I've been a regular here. I love this tex pack :smile.gif:
Hehe. I had seen it a month or two back and didn't bother to download it. But, recently,
I felt like I HAD TO HAVE THIS PACK, so I went to the point of creating a thread in the
texture pack forum, asking for the name of this pack (I'd forgotten). But thankfully, I
found it :'D So happy.
I'm trying to make a 128x version of this (for myself only; I'm not distributing it or
calling it my own), but seeing as it's my first texture, I can't even make it load in-game
:sleep.gif: no tutorials have helped either. Sad day.
Hehe. I had seen it a month or two back and didn't bother to download it. But, recently,
I felt like I HAD TO HAVE THIS PACK, so I went to the point of creating a thread in the
texture pack forum, asking for the name of this pack (I'd forgotten). But thankfully, I
found it :'D So happy.
I'm trying to make a 128x version of this (for myself only; I'm not distributing it or
calling it my own), but seeing as it's my first texture, I can't even make it load in-game
:sleep.gif: no tutorials have helped either. Sad day.
Hey everyone, just a quick drop by to let you know I am not dead and this pack is not forgotten. Just.. you know, life, games, and all that kind of stuff!
I *should* do an update with next minecraft release, seeing as they are adding a new type of wood for the jungle. I'll try to have the mobs in at the same time.
I still saw no comment on the health and armor bar. Personally I am not pleased with them, so unless you guys say otherwise I'll revert to normal for next update.
Finaly, JQChacon, make sure you can use other's 128x texture by following the guides on this forrums for texture bigger than 16x. Then, to mod my texture pack, you simple have to open all the image file and scale them to half their size. (eg: 2048x2048 instead of 4096x4096)
Hey everyone, just a quick drop by to let you know I am not dead and this pack is not forgotten. Just.. you know, life, games, and all that kind of stuff!
I *should* do an update with next minecraft release, seeing as they are adding a new type of wood for the jungle. I'll try to have the mobs in at the same time.
I still saw no comment on the health and armor bar. Personally I am not pleased with them, so unless you guys say otherwise I'll revert to normal for next update.
Finaly, JQChacon, make sure you can use other's 128x texture by following the guides on this forrums for texture bigger than 16x. Then, to mod my texture pack, you simple have to open all the image file and scale them to half their size. (eg: 2048x2048 instead of 4096x4096)
Thanks for the response! I'm really looking forward to the next patch with your texture pack. I'm going to keep working on trying to reduce the resolution for myself! Not giving up!
v1.3 released!
- 128x is now available!
- Removed custom health and armor bar because they were ugly
- Added kz.png (paintings)
- The following files were updated with Minecraft 1.2 release textures:
terrain.png
items.png
Edited OP to add painting screenshot and closeup comparison of 256x vs 128x
Im actually looking into making an application that will be able to update the texure all by itself, that way I can hand off future update and mod support to others.
Although, I suppose you are using Photoshop for this right? Wouldn't it be easier to just make a macro in it? A macro that puts all the filters in the right order?
Although, I suppose you are using Photoshop for this right? Wouldn't it be easier to just make a macro in it? A macro that puts all the filters in the right order?
Easier, yeah. But I love programing, and once done it will be faster AND even more easy And honestly, Doing terrain is easy, but once you start updating all the special items, and mobs, and think about mod support, that is a LOT of file you need to prepare before running the macro. I don't even want to think the amount of work usual texture pack makers go through!
but in my PC it look weird at the distance, like waves or something :s
Yeah, I mentioned it in the OP: caused by the "grid" like effect distortion in the distance. I highly suggest you force enable anisotropic filtering via your vid card settings.
Easier, yeah. But I love programing, and once done it will be faster AND even more easy And honestly, Doing terrain is easy, but once you start updating all the special items, and mobs, and think about mod support, that is a LOT of file you need to prepare before running the macro. I don't even want to think the amount of work usual texture pack makers go through!
Know what you mean. I also love coding. I suppose you'll use C++ or something along those lines correct? Or will you use Java?
Know what you mean. I also love coding. I suppose you'll use C++ or something along those lines correct? Or will you use Java?
C#
I did some initial test with code for "soft light" blending I found on the net and right of the bat it's almost the same thing as what I got in Photoshop. The whites are a bit off on the coded version so I feel it doesnt look as good as the original so I'll fidle with the formula a bit. Once done it will be a breeze the complete the tool and do the update.
Cool! I read someplaces that C# is almost identical to C++, you just get a little more control in C++ and you can make errors without it pointing it out (except compile time errors).
Have you used both? How identical would you say they are?
they are very indentical in syntaxt, but C# is much more object oriented, and every base type is actually a class. C# is much more restrictive on type convertion and will refuse to compile on non explicit type convertion.
So you can do:
int i = 42;
string s = i.toString();
But you can't do:
void foo(object o)
{
if (o)
{
// o is not null!
}
}
Update! I found the exact softlight formula and was able to obtain 99.9% identical result. Good enough, work on the actual tool can begin.
update 2: The texture pack is close to being updated, and thanks to the new tool, I was able to include all mobs painlessly. I just need to implement a mean to handle part of terrain texture differently (lava, water, beaking animation).
Do you like life and armor bar ? not sure myself, waiting some feedback before doing food
I'd love to help you with this texture pack if you need. I'm actually experimenting with for my own use.
Follow @jqchacon
I've been a regular here. I love this tex pack :smile.gif:
Hehe. I had seen it a month or two back and didn't bother to download it. But, recently,
I felt like I HAD TO HAVE THIS PACK, so I went to the point of creating a thread in the
texture pack forum, asking for the name of this pack (I'd forgotten). But thankfully, I
found it :'D So happy.
I'm trying to make a 128x version of this (for myself only; I'm not distributing it or
calling it my own), but seeing as it's my first texture, I can't even make it load in-game
:sleep.gif: no tutorials have helped either. Sad day.
Follow @jqchacon
Hey everyone, just a quick drop by to let you know I am not dead and this pack is not forgotten. Just.. you know, life, games, and all that kind of stuff!
I *should* do an update with next minecraft release, seeing as they are adding a new type of wood for the jungle. I'll try to have the mobs in at the same time.
I still saw no comment on the health and armor bar. Personally I am not pleased with them, so unless you guys say otherwise I'll revert to normal for next update.
Finaly, JQChacon, make sure you can use other's 128x texture by following the guides on this forrums for texture bigger than 16x. Then, to mod my texture pack, you simple have to open all the image file and scale them to half their size. (eg: 2048x2048 instead of 4096x4096)
Thanks for the response! I'm really looking forward to the next patch with your texture pack. I'm going to keep working on trying to reduce the resolution for myself! Not giving up!
Follow @jqchacon
Good job though
- 128x is now available!
- Removed custom health and armor bar because they were ugly
- Added kz.png (paintings)
- The following files were updated with Minecraft 1.2 release textures:
- terrain.png
- items.png
Edited OP to add painting screenshot and closeup comparison of 256x vs 128xIs this still alive? I would love to see a 1.3.2 version of this.
Since it's just some clever filters then it's not gonna be hard at all.
Quote my post to bring me back to the topic, in case you answered/talked to me, thank you.
Haha, right! But i'm very lazy! I've got a couple of "update it!" comment after I commented on the R3D.Craft thread, so I might actually do it!
That, or i'll release a DIY psd file.
Remember to use macros.
Quote my post to bring me back to the topic, in case you answered/talked to me, thank you.
Im actually looking into making an application that will be able to update the texure all by itself, that way I can hand off future update and mod support to others.
Although, I suppose you are using Photoshop for this right? Wouldn't it be easier to just make a macro in it? A macro that puts all the filters in the right order?
Quote my post to bring me back to the topic, in case you answered/talked to me, thank you.
but in my PC it look weird at the distance, like waves or something :s
Easier, yeah. But I love programing, and once done it will be faster AND even more easy
Yeah, I mentioned it in the OP: caused by the "grid" like effect distortion in the distance. I highly suggest you force enable anisotropic filtering via your vid card settings.
Know what you mean. I also love coding. I suppose you'll use C++ or something along those lines correct? Or will you use Java?
Quote my post to bring me back to the topic, in case you answered/talked to me, thank you.
C#
I did some initial test with code for "soft light" blending I found on the net and right of the bat it's almost the same thing as what I got in Photoshop. The whites are a bit off on the coded version so I feel it doesnt look as good as the original so I'll fidle with the formula a bit. Once done it will be a breeze the complete the tool and do the update.
Have you used both? How identical would you say they are?
Quote my post to bring me back to the topic, in case you answered/talked to me, thank you.
So you can do:
But you can't do:
void foo(object o) { if (o) { // o is not null! } }update 2: The texture pack is close to being updated, and thanks to the new tool, I was able to include all mobs painlessly. I just need to implement a mean to handle part of terrain texture differently (lava, water, beaking animation).