeys and senior citizens to press the refresh key over and over and tell me when Derivation updates, so I don't have to do it my self anymore.
I love this texture pack, and I just have one request. I'd love to say its small, but I have no idea how much time it will take you.
Is it possible you could create a customizer for the texture pack? I just like a few of the old sword textures and I just feel like a customizer would be the most modest way to ask for them back. Just as a note, if making a customizer takes more than 5 minutes of your time, don't bother.
Anyways, I really like the new inventory textures! It makes everything feel more stylized, and I like it! Good job, as always!
EDIT: One more thing, is it just me or do fireworks like a bit off when they get shot into the air?
Ok, good to know. Levanunt, don't bother. I can get used to the new textures. Thanks for the quote that clearly shows that I didn't read all 75 pages of posts, Nooda! (I wish I could quote that, but apparently when you quote someone it doesn't quote what they quote. Oh well.)
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GENERATION 27: When you see this put it in your signature and add 1 to the generation
I agree, I had planned a customizer but now with CTM it seems even less likely to happen. Even with my custom-coded one I was planning, trying to account for all the CTM variations and extra files is just a headache to comprehend.
As for the ripping, how do the individual images look? Is it just a single image/face for each block, or does each block now get a unique graphic for each side, like this:
Sorry, just haven't got the time to sit and mess with it myself right now.
I agree, I had planned a customizer but now with CTM it seems even less likely to happen. Even with my custom-coded one I was planning, trying to account for all the CTM variations and extra files is just a headache to comprehend.
As for the ripping, how do the individual images look? Is it just a single image/face for each block, or does each block now get a unique graphic for each side.
It only gives you one side, so we still need CTM to change each face separately. It also, as I feared, doesn't organize the textures with the names.
For example, each texture of the rails are scattered about when ordered alphabetically. There's the normal "rail", then "goldenrail", and "detectorrail". A much better system would have been something like "Rail" "Rail_Gold" "Rail_Detector", so that they are always in proximity of eachother.
Also, each image is only exactly the resolution of your pack. So textures that take up more than one square are split up through multiple images, like beds and doors.
I think I will continue to just edit my terrain.png normally, and keep the unstitcher handy.
Hi Levaunt, I read your Info in the Mod section about posting Textures for Mods.
I started using your BTW Textures since you posted them and added a view new to the actual version of BTW.
I would like to share them with you, maybe you wand to change them to your personal like, it would be an honor for me.
Looks pretty great, thank you. I'll add it to the OP when I get a chance.
so... Have you started on the witch or dragon yet? And I also wanted to point out that the delete item thing in the creative inventory is slightly off...
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Curse PremiumI don't get it. So he wants each texture to be an individual file... so he's going to provide a tool for us to automatically do that for us... so that the game can stitch it back together at runtime?
Guessing this is all because terrain.png is on its last legs as far as tile space goes.
However I will say if it means each item gets a texture for each face that opens A LOT of possibility for us without the trouble of CTM.
And your new stuff looks absolutely amazing. The detail work on that book is phenominal. Great job.
Ah yes, forgot to mention I'm going to color it red. Despite the fact that it is named "Eye of Ender", I don't like making it look like an eye.
Yea I suppose it's not without it's benefits. It will also let us add animated textures with vanilla, including water and lava. So we can say goodbye to the "Why is my water weird?" and "Why do pumpkins have fire on them?" posts. I've heard it will make things easier for modding as well.
I'm just not looking forward to redoing all the CTM files, and having a large unorganized folder of separate images.
That is a magnificent diamond though. I shall cherish it forever!
Twitter: @Levaunt
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Curse PremiumLove these teasers ! Great job as always
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Curse PremiumThose are pretty cool! I'll have to add at least one to the OP.
Diamonds will get a new graphic at some point. An animated one at that.
Here is a different kind of preview for tomorrow.
Twitter: @Levaunt
ha Haha MUHAHAHAHAHHAHAHMUHAHAHAHA!!!
Twitter: @Levaunt
Twitter: @Levaunt
Is it possible you could create a customizer for the texture pack? I just like a few of the old sword textures and I just feel like a customizer would be the most modest way to ask for them back. Just as a note, if making a customizer takes more than 5 minutes of your time, don't bother.
Anyways, I really like the new inventory textures! It makes everything feel more stylized, and I like it! Good job, as always!
EDIT: One more thing, is it just me or do fireworks like a bit off when they get shot into the air?
I've tested it, the "out of map" cursor is still missing
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Curse PremiumAs for the ripping, how do the individual images look? Is it just a single image/face for each block, or does each block now get a unique graphic for each side, like this:
Sorry, just haven't got the time to sit and mess with it myself right now.
It only gives you one side, so we still need CTM to change each face separately. It also, as I feared, doesn't organize the textures with the names.
For example, each texture of the rails are scattered about when ordered alphabetically. There's the normal "rail", then "goldenrail", and "detectorrail". A much better system would have been something like "Rail" "Rail_Gold" "Rail_Detector", so that they are always in proximity of eachother.
Also, each image is only exactly the resolution of your pack. So textures that take up more than one square are split up through multiple images, like beds and doors.
I think I will continue to just edit my terrain.png normally, and keep the unstitcher handy.
Looks pretty great, thank you. I'll add it to the OP when I get a chance.
I always forget something. I'll change it now so it will be in the next update for sure.
Twitter: @Levaunt
I'd make sweet love to it.
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