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.
birch leaves used to share a texture with oak leaves, it was possible to tint them apart, but otherwise the texture was the same. My pack uses a ctm workaround relying on metadata to make the birch leaves appear different from oak. When 1.6 came out it broke the ctm because birch and oak leaf textures split off. Birch now has its own texture for the leaves. It's an easy fix, i can just get rid of the .properties file i made for it, and change the texture name and it will work again. Note blocks had the same thing happen, they were split from the jukebox.
I mostly agree with the cat idea, but I think it should be more like this:
Ocelots would be sabre-toothed cats from another era that would flicker and fade every once and awhile, and when tamed they're regular cats. The fish would have some sort of device or body part in it that anchors the ocelots to our current era.
I mostly agree with the cat idea, but I think it should be more like this:
Ocelots would be sabre-toothed cats from another era that would flicker and fade every once and awhile, and when tamed they're regular cats. The fish would have some sort of device or body part in it that anchors the ocelots to our current era.
I mean lore-wise. The fish looks amazing as is! :3
For the lore i want to just write a few paragraphs, enough for a backstory to explain why the world is a mess, but not much beyond that. I want to let things ive hidden in the textures tell the rest of the story, and leave a lot to the imagination. I'm sure you've noticed the perspicuus... vague images of him crudely drawn, stuck around random places.
Pretty much steampunk borg, i think with body parts in places they don't quite belong. Basically, spare parts and spare flesh piled together haphazardly into something vaguely humanoid.
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In other news, i solved the horse problem, and figured out where the textures overlap (there's a ton of overlapping issues with horses) so i'll be able to get on with texturing them now.
An update on my horse progress. I finally finished all of the shading, figured out how to align the legs, found the overlaps, and did the general body details. It's still not done. I still need to add grit to it, and finish the hair, saddle, bags, and overlays.
Man i absolutely love this texture pack and i am happy to see that mobs are now being added, good luck with making this and i am really excited to see how it turns out!
Are the horses going to be completely organic, or will they have some sort of machinery built in?
For the most part, completely organic, if a bit emaciated due to the post-apocalyptic conditions. I can't really do much for extra varients due to the overlays for spots and such. I'll have to make the saddle and armors extra fancy i suppose. That's where the steampunk aspect will come in.
Can I make a suggestion? Could there be a randomob version of the creeper with a pack of C4 strapped to it's back and a carnival mask?
Seems rather payday-ish. Not really suiting for my pack. I had to google what a carnival mask even was, and that's pretty neat. I definately want to include those somewhere. Not sure where, but they might be good for zombies or something more human.
Also, you've given me another idea. Venician masks are awesome. I want to include them somewhere, somehow. Specifically the kind with a beak. Or perhaps a more plague doctorish type. My pack NEEDS a plague doctor. I'm not sure how i'm going to manage it since nothing really has the nose for it, not even villagers, but i'm going to find a way to add a plague doctor. Or a venitian plague doctor...
Also, you've given me another idea. Venician masks are awesome. I want to include them somewhere, somehow. Specifically the kind with a beak. Or perhaps a more plague doctorish type. My pack NEEDS a plague doctor. I'm not sure how i'm going to manage it since nothing really has the nose for it, not even villagers, but i'm going to find a way to add a plague doctor. Or a venitian plague doctor...
A witch might fit for a candidate on the plague doctor, have the mask be the hat possibly just pulled up from the face, though that would probably be unwise for a plague doctor to do due to their job..
For the most part, completely organic, if a bit emaciated due to the post-apocalyptic conditions. I can't really do much for extra varients due to the overlays for spots and such. I'll have to make the saddle and armors extra fancy i suppose. That's where the steampunk aspect will come in.
Seems rather payday-ish. Not really suiting for my pack. I had to google what a carnival mask even was, and that's pretty neat. I definately want to include those somewhere. Not sure where, but they might be good for zombies or something more human.
Also, you've given me another idea. Venician masks are awesome. I want to include them somewhere, somehow. Specifically the kind with a beak. Or perhaps a more plague doctorish type. My pack NEEDS a plague doctor. I'm not sure how i'm going to manage it since nothing really has the nose for it, not even villagers, but i'm going to find a way to add a plague doctor. Or a venitian plague doctor...
A witch might fit for a candidate on the plague doctor, have the mask be the hat possibly just pulled up from the face, though that would probably be unwise for a plague doctor to do due to their job..
Looking into it, the witch's nose is larger than that of the villagers. The witch will work for this. I'll have to cut the had down a bit since plague doctor hats are flatter and wide brimmed, but it will work! For anyone wondering...
That's a plague doctor. They are exactly what they sound like, medical doctors specializing in treatment of the black plague. Or at least they were... long ago.
They were terrible at their job though. The mask was for their own protection, the beak was full of herbs. They thought that by not being able to smell the plague, they would be unable to contract it.
They wore a full body leather suit to prevent contact with plague victims, and had a stick to poke them with so they could avoid touching them.
But in the end most plague doctors didn't really end up doing much good, since they really didn't have the resources to treat it back then, and usually just ended up dying of the plague themselves. At least they tried...
Perhaps the witch will be a plague doctor driven insane by failure.
If the witch will be a plague doctor, why not make the villagers infected with the plague? Zombie villagers could have very extreme cases...
Also, while the 'tank of mycelium' Mooshroom texture is awesome, it is a bit unusual that if you shear them they become cows.
They do? I never knew that. I thought they just became mushroomless mooshrooms. Is that new? Actually, now that i think of it, i've never encountered a mooshroom in survival.
Anyway I have a pretty good idea for villagers already. Gas masks. Each type will be wearing a different style gas mask. Maybe I'll give them sort of animal inspired gas masks, go for something slighty tribal, but not primative.
Animal inspired as in...
That sort of thing.
Anyway, why not just have the zombie villagers infected with the plague, and unmasked?
They do? I never knew that. I thought they just became mushroomless mooshrooms. Is that new? Actually, now that i think of it, i've never encountered a mooshroom in survival.
Anyway I have a pretty good idea for villagers already. Gas masks. Each type will be wearing a different style gas mask. Maybe I'll give them sort of animal inspired gas masks, go for something slighty tribal, but not primative.
Animal inspired as in...
That sort of thing.
Anyway, why not just have the zombie villagers infected with the plague, and unmasked?
I thought I mentioned this before-this is too simple and unoriginal for this pack; Last Days did pretty much exactly that.
In the end, even if you do this, I think it will look amazing, but I just think it's not surreal enough for the pack.
I just had an absolutely absurd idea. How about making a variant for one of the mobs a (steampunk) balloon animal? It could have a metal valve and be partially hitched out of leather. It would be hilarious just to scour about, when suddenly you see a mob that's bright pink or purple. Or teal.
I just had an absolutely absurd idea. How about making a variant for one of the mobs a (steampunk) balloon animal? It could have a metal valve and be partially hitched out of leather. It would be hilarious just to scour about, when suddenly you see a mob that's bright pink or purple. Or teal.
Alternate Ghast, perhaps?
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Retired Staffbirch leaves used to share a texture with oak leaves, it was possible to tint them apart, but otherwise the texture was the same. My pack uses a ctm workaround relying on metadata to make the birch leaves appear different from oak. When 1.6 came out it broke the ctm because birch and oak leaf textures split off. Birch now has its own texture for the leaves. It's an easy fix, i can just get rid of the .properties file i made for it, and change the texture name and it will work again. Note blocks had the same thing happen, they were split from the jukebox.
I'll fix them before the next release.
Ocelots would be sabre-toothed cats from another era that would flicker and fade every once and awhile, and when tamed they're regular cats. The fish would have some sort of device or body part in it that anchors the ocelots to our current era.
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Retired StaffNah, my fish are already pretty neat.
I mean lore-wise. The fish looks amazing as is! :3
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Retired StaffFor the lore i want to just write a few paragraphs, enough for a backstory to explain why the world is a mess, but not much beyond that. I want to let things ive hidden in the textures tell the rest of the story, and leave a lot to the imagination. I'm sure you've noticed the perspicuus... vague images of him crudely drawn, stuck around random places.
Pretty much steampunk borg, i think with body parts in places they don't quite belong. Basically, spare parts and spare flesh piled together haphazardly into something vaguely humanoid.
========
In other news, i solved the horse problem, and figured out where the textures overlap (there's a ton of overlapping issues with horses) so i'll be able to get on with texturing them now.
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Retired StaffBut here's what i have.
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Retired StaffFor the most part, completely organic, if a bit emaciated due to the post-apocalyptic conditions. I can't really do much for extra varients due to the overlays for spots and such. I'll have to make the saddle and armors extra fancy i suppose. That's where the steampunk aspect will come in.
Seems rather payday-ish. Not really suiting for my pack. I had to google what a carnival mask even was, and that's pretty neat. I definately want to include those somewhere. Not sure where, but they might be good for zombies or something more human.
Also, you've given me another idea. Venician masks are awesome. I want to include them somewhere, somehow. Specifically the kind with a beak. Or perhaps a more plague doctorish type. My pack NEEDS a plague doctor. I'm not sure how i'm going to manage it since nothing really has the nose for it, not even villagers, but i'm going to find a way to add a plague doctor. Or a venitian plague doctor...
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Retired StaffA witch might fit for a candidate on the plague doctor, have the mask be the hat possibly just pulled up from the face, though that would probably be unwise for a plague doctor to do due to their job..
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Retired StaffLooking into it, the witch's nose is larger than that of the villagers. The witch will work for this. I'll have to cut the had down a bit since plague doctor hats are flatter and wide brimmed, but it will work! For anyone wondering...
That's a plague doctor. They are exactly what they sound like, medical doctors specializing in treatment of the black plague. Or at least they were... long ago.
They were terrible at their job though. The mask was for their own protection, the beak was full of herbs. They thought that by not being able to smell the plague, they would be unable to contract it.
They wore a full body leather suit to prevent contact with plague victims, and had a stick to poke them with so they could avoid touching them.
But in the end most plague doctors didn't really end up doing much good, since they really didn't have the resources to treat it back then, and usually just ended up dying of the plague themselves. At least they tried...
Perhaps the witch will be a plague doctor driven insane by failure.
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Retired StaffI helped woo, glad to hear :o!
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Curse PremiumAlso, while the 'tank of mycelium' Mooshroom texture is awesome, it is a bit unusual that if you shear them they become cows.
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Retired StaffThey do? I never knew that. I thought they just became mushroomless mooshrooms. Is that new? Actually, now that i think of it, i've never encountered a mooshroom in survival.
Anyway I have a pretty good idea for villagers already. Gas masks. Each type will be wearing a different style gas mask. Maybe I'll give them sort of animal inspired gas masks, go for something slighty tribal, but not primative.
Animal inspired as in...
That sort of thing.
Anyway, why not just have the zombie villagers infected with the plague, and unmasked?
I thought I mentioned this before-this is too simple and unoriginal for this pack; Last Days did pretty much exactly that.
In the end, even if you do this, I think it will look amazing, but I just think it's not surreal enough for the pack.
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Retired StaffNot that original, but i really like gas masks.
And just imagine how creepy child villagers will be.
Are you my mummy?
Alternate Ghast, perhaps?