v0.3
Added:
-Randomized sand
-biome shading
-swamp shading
-exotic font characters **
-repeater
-redstone torch
-cauldron
-flower pot
-TNT
**I can't check the foreign language characters myself. I had to guess what some of them are, so I might have put in the wrong character. If something is messed up, let me know! (And show me what it should look like! Just saying that x character should really be the such-and-such character doesn't help me, because I don't know their names.)
Huzzah! I'm still not sold on the RPG ores, but I guess everyone else likes em just fine. It just seems weird to have an iron vein with a bunch of brown nuggets and then there's this weird dagger out of nowhere.
I'm not home just yet so I can't test this myself (will do as soon as I get there), but does biome shading mean that the grass color is different in different biomes? If yes, then darn it. One of the great plusses in this TP was that the grass were always light green :/
You could probably keep this the way it is by taking the color gradient or whatever from 0.2 and just pasting it into the right place in 0.3. Not quite sure how texture packs are arranged, but I know biome shading is done through gradient files, so I'd assume just replacing one with another would get you the desired results.
So I replace those in the newest version with the older ones and everything is how they should be? Good, gonna try that out.
EDIT: just tried out the newest update. I couldn't really see the difference on the grass colors in different biomes, so what does the "biome shading" mean? Also, all the exotic letters that I need to use (ö,ä,å) are fine
I only changed the color of the grass for snowy biomes. I made it sorta brownish, because it doesn't make sense for dead winter grass to be blue-green, ala default.
SUCCESS!! The stone brick edge detailing will now work even if the blocks on the edges are cracked or mossy. (Only works with the newest MC patch, though. The other versions have a lighting bug that makes this look weird.)
The designs on the emerald blacks and gold blocks are beautiful. I love dragons. :)I also really like the textures for the swords. I like how you did the wooden sword.
Rollback Post to RevisionRollBack
This forum needs to be 20% cooler. :/
Image removed due to an invalid URL: http:i.imgur.com/t12Yi.png
SUCCESS!! The stone brick edge detailing will now work even if the blocks on the edges are cracked or mossy. (Only works with the newest MC patch, though. The other versions have a lighting bug that makes this look weird.)
Holy , that looks fantastic. Can we expect similar things for the various sandstone blocks?
I've been fiddling with Cavechunk's ruins templates for the The End is Extremely Nigh texture pack and trying to find a pleasant way of "porting" them into Dragon Dance, but was always stymied by what I felt was an unnatural flow for a lot of the bricks blocks.
This largely erases that concern, so it's really great news for my recent time-killing hobby!
I only changed the color of the grass for snowy biomes. I made it sorta brownish, because it doesn't make sense for dead winter grass to be blue-green, ala default.
I keep finding crap I missed on first pass.
Do you have any plans for adjusting grass colors for other biomes, like a more arid-looking color for grass that makes its way into desert biomes? A deeper, lusher color for jungles? A murky color for swamps?
What about different water colors? Jungles and swamps are the usual green, but will it stay that way or do you plan on adjusting colors? Oceans might look nice with a deep, rich blue since they're (supposed) to be very deep water. Desert water could be a paler blue since what little water you find there would be very shallow... or it could be a slightly muddy looking color since any water you come across would likely have dirt and sand mixed with it (swamp water could also be more brown than green for similar reasons.)
Huzzah! I'm still not sold on the RPG ores, but I guess everyone else likes em just fine. It just seems weird to have an iron vein with a bunch of brown nuggets and then there's this weird dagger out of nowhere.
You could probably keep this the way it is by taking the color gradient or whatever from 0.2 and just pasting it into the right place in 0.3. Not quite sure how texture packs are arranged, but I know biome shading is done through gradient files, so I'd assume just replacing one with another would get you the desired results.
Profile pic by Cheshirette c:
Should be in the /misc/ folder of the pack - grasscolor and foliagecolor, assuming she changed the foliage colors also.
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Retired StaffI only changed the color of the grass for snowy biomes. I made it sorta brownish, because it doesn't make sense for dead winter grass to be blue-green, ala default.
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Curse Premium-
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Retired StaffLook under 'Information for Texture Artists' in the mcpatcher thread. It will tell you a lot of what you need to know.
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Curse Premiumok, thanks
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Retired StaffYou sir, have officially derped. Hard. :3
The fire is still default. I'm terrible at animations.
EDIT: Just to clarify, the surprise isn't in the newest update. I removed all traces of it to keep it a surprise until it's really.
Thank you.
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Retired StaffThe HD patch automatically scales up the fire to match the pack resolution.
and the exotic font character
This happened.
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Curse PremiumAll awesome except axe. No "outlines"
Holy , that looks fantastic. Can we expect similar things for the various sandstone blocks?
I've been fiddling with Cavechunk's ruins templates for the The End is Extremely Nigh texture pack and trying to find a pleasant way of "porting" them into Dragon Dance, but was always stymied by what I felt was an unnatural flow for a lot of the bricks blocks.
This largely erases that concern, so it's really great news for my recent time-killing hobby!
I keep finding crap I missed on first pass.
Do you have any plans for adjusting grass colors for other biomes, like a more arid-looking color for grass that makes its way into desert biomes? A deeper, lusher color for jungles? A murky color for swamps?
What about different water colors? Jungles and swamps are the usual green, but will it stay that way or do you plan on adjusting colors? Oceans might look nice with a deep, rich blue since they're (supposed) to be very deep water. Desert water could be a paler blue since what little water you find there would be very shallow... or it could be a slightly muddy looking color since any water you come across would likely have dirt and sand mixed with it (swamp water could also be more brown than green for similar reasons.)
Sky colors? Fog colors?
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Screenshots:
More to come.