I've finished the last new plant today. Blue orchid. Since it mainly spawns in swamps, i made it a venus fly trap.
I redid dandelions as well. I liked what i had before, just improved the execution of the idea, and added a few ctm varients.
And i thought of another thing i want to start doing. Background elements by adding them onto plants through ctm. I've messed around with it before. Those weird pump-like animated things that occasionally spawn as a dead bush, and the elusive rose/poppy flamingo... I plan to add in random metal stuff here and there as extremely rare plant varients, just to add a few traces of past civilizations to the world, but i realized i could do more.
So... i added some flies to the swamp by adding it into the random ctm for the tall grass. Observe:
I could also use some suggestions for more elements like this, what sort of random junk i might have sticking out of the ground, and what to do for birch/jungle trees.
Cool!
---
I have always wondered whether it's somehow possible to make various varients not within repeat, but of repeat. You know, like a few randomly appearing 4x4 sheets. I suppose it's not, but if it was, that would be great, because you could make one of the sheets animated with a worm or a bug crawling on it. Of course, it would also work on one tile, but I don't think it would have such an effect.
Honestly... it might be possible. You can definately randomize single tiles within repeat, and you could certainly randomize all of them. If you use linked=true they might randomize together... or they might not. That setting may only work for double height plants, but i'll look into it.
I've finished the last new plant today. Blue orchid. Since it mainly spawns in swamps, i made it a venus fly trap.
I redid dandelions as well. I liked what i had before, just improved the execution of the idea, and added a few ctm varients.
And i thought of another thing i want to start doing. Background elements by adding them onto plants through ctm. I've messed around with it before. Those weird pump-like animated things that occasionally spawn as a dead bush, and the elusive rose/poppy flamingo... I plan to add in random metal stuff here and there as extremely rare plant varients, just to add a few traces of past civilizations to the world, but i realized i could do more.
So... i added some flies to the swamp by adding it into the random ctm for the tall grass. Observe:
I could also use some suggestions for more elements like this, what sort of random junk i might have sticking out of the ground, and what to do for birch/jungle trees.
Wha...?
Broken Anachronism: Going where no texture pack has gone before since whenever this pack started.
Ideas: Um...
I still think a bear trap as a Tall Grass variant would be cool. I'd love Legos scattered on the ground, because stepping on Legos is the bane of my existence.
I kind of liked the birch trees, because they were one of the only non-mob things that made the pack seem more "surreal" than post-apocalyptic/steampunk.
Wha...?
Broken Anachronism: Going where no texture pack has gone before since whenever this pack started.
Ideas: Um...
I still think a bear trap as a Tall Grass variant would be cool. I'd love Legos scattered on the ground, because stepping on Legos is the bane of my existence.
I kind of liked the birch trees, because they were one of the only non-mob things that made the pack seem more "surreal" than post-apocalyptic/steampunk.
The surreal bits are mostly in the random ctm. Look carefully at pretty much any block that randomizes, and you'll notice something off every once in a while.
I've been working on stained glass today. I have 10/16 designs done. So... not much to show for a full day's work. They will all be vertical ctm that repeats horizontally 4x, like the new wood i've been doing. I plan to then go over that to add in some broken bits of glass.
Here it is:
I said designs, not actual windows. Once i finish these, it will be tons easier to just put some glass in them.
I did go a bit art deco/art noveau on some of them... hopefully it won't clash too much with the victorian ones i've yet to do. And if they do... too bad.
Been an age since I took to touring around the Resource Pack high street, so my apologies for not bobbing in sooner...this Christmas and New Year malarkey isn't good for my health or free time.
First of all massive congrats on the new job, 13th...hope it doesn't tire you out too much though. However, scanning back over the past few pages, it doesn't look like you've slowed down texturing and brainstormin' in the slightest!
I'm absolutely gob-smacked (is that only a UK expression?) by how far everything has come with the 1.7 textures. Highlights for me at a glance are: the sunflowers (fantastic idea to have spinning windmills), the new grass texture (that's just plain beautiful and makes me jealous, cos' I've got that huge hurdle still to tackle ), the old oak and acacia plank panels (ingenious use of ctm for sure) and just the shear variety of weird and wonderful plants you've added to the various biomes. Also the stained glass looks like it's going to be awesome, but it seems like you've got a lot of work ahead with such complex designs.
It goes without saying that I'm very much looking forward to seeing all the new stuff in-game and especially to sneaking a look at how you've done all the biome related texture tinkering.
Been an age since I took to touring around the Resource Pack high street, so my apologies for not bobbing in sooner...this Christmas and New Year malarkey isn't good for my health or free time.
First of all massive congrats on the new job, 13th...hope it doesn't tire you out too much though. However, scanning back over the past few pages, it doesn't look like you've slowed down texturing and brainstormin' in the slightest!
I'm absolutely gob-smacked (is that only a UK expression?) by how far everything has come with the 1.7 textures. Highlights for me at a glance are: the sunflowers (fantastic idea to have spinning windmills), the new grass texture (that's just plain beautiful and makes me jealous, cos' I've got that huge hurdle still to tackle ), the old oak and acacia plank panels (ingenious use of ctm for sure) and just the shear variety of weird and wonderful plants you've added to the various biomes. Also the stained glass looks like it's going to be awesome, but it seems like you've got a lot of work ahead with such complex designs.
It goes without saying that I'm very much looking forward to seeing all the new stuff in-game and especially to sneaking a look at how you've done all the biome related texture tinkering.
Happy...belated...New Year!
Having a job is actually helping me texture, i think. Not leaving the house for over a year except to attend the odd job interview is none too good for the brain.
Anyway, I'm using the 1.7 update to do a total overhaul of all plant life.
Actually, you in a way helped me figure out what was wrong with my trees. I've always thought your tree trunks looked particularly realistic, but mine looked just... bad. No matter what i tried, it didn't come out quite right. After having a good hard look at your oak trees, i finally figured out what i was doing wrong. I was trying to add depth to stuff that is supposed to be flat.
I am particularly proud of the grass. I finally found a method of making grass that's really simple, really easy, but looks great. It's simple, make custom brushes. In GIMP they can be made from whatever's on your clipboard. So draw some squiggles, select them, copy them, and there you have a grass brush. I did get a bit carried away and give all the major biomes custom grasses though... oh well.
Anyway, you may be right about the stained glass...
==============
In other news...
===============
Stained glass is done! Well, some of it. A bit over half of them are.
All of them use repeating vertical ctm. If i am not ready to faceplant my desk after finishing the rest, i might go back and add random varients of some of the tiles to have actual broken/missing bits of glass.
As it is, it's going to take me 6 properties files per color. 16 colors. 96 properties files i need to make. Plus one more for every random ctm tile i end up adding. So this will take a lot.
The glass is just gorgeous ... Just like the rest of this texture pack. I might even put up with the laptop-high res lag-combo just to be able to play with this.
I've heard that increasing the RAM allocated to it can help increase your FPS. You can do this in the launcher, click the 'edit profile' button next to 'Play', then go to the very bottom, check the box for 'JVM arguments'. By default in the box, it should say '-Xmx1G', the "1G" part refers to how much RAM minecraft can use. Increase that. So for 2gb, change it to '-Xmx2G', or 3gb you'll change it to '-Xmx3G', etc. You'll want to give it about 2-3GB, but make sure you don't match your computer's total RAM. Let it keep at least 1-2GB for system processes or it will probably freeze up.
Even my resource pack doesn't really take that much GPU memory, since even with all the ctm, it's only 64x.
Also, be sure to use mcpatcher, or you'll miss out on all the CTM, which is most of the pack.
Stained glass is finally done. That was a ton of work. Pretty much every waking moment i could spare for the past 5 days was spent on this. I've got rasins for eyeballs now, so hopefully this was worth it.
Here they all are...
Some are victorian style, some are deco, some are art nouveau... and that's basically it. A few of each style. They're all just as gritty and broken as the regular glass.
Now, you'll notice that each color appears twice in a pristine form, and a smashed form. There is a lot of ctm here. Tons. More ctm than anyone should ever do.
The design itself uses vertical ctm, with a top and bottom, and it repeats horizontally so i could vary the colors a in a nice pattern and sometimes mirror the image to have more design flexibility. There is random ctm applied over it all as well. Those smashed ones at the bottom are the random varients. Sometimes those will randomly interchange with the nice, unbroken ones. It's weighted 3:1, meaning the unbroken ones are 3 times more likely to appear than the broken ones, so it's not too extreme. If anyone is interested, i could easily put together an addon pack to negate the properties files for the smashed ones, so the windows would always be unbroken. But... i'll only do that if there's any interest.
Here they are ingame:
Here they are with the carpet/wallpaper/tiles.
I desaturated some of the wool/stained clay as well, since a few were way too bright.
And one final thing... I really wasn't joking about the insane amount of ctm this took:
28 tiles and 18 .properties files per color = 448 tiles in total and 288 .properties files. 736 files in total just for stained glass, not counting the pane side textures.
The glass and swamps look BA. i have never seen anyone even think of doing something like the flies. Now the main things I have to worry about is a huge download time.
The glass and swamps look BA. i have never seen anyone even think of doing something like the flies. Now the main things I have to worry about is a huge download time.
Surprisingly, it's only grown about 12mb since the last update. No matter how much ctm i stuff in, in the end it's all just 64x textures, which don't take up all that much space. But yeah, it's already the size of an average 128x pack... luckily it still runs like a 64x pack though.
Surprisingly, it's only grown about 12mb since the last update. No matter how much ctm i stuff in, in the end it's all just 64x textures, which don't take up all that much space. But yeah, it's already the size of an average 128x pack... luckily it still runs like a 64x pack though.
Unfortunately even with my new 64 bit computer(my old one was 32 bit) I still won't be able to play the pack with mods or at least not many but hey it should still work well with vanilla and mc patcher. P.S. any ideas for slime blocks?
Unfortunately even with my new 64 bit computer(my old one was 32 bit) I still won't be able to play the pack with mods or at least not many but hey it should still work well with vanilla and mc patcher. P.S. any ideas for slime blocks?
With that new 64 bit computer, you can give minecraft more than 1gb to work with. Try it. I mentioned how to do it a few posts back, just before the stained glass post.
As for slime blocks... no real ideas as of now. I'm still focusing on getting the 1.7 stuff done, then i'll worry about 1.8.
With that new 64 bit computer, you can give minecraft more than 1gb to work with. Try it. I mentioned how to do it a few posts back, just before the stained glass post.
As for slime blocks... no real ideas as of now. I'm still focusing on getting the 1.7 stuff done, then i'll worry about 1.8.
I did. Maybe just a little more. But then again why am I really trying this is pack meant to be played in vanilla Minecraft.
I kept to the same idea i had before. The large brown one is a portobello, the red ones are all morels. I added in a few new small state brown ones that are actual mushrooms, but i kept the facuet thing as well, though it has been edited quite a bit. The small mushrooms randomize now.
The stalk uses vertical ctm, so it's dirty at the bottom and has an annulus near the top.
I desaturated the mycelium and made it much veinier, so it looks more natural.
Just add an idea that can fit your pack (rather than mine) : you can make a specific tallgrass texture for swamps or mushroom biomes, with a spook-light on it, appearing only some seconds in 2 or 3 minutes. Like a sudden blue-green fire.
Also, really like the new grain on mushroom, it adds a ot of density.
What's a spook light? is that by chance something like a Will-o'-the-wisp? That's actually on my list of rare variants to add. Along with bits of metal scrap and stuff. I plan to do all those at once, the distribute them to different plants.
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Retired StaffI redid dandelions as well. I liked what i had before, just improved the execution of the idea, and added a few ctm varients.
And i thought of another thing i want to start doing. Background elements by adding them onto plants through ctm. I've messed around with it before. Those weird pump-like animated things that occasionally spawn as a dead bush, and the elusive rose/poppy flamingo... I plan to add in random metal stuff here and there as extremely rare plant varients, just to add a few traces of past civilizations to the world, but i realized i could do more.
So... i added some flies to the swamp by adding it into the random ctm for the tall grass. Observe:
I could also use some suggestions for more elements like this, what sort of random junk i might have sticking out of the ground, and what to do for birch/jungle trees.
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Retired StaffHonestly... it might be possible. You can definately randomize single tiles within repeat, and you could certainly randomize all of them. If you use linked=true they might randomize together... or they might not. That setting may only work for double height plants, but i'll look into it.
Wha...?
Broken Anachronism: Going where no texture pack has gone before since whenever this pack started.
Ideas: Um...
I still think a bear trap as a Tall Grass variant would be cool. I'd love Legos scattered on the ground, because stepping on Legos is the bane of my existence.
I kind of liked the birch trees, because they were one of the only non-mob things that made the pack seem more "surreal" than post-apocalyptic/steampunk.
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Retired StaffThe surreal bits are mostly in the random ctm. Look carefully at pretty much any block that randomizes, and you'll notice something off every once in a while.
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Retired StaffHere it is:
I said designs, not actual windows. Once i finish these, it will be tons easier to just put some glass in them.
I did go a bit art deco/art noveau on some of them... hopefully it won't clash too much with the victorian ones i've yet to do. And if they do... too bad.
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Curse PremiumFirst of all massive congrats on the new job, 13th...hope it doesn't tire you out too much though. However, scanning back over the past few pages, it doesn't look like you've slowed down texturing and brainstormin' in the slightest!
I'm absolutely gob-smacked (is that only a UK expression?) by how far everything has come with the 1.7 textures. Highlights for me at a glance are: the sunflowers (fantastic idea to have spinning windmills), the new grass texture (that's just plain beautiful and makes me jealous, cos' I've got that huge hurdle still to tackle
It goes without saying that I'm very much looking forward to seeing all the new stuff in-game and especially to sneaking a look at how you've done all the biome related texture tinkering.
Happy...belated...New Year!
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Retired StaffHaving a job is actually helping me texture, i think. Not leaving the house for over a year except to attend the odd job interview is none too good for the brain.
Anyway, I'm using the 1.7 update to do a total overhaul of all plant life.
Actually, you in a way helped me figure out what was wrong with my trees. I've always thought your tree trunks looked particularly realistic, but mine looked just... bad. No matter what i tried, it didn't come out quite right. After having a good hard look at your oak trees, i finally figured out what i was doing wrong. I was trying to add depth to stuff that is supposed to be flat.
I am particularly proud of the grass. I finally found a method of making grass that's really simple, really easy, but looks great. It's simple, make custom brushes. In GIMP they can be made from whatever's on your clipboard. So draw some squiggles, select them, copy them, and there you have a grass brush. I did get a bit carried away and give all the major biomes custom grasses though... oh well.
Anyway, you may be right about the stained glass...
==============
In other news...
===============
Stained glass is done! Well, some of it. A bit over half of them are.
All of them use repeating vertical ctm. If i am not ready to faceplant my desk after finishing the rest, i might go back and add random varients of some of the tiles to have actual broken/missing bits of glass.
As it is, it's going to take me 6 properties files per color. 16 colors. 96 properties files i need to make. Plus one more for every random ctm tile i end up adding. So this will take a lot.
I am particularly fond if the green one, myself.
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Retired StaffGood point. Perhaps i'll change the emerald item texture to be an intact bottle. Maybe containing wine or something.
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Retired StaffI've heard that increasing the RAM allocated to it can help increase your FPS. You can do this in the launcher, click the 'edit profile' button next to 'Play', then go to the very bottom, check the box for 'JVM arguments'. By default in the box, it should say '-Xmx1G', the "1G" part refers to how much RAM minecraft can use. Increase that. So for 2gb, change it to '-Xmx2G', or 3gb you'll change it to '-Xmx3G', etc. You'll want to give it about 2-3GB, but make sure you don't match your computer's total RAM. Let it keep at least 1-2GB for system processes or it will probably freeze up.
Even my resource pack doesn't really take that much GPU memory, since even with all the ctm, it's only 64x.
Also, be sure to use mcpatcher, or you'll miss out on all the CTM, which is most of the pack.
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Retired StaffHere they all are...
Some are victorian style, some are deco, some are art nouveau... and that's basically it. A few of each style. They're all just as gritty and broken as the regular glass.
Now, you'll notice that each color appears twice in a pristine form, and a smashed form. There is a lot of ctm here. Tons. More ctm than anyone should ever do.
The design itself uses vertical ctm, with a top and bottom, and it repeats horizontally so i could vary the colors a in a nice pattern and sometimes mirror the image to have more design flexibility. There is random ctm applied over it all as well. Those smashed ones at the bottom are the random varients. Sometimes those will randomly interchange with the nice, unbroken ones. It's weighted 3:1, meaning the unbroken ones are 3 times more likely to appear than the broken ones, so it's not too extreme. If anyone is interested, i could easily put together an addon pack to negate the properties files for the smashed ones, so the windows would always be unbroken. But... i'll only do that if there's any interest.
Here they are ingame:
Here they are with the carpet/wallpaper/tiles.
I desaturated some of the wool/stained clay as well, since a few were way too bright.
And one final thing... I really wasn't joking about the insane amount of ctm this took:
28 tiles and 18 .properties files per color = 448 tiles in total and 288 .properties files. 736 files in total just for stained glass, not counting the pane side textures.
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Retired StaffSurprisingly, it's only grown about 12mb since the last update. No matter how much ctm i stuff in, in the end it's all just 64x textures, which don't take up all that much space. But yeah, it's already the size of an average 128x pack... luckily it still runs like a 64x pack though.
Unfortunately even with my new 64 bit computer(my old one was 32 bit) I still won't be able to play the pack with mods or at least not many but hey it should still work well with vanilla and mc patcher. P.S. any ideas for slime blocks?
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Retired StaffWith that new 64 bit computer, you can give minecraft more than 1gb to work with. Try it. I mentioned how to do it a few posts back, just before the stained glass post.
As for slime blocks... no real ideas as of now. I'm still focusing on getting the 1.7 stuff done, then i'll worry about 1.8.
I did. Maybe just a little more. But then again why am I really trying this is pack meant to be played in vanilla Minecraft.
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Retired StaffOld vs new comparison:
I kept to the same idea i had before. The large brown one is a portobello, the red ones are all morels. I added in a few new small state brown ones that are actual mushrooms, but i kept the facuet thing as well, though it has been edited quite a bit. The small mushrooms randomize now.
The stalk uses vertical ctm, so it's dirty at the bottom and has an annulus near the top.
I desaturated the mycelium and made it much veinier, so it looks more natural.
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Retired StaffWhat's a spook light? is that by chance something like a Will-o'-the-wisp? That's actually on my list of rare variants to add. Along with bits of metal scrap and stuff. I plan to do all those at once, the distribute them to different plants.
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Retired StaffI could use renderpass 3 to make them glow at night.
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Retired StaffI made them just slightly flesh-like.
Anyway, i could use ideas for leaves. For these, and for the oak trees that spawn in the jungle biome, since the orange clashes terribly there.