Im trying to understand why My ctm isnt working for all the wood types though they are all in the folder. Ctm works fine for Oak and Big_oak but none of the rest are working. I downloaded a fresh pack 1.1.2 and added the new ctm folder 2.8 with the same result. There is no current ctm folder available to delete before putting the new one in (for me atleast). Ive looked at the files of the ones that worked next to the ones that dont and I don't see what is going wrong.
Edit: You need to go into the ctm and change the properties names from wood_xxxxx to planks_xxxxx and it fixes it. All except big oak and reg oak use >wood< instead of planks wordage.
Hi all - I've been playing Minecraft for barely 2 months and once the simplicity of the original textures got old I found this resource pack. Absolutely love the details it adds to the game. Also just started using CTM and random mobs too, and I thought I might be able to help with some missing textures and CTM property files.
So... not sure what permissions I need to get started. Should I just post textures I've adjusted to get feedback? Anyway - hoping to help out even though I'm unsure of my ability to design with only a limited number of pixels. I'm used to working in very high res Thanks!
Hi all - I've been playing Minecraft for barely 2 months and once the simplicity of the original textures got old I found this resource pack. Absolutely love the details it adds to the game. Also just started using CTM and random mobs too, and I thought I might be able to help with some missing textures and CTM property files.
So... not sure what permissions I need to get started. Should I just post textures I've adjusted to get feedback? Anyway - hoping to help out even though I'm unsure of my ability to design with only a limited number of pixels. I'm used to working in very high res Thanks!
Hello!
It's good to see more interest in ORR and I don't see why you can't give it a shot! One thing I've learned from doing some art for here is that is a completely different challenge when it comes to creating the art (as you suspect). You are welcome to try making alternative textures if you'd like, though I know people have been hankering for a remake of the character armor as well as a first texture for the horses and their armor.
The only suggestions I can think of are: While it's common to see us in ORR take bits and pieces from other ORR textures to create new ones (like using the trim on the chests to create trim on the enchanting table), we do not accept using bits and pieces from other texture packs. Also, posting anything you're currently working on for ORR helps in two ways. One, it lets people make suggestions for you to help the texture blend well with the rest of the pack and/or tweak it's accuracy (we had a lot of people debate over how damage to the anvil should be shown). And two, it lets people see that "this item is being worked on" so that they can devote their time to other items that are waiting for textures.
Rollback Post to RevisionRollBack
My imagination has run free for so long, that I am afraid when it returns it will not recognize me, and eat me! -- Serrinatta
Thanks Serrinatta! I figured I would get my feet wet with alternative textures before diving into the bigger stuff. I've looked at the horse textures but haven't felt adventurous enough to try one just yet. Thanks for the confirmation too - I didn't think we wanted to borrow from any other resource pack so I've stayed away from that from the start.
That said, here's what I've been playing around with:
Block 32 'Dead Bush'
I've been updating the properties files to use the <blockID> instead of the plain name and in this case, for having one version show in deserts & mesa (and related biomes) and another set for Mega Taigas with podzol. Basically removed all the sand/soil from the bottom and colored the taiga version darker as I figured dead stuff in that biome wouldn't be bleached per say. Images are below for comments/suggestions. I have working properties files too if that would help. Just let me know where to put them.
Double Plant Grass
I know there has been some work done on this so not sure if I should spend any more time on my version. I had the idea to combine the current tall grass (made slightly taller) with a modified wheat top. Thins it out a bit on top and ties in the fact that we get wheat seeds from field grass:
Acacia Leaves
I've been experimenting with some idea on how to make the acacia leaves look more 'rustic realistic'. Not ready to post anything yet but I think I'm getting closer.
Allium
Didn't see anyone else posting on this one so I thought I'd try it. Still a work-in-progress - I'm thinking it needs more soft flower definition and a leaf color adjustment. Serrinatta - you might recognize the leaf structure - I borrowed from your red tulip and used a bit of PS puppet warp to reshape Any other suggestions?
Podzol
Though I really like the version posted with all the leaves - when I tested it in-game it didn't seem to fit the spruce forest/taiga aspect. It also gave me a bit of a headache with the larger pattern it created. Instead I went back to the textures used with grass and mycelium and turned them a dark brownish to try to replicate dead pine needles:
The second block that is layered was based off images of real podzol. It does not play well in-game though - makes everything look like frosted layer cake
Oh - and I think the new red tulip needs a file name change to "flower_tulip_red.png". It's not showing in v1.1.2 as it's currently named. Anyway - probably more here than you all needed for only my second post
Thanks Serrinatta! I figured I would get my feet wet with alternative textures before diving into the bigger stuff. I've looked at the horse textures but haven't felt adventurous enough to try one just yet. Thanks for the confirmation too - I didn't think we wanted to borrow from any other resource pack so I've stayed away from that from the start.
That said, here's what I've been playing around with:
Block 32 'Dead Bush'
I've been updating the properties files to use the <blockID> instead of the plain name and in this case, for having one version show in deserts & mesa (and related biomes) and another set for Mega Taigas with podzol. Basically removed all the sand/soil from the bottom and colored the taiga version darker as I figured dead stuff in that biome wouldn't be bleached per say. Images are below for comments/suggestions. I have working properties files too if that would help. Just let me know where to put them.
Double Plant Grass
I know there has been some work done on this so not sure if I should spend any more time on my version. I had the idea to combine the current tall grass (made slightly taller) with a modified wheat top. Thins it out a bit on top and ties in the fact that we get wheat seeds from field grass:
Acacia Leaves
I've been experimenting with some idea on how to make the acacia leaves look more 'rustic realistic'. Not ready to post anything yet but I think I'm getting closer.
Allium
Didn't see anyone else posting on this one so I thought I'd try it. Still a work-in-progress - I'm thinking it needs more soft flower definition and a leaf color adjustment. Serrinatta - you might recognize the leaf structure - I borrowed from your red tulip and used a bit of PS puppet warp to reshape Any other suggestions?
Podzol
Though I really like the version posted with all the leaves - when I tested it in-game it didn't seem to fit the spruce forest/taiga aspect. It also gave me a bit of a headache with the larger pattern it created. Instead I went back to the textures used with grass and mycelium and turned them a dark brownish to try to replicate dead pine needles:
The second block that is layered was based off images of real podzol. It does not play well in-game though - makes everything look like frosted layer cake
Oh - and I think the new red tulip needs a file name change to "flower_tulip_red.png". It's not showing in v1.1.2 as it's currently named. Anyway - probably more here than you all needed for only my second post
Awesome work if you have a CTM properties file for the dead nush i think we can have it specific to biomes. Ill add these to the pack, and image vault as soon as i have time
i run a 560ti and have no performance decrease with the same pack so idk, but ill look into it!
An update on this. I completely deleted my minecraft data (all but saves of course) and let it rebuild it. I also downloaded the latest MCpatcher, beta 5 and ran that.
What I see is the same behavior. 1.1.2 of this texture pack makes Minecraft very choppy, almost unplayable. Two additional things I see is that it is only this way when I run the MCPatcher profile. The normal one is fine. The 2nd thing I see is if I have "V-Sync" turned off in video settings it is much better. I still see it but its playable. With 1.1.1, I always had V-sync on and it never had a problem.
I am noty crazy here. I can't believe other people aren't seeing this.
Awesome work if you have a CTM properties file for the dead nush i think we can have it specific to biomes. Ill add these to the pack, and image vault as soon as i have time
Thanks loardvader - glad my first attempts seem to fit with things in general As to the CTM properties files, assuming that the images in my previous post are labeled "1.png" through "6.png" in the order they appear:
I've tested these properties files over the course of several days and they appear to be working correctly. I've updated the info and time stamp as well.
First file name: block32.properties
# Converted from /ctm/terrain55.properties and /ctm/ctm.png
# Individual tiles are in /ctm/deadbush
#Wed Nov 13 20:00:00 EST 2013
Dead=Bush
tiles=1-3
weights=10 10 5
method=random
biomes=Desert DesertM DesertHills Mesa Mesa(Bryce) MesaPlateau MesaPlateauF MesaPlateauM MesaPlateauFM
Second file name: block32a.properties
# Converted from /ctm/terrain55.properties and /ctm/ctm.png
# Individual tiles are in /ctm/deadbush
#Wed Nov 13 20:00:00 EST 2013
Dead=Bush
tiles=4-6
weights=10 10 5
method=random
biomes=MegaTaiga MegaTaigaHills MegaSpruceTaiga MegaSpruceTaigaHills
If there's a better way to send this info to you let me know.
An update on this. I completely deleted my minecraft data (all but saves of course) and let it rebuild it. I also downloaded the latest MCpatcher, beta 5 and ran that.
What I see is the same behavior. 1.1.2 of this texture pack makes Minecraft very choppy, almost unplayable...
I am noty crazy here. I can't believe other people aren't seeing this.
I'm not having any issues with the MCPatcher 4.3.0-beta5 profile while running the ORR 1.1.2 resource pack on an AMD Radeon HD 7900 Series card (with v-sync on). Can you disable the 1.1.2 resource pack and re-enable version 1.1.1 and see if it returns to 'normal'? What are the rest of your video settings within minecraft? Not sure if I can help, but I figure the more information we have on your setup the better....
Thanks loardvader - glad my first attempts seem to fit with things in general As to the CTM properties files, assuming that the images in my previous post are labeled "1.png" through "6.png" in the order they appear:
I've tested these properties files over the course of several days and they appear to be working correctly. I've updated the info and time stamp as well.
First file name: block32.properties
# Converted from /ctm/terrain55.properties and /ctm/ctm.png
# Individual tiles are in /ctm/deadbush
#Wed Nov 13 20:00:00 EST 2013
Dead=Bush
tiles=1-3
weights=10 10 5
method=random
biomes=Desert DesertM DesertHills Mesa Mesa(Bryce) MesaPlateau MesaPlateauF MesaPlateauM MesaPlateauFM
Second file name: block32a.properties
# Converted from /ctm/terrain55.properties and /ctm/ctm.png
# Individual tiles are in /ctm/deadbush
#Wed Nov 13 20:00:00 EST 2013
Dead=Bush
tiles=4-6
weights=10 10 5
method=random
biomes=MegaTaiga MegaTaigaHills MegaSpruceTaiga MegaSpruceTaigaHills
If there's a better way to send this info to you let me know.
I'm not having any issues with the MCPatcher 4.3.0-beta5 profile while running the ORR 1.1.2 resource pack on an AMD Radeon HD 7900 Series card (with v-sync on). Can you disable the 1.1.2 resource pack and re-enable version 1.1.1 and see if it returns to 'normal'? What are the rest of your video settings within minecraft? Not sure if I can help, but I figure the more information we have on your setup the better....
Thanks, and its fine if you post config files on here, that way other people can see them and add them to there own packs
I was wondering, are there any original PSD or PDN files available?
I am really **** in drawing but I am not bad in manipulating... but that really works best with the original files (and layers etc.)
Love the allium!
If you would leave the white out of the podzol, how would that work? Though I am a bit confused, does that mean you're basically using the same grass texture, which would mean you wouldn't see the difference between both of them unless you see the block from its side?
I have separate PSD files for any textures I've worked on so I can easily adjust as necessary. It would be great if we had a repository for them - would definitely make future adjustments easier.
Glad you like the allium! I'm more of an image manipulator as well - but I'm trying my hand at some drawing too. Just a bit more challenging when all I've got to work with is a mouse
Regarding the podzol - I started with the standard grass block (top and sides) and adjusted the hue and burned some edges until I got a brown that reminded me of dead pine needles. So the overall block without the dark brown, white & red layering will still be different than the regular grass. The issue is more of in situ look. When using side blocks with any layers it looks sort of cool in a single layer:
but in a podzol hill the effect is not quite a cool...
I might be a bit more critical of my own work though... Just not sure about the podzol to dirt transition in the center of the image. And yes - I'm playing with adding random pine cones to the tops of podzol blocks in CTM
That sounds neat to have different dead bush per biome... I have no idea how to impliment that, but I guess people who do properties and stuff will! I almost want to say make the bone darker too, but I think you're right to still leave it rather light.
I like the concept!! Maybe put in some hidden bits of wheat tops tucked between shorter grass leaves? Or have some of the wheat stems appear in front of some of the grass? Otherwise I like we're you're going with it as grass in general starts to look like wheat the taller it gets, anyway.
This one, I'd reccomend a little bit rougher when you add the shadows. Though the plant, from a distance, is a giant puff-ball, close up you see layers where there's shadows cutting in here and there to the light (and vice versa). Examples:http://www.plantbuzz...m_Lucy_Ball.JPGhttp://www.bulbsdire...t/FD14877WH.JPGYou might also get the effect if you make the puff a bit more sparse looking, but I could be completely wrong on that. Only brainstorming at this point.
I"m gunna agree with the layer cake bit. I don't know if I care for the recoloring of the Mycellium texture for this. If it's truely supposed to be a sort of.... packed layer of evergreen needles... then it's a bit... swirly? THough I understand the point you're getting at. If you use Photoshop, try using the brush that looks like a single strand of hair, give it some color and scatter variation and see if that goes somewhere?
Edit:
Here's another Podzol reference link: http://upload.wikime...9/92/Podzol.jpg
Maybe we don't need those specific colors... as long as there's obvious changes to color vertically.
That sounds neat to have different dead bush per biome... I have no idea how to impliment that, but I guess people who do properties and stuff will!
It is a really neat effect that you can get if you use CTM. This is where I learned all about it: http://www.minecraft...-a-guide/#layer . That post provides links on how to get it working too if you're interested in trying it out
This one, I'd reccomend a little bit rougher when you add the shadows. Though the plant, from a distance, is a giant puff-ball, close up you see layers where there's shadows cutting in here and there to the light (and vice versa).
Agreed - I'll probably try a few different versions - one based on the current 'solid' looking flower ball and another with more air.
If it's truely supposed to be a sort of.... packed layer of evergreen needles... then it's a bit... swirly? THough I understand the point you're getting at. If you use Photoshop, try using the brush that looks like a single strand of hair, give it some color and scatter variation and see if that goes somewhere?
As far as podzol being packed evergreen needles? Well in real life it's not always. But in Minecraft podzol is only found under spruce trees based on the wiki. Hence where I'm getting my inspiration. That and the evergreen forests I've hiked though Originally I tried taking the pine needle texture from the spruce tree leaves and coloring it a 'dead' brown. Tested it in game and it gave me a headache - too many patterns in too little space! I think the issue was that it wasn't subtle enough. Your suggestion of a hair-thin scatter brush is something I didn't try - and now I'm curious to see if I can get it to work...
So instead of an obvious 'red' soil I'll test out a few darker, more subtle brown layers and see if that makes a difference.
Thanks for all the feedback!
That's a thought! Maybe have the transitions between colors be smoother in some spots, and less smooth in others. Or maybe vary the thickness of each layer? Dunno, just throwing ideas around.
And you're welcome! It's good to see some enthusiasm again. Hopefully it'll be contagious.
Rollback Post to RevisionRollBack
My imagination has run free for so long, that I am afraid when it returns it will not recognize me, and eat me! -- Serrinatta
Fixed it
Maybe I should start making textures for the pack again. Whatcha think? Yes or no?
Wanna do some horse textures?
So... not sure what permissions I need to get started. Should I just post textures I've adjusted to get feedback? Anyway - hoping to help out even though I'm unsure of my ability to design with only a limited number of pixels. I'm used to working in very high res
It's good to see more interest in ORR and I don't see why you can't give it a shot! One thing I've learned from doing some art for here is that is a completely different challenge when it comes to creating the art (as you suspect).
The only suggestions I can think of are: While it's common to see us in ORR take bits and pieces from other ORR textures to create new ones (like using the trim on the chests to create trim on the enchanting table), we do not accept using bits and pieces from other texture packs.
That said, here's what I've been playing around with:
- Block 32 'Dead Bush'
I've been updating the properties files to use the <blockID> instead of the plain name and in this case, for having one version show in deserts & mesa (and related biomes) and another set for Mega Taigas with podzol. Basically removed all the sand/soil from the bottom and colored the taiga version darker as I figured dead stuff in that biome wouldn't be bleached per say. Images are below for comments/suggestions. I have working properties files too if that would help. Just let me know where to put them.






- Double Plant Grass
I know there has been some work done on this so not sure if I should spend any more time on my version. I had the idea to combine the current tall grass (made slightly taller) with a modified wheat top. Thins it out a bit on top and ties in the fact that we get wheat seeds from field grass:


- Acacia Leaves
I've been experimenting with some idea on how to make the acacia leaves look more 'rustic realistic'. Not ready to post anything yet but I think I'm getting closer.
- Allium
Didn't see anyone else posting on this one so I thought I'd try it. Still a work-in-progress - I'm thinking it needs more soft flower definition and a leaf color adjustment. Serrinatta - you might recognize the leaf structure - I borrowed from your red tulip and used a bit of PS puppet warp to reshape
Any other suggestions?

- Podzol
Though I really like the version posted with all the leaves - when I tested it in-game it didn't seem to fit the spruce forest/taiga aspect. It also gave me a bit of a headache with the larger pattern it created. Instead I went back to the textures used with grass and mycelium and turned them a dark brownish to try to replicate dead pine needles:



Oh - and I think the new red tulip needs a file name change to "flower_tulip_red.png". It's not showing in v1.1.2 as it's currently named. Anyway - probably more here than you all needed for only my second postThe second block that is layered was based off images of real podzol. It does not play well in-game though - makes everything look like frosted layer cake
Awesome work
An update on this. I completely deleted my minecraft data (all but saves of course) and let it rebuild it. I also downloaded the latest MCpatcher, beta 5 and ran that.
What I see is the same behavior. 1.1.2 of this texture pack makes Minecraft very choppy, almost unplayable. Two additional things I see is that it is only this way when I run the MCPatcher profile. The normal one is fine. The 2nd thing I see is if I have "V-Sync" turned off in video settings it is much better. I still see it but its playable. With 1.1.1, I always had V-sync on and it never had a problem.
I am noty crazy here. I can't believe other people aren't seeing this.
Thanks loardvader - glad my first attempts seem to fit with things in general
I've tested these properties files over the course of several days and they appear to be working correctly. I've updated the info and time stamp as well.
First file name: block32.properties
Second file name: block32a.properties
If there's a better way to send this info to you let me know.
I'm not having any issues with the MCPatcher 4.3.0-beta5 profile while running the ORR 1.1.2 resource pack on an AMD Radeon HD 7900 Series card (with v-sync on). Can you disable the 1.1.2 resource pack and re-enable version 1.1.1 and see if it returns to 'normal'? What are the rest of your video settings within minecraft? Not sure if I can help, but I figure the more information we have on your setup the better....
Thanks, and its fine if you post config files on here, that way other people can see them and add them to there own packs
I have separate PSD files for any textures I've worked on so I can easily adjust as necessary. It would be great if we had a repository for them - would definitely make future adjustments easier.
Glad you like the allium! I'm more of an image manipulator as well - but I'm trying my hand at some drawing too. Just a bit more challenging when all I've got to work with is a mouse
Regarding the podzol - I started with the standard grass block (top and sides) and adjusted the hue and burned some edges until I got a brown that reminded me of dead pine needles. So the overall block without the dark brown, white & red layering will still be different than the regular grass. The issue is more of in situ look. When using side blocks with any layers it looks sort of cool in a single layer:
but in a podzol hill the effect is not quite a cool...
I might be a bit more critical of my own work though... Just not sure about the podzol to dirt transition in the center of the image. And yes - I'm playing with adding random pine cones to the tops of podzol blocks in CTM
Edit:
Here's another Podzol reference link:
http://upload.wikime...9/92/Podzol.jpg
Maybe we don't need those specific colors... as long as there's obvious changes to color vertically.
It is a really neat effect that you can get if you use CTM. This is where I learned all about it: http://www.minecraft...-a-guide/#layer . That post provides links on how to get it working too if you're interested in trying it out
Great ideas! I'll work them into the current texture and post new versions later today if I get a chance.
Agreed - I'll probably try a few different versions - one based on the current 'solid' looking flower ball and another with more air.
As far as podzol being packed evergreen needles? Well in real life it's not always. But in Minecraft podzol is only found under spruce trees based on the wiki. Hence where I'm getting my inspiration. That and the evergreen forests I've hiked though
So instead of an obvious 'red' soil I'll test out a few darker, more subtle brown layers and see if that makes a difference.
Thanks for all the feedback!
That's a thought! Maybe have the transitions between colors be smoother in some spots, and less smooth in others. Or maybe vary the thickness of each layer? Dunno, just throwing ideas around.
And you're welcome! It's good to see some enthusiasm again.
Hopefully
Added some shorter stalks, showed the 'wheat' parts on some and cleaned up the tops a bit. Thoughts?
[Edit: After looking closer I think I need to clean the edges up so that semi-transparent pixels aren't misinterpreted...]
Good luck with the OP - I know how aggravating code can be... I get paid to work with it on a daily basis
Also v3.0 for CTM added all the dead bush alts!
Hello. When I use 1.1.1 the performance is fine with or without V-sync on. With 1.1.2 and V-syn on, the performance is horrible.
I run graphics on Fancy, 16 chunk render, level 4 Mipmap 4, Particles All, Anisotropic 4.