No he hasn't but something tells me they are going to be trans period bandits of sorts. (bandits from other time periods that got mixed up in the mess)
Ok we both replied to that guy's comment at the same time... cool. P.S. always thought the default skin guy's name would be something like professor Lee Harvey.
Nope, skeletons are going to be skeletons, though they will be mechanically augmented so it makes sense. Not so much actual living skeletons running around, moreso some sort of robot using the skeleton as a frame controlled by who knows what. Stuff that makes it move. It will probably be chain driven.
As for the default guy, he's to remain nameless, i like it that way. He is a character with a backstory, but you never do get to know his name. But now that i went and googled Lee Harvey to see who that was (i knew it sounded familiar) i probably won't be able to ever finish this pack since the FBI will probably come in here mid sentance and take me aw
Nope, skeletons are going to be skeletons, though they will be mechanically augmented so it makes sense. Not so much actual living skeletons running around, moreso some sort of robot using the skeleton as a frame controlled by who knows what. Stuff that makes it move. It will probably be chain driven.
As for the default guy, he's to remain nameless, i like it that way. He is a character with a backstory, but you never do get to know his name. But now that i went and googled Lee Harvey to see who that was (i knew it sounded familiar) i probably won't be able to ever finish this pack since the FBI will probably come in here mid sentance and take me aw
They're comingtotakeme away,ha ha! They'recomingtotakemeaway, hoho!Heehee, ha ha,tothehappy farm, where life is beautiful allthe time...
And by "happy farm" I mean federal prison.
There goes 20 minutes of my life I'll never get back.
Nope, skeletons are going to be skeletons, though they will be mechanically augmented so it makes sense. Not so much actual living skeletons running around, moreso some sort of robot using the skeleton as a frame controlled by who knows what. Stuff that makes it move. It will probably be chain driven.
As for the default guy, he's to remain nameless, i like it that way. He is a character with a backstory, but you never do get to know his name. But now that i went and googled Lee Harvey to see who that was (i knew it sounded familiar) i probably won't be able to ever finish this pack since the FBI will probably come in here mid sentance and take me aw
How many mobs do you have left until the next release? I want to install this, but I absolutely NEED those juicy mobs.
Do you have the Ghast done yet? Depending on the fire charge texture, (I'm currently on page 49) I might have a few different ideas.
You might want to look here for more updated screenshots, i really need to redo the OP of this thread... Ill get to that on the next release.
Anyway, the remaining mobs are...
horses, which is what i am currently working on.
donkey/mule
cats (4 types)
ender dragon
ghast (2 textures, one for the firing face)
skeleton (normal and wither)
spider (both types)
villagers (6 types)
wither
wolf (angry and normal types)
zombie (and zombie villager)
iron golem
witch
zombie pigman
I've already done quite a few though, so i'd say i'm over half way done. Once i'm finished with the cattle type mobs things will move along faster, since there are more options with other beasts. I want to keep the animals as animals, but with something like a ghast or a wither, there's more flexibility.
Anyway, i should redo creepers as well, they're just too red as it is.
Is "cats" including Ocelots? It would be interesting to see them as miniature sabre-tooth tigers, but there is the possibility that they're done. Also, I think one of the cats should be a fancy tabby with a lovely monocle. Other cats could include a lynx, a roughed up black cat and perhaps the Cheshire Cat (Possibly a mix between Disney and American Alice).
You might want to look here for more updated screenshots, i really need to redo the OP of this thread... Ill get to that on the next release.
Anyway, the remaining mobs are...
horses, which is what i am currently working on.
donkey/mule
cats (4 types)
ender dragon
ghast (2 textures, one for the firing face)
skeleton (normal and wither)
spider (both types)
villagers (6 types)
wither
wolf (angry and normal types)
zombie (and zombie villager)
iron golem
witch
zombie pigman
I've already done quite a few though, so i'd say i'm over half way done. Once i'm finished with the cattle type mobs things will move along faster, since there are more options with other beasts. I want to keep the animals as animals, but with something like a ghast or a wither, there's more flexibility.
Anyway, i should redo creepers as well, they're just too red as it is.
You haven't posted any progress of the horses, so I was wondering what you're doing with them. Also, didn't you originally say that the creepers were going to be multi-colored?
You haven't posted any progress of the horses, so I was wondering what you're doing with them. Also, didn't you originally say that the creepers were going to be multi-colored?
I want to make the creeper itself not red anymore, and perhaps add some different varients of it as well.
As for horse progress, its just a ton of tricky shading, nothing really worth posting. My horses will just be horses unfortunately. I'll be making them rather bony, but other than that the interesting steampunk stuff will moreso come out in the saddle, horse armor, and other horse accessory things. Maybe i'll add a rare steampunk hover horse varient like i did with cows.
Is "cats" including Ocelots? It would be interesting to see them as miniature sabre-tooth tigers, but there is the possibility that they're done. Also, I think one of the cats should be a fancy tabby with a lovely monocle. Other cats could include a lynx, a roughed up black cat and perhaps the Cheshire Cat (Possibly a mix between Disney and American Alice).
Yep, there are 4 cat types in minecraft. Ocelot, black, tabby, and saimese. Of course those are just the file names, they can really be anything at all.
I like the cheshire cat idea. I could easily make one that looks like an unstable hologram... i could make the texture flicker invisible from time to time.
Yep, there are 4 cat types in minecraft. Ocelot, black, tabby, and saimese. Of course those are just the file names, they can really be anything at all.
I like the cheshire cat idea. I could easily make one that looks like an unstable hologram... i could make the texture flicker invisible from time to time.
Make sure to add a lot of noise in the animation to reinforce this.
Make sure to add a lot of noise in the animation to reinforce this.
The idea is that it would be solid most of the time, occasionally flickering and even disappearing showing nothing but the eyes. I might not do it, because it might be a huge resource problem, due to the fact that i would need to animate the entire texture like that.
=========
Also, a horse update.
I have the torso mainly shaded. I need to make the shading a little deeper overall by increasing the contrast, add some dirt and stray hairs, and move those back ribs over to the proper position still.
The legs will be derivitve of the torso texture, so that will just be a matter of figuring out what goes where.
As for the head and stuff... i still need to figure it out, but this is a basic preview of the bony horse you can expect. Maybe i'll make it a little less saturated and more pale.
The idea is that it would be solid most of the time, occasionally flickering and even disappearing showing nothing but the eyes. I might not do it, because it might be a huge resource problem, due to the fact that i would need to animate the entire texture like that.
=========
Also, a horse update.
I have the torso mainly shaded. I need to make the shading a little deeper overall by increasing the contrast, add some dirt and stray hairs, and move those back ribs over to the proper position still.
The legs will be derivitve of the torso texture, so that will just be a matter of figuring out what goes where.
As for the head and stuff... i still need to figure it out, but this is a basic preview of the bony horse you can expect. Maybe i'll make it a little less saturated and more pale.
Hey one question though how do you make animated entity textures I though that only works in a mod where the entity is programmed to have multiple textures? That and I always thought that would require a texture mod.
Hey one question though how do you make animated entity textures I though that only works in a mod where the entity is programmed to have multiple textures? That and I always thought that would require a texture mod.
I Don't really like the birch tree, but everything else is awesome!
I will be redoing most of the trees. Oak has already been redone, but the rest still need it. Birch will be pretty much the same thing it is now, but better executed, and perhaps with colors that don't make it stick out so much.
The idea is that it would be solid most of the time, occasionally flickering and even disappearing showing nothing but the eyes. I might not do it, because it might be a huge resource problem, due to the fact that i would need to animate the entire texture like that.
=========
Also, a horse update.
I have the torso mainly shaded. I need to make the shading a little deeper overall by increasing the contrast, add some dirt and stray hairs, and move those back ribs over to the proper position still.
The legs will be derivitve of the torso texture, so that will just be a matter of figuring out what goes where.
As for the head and stuff... i still need to figure it out, but this is a basic preview of the bony horse you can expect. Maybe i'll make it a little less saturated and more pale.
Do you think you could make their spines more...spiny? Like maybe you could add vertebrae.
Then you probably know what the next question is. To make an animated mob texture is it with one big mob texture or multiple mob textures or something else completely?
Then you probably know what the next question is. To make an animated mob texture is it with one big mob texture or multiple mob textures or something else completely?
Basically, you are overlaying an animation onto part of the texture.
Usually you do the texture first, cut out a small part of the texture to animate, animate that, then make a .properties file telling it what texture to apply which animation to, where on the texture it needs to overlay, etc.
Basically, you are overlaying an animation onto part of the texture.
Usually you do the texture first, cut out a small part of the texture to animate, animate that, then make a .properties file telling it what texture to apply which animation to, where on the texture it needs to overlay, etc.
Ok so the part that you want to animate you cut out make it its own .png and make a properties file telling the game what to do. Huh the tutorial I looked up made it sound complicated. And this can be applied to armor too right?
Ok so the part that you want to animate you cut out make it its own .png and make a properties file telling the game what to do. Huh the tutorial I looked up made it sound complicated. And this can be applied to armor too right?
It should be possible to apply animation to any entity/model this way, but i haven't tried it.
After downloading and testing this pack earlier, it doesn't seem that there's a version of the split Birch Leaf texture for the fast graphics setting (I run my game on fast because the recent item drop model system lags my game when there's a large amount of them.) They simply appear as white defaults.
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Retired StaffNope, skeletons are going to be skeletons, though they will be mechanically augmented so it makes sense. Not so much actual living skeletons running around, moreso some sort of robot using the skeleton as a frame controlled by who knows what. Stuff that makes it move. It will probably be chain driven.
As for the default guy, he's to remain nameless, i like it that way. He is a character with a backstory, but you never do get to know his name. But now that i went and googled Lee Harvey to see who that was (i knew it sounded familiar) i probably won't be able to ever finish this pack since the FBI will probably come in here mid sentance and take me aw
They're coming to take me away, ha ha! They're coming to take me away, ho ho! Hee hee, ha ha, to the happy farm, where life is beautiful all the time...
And by "happy farm" I mean federal prison.
There goes 20 minutes of my life I'll never get back.WAIT WHAT?!?
Do you have the Ghast done yet? Depending on the fire charge texture, (I'm currently on page 49) I might have a few different ideas.
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Retired StaffYou might want to look here for more updated screenshots, i really need to redo the OP of this thread... Ill get to that on the next release.
Anyway, the remaining mobs are...
horses, which is what i am currently working on.
donkey/mule
cats (4 types)
ender dragon
ghast (2 textures, one for the firing face)
skeleton (normal and wither)
spider (both types)
villagers (6 types)
wither
wolf (angry and normal types)
zombie (and zombie villager)
iron golem
witch
zombie pigman
I've already done quite a few though, so i'd say i'm over half way done. Once i'm finished with the cattle type mobs things will move along faster, since there are more options with other beasts. I want to keep the animals as animals, but with something like a ghast or a wither, there's more flexibility.
Anyway, i should redo creepers as well, they're just too red as it is.
You haven't posted any progress of the horses, so I was wondering what you're doing with them. Also, didn't you originally say that the creepers were going to be multi-colored?
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Retired StaffI want to make the creeper itself not red anymore, and perhaps add some different varients of it as well.
As for horse progress, its just a ton of tricky shading, nothing really worth posting. My horses will just be horses unfortunately. I'll be making them rather bony, but other than that the interesting steampunk stuff will moreso come out in the saddle, horse armor, and other horse accessory things. Maybe i'll add a rare steampunk hover horse varient like i did with cows.
Yep, there are 4 cat types in minecraft. Ocelot, black, tabby, and saimese. Of course those are just the file names, they can really be anything at all.
I like the cheshire cat idea. I could easily make one that looks like an unstable hologram... i could make the texture flicker invisible from time to time.
Make sure to add a lot of noise in the animation to reinforce this.
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Retired StaffThe idea is that it would be solid most of the time, occasionally flickering and even disappearing showing nothing but the eyes. I might not do it, because it might be a huge resource problem, due to the fact that i would need to animate the entire texture like that.
=========
Also, a horse update.
I have the torso mainly shaded. I need to make the shading a little deeper overall by increasing the contrast, add some dirt and stray hairs, and move those back ribs over to the proper position still.
The legs will be derivitve of the torso texture, so that will just be a matter of figuring out what goes where.
As for the head and stuff... i still need to figure it out, but this is a basic preview of the bony horse you can expect. Maybe i'll make it a little less saturated and more pale.
Hey one question though how do you make animated entity textures I though that only works in a mod where the entity is programmed to have multiple textures? That and I always thought that would require a texture mod.
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Retired StaffIt requires mcpatcher.
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Retired StaffI will be redoing most of the trees. Oak has already been redone, but the rest still need it. Birch will be pretty much the same thing it is now, but better executed, and perhaps with colors that don't make it stick out so much.
Do you think you could make their spines more...spiny? Like maybe you could add vertebrae.
Then you probably know what the next question is. To make an animated mob texture is it with one big mob texture or multiple mob textures or something else completely?
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Retired StaffGood idea, i'll definately be doing that.
Basically, you are overlaying an animation onto part of the texture.
Usually you do the texture first, cut out a small part of the texture to animate, animate that, then make a .properties file telling it what texture to apply which animation to, where on the texture it needs to overlay, etc.
Ok so the part that you want to animate you cut out make it its own .png and make a properties file telling the game what to do. Huh the tutorial I looked up made it sound complicated. And this can be applied to armor too right?
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Retired StaffI'm pretty sure i already have a sand vairent with a footprint (well, a boot print), but on grass it wouldn't make much sense.
It should be possible to apply animation to any entity/model this way, but i haven't tried it.