I think itll be better if the darkest red was b90000 and the lightest is ff441e. I think it should be something like that(It is too dark).
i was going for a really dark reddish purple so it wouldnt stand out as being too purple, but this is definately too dark... no problem, ill just mess with some curves.
edit: no, i forgot to make an .xcf of that one, dammit. i guess ill just remake it. luckily i remember EXACTLY how i did it, so its no problem.
I've been following this texture pack for a while, and I think it's starting to look amazing. If I could have one request for a tree, I'd like for one to match the regular colored wood, or at least look good together like oak and wood planks do.
By the way, this tree looks great.
I've been following this texture pack for a while, and I think it's starting to look amazing. If I could have one request for a tree, I'd like for one to match the regular colored wood, or at least look good together like oak and wood planks do.
By the way, this tree looks great.
do you mean as a building material? if so, i do have plans of making the crates more usable for building by making them lose their labels when placed together horizontally by using ctm.
Yea, that would be pretty interesting. If you can do that, it would make wood buildings look a lot better.
currently i dont fully understand ctm, and ive never used it, but i do know that this is possible with it, and it shouldnt be too hard to figure out. im just saving the ctm stuff for when the pack is released.
How about a lilypad that involves a lump of floating garbage?
Plastic bags, bottles, boots, driftwood, ect.
Maybe even a garbage-covered plant (lilypad/lotus).
With CTM you could randomize the texture.
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"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
How about a lilypad that involves a lump of floating garbage?
Plastic bags, bottles, boots, driftwood, ect.
Maybe even a garbage-covered plant (lilypad/lotus).
With CTM you could randomize the texture.
you can randomize lillypads?! this... is very good to know. i can work with that.
any chance you could link me to a tutorial on how to use ctm? the ctm thread has no instructions at all, there's no readme if you download the ctm file alone, and optifine doesn't have much about using it on its thread... and i doubt mcpatcher does either, since on the optifine thread it says that the instructions for all the features were borrowed off the mcpatcher thread. id check, but i cant seem to find it... anyway, thats not important. is there a tutorial?
you can randomize lillypads?! this... is very good to know. i can work with that.
any chance you could link me to a tutorial on how to use ctm? the ctm thread has no instructions at all, there's no readme if you download the ctm file alone, and optifine doesn't have much about using it on its thread... and i doubt mcpatcher does either, since on the optifine thread it says that the instructions for all the features were borrowed off the mcpatcher thread. id check, but i cant seem to find it... anyway, thats not important. is there a tutorial?
Yes? You can CTM and thus randomize any texture I'm pretty sure....
I haven't used it myself, but this might help?
###############################################################################
# Random textures
###############################################################################
method=random
source=<source png>
# (Required) List of tiles to choose from. There is no default; you must
# specify a list here.
tiles=<list of tiles>
# (Optional) List of weights to apply to the random choice. For example, if
# you have
# tiles=6-11
# weights=10 1 10 2 7 3
# then tiles 6 and 8 will have a weight of 10, 7 will have a weight of 1, etc.
# Weights do not have to total 100 or any other particular value. In the above
# example, tiles 6 and 8 will be used ~30.3% (10/(10+1+10+2+7+3)) of the time
# and so forth.
weights=<same-size list of weights>
# (Optional) Desired level of symmetry for the faces of each block. Applies to
# standard blocks only.
# none: All 6 faces are textured independently. This is the default.
# opposite: 2-way symmetry; opposing faces have the same texture, but each pair
# can potentially have a different texture.
# all: All 6 faces have the same texture.
symmetry=<none | opposite | all>
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
I think the ores should have a rougher feeling, like something has ripped the rock apart.
The pumpkins are cool
The mushroom biome is incredible, and I think you could do with making it look even more 'dead', as though it was hit by a nuclear bomb or something
I agree that the alt. glass texture should be for the cover of lamps. Possibly make them lanterns, or gas lamps.
yeah, im not really sure how to add more depth to the ores... but i was thinking of changing the stone texture, so id have to redo them anyway, so maybe i could figure it out then.
my texture pack has a backstory. the world was ripped apart by time being scrambled up and moving in different directions in different places, the only destruction that would have taken place would have been corrupted evolution and decay.
ive had an even better idea for redstone lamps since then.
Yes? You can CTM and thus randomize any texture I'm pretty sure....
I haven't used it myself, but this might help?
###############################################################################
# Random textures
###############################################################################
method=random
source=<source png>
# (Required) List of tiles to choose from. There is no default; you must
# specify a list here.
tiles=<list of tiles>
# (Optional) List of weights to apply to the random choice. For example, if
# you have
# tiles=6-11
# weights=10 1 10 2 7 3
# then tiles 6 and 8 will have a weight of 10, 7 will have a weight of 1, etc.
# Weights do not have to total 100 or any other particular value. In the above
# example, tiles 6 and 8 will be used ~30.3% (10/(10+1+10+2+7+3)) of the time
# and so forth.
weights=<same-size list of weights>
# (Optional) Desired level of symmetry for the faces of each block. Applies to
# standard blocks only.
# none: All 6 faces are textured independently. This is the default.
# opposite: 2-way symmetry; opposing faces have the same texture, but each pair
# can potentially have a different texture.
# all: All 6 faces have the same texture.
symmetry=<none | opposite | all>
I like the second one but whichever gets picked you need to make the lighter lifes to stand out more.
Edit: If redstone is pipeing then the redstone torch has to be something like a valve.
Edit 2: If you can make things have diferent textures then why dont you make so that the grass block also has things like paper bags and botles. Also what is ctm?
when i make certain leaves stand out more, it makes a tiling issue. i mean yeah, with any texture you can see that it tiles if you look for it, but with particularly bright spots it becomes painfully obvious.
and yes, the redstone torch will indeed have a valve. it will be some sort of boiler thing im thinking...
as for putting garbage in the grass, time is far too screwed up for things like bags and bottles do be around, bags rot within months, and bottles turn to dust in a few decades. time is so mixed up, you can't expect to see such things. but.... i would like to make occasional variations in the grass. ill see what i can do.
ctm is connected textures mod. its included with both mcpatcher and optifine, and since one of those is required to run my texture pack, people using it will have it. the problem is, i have no idea how it works as of yet.
You Must of worn your butt off doing that epicly super duper fantastically genuine awesome texture pack! LOLZ
Its really good. Very Unique. I am going to download this
You Must of worn your butt off doing that epicly super duper fantastically genuine awesome texture pack! LOLZ
Its really good. Very Unique. I am going to download this
its not worn off, just very numb. i need a better chair XD
thanks. the version out now is only a test version though, keep that in mind.
======
also....
oak sapling!
and look at my fancy new signature. if you want to use it to support the thread, check out the bottom of the OP.
i admit, it makes no sense, logically. its a small dead twig with some paper leaves tied on. i was just going with an underdeveloped version of the main tree to be honest.
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I have only a couple of suggestions: 1: The water and lava, though cool, are kind of cliche for apocalyptic pack (green water and radioactive lava)so I suggest a dark blue for water and a deep red for lava. My only other complaint is that the ores are kind of cluttered. Other than that, everything looks great. For the lillypad, I think a mutated plant with a tall purple or green flower or leaves of the same color. You could also add teeth the inside of the flower.
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Retired Staffi was going for a really dark reddish purple so it wouldnt stand out as being too purple, but this is definately too dark... no problem, ill just mess with some curves.
edit: no, i forgot to make an .xcf of that one, dammit. i guess ill just remake it. luckily i remember EXACTLY how i did it, so its no problem.
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Retired Staffdoes this pass as a tree? or does it look too much like a candy cane... ?
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Retired Staffhere's another attempt:
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Retired Staffi realized i had the colors backward. the dark color goes on the inside, light color on the outside.
By the way, this tree looks great.
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Retired Staffdo you mean as a building material? if so, i do have plans of making the crates more usable for building by making them lose their labels when placed together horizontally by using ctm.
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Retired Staffcurrently i dont fully understand ctm, and ive never used it, but i do know that this is possible with it, and it shouldnt be too hard to figure out. im just saving the ctm stuff for when the pack is released.
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Retired StaffPlastic bags, bottles, boots, driftwood, ect.
Maybe even a garbage-covered plant (lilypad/lotus).
With CTM you could randomize the texture.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
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Retired Staffyou can randomize lillypads?! this... is very good to know. i can work with that.
any chance you could link me to a tutorial on how to use ctm? the ctm thread has no instructions at all, there's no readme if you download the ctm file alone, and optifine doesn't have much about using it on its thread... and i doubt mcpatcher does either, since on the optifine thread it says that the instructions for all the features were borrowed off the mcpatcher thread. id check, but i cant seem to find it... anyway, thats not important. is there a tutorial?
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Retired StaffYes? You can CTM and thus randomize any texture I'm pretty sure....
I haven't used it myself, but this might help?
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
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Retired Staffyeah, im not really sure how to add more depth to the ores... but i was thinking of changing the stone texture, so id have to redo them anyway, so maybe i could figure it out then.
my texture pack has a backstory. the world was ripped apart by time being scrambled up and moving in different directions in different places, the only destruction that would have taken place would have been corrupted evolution and decay.
ive had an even better idea for redstone lamps since then.
actually, that just makes things somehow even less clear... ill just ah... google a visual guide to it i guess.
edit: unless you know of one? (im having no luck googling it)
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Retired Staffi have 2 versions of the leaf texture... which do you like better?
the original version, with sharply defined stems/roots/whatever these brownish swirly things i drew are.
Version the second, with more softly defined stem things, which gives more an impression that they are indented a bit, and makes it look less pixel-y.
which version should i go with?
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Retired Staffwhen i make certain leaves stand out more, it makes a tiling issue. i mean yeah, with any texture you can see that it tiles if you look for it, but with particularly bright spots it becomes painfully obvious.
and yes, the redstone torch will indeed have a valve. it will be some sort of boiler thing im thinking...
as for putting garbage in the grass, time is far too screwed up for things like bags and bottles do be around, bags rot within months, and bottles turn to dust in a few decades. time is so mixed up, you can't expect to see such things. but.... i would like to make occasional variations in the grass. ill see what i can do.
ctm is connected textures mod. its included with both mcpatcher and optifine, and since one of those is required to run my texture pack, people using it will have it. the problem is, i have no idea how it works as of yet.
Its really good. Very Unique. I am going to download this
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Retired Staffits not worn off, just very numb. i need a better chair XD
thanks. the version out now is only a test version though, keep that in mind.
======
also....
oak sapling!
and look at my fancy new signature. if you want to use it to support the thread, check out the bottom of the OP.
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Retired Staff