That's right, we're up to date with the latest snapshot. Enjoy!
I'll most likely be changing the rough diorite at some stage but it'll do for now. It's not terrible I supposed. I also tweaked the shading on all of the quartz blocks so that they fit in a lot better with the diorite. Much nicer now!
EDIT: oh, just as a sidenote - in the last few 1.8 snapshots my enchanting gui will be a bit wonky because they changed the format for it from what it was in 1.7. However, since most people stick with major updates I won't be updating the pack to include the new format until 1.8 is officially out. So just keep that in mind.
Your new stone interaction is currently a lot better than the way mine is going! It also makes for an incredibly fresh experience walking around a world with your textures, Sheep. I often forget just how appealing 16x can be as an environment, especially after laboring for so long over 64x with it's accompanying disadvantages of pixelation and sharp edges.
Your new stone interaction is currently a lot better than the way mine is going! It also makes for an incredibly fresh experience walking around a world with your textures, Sheep. I often forget just how appealing 16x can be as an environment, especially after laboring for so long over 64x with it's accompanying disadvantages of pixelation and sharp edges.
Thanks, glim!
That's one of the reasons I love to have a bunch of packs in my resource pack folder, swapping between yours, mine chroma hills, conquest, etc. gives such a different feeling to the game it's really nice to just move around from time to time and get a new perspective on the world of minecraft.
I hope your stone doesn't take too long for you though, it was quite a pain getting each to blend in reasonably well with my normal stone, I can imagine it's going to be even more difficult for you at 64x res! I'm sure you'll get there though, you haven't failed to create beautiful textures so far so I know it's just a matter of time.
Just a PSA, currently working on horses (yup, time to get those horrible creatures out of the way), a few updates to the fantasy 'tree' pack (yes, adding a couple of things that aren't tree based... Gonna have to rename it) and the japanese addon (not sure what I'll include in the first version... couple of trees and some iconic stuff like rice paper walls and tatami mats I suppose)
Um... I don't know about the retro, but this pack is definitely not 8-bit style.
I think you should make Andesite (the grey stone) into some kind of block that is useful for building. I personally use it a lot with flooring along with stone slabs, or for stone columns when bulding with cobble/hardened clay. As for the other two, I don't know, I still don't find a good use for them.
Well, upon trying it I was taken back to my days of playing the original NES..Wow I feel old..
Is podzol done that way on purpose with no texture of it's own? And about that Basalt idea you had, you could make that an add-on like the Fantasy Tree, but replace that with Basalt instead~ Otherwise, HUGE FAN! Only texture pack I can use, other ones feel weird lol (even Vanilla seems off, that's how much I use it lol).
The podzol is unintentional, not sure what's causing it but I think the CTM has changed slightly which is making it bug out. I'll be posting another update in two days with a fix for this as well as some more colour changes and biome stuff, added missing GUI stuff (like the difficulty lock)/changed some old stuff (menu background, pack selector, etc.) and a couple of changed textures.
Hmm, not sure why that's happening although a dude on PMC mentioned it happened when he used optifine. Are you using optifine as well?
Because just default or with MCPatcher it works perfectly for me, no issues. If it is optifine I'll see if there's something wrong with my pack layout but there might be nothing I can do I'm afraid!
Anywho, exam tomorrow morning but then when I get home I'll be putting out another update. I've changed just a few things this time including my oak logs, diorite (white stone, finally made a texture I like for it!) as well as new textures for potatoes and carrots. It will also include fixes to the podzol appearing as just dirt and some other gui stuff.
Hey sheep, I know you are busy with just getting the regular textures done, but I was reading around the MCPatcher thread and found this: https://bitbucket.or...m_Item_Textures
It would be really cool if you could have the item textures for swords and other tools change depending on what enchantments they have, and have them look broken when they had low durability. Perhaps even a few easter eggs when they have certain anvil'd names. Of course, this would be something to be done later, but I thought I would mention it since I had no idea this was even possible. Sounds like a neat idea to me.
Well if it's working fine for me and others with MCPatcher it's definitely something specific to optifine. I'll download it and a few other packs with ctm, see if there's some way I can fix it.
I'll hold off the small update until I've checked whether it's possible to fix this issue.
How do other packs work with optifine? Is their ice broken as well? Or is it just my pack?
Thanks for the info! I may as well add some random ice CTM while I'm at it if that is a fix. Do you know if it happens with packed ice too?
Oh and thanks for the info about the podzol, I've actually already fixed that (podzol block id was changed a little bit which is what caused the conflict, actually pretty easy to fix by adding renaming the grass block CTM property file to the block number and adding metadata).
I notice from the picture too that the sky is not rotating the correct way either. Its supposed to rotate horizontally around the horizon, not flipping over like in your PIC. Might be something I can fix but like the ice, it seems to be optifine specific...
Moustache, sorry, meant to say the way the properties file read meta changed (at least for mcpatcher) so that the dirt.properties file (not the grass one) now includes the podzol metadata by default which was causing it to be overwritten by my dirt. Thank goodness the sky is working normally with optifine too, would've been annoying if it was broken by default too!
I like the idea with the extra clouds too, would add a bit more depth to the sky and it would be pretty easy to do as well! I'll definitely give it a go.
Deepblue, thanks and yea, elds pack was originally a big inspiration to this pack. Haven't seen his pack for ages now though so I have no idea if any of my textures are similar now. Still, thanks again!
They aren't exactly similar. I was mostly talking about the shading style and some of the colour choices. Not the designs.
I also really like the items as well.
I think that has got to be the best x16 emerald so far.
I like that you didn't go for the flawless ready-cut jewel that some go for and instead went with the "just out of the rock" look.
It still looks like a jewel, but isn't incredibly shiny with hundreds of facets and instead looks like a stone (which it is) with just a few edges. The flawless style should be left to the manufactured block.
The font is neat too. Although sometimes I can't tell certain letters and numbers apart. I think it was the 9 I was having trouble with.
and I like the sounds too.
Thanks again!
I agree about the font too, it is a little tricky sometimes because I made it quite small so it's hard to differentiate some things with the limited size. I've been considering increasing the size a touch just to make it a little clearer but I'm afraid it might change the style too much.
Anyway, fixed all the issues with optifine and ice as well as a small tiling issue with stone. I also made a new texture for diorite, oak planks, potatoes and carrots. Doing a bit of work on horses too. Oh and new menu background stuff.
Will post some pics of the horses when I finish the shading on the plain one. Also will do an update with this new stuff and the fixes very soon, probably tomorrow.
Oh man, I am torn between this texture pack and SMP's Revival. I think I prefer the actual look of the this pack, but I am absolutely in love with SMP's connected textures trickery. I'm currently using the better grass and leaves mod so I'm glad you have support. (well, partial support) Overall I'm dropping in just to say I really like this pack, I'm looking forward to seeing all the mob textures done, and any fancy mod work that may follow.
Thanks!
I plan on adding more support for better grass and leaves but I've been waiting for it to update to 1.7 first and it's taking quite a while unfortunately... Does give me more time to improve and finish vanilla stuff though!
Gotta agree with you about SMP's connected textures, they're pretty amazing. MUCH much more in-depth than mine are (and likely ever will be honestly). I am adding more CTM stuff over time but I really don't think I'll ever catch up to SMP's pack. He's just a machine!
Thanks for the comment though, hopefully I'll have the mobs done in the not too distant future!
Anywho everyone, I am ready to update but I'm fiddling with a new normal stone texture. I want one that's a little smoother if possible so we have andesite and the other stones for those who want something a little more rough. Plus it's easier to add CTM to smoother stone textures AND it makes it more pleasing on the eye from a distance. Quite challenging to get a nice looking texture though which is why I'm still messing with it. I'll post some pictures tomorrow when I get up!
Please keep those random textures coming, there can never be enough glorious and aesthetic randomness in various textures which are currently tiling. Also why the skybox is rotating so fast? It really doesn't make sense for planet in the background to be rotating like that.
I'm not sure if it's just the torch light colour, but sometimes I can't tell the difference between the iron and gold ores, and the diamond and emerald ores. It's not a big thing, I just thought you should know.
Hmmm probably is the torch colour, I'll tone down the orange glow a little, should make them easier to distinguish from each other.
Please keep those random textures coming, there can never be enough glorious and aesthetic randomness in various textures which are currently tiling. Also why the skybox is rotating so fast? It really doesn't make sense for planet in the background to be rotating like that.
Yea I know it doesn't really make sense, it did make the spinning look a little less jittery though. However I'm now adding clouds as an extra layer that will rotate a bit faster than the usual background layer so that should make it look a bit better even if I slow the background down a bit.
As for CTM, currently working on a new normal stone so it will have a fair few random variants before I release the update. Going to change stone slabs at some stage too so I'll also add some nifty CTM when I do so.
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Curse PremiumThat's right, we're up to date with the latest snapshot. Enjoy!
I'll most likely be changing the rough diorite at some stage but it'll do for now. It's not terrible I supposed. I also tweaked the shading on all of the quartz blocks so that they fit in a lot better with the diorite. Much nicer now!
EDIT: oh, just as a sidenote - in the last few 1.8 snapshots my enchanting gui will be a bit wonky because they changed the format for it from what it was in 1.7. However, since most people stick with major updates I won't be updating the pack to include the new format until 1.8 is officially out. So just keep that in mind.
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Curse PremiumYour new stone interaction is currently a lot better than the way mine is going! It also makes for an incredibly fresh experience walking around a world with your textures, Sheep. I often forget just how appealing 16x can be as an environment, especially after laboring for so long over 64x with it's accompanying disadvantages of pixelation and sharp edges.
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Curse PremiumThanks, glim!
That's one of the reasons I love to have a bunch of packs in my resource pack folder, swapping between yours, mine chroma hills, conquest, etc. gives such a different feeling to the game it's really nice to just move around from time to time and get a new perspective on the world of minecraft.
I hope your stone doesn't take too long for you though, it was quite a pain getting each to blend in reasonably well with my normal stone, I can imagine it's going to be even more difficult for you at 64x res! I'm sure you'll get there though, you haven't failed to create beautiful textures so far so I know it's just a matter of time.
Thanks, sketch!
Just a PSA, currently working on horses (yup, time to get those horrible creatures out of the way), a few updates to the fantasy 'tree' pack (yes, adding a couple of things that aren't tree based... Gonna have to rename it) and the japanese addon (not sure what I'll include in the first version... couple of trees and some iconic stuff like rice paper walls and tatami mats I suppose)
Well, upon trying it I was taken back to my days of playing the original NES..Wow I feel old..
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Curse PremiumBecause just default or with MCPatcher it works perfectly for me, no issues. If it is optifine I'll see if there's something wrong with my pack layout but there might be nothing I can do I'm afraid!
Anywho, exam tomorrow morning but then when I get home I'll be putting out another update. I've changed just a few things this time including my oak logs, diorite (white stone, finally made a texture I like for it!) as well as new textures for potatoes and carrots. It will also include fixes to the podzol appearing as just dirt and some other gui stuff.
It would be really cool if you could have the item textures for swords and other tools change depending on what enchantments they have, and have them look broken when they had low durability. Perhaps even a few easter eggs when they have certain anvil'd names. Of course, this would be something to be done later, but I thought I would mention it since I had no idea this was even possible. Sounds like a neat idea to me.
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Curse PremiumI'll hold off the small update until I've checked whether it's possible to fix this issue.
How do other packs work with optifine? Is their ice broken as well? Or is it just my pack?
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Curse PremiumOh and thanks for the info about the podzol, I've actually already fixed that (podzol block id was changed a little bit which is what caused the conflict, actually pretty easy to fix by adding renaming the grass block CTM property file to the block number and adding metadata).
I notice from the picture too that the sky is not rotating the correct way either. Its supposed to rotate horizontally around the horizon, not flipping over like in your PIC. Might be something I can fix but like the ice, it seems to be optifine specific...
Merci pour les recommendations!
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Curse PremiumI like the idea with the extra clouds too, would add a bit more depth to the sky and it would be pretty easy to do as well! I'll definitely give it a go.
Deepblue, thanks and yea, elds pack was originally a big inspiration to this pack. Haven't seen his pack for ages now though so I have no idea if any of my textures are similar now. Still, thanks again!
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Curse PremiumThanks again!
I agree about the font too, it is a little tricky sometimes because I made it quite small so it's hard to differentiate some things with the limited size. I've been considering increasing the size a touch just to make it a little clearer but I'm afraid it might change the style too much.
Anyway, fixed all the issues with optifine and ice as well as a small tiling issue with stone. I also made a new texture for diorite, oak planks, potatoes and carrots. Doing a bit of work on horses too. Oh and new menu background stuff.
Will post some pics of the horses when I finish the shading on the plain one. Also will do an update with this new stuff and the fixes very soon, probably tomorrow.
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Curse PremiumI actually have a half finished ghast texture somewhere too, not entirely sure where I saved it though...
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Curse PremiumThanks! Currently there's only a background if the button is unclickable but I might redo the buttons as well since they aren't too great really.
Thanks!
I plan on adding more support for better grass and leaves but I've been waiting for it to update to 1.7 first and it's taking quite a while unfortunately... Does give me more time to improve and finish vanilla stuff though!
Gotta agree with you about SMP's connected textures, they're pretty amazing. MUCH much more in-depth than mine are (and likely ever will be honestly). I am adding more CTM stuff over time but I really don't think I'll ever catch up to SMP's pack. He's just a machine!
Thanks for the comment though, hopefully I'll have the mobs done in the not too distant future!
Anywho everyone, I am ready to update but I'm fiddling with a new normal stone texture. I want one that's a little smoother if possible so we have andesite and the other stones for those who want something a little more rough. Plus it's easier to add CTM to smoother stone textures AND it makes it more pleasing on the eye from a distance. Quite challenging to get a nice looking texture though which is why I'm still messing with it. I'll post some pictures tomorrow when I get up!
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Curse PremiumHmmm probably is the torch colour, I'll tone down the orange glow a little, should make them easier to distinguish from each other.
Errrr, just a warning, I will not pay for any future eye damage that may or may not occur during the usage of this pack.
Seriously though, thanks, being likened to bubble wrap popping can only be a good thing!
Yea I know it doesn't really make sense, it did make the spinning look a little less jittery though. However I'm now adding clouds as an extra layer that will rotate a bit faster than the usual background layer so that should make it look a bit better even if I slow the background down a bit.
As for CTM, currently working on a new normal stone so it will have a fair few random variants before I release the update. Going to change stone slabs at some stage too so I'll also add some nifty CTM when I do so.