Ok, so I guess this is my new favorite pack! [:
Can I ask some questions, Steelfeathers?
Do you plan to add different textures to the different Ores?
Also, do you plan to add "shining" animations to the ores, or any kind of texture animations?
Ok, so I guess this is my new favorite pack! [:
Can I ask some questions, Steelfeathers?
Do you plan to add different textures to the different Ores?
Also, do you plan to add "shining" animations to the ores, or any kind of texture animations?
Thanks in advance!
No to both, sorry. I like the ores as they are, and I hate doing animations.
(Not aimed directly at you):
This is first and foremost my personal pack, which I share with you guys because I'm awesome like that. So while I welcome suggestions - I can always use new ideas - any changes/additions will be for my own personal enjoyment rather than to please the crowd.
And back on the subject of adding "too much" detail - my personal philosophy for this pack is to go super simple and minimalistic on things you see a lot of (dirt, stone, grass, etc), and add detail to the rare, expensive things to make them pop.
No to both, sorry. I like the ores as they are, and I hate doing animations.(Not aimed directly at you):This is first and foremost my personal pack, which I share with you guys because I'm awesome like that. So while I welcome suggestions - I can always use new ideas - any changes/additions will be for my own personal enjoyment rather than to please the crowd.And back on the subject of adding "too much" detail - my personal philosophy for this pack is to go super simple and minimalistic on things you see a lot of (dirt, stone, grass, etc), and add detail to the rare, expensive things to make them pop.
I agree that using and creating things like this is very personal. I bought MC recently and of course delved into modding quickly as I do with all game I possible can, and this texture pack really stood out as being cohesive, well made, and good at embracing the simplistic constraints rather than fighting them is some way. However I found a few things that I didn't like and changed to make more sense to me, but the major issue I had - with both this pack and default MC - was with ore recognition. For these I wanted to be able to tell at a glance what something is, because while playing I became annoyed at the pause I had to take to tell the rather subtle color variations to the same form for the different ores. This is what I came up with (click for larger version):
If you're alright with it and others would care for it I can upload the .pngs for these ore textures once I'm more happy with them, or if not others can take inspiration from this and create their own.
Also, if you're open to other help in creating textures for things not yet covered in your released packs let me know! For example, here's a clock I started working on earlier
The last sky color is great, and it gives a very tranquil feel. It makes me think of a quiet taiga with a bird calling every now and then.
By the way, just to see what it would look like, I've done some personal experiments to see what custom lightmaps and fog might look like under Dandelion's palette. Wow. It was very immersive, and that's without your amazing skill! The palette really does make everything much more cohesive. By the time it's finished, I think your skill + the palette will make players using this pack feel like they've stepped inside of another world. (Can't wait!)
However... I did run into a problem while I was making a lightmap for the overworld. Not even the newer, darker blacks added to Dandelion's palette are enough to create true darkness. For example, in a fully enclosed, pitch-black room on Moody, one can see as if they had the default pack with full Brightness on. It makes lighting up caves difficult, as I keep forgetting that the dim corners of any cave have light values of 0. The only solution I could come up with involved layering translucent forms of Dandelion's darkest hues to create a new, very dark black. Unfortunately, this new black doesn't technically exist in Dandelion's palette. If you ever intend to make lightmaps for Dandelion, there may be a issue of creating darkness in such a light pack. Any thoughts?
The last sky color is great, and it gives a very tranquil feel. It makes me think of a quiet taiga with a bird calling every now and then.
By the way, just to see what it would look like, I've done some personal experiments to see what custom lightmaps and fog might look like under Dandelion's palette. Wow. It was very immersive, and that's without your amazing skill! The palette really does make everything much more cohesive. By the time it's finished, I think your skill + the palette will make players using this pack feel like they've stepped inside of another world. (Can't wait!)
However... I did run into a problem while I was making a lightmap for the overworld. Not even the newer, darker blacks added to Dandelion's palette are enough to create true darkness. For example, in a fully enclosed, pitch-black room on Moody, one can see as if they had the default pack with full Brightness on. It makes lighting up caves difficult, as I keep forgetting that the dim corners of any cave have light values of 0. The only solution I could come up with involved layering translucent forms of Dandelion's darkest hues to create a new, very dark black. Unfortunately, this new black doesn't technically exist in Dandelion's palette. If you ever intend to make lightmaps for Dandelion, there may be a issue of creating darkness in such a light pack. Any thoughts?
I'd be interested in testing those lightmaps you made. Do you have a download link for it?
Also, the palette on the front page is not up-to-date. The one I work from has several colors added, including darker blacks. But whatever you came up with is probably fine - it doesn't have to match exactly.
I agree that using and creating things like this is very personal. I bought MC recently and of course delved into modding quickly as I do with all game I possible can, and this texture pack really stood out as being cohesive, well made, and good at embracing the simplistic constraints rather than fighting them is some way. However I found a few things that I didn't like and changed to make more sense to me, but the major issue I had - with both this pack and default MC - was with ore recognition. For these I wanted to be able to tell at a glance what something is, because while playing I became annoyed at the pause I had to take to tell the rather subtle color variations to the same form for the different ores. This is what I came up with (click for larger version):
If you're alright with it and others would care for it I can upload the .pngs for these ore textures once I'm more happy with them, or if not others can take inspiration from this and create their own.
Also, if you're open to other help in creating textures for things not yet covered in your released packs let me know! For example, here's a clock I started working on earlier
Ah, ores. What strife and division they cause.
This particular issue is another one of those personal taste things. I personally have no problem seeing or recognizing the ores. And no offense to you, but I really don't like the idea of turning them into what is essentially color-coded squares. But I appreciate the time and effort you've put into this.
This texture pack is absolutely beautiful. I love everything about it. I was wondering when is it possible for textures to be released for other mobs like wolfs, ocelots, and monsters were gonna be release. The horses and sheep do look nice.
I adore this pack! Is the pixel font your own creation? If not, what's it called? (Sorry if this got asked already, I haven't gone through all 18 pages yet.)
Here they are. Just rename one "world0.png", place it in a Mcpatcher folder named "lightmap" like the folders named "colormap" and "ctm", and
it's ready to go!
This texture pack is absolutely beautiful. I love everything about it. I was wondering when is it possible for textures to be released for other mobs like wolfs, ocelots, and monsters were gonna be release. The horses and sheep do look nice.
I adore this pack! Is the pixel font your own creation? If not, what's it called? (Sorry if this got asked already, I haven't gone through all 18 pages yet.)
I think it's called Jokerman. It's a free font available from one of those big font websites I can't remember the name of.
EDIT: I thought you were talking about the font on the OP, nevermind. Yes, I did create the pixel font in this pack.
Here they are. Just rename one "world0.png", place it in a Mcpatcher folder named "lightmap" like the folders named "colormap" and "ctm", and
it's ready to go!
What a beautiful resource pack! I like bright, almost simplistic packs as I am not too keen on dark, rustic ones. I seriously can't wait until you finish textures for the mobs. Great work Steel
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All the mods, resource packs and maps that I support all go in this awesome sentence.
Here are the three new stone variants and their smooth versions.
I like them, but I feel like I'm starting to get some detail creep....what do you guys think, too detailed?
Rollback Post to RevisionRollBack
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Retired Staffhttp://www.planetminecraft.com/texture_pack/16x132-dandelion-cute-and-swirly/
-Some paintings
-New coal block
-Horse armor
-Golems
-Fixed pack image
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Curse PremiumAlthough, the creeper in that painting resembles a... thing...that ends with 'is' and starts with 'pen'...
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Curse PremiumPenis?
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Retired StaffDude, you're just figuring this out now? Creepers have always looked that way.
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Curse PremiumCan I ask some questions, Steelfeathers?
Do you plan to add different textures to the different Ores?
Also, do you plan to add "shining" animations to the ores, or any kind of texture animations?
Thanks in advance!
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Retired StaffNo to both, sorry. I like the ores as they are, and I hate doing animations.
(Not aimed directly at you):
This is first and foremost my personal pack, which I share with you guys because I'm awesome like that. So while I welcome suggestions - I can always use new ideas - any changes/additions will be for my own personal enjoyment rather than to please the crowd.
And back on the subject of adding "too much" detail - my personal philosophy for this pack is to go super simple and minimalistic on things you see a lot of (dirt, stone, grass, etc), and add detail to the rare, expensive things to make them pop.
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Retired StaffIf you're alright with it and others would care for it I can upload the .pngs for these ore textures once I'm more happy with them, or if not others can take inspiration from this and create their own.
Also, if you're open to other help in creating textures for things not yet covered in your released packs let me know! For example, here's a clock I started working on earlier
By the way, just to see what it would look like, I've done some personal experiments to see what custom lightmaps and fog might look like under Dandelion's palette. Wow. It was very immersive, and that's without your amazing skill! The palette really does make everything much more cohesive. By the time it's finished, I think your skill + the palette will make players using this pack feel like they've stepped inside of another world. (Can't wait!)
However... I did run into a problem while I was making a lightmap for the overworld. Not even the newer, darker blacks added to Dandelion's palette are enough to create true darkness. For example, in a fully enclosed, pitch-black room on Moody, one can see as if they had the default pack with full Brightness on. It makes lighting up caves difficult, as I keep forgetting that the dim corners of any cave have light values of 0. The only solution I could come up with involved layering translucent forms of Dandelion's darkest hues to create a new, very dark black. Unfortunately, this new black doesn't technically exist in Dandelion's palette. If you ever intend to make lightmaps for Dandelion, there may be a issue of creating darkness in such a light pack. Any thoughts?
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Retired StaffI'd be interested in testing those lightmaps you made. Do you have a download link for it?
Also, the palette on the front page is not up-to-date. The one I work from has several colors added, including darker blacks. But whatever you came up with is probably fine - it doesn't have to match exactly.
Ah, ores. What strife and division they cause.
This particular issue is another one of those personal taste things. I personally have no problem seeing or recognizing the ores. And no offense to you, but I really don't like the idea of turning them into what is essentially color-coded squares. But I appreciate the time and effort you've put into this.
it's ready to go!
Version 1
Version 2
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Retired StaffI'm working on it.
I think it's called Jokerman. It's a free font available from one of those big font websites I can't remember the name of.EDIT: I thought you were talking about the font on the OP, nevermind. Yes, I did create the pixel font in this pack.
Thanks, I'll try them out.
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Retired StaffI like them, but I feel like I'm starting to get some detail creep....what do you guys think, too detailed?