The ruination continues!
I call the newest one "Bones" and it really takes advantage of Ruins' randomization features.
And this one is "Donut" - it wound up elongated but it still has a hole in the middle, with asphalt for charred wreckage -
I gotta say that the combination of dingy wallpaper, bare planks, tile and brick makes for one of the sketchiest things I've ever seen in Minecraft. The damage actually makes it less sketchy overall!
I also did a little radio tower. I mean to do a much bigger version at some point. I freaking love the glass panes!
I adapted a barn I'd done for vanilla, a telephone pole and two versions (+/- wallpaper) of a vanilla-village house - I think the new siding looks great. Pics here.
Atomicstryker hasn't updated Ruins yet and it currently has a bug that screws up the rotation of the 1.3 blocks, but I grabbed schematics in the correct orientation:
The ruination continues!
I call the newest one "Bones" and it really takes advantage of Ruins' randomization features.
And this one is "Donut" - it wound up elongated but it still has a hole in the middle, with asphalt for charred wreckage -
I gotta say that the combination of dingy wallpaper, bare planks, tile and brick makes for one of the sketchiest things I've ever seen in Minecraft. The damage actually makes it less sketchy overall!
I also did a little radio tower. I mean to do a much bigger version at some point. I freaking love the glass panes!
I adapted a barn I'd done for vanilla, a telephone pole and two versions (+/- wallpaper) of a vanilla-village house - I think the new siding looks great. Pics here.
Atomicstryker hasn't updated Ruins yet and it currently has a bug that screws up the rotation of the 1.3 blocks, but I grabbed schematics in the correct orientation:
I really love the way the ruins are turning out... so much so that the only critique I have is that the telephone poles' horizontal arms should probably be tucked in a step, only sticking out one rather than two. As is now, they're sticking out six feet to either side, which is huge.
I really love the way the ruins are turning out... so much so that the only critique I have is that the telephone poles' horizontal arms should probably be tucked in a step, only sticking out one rather than two. As is now, they're sticking out six feet to either side, which is huge.
Otherwise, I'm really enjoying this so far.
Yeah, you're right. Luckily this is trivial to fix. These ruins are the biggest and most complex building projects I've ever done and sometimes I do worry about scale...
Looks like I guessed about right on the height, though: ~10m according to Wikipedia. The bigger problem perhaps is that it will be hard/impossible to have them in proper rows while preserving the surrounding landscape. Same thing with roads. I mean to experiment with patches of ruined pavement, maybe 8-10 blocks square, that will spawn in flatter areas.
Yeah, you're right. Luckily this is trivial to fix. These ruins are the biggest and most complex building projects I've ever done and sometimes I do worry about scale...
Looks like I guessed about right on the height, though: ~10m according to Wikipedia. The bigger problem perhaps is that it will be hard/impossible to have them in proper rows while preserving the surrounding landscape. Same thing with roads. I mean to experiment with patches of ruined pavement, maybe 8-10 blocks square, that will spawn in flatter areas.
Idea: Maybe roll the telephone poles in with the patches of pavement? IE: Have the poles' spawning dependant on the road patches, so they aren't just appearing in the middle of nowhere? Just an idea.
Hey Santiago and Friend's. I'm CraftnMine, if you don't remember me, I've posted a good couple of time's on this thread, and I just thought (since I had some idea's floating around my head) that I would post up some armor idea's. I have little to NO art skill, just idea's. Feel free to pay heed to this, and feel free to not. I left out Leather since you have started on the Helmet.
Iron: Basic Combat Armor. Kevlar Vest, Combat Pant's, a thick helmet Boot's.
Diamond: Not Power Armor. That's been kind of overdone. Sort of Metal Plate, Full body, superthick armor pieced together with nail's and screw's. Potentially covered in spraypaint and gang tag's. Like a Mercenaries Heavy Weapon's Guy
Chain: A grey, "snow" camo gillie suit.
I realize these are not that creative but eh. I just thought I would write them down.
santiago befor you realy get rockin on the idea of making textures for mods. especialy technic pack or tekkit that some mods like red power add well over 10000 items/blocks to minecraft. im not positive but i beleave that technic/tekkit (tekkit is multiplayer compatible technic) have a total of well over 20000 items/blocks. as well as some blocks that to texture right you might have to know what they do or how they work.
i also advise you playing with any mods /modpacks to get a idea of how much there would be to texture that way you dont start and relize you've taken on more then you expected part way threw the pack.
i do however want to see this pack have a tekkit/technic support version. as they are one of the few mod packs that realy fit into the theam of this pack. if you do deside to check the tekkit/technic i would be happy to via the medium of SMP (survival multiplayer) share what knowlage and know how i have of the mods involved in these packs.
Rollback Post to RevisionRollBack
There are no good people in the world only evil people with opposing goals
Easily one of the most unique-looking texture packs I've seen. I'm not wild about the gold, iron, lapis, etc blocks being the way they are (I prefer the "block of minerals" style that most other texture packs use), but I understand their purpose.
I absolutely adore the appearance of the enchanting table and similar things, they're truly unique looking. While it seems the texture pack isn't quite complete (it seemed mobs weren't textured and a couple of other things like ender chests appeared to be untextured), this is probably the first texture pack in a very long time that might actually compete with Isabella for significant play time.
I'll have to spend more time with it tomorrow, I only had a short amount of time to fiddle with it today.
Can anyone tell me what the differences between the full version and vanilla version are? I didn't notice any difference.
Easily one of the most unique-looking texture packs I've seen. I'm not wild about the gold, iron, lapis, etc blocks being the way they are (I prefer the "block of minerals" style that most other texture packs use), but I understand their purpose.
Try the vanilla version then! It's well, more what you're expecting I suppose
Try the vanilla version then! It's well, more what you're expecting I suppose
Ahh, so the vanilla version is basically just the same style for each block as in default, but in TEEN's general style?
EDIT: Cavechunk, those ruins you're designing are absolutely fantastic. I expect I'll have to pick up the Ruins mod with your schematics once AS updates it again.
Spent a couple hours playing with the vanilla version yesterday. Just a little feedback:
- Water and lava could use some animation when they aren't flowing. Right now it seems like they don't have animated textures for when they're sitting still.
- Once you're happy with everything else, CTM would be a good next step for the texture pack. Especially with the vanilla wool textures, the thick golden borders would look much nicer if they weren't present for large sections of wool (as in carpeting.) Some other blocks would probably look much nicer with a good CTM texture, too!
- Seems like birch and jungle planks should be swapped since birch is the lightest wood block, not the darkest.
- Sky color and fog color could be changed to be a darker or dingier color. If it's supposed to be after or just prior to some kind of world-ending apocalypse, air darkened by smog, nuclear fallout, chemical warfare, etc would make sense.
- Related to above, grass and foliage are probably a little TOO green
Spent a couple hours playing with the vanilla version yesterday. Just a little feedback:
- Water and lava could use some animation when they aren't flowing. Right now it seems like they don't have animated textures for when they're sitting still.
- Once you're happy with everything else, CTM would be a good next step for the texture pack. Especially with the vanilla wool textures, the thick golden borders would look much nicer if they weren't present for large sections of wool (as in carpeting.) Some other blocks would probably look much nicer with a good CTM texture, too!
- Seems like birch and jungle planks should be swapped since birch is the lightest wood block, not the darkest.
- Sky color and fog color could be changed to be a darker or dingier color. If it's supposed to be after or just prior to some kind of world-ending apocalypse, air darkened by smog, nuclear fallout, chemical warfare, etc would make sense.
- Related to above, grass and foliage are probably a little TOO green
i think its suppose to be near the end not the end thats why there is still wild life every where its just the fact that civilization is at a low so i dont think he should make it darker besides the mobs are scary enough throwing darkness into the equation makes it to scary for me
i think its suppose to be near the end not the end thats why there is still wild life every where its just the fact that civilization is at a low so i dont think he should make it darker besides the mobs are scary enough throwing darkness into the equation makes it to scary for me
I like to think of this pack as the first season of the walking dead. We know sh*t is going to go down, but it hasn't happened yet.
Wow, this may be the coolest texture pack out there. bravo my good sir (ma'm?), bravo. The only issue i have is the cocoa pods are all black regardless of their growth stage, making them very hard to find. i would appreciate it if that was fixed in the next update, if it's not too much trouble that is. i can't stress enough how awesome this pack is.
...d'oh! Thank you! That indeed was the problem and not is working again :3
As soon as I finish my map I'll be sure to post it here too
I call the newest one "Bones" and it really takes advantage of Ruins' randomization features.
And this one is "Donut" - it wound up elongated but it still has a hole in the middle, with asphalt for charred wreckage -
Atomicstryker hasn't updated Ruins yet and it currently has a bug that screws up the rotation of the 1.3 blocks, but I grabbed schematics in the correct orientation:
Bones tml
Donut tml schematic
Cell Tower tml schematic
Telephone Pole tml
Barn tml schematic
Small House tml schematic
Big House tml schematic
Thanks,Man!
Otherwise, I'm really enjoying this so far.
Yeah, you're right. Luckily this is trivial to fix. These ruins are the biggest and most complex building projects I've ever done and sometimes I do worry about scale...
Looks like I guessed about right on the height, though: ~10m according to Wikipedia. The bigger problem perhaps is that it will be hard/impossible to have them in proper rows while preserving the surrounding landscape. Same thing with roads. I mean to experiment with patches of ruined pavement, maybe 8-10 blocks square, that will spawn in flatter areas.
Idea: Maybe roll the telephone poles in with the patches of pavement? IE: Have the poles' spawning dependant on the road patches, so they aren't just appearing in the middle of nowhere? Just an idea.
Iron: Basic Combat Armor. Kevlar Vest, Combat Pant's, a thick helmet Boot's.
Diamond: Not Power Armor. That's been kind of overdone. Sort of Metal Plate, Full body, superthick armor pieced together with nail's and screw's. Potentially covered in spraypaint and gang tag's. Like a Mercenaries Heavy Weapon's Guy
Chain: A grey, "snow" camo gillie suit.
I realize these are not that creative but eh. I just thought I would write them down.
Just giving y'all a heads up since I've been pretty incommunicado of late
i also advise you playing with any mods /modpacks to get a idea of how much there would be to texture that way you dont start and relize you've taken on more then you expected part way threw the pack.
i do however want to see this pack have a tekkit/technic support version. as they are one of the few mod packs that realy fit into the theam of this pack. if you do deside to check the tekkit/technic i would be happy to via the medium of SMP (survival multiplayer) share what knowlage and know how i have of the mods involved in these packs.
I absolutely adore the appearance of the enchanting table and similar things, they're truly unique looking. While it seems the texture pack isn't quite complete (it seemed mobs weren't textured and a couple of other things like ender chests appeared to be untextured), this is probably the first texture pack in a very long time that might actually compete with Isabella for significant play time.
I'll have to spend more time with it tomorrow, I only had a short amount of time to fiddle with it today.
Can anyone tell me what the differences between the full version and vanilla version are? I didn't notice any difference.
Try the vanilla version then! It's well, more what you're expecting I suppose
Ahh, so the vanilla version is basically just the same style for each block as in default, but in TEEN's general style?
EDIT: Cavechunk, those ruins you're designing are absolutely fantastic. I expect I'll have to pick up the Ruins mod with your schematics once AS updates it again.
- Water and lava could use some animation when they aren't flowing. Right now it seems like they don't have animated textures for when they're sitting still.
- Once you're happy with everything else, CTM would be a good next step for the texture pack. Especially with the vanilla wool textures, the thick golden borders would look much nicer if they weren't present for large sections of wool (as in carpeting.) Some other blocks would probably look much nicer with a good CTM texture, too!
- Seems like birch and jungle planks should be swapped since birch is the lightest wood block, not the darkest.
- Sky color and fog color could be changed to be a darker or dingier color. If it's supposed to be after or just prior to some kind of world-ending apocalypse, air darkened by smog, nuclear fallout, chemical warfare, etc would make sense.
- Related to above, grass and foliage are probably a little TOO green
I like to think of this pack as the first season of the walking dead. We know sh*t is going to go down, but it hasn't happened yet.
-Noah