Quite nice! I approve. No obvious tiling, no lines, seams, or other artifacts to speak of, very clean look. How does it looks on wooden stairs and/or fences, and which wood are you planing on using this for? Also, are you planing on reusing this texture with adjusted colors for the other woods, or will you make totally different textures for them?
Quite nice! I approve. No obvious tiling, no lines, seams, or other artifacts to speak of, very clean look. How does it looks on wooden stairs and/or fences, and which wood are you planing on using this for? Also, are you planing on reusing this texture with adjusted colors for the other woods, or will you make totally different textures for them?
well, there wouldn't be any tiling errors because it's one image that fits onto 64 blocks. this image is what tiles, rather than having individual tiles.
these will be oak planks most likely. maybe another type. but i do plan to redo my oak trees now that i know how to use metadata properly and can change their leaves so that birch can remain trees of ridiculous fortitude, but won't require oak to share the same oddness, which has been a huge problem in my pack.
once i redo oak trees, i will be tinting the planks to match the color they end up. i want to go with a deeper redder brown, a bit closer to the color of the old planks, but a bit lighter.
and no worries, i won't be reusing the same texture for all of my planks. they all need to be redone, but each will have its own texture. all will use ctm. im thinking i might use a different method for each, however.
random for birch, which i am thinking of making into a light colored (painted) victorian siding type thing.
jungle wood might be something fancy and beveled, and perhaps for spruce... diagonal planks of varied colors.
redid spruce planks. i wanted some multicolored diagonal ones... how did i do?
i gotta say, sorting all the different patters, and masking all this off was insanely difficult, but... how is it? i could always tweak the colors a bit.
6x6 repeat pattern:
ingame:
and here's the sun i did and the new sky color. i wanted to go with an overcast look with this pack.
All these new planks are awesome! They look like actual planks.
But I can see you are taking a kind of a cleaner look, which is a bit of a shame, as originally it was gonna be very dirty and stuff.
But even though it's cleaner, it still is unusual and I do like the redone textures more. =)
Great job!
can you put your texturepack area up for download?
i would like to use it for reviews, of course i will give you credits for the map
the one ive been using for screenshots lately? there's really nothing much to it... i just made a standard world in creative mode and randomly build things as i need to take screenshots. unfortunately ive blown a lot of it up because i like tnt a bit too much...
but there is a test area that features the newest release's features available for download in the OP
Back when i came up with the idea of Trees of Admirable Fortitude (birch) i didn't realize it shared the leaf texture with oak until it was too late. by then i didn't want to change it, but through the magic of ctm and metadata values, oak is now its own distinct tree.
I went with a red leaf inspired by Victorian scrollwork, and the trunk has a few variants based on 2 different "standard" versions to prevent tiling errors.
I have been meaning to redo the birch trunk... now that i know how to use random ctm, i plan to make the labels a rare occurrence and in varied states of decay.
By the way, I've been also trying to make different leaves for oak and birh quite a while back, I had oak as the "original" and made a ctm file for birch, and it kind of works, but when I break a Birch Leaf block, all the birch leaf blocks around it turn to oak. O_o Do you get this too? If not, could you maybe somehow send me the properties files? I'd be very grateful for that. =)
if you got that far, you obviously understand that you need a metadata value for birch (2)
but you need 3 more.
you need to add 8 to your base to make it count for decaying leaves (10), add 4 to your base to make it count for player placed ones (6) and add 8 to that value to account for decay check on player placed blocks (14) yes... it's incredibly confusing, i know.
so for birch your metadata value should look like this, feel free to copy and paste:
metadata: 2 10 4 14
and that will solve your entire problem. however... birch leaf blocks will still appear as oak in the inventory, there is no fix for that unfortunately, it's beyond CTM's power.
(note: the top four are all different, but it's subtle... to prevent tiling errors.)
here's what it looks like ingame:
i think that's enough fixing old textures for now. ill not be fixing anything else until i finish the rest of the pack most likely. or at least the rest of terrain.png.
Be still my heart.....
I can't wait for this to come out! I've been waiting for a good steampunk alternative to Glimmar's for a long time.
Cactus isn't really doing it for me, and the diamond ore is a bit too funky... also, I would change the direction of some twigs in the oak leaf texture, just so that it doesn't get too flat and regular, but that's your call.
Please, keep up the good work. You're a talented texturer. I hope to see more soon!
Be still my heart.....
I can't wait for this to come out! I've been waiting for a good steampunk alternative to Glimmar's for a long time.
Cactus isn't really doing it for me, and the diamond ore is a bit too funky... also, I would change the direction of some twigs in the oak leaf texture, just so that it doesn't get too flat and regular, but that's your call.
Please, keep up the good work. You're a talented texturer. I hope to see more soon!
I plan to eventually redo the stone, and as a result, the ores as well and add random ctm support for them. any suggestions as to what i should use for my ore variants would be appreciated. just keep in mind, it should be something left from the decline of civilization... something that got buried in stone, rather than just veins of unprocessed ore.
My cactus isn't actually a cactus at all, i was going for some sort of spiky land dwelling mechanical tube worms. I can see how that makes absolutely no sense at all though
As for the oak, i have no plans to change that texture. when i was making it, i had originally done stems going in all different directions, but it looked absolutely awful. i know it seems like it would look better to have some going in different directions, but it actually looked like a mess, and made it difficult to tell what was going on in the texture. this type of leaf needs to flow in a specific direction.
====in unrelated news===
Here's a basic idea i had for endstone. Of course this is not the colors/texture/contrast i plan to use by any means, but a rough design.
a sort of... octogon metal mesh overlapping other layers of it. each will be of a different metal. maybe ill add random ctm supprt and stick a few gears and pistons struts and such between the different layers of mesh giving the impression that the end is all part of some sort of modular machine that assimilates spare parts to improve itself.
im thinking that the outer layer would be a bronze color and have rivets at the thickest parts between the octagons, and the deeper layers would be rusty.
here's what it looks like at its native size, tiled. don't mind the eyeball murder, it won't be so harsh when i add actually textures.
The diamond ore texture depends on what you want diamonds to be... the locked chest is a good idea, but something more interesting and high-tech like an energy crystal container-pod from some lost Atlantian society (sort of star trek dilithium style? Or even something like the crystals from the disney atlantis movie?) would be more suitable. The texture just seems a bit anticlimactic for something as rare as diamond ore.
The diamond ore texture depends on what you want diamonds to be... the locked chest is a good idea, but something more interesting and high-tech like an energy crystal container-pod from some lost Atlantian society (sort of star trek dilithium style? Or even something like the crystals from the disney atlantis movie?) would be more suitable. The texture just seems a bit anticlimactic for something as rare as diamond ore.
good point... well, basically my plan for diamond tools is to have them as power tools, powered by steam, or clockwork. they won't actually have diamonds. so i suppose a good idea for the ore might be extremely high quality spare parts.
====
anyway, this is my endstone.
here's what it looks like in the end (don't worry, this is the default lightmap, ill make a more suiting one, so the green tint will be gone)
good point... well, basically my plan for diamond tools is to have them as power tools, powered by steam, or clockwork. they won't actually have diamonds. so i suppose a good idea for the ore might be extremely high quality spare parts.
====
anyway, this is my endstone.
here's what it looks like in the end (don't worry, this is the default lightmap, ill make a more suiting one, so the green tint will be gone)
-snip-
Awesome idea, and looks really good, though I feel the outer mesh looks a bit too 'rounded.' Slightly too thick highlights and shadows on the sides, you know? I think it they were reduced in size a little it would look more like a rough plated mesh, rather than a really bumpy - cylindrical one.
That endstone works really well. Reminds me of the iron mesh endstone from Glimmar's pack.
i just went and had a look, i think what glimmar went for was expanded steel, which is actually what my iron bars are. now that i think of it, i need to edit or perhaps replace my iron bar texture. it tiles horribly due to holes being in the same place every time. ill either add random ctm support, or redo it entirely.
Awesome idea, and looks really good, though I feel the outer mesh looks a bit too 'rounded.' Slightly too thick highlights and shadows on the sides, you know? I think it they were reduced in size a little it would look more like a rough plated mesh, rather than a really bumpy - cylindrical one.
Unless you intended it to be rounded.
In that case disregard everything I said.
i originally had the shading flatter and more angular like you described, but it gave it the effect of being sort of... flat. too flat. like sheet metal with holes punched out. i wanted to create a bit more thickness and depth, so by smoothing out the shading, it gave the appearance of the holes being more gradual and indented, giving the impression of a thicker material. which is good, if you're going to be running around on it while a dragon is trying to kill you... or in my case, a perspicuus. no idea what that means? it will become appearent soon enough. too cryptic for you? deal with it.
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Retired Staffwell, there wouldn't be any tiling errors because it's one image that fits onto 64 blocks. this image is what tiles, rather than having individual tiles.
these will be oak planks most likely. maybe another type. but i do plan to redo my oak trees now that i know how to use metadata properly and can change their leaves so that birch can remain trees of ridiculous fortitude, but won't require oak to share the same oddness, which has been a huge problem in my pack.
once i redo oak trees, i will be tinting the planks to match the color they end up. i want to go with a deeper redder brown, a bit closer to the color of the old planks, but a bit lighter.
and no worries, i won't be reusing the same texture for all of my planks. they all need to be redone, but each will have its own texture. all will use ctm. im thinking i might use a different method for each, however.
random for birch, which i am thinking of making into a light colored (painted) victorian siding type thing.
jungle wood might be something fancy and beveled, and perhaps for spruce... diagonal planks of varied colors.
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Retired Staffi gotta say, sorting all the different patters, and masking all this off was insanely difficult, but... how is it? i could always tweak the colors a bit.
6x6 repeat pattern:
ingame:
and here's the sun i did and the new sky color. i wanted to go with an overcast look with this pack.
edit:
recolored and reshaded the new planks:
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Retired Staffodeergod, you're right. WHAT HAVE I BECOME!?
this shall be rectified immediately.
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Retired Staffdon't worry, this isn't going to be my first "normal" texture. i just want a good bark base, then i can add random ctm nails, and screws and such.
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Retired Staffthe one ive been using for screenshots lately? there's really nothing much to it... i just made a standard world in creative mode and randomly build things as i need to take screenshots. unfortunately ive blown a lot of it up because i like tnt a bit too much...
but there is a test area that features the newest release's features available for download in the OP
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Retired StaffBack when i came up with the idea of Trees of Admirable Fortitude (birch) i didn't realize it shared the leaf texture with oak until it was too late. by then i didn't want to change it, but through the magic of ctm and metadata values, oak is now its own distinct tree.
I went with a red leaf inspired by Victorian scrollwork, and the trunk has a few variants based on 2 different "standard" versions to prevent tiling errors.
I have been meaning to redo the birch trunk... now that i know how to use random ctm, i plan to make the labels a rare occurrence and in varied states of decay.
The actual textures:
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Retired Staffif you got that far, you obviously understand that you need a metadata value for birch (2)
but you need 3 more.
you need to add 8 to your base to make it count for decaying leaves (10), add 4 to your base to make it count for player placed ones (6) and add 8 to that value to account for decay check on player placed blocks (14) yes... it's incredibly confusing, i know.
so for birch your metadata value should look like this, feel free to copy and paste:
and that will solve your entire problem. however... birch leaf blocks will still appear as oak in the inventory, there is no fix for that unfortunately, it's beyond CTM's power.
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Retired Staff(note: the top four are all different, but it's subtle... to prevent tiling errors.)
here's what it looks like ingame:
i think that's enough fixing old textures for now. ill not be fixing anything else until i finish the rest of the pack most likely. or at least the rest of terrain.png.
I can't wait for this to come out! I've been waiting for a good steampunk alternative to Glimmar's for a long time.
Cactus isn't really doing it for me, and the diamond ore is a bit too funky... also, I would change the direction of some twigs in the oak leaf texture, just so that it doesn't get too flat and regular, but that's your call.
Please, keep up the good work. You're a talented texturer. I hope to see more soon!
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Retired StaffI plan to eventually redo the stone, and as a result, the ores as well and add random ctm support for them. any suggestions as to what i should use for my ore variants would be appreciated. just keep in mind, it should be something left from the decline of civilization... something that got buried in stone, rather than just veins of unprocessed ore.
My cactus isn't actually a cactus at all, i was going for some sort of spiky land dwelling mechanical tube worms. I can see how that makes absolutely no sense at all though
As for the oak, i have no plans to change that texture. when i was making it, i had originally done stems going in all different directions, but it looked absolutely awful. i know it seems like it would look better to have some going in different directions, but it actually looked like a mess, and made it difficult to tell what was going on in the texture. this type of leaf needs to flow in a specific direction.
====in unrelated news===
Here's a basic idea i had for endstone. Of course this is not the colors/texture/contrast i plan to use by any means, but a rough design.
a sort of... octogon metal mesh overlapping other layers of it. each will be of a different metal. maybe ill add random ctm supprt and stick a few gears and pistons struts and such between the different layers of mesh giving the impression that the end is all part of some sort of modular machine that assimilates spare parts to improve itself.
im thinking that the outer layer would be a bronze color and have rivets at the thickest parts between the octagons, and the deeper layers would be rusty.
here's what it looks like at its native size, tiled. don't mind the eyeball murder, it won't be so harsh when i add actually textures.
thoughts, anyone?
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Retired Staffgood point... well, basically my plan for diamond tools is to have them as power tools, powered by steam, or clockwork. they won't actually have diamonds. so i suppose a good idea for the ore might be extremely high quality spare parts.
====
anyway, this is my endstone.
here's what it looks like in the end (don't worry, this is the default lightmap, ill make a more suiting one, so the green tint will be gone)
Awesome idea, and looks really good, though I feel the outer mesh looks a bit too 'rounded.' Slightly too thick highlights and shadows on the sides, you know? I think it they were reduced in size a little it would look more like a rough plated mesh, rather than a really bumpy - cylindrical one.
Unless you intended it to be rounded.
In that case disregard everything I said.
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Retired Staffi just went and had a look, i think what glimmar went for was expanded steel, which is actually what my iron bars are. now that i think of it, i need to edit or perhaps replace my iron bar texture. it tiles horribly due to holes being in the same place every time. ill either add random ctm support, or redo it entirely.
it's popular? good to see it's going that way, but as far as i can tell, it's still on the obscure side.
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Retired Staffi originally had the shading flatter and more angular like you described, but it gave it the effect of being sort of... flat. too flat. like sheet metal with holes punched out. i wanted to create a bit more thickness and depth, so by smoothing out the shading, it gave the appearance of the holes being more gradual and indented, giving the impression of a thicker material. which is good, if you're going to be running around on it while a dragon is trying to kill you... or in my case, a perspicuus. no idea what that means? it will become appearent soon enough. too cryptic for you? deal with it.