Ohhhh thank you about the vigniette!
The Next version I think I should make it all black so there won't be dark border.
And the Iron ingot and tools are in iron color,
the pink one is the brick for pink chocolate bricks block.
But, the confusing thing might be the armor and iron block in solid pink.
since I make the iron armor in pink since there's no stone armor :C -sad-
Still, thank you so much for checking the details out! I really appreciate this ^o^/
PS: OMFG, I just realized I'm missing the jungle sapling D8<
I shall add this on next release, I'm terribly sorry!!
Oh dear, you're right Sorry, i just checked the texture sheet and noticed that stone tools are brown. Maybe it would be a good idea to make iron tools and ore pink, and change the redstone ore to something red, liiiike... those candy cherries they put on cakes:
Actually, since i'm already making sugestions:
It would be neat if you could add some differentiation between stone and bedrock besides the brightness. Bedrock could be one of those dark Oreo cookies, or have a pattern (Like a heart or a crown surrounded by an outline?)
Lava could be a brown syrup/molten chocolate, jut to make it easier to avoid
And i think the fire should be brighter, it would make it look like cotton candy as well
Oh yeah, and the glass panel side texture is missing:
I have a feeling that this is quick on the way to becoming a popular and very well known texture pack.
Half of the minecraft server I frequent is already using it, with more downloading it. So I say that's a fair assumption.
Also, a bearded man in a pink dress.
@GeekBarbie Thank you ^o^/ Ohh someone else also make a sweet pack? I'm checking it out now <3
@Theevilpplz Ohh that would be awesome OvO Thank you
@silverman125 99.9% I'mpushing all my guy friends to use it LOL
@Balduran Ohh thank you so much for the suggestion! Tools: The brown tools are wooden tools, the pink are stone tools, the iron are iron tools, the yellows are goldand blue are diamonds. Redstone blocks: I think I sould try to avoid using bright hue colors though, it's a little against the concept I had in mind. Bedrock: I have to keep them dark dark chocolate cause it could be used for a layer of cake and it's a one plate textrue block so having a detail might make the block fall out of category :c Lava: I will have to keep it pink cause everything underground will be in chocolate and having lava pink willne easier to avoid. Fire: I was thinking about making it a flowing little heart before but the animation was pretty much a pain, I'm working on it though. Side panel: Ohhh I just see that O-O Thank you, I'm fixing it now.
@Kevitykevitykev Heheh Thank you ^o^/ I hope so, too <3
@DoomThroughDoom Thank you! You means the flower thing right? Yes I kinda agree, I'll see what I can do it with
@Mumrikus Ohh Mumi lolz
@Fishy von Mint Still, Thank you ^o^/
@sammehd Yayy Thank you so much for spreading the sugary pinkiness and for the man in pink! Hurahhh XD
Also gathering up all the mistakes and comment for next releasing, probably today or tomorrow, Thank you ^o^/ [Anyone know how to change the color watermelon/pumpkin saplings? :c it's not suppose to be yellow...]
Anyyyway, here, have some of this XD
"Please have my cactus golem child"
Derppp
I'm killing these nose... still, that window golem bugs me o---------o||
I make videos for youtube, and I was wondering if I can make a video showcasing your texture pack? It's really awesome. I will properly credit you in it.
The HUD looks pretty good though some items, such as Flint and Steel, are kinda hard to see (for me atleast). So maybe it would help to make the HUD a bit darker. I hope Im talking about the right thing, lol. If not, Im talking about the 9 spaces that you have your selectable inventory in at the bottom of the screen.
@Balduran Ohh thank you so much for the suggestion! Tools: The brown tools are wooden tools, the pink are stone tools, the iron are iron tools, the yellows are goldand blue are diamonds. Redstone blocks: I think I sould try to avoid using bright hue colors though, it's a little against the concept I had in mind. Bedrock: I have to keep them dark dark chocolate cause it could be used for a layer of cake and it's a one plate textrue block so having a detail might make the block fall out of category :c Lava: I will have to keep it pink cause everything underground will be in chocolate and having lava pink willne easier to avoid. Fire: I was thinking about making it a flowing little heart before but the animation was pretty much a pain, I'm working on it though. Side panel: Ohhh I just see that O-O Thank you, I'm fixing it now.
Ah, fair enough. Just making suggestions
Also gathering up all the mistakes and comment for next releasing, probably today or tomorrow, Thank you ^o^/ [Anyone know how to change the color watermelon/pumpkin saplings? :c it's not suppose to be yellow...]
I'm affraid the pumpkin plant color is hard-coded The game colors it green, and then yellowish (That's why the default one is gray)
@Gamingclone: Thank you for the feedback XD I'll see what I can do with it. @Balduran: I reallt appreciate the suggestion *v* It's good to know <3 And yes, I can't seem to find any sheet for it... may be it's like water lilly that I have to find the word for it and use Hex? ;_; @stormoftara: Thank you soooo much XD! Totally rebloging this on tumblr and FB too!! Thank you XD! Really adorable video! @TheMarsh: Teeheehee <3 @Maid_Marian: Thank you ^o^/
Anywayyy I'm planning to set up a customization with more various blocks and paintings, stay tune while I'm figuring it out <xD
@Balduran: I reallt appreciate the suggestion *v* It's good to know <3 And yes, I can't seem to find any sheet for it... may be it's like water lilly that I have to find the word for it and use Hex? ;_;
You mean this?
So for terrain you need "custom_terrain_111.png", and for items it's "custom_item_111.png", the same sheet works for the items.
Wait, i found a fix for the pumpkin/melon stem color, but it requires custom colors to be enabled through the HD Patcher:
HD Textures
For the most part, you create an HD texture pack the same way you create a non-HD one. This thread has a list of the files in a typical texture pack.
Texture files within a pack can be different sizes. MCPatcher uses the largest and scales everything up to that size. This means that a 32x terrain.png and 32x items.png will be scaled to 128x if used in a pack with a 128x custom water texture.
These are the files that are considering when calculating the tile size:
width(terrain.png) / 16
width(gui/items.png) / 16
width(custom_*.png)
Custom Animations
Custom animations are read from these files, all in the anim/ folder of the texture pack .zip (root folder also works):
custom_water_still.png, custom_water_flowing.png - still and flowing water
custom_lava_still.png, custom_lava_flowing.png - still and flowing lava
custom_portal.png - portal animation
custom_fire_n_s.png, custom_fire_e_w.png - the north-south and east-west sides of fire blocks, respectively
custom_terrain_###.png - animation for any tile in terrain.png. ### is the tile index (0-255), not a block or item ID
custom_item_###.png - animation for any tile in items.png. ### is the tile index (0-255), not a block or item ID
Each image should be a vertical strip of separate frames. The width should match the tile size of the texture pack, but if it doesn't it will be resized to match. See this thread for a more detailed explanation.
Each custom animation may also specify its animation speed and frame order. Create a text file with the same name as the animation but change .png to .properties. In the file, make a series of entries
tile.X=Y
duration.X=Z
X starts at 0 and represents the order you want frames to display in. Y in the tile number in the animation .png file. The first tile is 0, the second is 1, etc. Z is the duration you want that frame displayed, in game ticks (if omitted, duration is assumed to be 1 for that frame). For example, to make an animation with 3 tiles, run on a 5-frame animation with a pause in the middle, the .properties file might look like this:
NEW! In addition, you may create a custom animation for any texture in the game. Create a .properties file in the anim/ folder of your texture pack. In it, supply the source and destination texture, along with coordinates of the area you wish to animate. The following example animates the first painting in kz.png.
from is the location of your custom animation. to is the texture you wish to animate. x, y, w, h are the coordinates of the rectangular area of that texture. The width of the from texture should be equal to the value of w; if not, it will be scaled automatically. You can have many different animations applied to the same texture by creating separate properties files for each. The properties file can also contain tile order and speed information as described above.
Random Mobs Balthichou's RandomMobs mod is now included by default. You may include multiple skins for the same mob and the game will automatically pick one at random. Add a number to the end of the filename before the .png, e.g., /mob/creeper2.png. Start at number 2 and do not skip any numbers. For the wolf textures, make sure you include the same number of wolf, wolf_tame, and wolf_angry textures or it will look strange when a wolf changes moods.
HD Fonts
In 2.2.0, I changed how the font widths are calculated. This causes existing custom fonts to be more spaced out. If you've added invisible "spacer pixels" to the edges of characters to get the spacing you want in the past, you'll probably want to take them out. To allow for more control over the widths of individual characters, I have included a way to specify them manually. Create a text file called /font/default.properties or /font/alternate.properties. Each line in this file specifies the width of a character:
width.<ascii value="" 0-255="">=<width 0-8="">
For example, to specify the widths of capital A, B, and C, you might use
width.65=5.9
width.66=5
width.67=5.25
Values can be floating point numbers (Notch's original code only supported integer widths) and range from 0-8 regardless of the resolution of the font. You do not need to specify widths for all characters, only ones where you want to override the default width.
The space character is special. Its default width is 1/2 of the average of the widths of A-Z, a-z, and 0-9. This makes the spacing between words match the overall width of the font. However you can override this the same way, by setting width.32 to a custom value.
Custom Colors
After hearing many complaints about the swamp colors introduced in 1.9 I developed the Custom Colors mod to allow texture pack authors to customize, not just swamps, but many of the games hardcoded colors. Here are the files you will need to include in the texture pack:
/color.properties:
This text file allows you to specify colors for potions, spawner eggs, lilypads, and a base color for water particle effects (drops, splashes, and bubbles). A template file with the game's default values is included below. See the # comments above each value for a description of how it is used in game.
###############################################################################
# color.properties
###############################################################################
# Sample color.properties file for use with MCPatcher's Custom Colors mod.
#
# This file is offered without any copyright restrictions. Please copy and
# modify it to suit your needs. Then place it at /color.properties in your
# texture pack.
#
# You only need to provide values for the properties you wish to change. The
# default Minecraft values for each property are given below for convenience.
#
# Property names are case-sensitive.
# All colors are in hex rgb format, 000000 to ffffff.
###############################################################################
###############################################################################
# Base color of particle effects
###############################################################################
# Base water particle (splashes, bubbles, drops) color. Biome water color
# multiplier is applied to this value. The value should match the color of
# your base water texture. If your base water texture is grey so that you do
# coloring via /misc/watercolorX.png, you should set this to ffffff.
particle.water=334cff
# Base portal particle color. A random multiplier between 0.4 and 1.0 is
# applied to all three r/g/b values.
particle.portal=ff4ce5
###############################################################################
# Nether and End colors
###############################################################################
fog.nether=330707
fog.end=131318
sky.end=181818
###############################################################################
# Lily pad color
###############################################################################
# This is a single color that is used across all biomes.
lilypad=208030
###############################################################################
# Colors for each potion effect
###############################################################################
# Final color is the average of these colors weighted by level of each potion
# effect.
potion.blindness=1f1f23
potion.confusion=551d4a
potion.damageBoost=932423
potion.digSlowDown=4a4217
potion.digSpeed=d9c043
potion.fireResistance=e49a3a
potion.harm=430a09
potion.heal=f82423
potion.hunger=587653
potion.invisibility=7f8392
potion.jump=786297
potion.moveSlowdown=5a6c81
potion.moveSpeed=7cafc6
potion.nightVision=1f1fa1
potion.poison=4e9331
potion.regeneration=cd5cab
potion.resistance=99453a
potion.waterBreathing=2e5299
potion.weakness=484d48
# potion.water represents a plain bottle of water
potion.water=385dc6
###############################################################################
# Spawner egg colors
###############################################################################
egg.shell.Creeper=0da70b
egg.spots.Creeper=000000
egg.shell.Skeleton=c1c1c1
egg.spots.Skeleton=494949
egg.shell.Spider=342d27
egg.spots.Spider=a80e0e
egg.shell.Zombie=044975
egg.spots.Zombie=799c65
egg.shell.Slime=51a03e
egg.spots.Slime=7ebf6e
egg.shell.Ghast=f9f9f9
egg.spots.Ghast=bcbcbc
egg.shell.PigZombie=ea9393
egg.spots.PigZombie=4c7129
egg.shell.Enderman=161616
egg.spots.Enderman=000000
egg.shell.CaveSpider=0c424e
egg.spots.CaveSpider=a80e0e
egg.shell.Silverfish=6e6e6e
egg.spots.Silverfish=303030
egg.shell.Blaze=f6b201
egg.spots.Blaze=fff87e
egg.shell.LavaSlime=340000
egg.spots.LavaSlime=fcfc00
egg.shell.Pig=f0a5a2
egg.spots.Pig=db635f
egg.shell.Sheep=e7e7e7
egg.spots.Sheep=ffb5b5
egg.shell.Cow=443626
egg.spots.Cow=a1a1a1
egg.shell.Chicken=a1a1a1
egg.spots.Chicken=ff0000
egg.shell.Squid=223b4d
egg.spots.Squid=708899
egg.shell.Wolf=d7d3d3
egg.spots.Wolf=ceaf96
egg.shell.MushroomCow=a00f10
egg.spots.MushroomCow=b7b7b7
egg.shell.Ozelot=efde7d
egg.spots.Ozelot=564434
egg.shell.Villager=563c33
egg.spots.Villager=bd8b72
###############################################################################
# Map colors
###############################################################################
map.air=000000
map.grass=7fb238
map.sand=f7e9a3
map.cloth=a7a7a7
map.tnt=ff0000
map.ice=a0a0ff
map.iron=a7a7a7
map.foliage=007c00
map.snow=ffffff
map.clay=a4a8b8
map.dirt=b76a2f
map.stone=707070
map.water=4040ff
map.wood=685332
###############################################################################
# Sheep colors
###############################################################################
sheep.white=ffffff
sheep.orange=f2b233
sheep.magenta=e57fd8
sheep.lightBlue=99b2f2
sheep.yellow=e5e533
sheep.lime=7fcc19
sheep.pink=f2b2cc
sheep.gray=4c4c4c
sheep.silver=999999
sheep.cyan=4c99b2
sheep.purple=b266e5
sheep.blue=3366cc
sheep.brown=7f664c
sheep.green=667f33
sheep.red=cc4c4c
sheep.black=191919
###############################################################################
# Text colors
###############################################################################
# color of exp level text
text.xpbar=80ff20
# color of "Boss Health" text
text.boss=ff00ff
# color of sign text
text.sign=000000
# color codes generated by \247 + 0123456789abcdef
text.code.0=000000
text.code.1=0000aa
text.code.2=00aa00
text.code.3=00aaaa
text.code.4=aa0000
text.code.5=aa00aa
text.code.6=ffaa00
text.code.7=aaaaaa
text.code.8=555555
text.code.9=5555ff
text.code.10=55ff55
text.code.11=55ffff
text.code.12=ff5555
text.code.13=ff55ff
text.code.14=ffff55
text.code.15=ffffff
text.code.16=000000
text.code.17=00002a
text.code.18=002a00
text.code.19=002a2a
text.code.20=2a0000
text.code.21=2a002a
text.code.22=2a2a00
text.code.23=2a2a2a
text.code.24=151515
text.code.25=15153f
text.code.26=153f15
text.code.27=153f3f
text.code.28=3f1515
text.code.29=3f153f
text.code.30=3f3f15
text.code.31=3f3f3f
###############################################################################
# Complete file list
###############################################################################
# Below is a full list of files used by the Custom Colors mod:
# /color.properties - this file
# /misc/redstonecolor.png - 16x1 redstone colors (0=fully off, 15=fully on)
# /misc/stemcolor.png - 8x1 pumpkin/melon stem colors (0=sprout, 7=fully grown)
# /misc/lavadropcolor.png - Nx1 lava drop colors (x=age of particle in ticks)
# /misc/myceliumparticlecolor.png - any size, random mycelium particle colors
# /misc/xporbcolor.png - any size, array of xp orb colors
# /misc/swampgrasscolor.png - 256x256 swamp grass color palette
# /misc/swampfoliagecolor.png - 256x256 swamp foliage color palette
# /misc/pinecolor.png - 256x256 pine tree color palette
# /misc/birchcolor.png - 256x256 birch tree color palette
# /misc/watercolorX.png - 256x256 water color palette
# /misc/underwatercolor.png - 256x256 underwater color
# /misc/fogcolor0.png - 256x256 fog color for the overworld
# /misc/skycolor0.png - 256x256 sky color for the overworld
# /environment/lightmap0.png - Nx32 overworld lighting palettes
# /environment/lightmap-1.png - Nx32 Nether lighting palettes
# /environment/lightmap1.png - Nx32 End lighting palettes
###############################################################################
# Custom biome palettes
###############################################################################
# You may assign custom biome palettes to any standard block (i.e. one that
# does not already have its own special color multiplier method). The syntax
# for this in color.properties is
# palette.block.<img in="" texture="" pack="">=<list of="" block="" ids="">
# The image must exist in your texture pack and must be 256x256. For example,
# to color all stone and ore blocks with /misc/stonecolor.png
# palette.block./misc/stonecolor.png=1 14 15 16 21 56 73 74
# Block ID + metadata is also supported using the following syntax:
# palette.block./misc/sandstone.png=24 43:1 44:1
/misc/redstonecolor.png:
This is a 16x1 bitmap used for redstone wiring and particle effects. Other redstone colors (torches, repeaters, etc.) are still in terrain.png / items.png as usual. The x-axis of the redstonecolor.png bitmap represents the current strength. 0 is fully off, 15 is fully on.
/misc/stemcolor.png:
This is an 8x1 bitmap used for pumpkin and melon stems at each growth stage. 0 is a sprout, 7 is fully grown.
/misc/lavadropcolor.png:
This is a bitmap used for the lava drop particle effect as it cools during its fall. The height should be 1 pixel but the width can be anything. The x-axis represents the particle's age in game ticks (about 1/20th of a second). Lava drop particles are generally not visible for the first 40 ticks or so because they start out embedded in the block above. 90 pixels is a good width. If the particle lives longer than the width of the image, the last pixel is used for the remaining time.
/misc/myceliumparticlecolor.png:
Used for the particle effect created by mycelium blocks. This image can be any size. A random color is chosen from this bitmap for each new particle.
/misc/xporbcolor.png:
Used for the experience orbs. This image can be any size. The color chosen will move in a sinusoidal pattern from (0,0) to the end of the image. The speed of the sine wave is slowed down by a factor of 4 to allow texture packs to have slower pulsing xp orbs than the default. If you want to keep the default speed, simply copy your image 4 times vertically.
/misc/swampgrasscolor and /misc/swampfoliagecolor:
256x256 biome palettes used in swampy areas. They work just like their non-swamp counterparts.
/misc/pinecolor and /misc/birchcolor:
Biome color palettes for pine and birch leaves. The pixel at (127, 127) is used for the default color when the block is held or in inventory.
/misc/watercolorX.png:
Biome color palette for water. Note the capital X in the filename to prevent the default watercolor.png from being used accidentally.
Other biome palettes:
You can also assign a custom biome palette to any standard block. Here "standard" means any block that does not already have its own special coloring. In MCP terms, this is any Block subclass that does not override the colorMultiplier method. Create a 256x256 bitmap, then in color.properties add a line
palette.block.<path>=<list of="" block="" ids="">
For example, to use /misc/stonecolor.png with all stone and ore blocks, use
To further restrict the palette by block metadata, use the syntax <id>:<metadata>, e.g., 43 would affect all double slabs, 43:1 would apply to only sandstone double slabs.
/environment/lightmap-1.png: (Nether)
/environment/lightmap0.png: (Overworld)
/environment/lightmap1.png: (The End)
These are custom lighting palettes for each world. The height must be exactly 32 pixels but they can be any width. Each bitmap actually consists of two palettes, but we'll get into that later.
First an explanation of how lighting normally works in Minecraft. Every block has two light values from 0 to 15 assigned to it, one for sky brightness and one for torch brightness. A block in direct sunlight has a sky value of 15. A block in the shade directly adjacent to it has a value of 14 and so on. Blocks deep underground far from any block that can see the sky have sky brightness 0. Similarly for torches. A torch block has light value 14 and the light value drops by 1 each block away from it.
To generate the lighting you actually see in game, Minecraft uses a 16x16 lightmap. Its axes correspond to the 16 light levels of each type. If a block has torch brightness x and sky brightness y, it uses (x,y) for its lightmap coordinates. The lightmap is not in any of the game's files but is generated each frame. You may have found that light_normal.png file in minecraft.jar, but it is not used at all. Two variables affect the lightmap, the time of day and the torch flicker. Minecraft implements night and day and torch flicker by making the entire lightmap darker or lighter rather than by adjusting the sky/torch brightness values.
So how does MCPatcher convert lightmap0.png into a 16x16 lightmap? Remember your palette must be exactly 32 pixels high, but can be any width. The top 16 rows represent sunlight and the bottom 16 represent torchlight. Two columns, 16 pixels from the top half and 16 pixels from the bottom half, are chosen to form the axes of the final 16x16 lightmap used for rendering.
In the top half, the left-hand side represents night and the right-hand side represents day, with the dusk/dawn transitions in between. The very far right of the palette represents lightning flashes. Again, there is no specified width for the palette, but more width means more room for detail in the dusk/dawn transitions.
Blue=night, orange=dusk/dawn, cyan=day, yellow=lightning. (Template by Misa.)
Torches work similarly, but in this case x is a random value based on the torch flicker.
The method described above is used for all three worlds (Overworld, Nether, The End), but since there is no night or day in Nether and The End, the "time of day" value is constant. For these worlds you can simply give each row 0-15 the same color all the way across.
Connected Textures
MCPatcher's Connected Textures Mod is compatible with the original CTM mod/Optifine, so if a texture pack already follows the /ctm.png standard, it should just work. Here's the template /ctm.png from the original thread for reference.
In addition, you can use connected textures with any block. The format is the same as above, but just the glass part. Here's a template with simple black outlines.
Both block-based and tile-based methods are supported. Name the file /ctm/block<block id>.png or /ctm/terrain<tile number>.png depending on which you want to use. Also remember that the image needs to be the same size as terrain.png (256x256 for 16x texture packs, etc.).
You can also specify multiple ctm blocks from the same image. Create a file called /ctm/block<block id>.properties or /ctm/terrain<tile number>.properties. In it, specify the name of the source image and the list of tiles to use. There must be exactly 48 tiles listed:
See this sample texture pack for an example. It applies CTM to dark red, greed, blue, purple, and cyan wool using the same image.
You may also specify method=random in the .properties file. Instead of the default "connect to neighbors" logic, the game simply picks at random from the list of tiles. Use this to add variety to grass, stone, or other common blocks. In this case, you may specify any number of tiles on the tiles= line (does not have to be 48).
/misc/stemcolor.png:
"This is an 8x1 bitmap used for pumpkin and melon stems at each growth stage. 0 is a sprout, 7 is fully grown."
So... If you want them to be pink, you need the HD Patcher/Optifine, and a texture like that.
@Balduran/color.properties:<--- YES!! THIS IS TOTALLY WHAT I'M LOOKING FOR!! THANK YOUUUUU <333333
@ITheNormalPerson Yes, I'm planing to do more customization of the pack later
Your welcome.
Also, does the water and lava in this texture patch look any different from the water and lava in the default texture pack? Because for me, the water and lava are still the same.
Oh dear, you're right
It would be neat if you could add some differentiation between stone and bedrock besides the brightness. Bedrock could be one of those dark Oreo cookies, or have a pattern (Like a heart or a crown surrounded by an outline?)
Lava could be a brown syrup/molten chocolate, jut to make it easier to avoid
And i think the fire should be brighter, it would make it look like cotton candy as well
Oh yeah, and the glass panel side texture is missing:
...but it's easily fixable:
Hope it helps!
(Gah, i need candy now)
...But that's just my opinion.
My DeviantART, requests welcome.
B14 - My Texture Pack!
Need textures for your mod? Inquire within, just read the rules.
Half of the minecraft server I frequent is already using it, with more downloading it. So I say that's a fair assumption.
Also, a bearded man in a pink dress.
-
View User Profile
-
View Posts
-
Send Message
Curse Premium@Theevilpplz Ohh that would be awesome OvO Thank you
@silverman125 99.9% I'mpushing all my guy friends to use it LOL
@Balduran Ohh thank you so much for the suggestion!
Tools: The brown tools are wooden tools, the pink are stone tools, the iron are iron tools, the yellows are gold and blue are diamonds.
Redstone blocks: I think I sould try to avoid using bright hue colors though, it's a little against the concept I had in mind.
Bedrock: I have to keep them dark dark chocolate cause it could be used for a layer of cake and it's a one plate textrue block so having a detail might make the block fall out of category :c
Lava: I will have to keep it pink cause everything underground will be in chocolate and having lava pink willne easier to avoid.
Fire: I was thinking about making it a flowing little heart before but the animation was pretty much a pain, I'm working on it though.
Side panel: Ohhh I just see that O-O Thank you, I'm fixing it now.
@Kevitykevitykev Heheh Thank you ^o^/ I hope so, too <3
@DoomThroughDoom Thank you! You means the flower thing right? Yes I kinda agree, I'll see what I can do it with
@Mumrikus Ohh Mumi lolz
@Fishy von Mint Still, Thank you ^o^/
@sammehd Yayy Thank you so much for spreading the sugary pinkiness and for the man in pink! Hurahhh XD
Also gathering up all the mistakes and comment for next releasing, probably today or tomorrow, Thank you ^o^/ [Anyone know how to change the color watermelon/pumpkin saplings? :c it's not suppose to be yellow...]
Anyyyway, here, have some of this XD
"Please have my cactus golem child"
Also, baked a cake in the rain for you guys
So much works, so little time ;_; So much works, so little time ;_; wehhhh
I make videos for youtube, and I was wondering if I can make a video showcasing your texture pack? It's really awesome. I will properly credit you in it.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumAnnnyyyyway! Version 1.1 is up!
Here's some improvements!
Improving blocks
- Heart top - rotated to face the players
- Bedrock - darker
- Netheract - cleaner shad of pink
- Soulsand - better shade of light pink
- Redstone lines - moreeeee sparkles!
- Endstone/table/dragon egg - better shade of purple
- Saplings - are alot more kawaii now -cough-, added the jungle saplings.

OthersSo much works, so little time ;_; So much works, so little time ;_; wehhhh
Ah, fair enough. Just making suggestions
I'm affraid the pumpkin plant color is hard-coded
...But that's just my opinion.
My DeviantART, requests welcome.
B14 - My Texture Pack!
Need textures for your mod? Inquire within, just read the rules.
-
View User Profile
-
View Posts
-
Send Message
Curse Premium@Balduran: I reallt appreciate the suggestion *v* It's good to know <3 And yes, I can't seem to find any sheet for it... may be it's like water lilly that I have to find the word for it and use Hex? ;_;
@stormoftara: Thank you soooo much XD! Totally rebloging this on tumblr and FB too!! Thank you XD! Really adorable video!
@TheMarsh: Teeheehee <3
@Maid_Marian: Thank you ^o^/
Anywayyy I'm planning to set up a customization with more various blocks and paintings, stay tune while I'm figuring it out <xD
So much works, so little time ;_; So much works, so little time ;_; wehhhh
You mean this?
So for terrain you need "custom_terrain_111.png", and for items it's "custom_item_111.png", the same sheet works for the items.
Wait, i found a fix for the pumpkin/melon stem color, but it requires custom colors to be enabled through the HD Patcher:
/misc/stemcolor.png:
"This is an 8x1 bitmap used for pumpkin and melon stems at each growth stage. 0 is a sprout, 7 is fully grown."
So... If you want them to be pink, you need the HD Patcher/Optifine, and a texture like that.
...But that's just my opinion.
My DeviantART, requests welcome.
B14 - My Texture Pack!
Need textures for your mod? Inquire within, just read the rules.
-
View User Profile
-
View Posts
-
Send Message
Curse Premium@ITheNormalPerson Yes, I'm planing to do more customization of the pack later
I shall work on next release now XD Woohoo!
So much works, so little time ;_; So much works, so little time ;_; wehhhh
You're welcome
...But that's just my opinion.
My DeviantART, requests welcome.
B14 - My Texture Pack!
Need textures for your mod? Inquire within, just read the rules.
Also, does the water and lava in this texture patch look any different from the water and lava in the default texture pack? Because for me, the water and lava are still the same.
...It's perfect.
;w;