whoo hoo... I have a deadline! lol Knowing when to expect 1.3 gets me a little more motivated to make some progress. I have spent a lot of time the last few days working on new textures, and tweaking some old ones....and made a few decisions on where I'm going with this pack.
edit2: finished up the jungle foliage, and new vines that match the jungle plant thingy. gonna play with the other standard foliage a bit though.... it looks ok as ground cover in jungles, but as regular trees it isn't so good.
gonna be doing an on terrain version of the water/lava.. you'll still need the fire/portal anims... but it'll save 35mb of space for those who don't like the huge download.
I know... not sure if it's a product of the shaders or if I need to tweak something...most likely both... it worked fine back when I originally made it.. but that was b1.4ish. and I'm totally scrapping the moon idea and going with a new texture... I miss the old one... but I lost the psd/xcf.. can't remove the shadow. I'm horrible about that.. I don't think I'm gonna revisit a texture so I delete everything but a 512x png of it.
still going nuts on that pick/tool idea too... I have to learn how to adjust the wire frame of it for the shapes I want the blades to have. it sucks sometimes when you have a really cool idea, and then have to stop for a couple days to track down and watch tutorials on how to make it happen. which in this case is taking longer since I have no idea what to call what I want to do! lol
added the shader configuration I play with to the alts download link. I'm trying to work my color palette and biomes etc. around the bloom and color correction from the shaders, so I guess it makes sense to offer them again. I take no credit for writing any of them, they were just edited for the correct bump map size.
I like the melons better...lol totally unhappy with the pumpkins..well face at least.... dunno... I got an idea for those and wanted to test em out.. gonna refine/redraw them and try to round them out a bit more with lighting... blame EmperorDoom for inspiring this sudden turn back towards the comic style. at least the flowers aren't so out of place anymore...lol
/startrant
I'm actually thinking about doing an entire new theme, including items.. using the same methods I used for the vines and newest cobble, etc. think I've hit a point where I need to step away from the realistic and flow with this. Maybe revisit what I started with that alien world thing I started and never finished. (some of it's on the alts page) I talked to a friend of mine who I have the utmost respect for, and is an amazing sketch artist (and comic artist..lol) to give me a review of the latest stuff.. and what he said really hit got me thinking... also why I haven't done any work on the pack the last couple of days.. I'm really getting comfortable now with my methods and the programs I use, and I think my own personal flair is starting to show in my latest stuff.. I think I need to focus on defining the style of art I really want to create, and make it happen. Really I think this is the perfect time too since the packs popularity is so much lower now after that long break I took from it; to really overhaul it and present it in a new form.
Could you create patches for different mods, like IC2, RedPower, Buildcraft, Thaumcraft, etc? I love this texture pack, but unfortunately, it looks weird with mod textures.
Once I actually finish the main pack I'll check em out and see.. I don't use any of them myself so it's never really crossed my mind to look into it. I think the last mod other than the shaders I did custom textures for was the original fossil mod and stained glass way back in beta.
I added water/lava to terrain for normal dynamic anims. but it's untested. you should be able to delete the large water/lava anims and still get ok effects. removing it...broken
also managed to break cauldron...lol I'll get things fixed/removed and reup later.
reuploading now.. give it a bit to get approved
edit: also... keep in mind the new patcher and the shader mod do not play nicely together... speculars underwater are wonky, and dof breaks the skyboxes. (they are a huge wip anyway.. I have a lot of work to do on them.) if you use optifine you should be ok... but know that the newest version doesn't play well with shaders either. I'm considering dropping the shader support/removing it until the shader mod gets updated again.
I'm all for it man! (kinda says it in the op... guess I should add a note to it about mod textures?)
edit: @everyone: ok..playing around with the snapshot... getting the new gui elements done next.. I'll have em in by 1.3 release. kinda weird playing without shaders.. but I guess I gotta do it eventually eh? lol
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Curse Premiumkeep in mind this is the first draft...and I have no clue what I'm doing! lol
suggestions?
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Curse Premiumanyway... here are some teasers of a few changes.
edit: also working on an hd font...
edit2: finished up the jungle foliage, and new vines that match the jungle plant thingy. gonna play with the other standard foliage a bit though.... it looks ok as ground cover in jungles, but as regular trees it isn't so good.
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Curse Premiumstill going nuts on that pick/tool idea too... I have to learn how to adjust the wire frame of it for the shapes I want the blades to have. it sucks sometimes when you have a really cool idea, and then have to stop for a couple days to track down and watch tutorials on how to make it happen. which in this case is taking longer since I have no idea what to call what I want to do! lol
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Curse Premiumquick link: http://www.mediafire...58498l3805hkc79
edit: did these since posting. more visible bedrock idea... and a more refined sign texture.
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Curse Premiumoh...and I redid the night skybox to incorporate some minecraft constellations.
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Curse Premium/startrant
I'm actually thinking about doing an entire new theme, including items.. using the same methods I used for the vines and newest cobble, etc. think I've hit a point where I need to step away from the realistic and flow with this. Maybe revisit what I started with that alien world thing I started and never finished. (some of it's on the alts page) I talked to a friend of mine who I have the utmost respect for, and is an amazing sketch artist (and comic artist..lol) to give me a review of the latest stuff.. and what he said really hit got me thinking... also why I haven't done any work on the pack the last couple of days.. I'm really getting comfortable now with my methods and the programs I use, and I think my own personal flair is starting to show in my latest stuff.. I think I need to focus on defining the style of art I really want to create, and make it happen. Really I think this is the perfect time too since the packs popularity is so much lower now after that long break I took from it; to really overhaul it and present it in a new form.
/IthinkIneedablog
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Curse PremiumI added water/lava to terrain for normal dynamic anims. but it's untested. you should be able to delete the large water/lava anims and still get ok effects.removing it...brokenalso managed to break cauldron...lol I'll get things fixed/removed and reup later.reuploading now.. give it a bit to get approved
edit: also... keep in mind the new patcher and the shader mod do not play nicely together... speculars underwater are wonky, and dof breaks the skyboxes. (they are a huge wip anyway.. I have a lot of work to do on them.) if you use optifine you should be ok... but know that the newest version doesn't play well with shaders either. I'm considering dropping the shader support/removing it until the shader mod gets updated again.
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Curse Premiumedit: @everyone: ok..playing around with the snapshot... getting the new gui elements done next.. I'll have em in by 1.3 release. kinda weird playing without shaders.. but I guess I gotta do it eventually eh? lol