Ah yes, I have a small collection of banners I will add them to the 1st page (which needs a full overhaul just not had the time)!!
I just sorted the daylight sensor, so that leaves the comparator and the front of the dropper to have all Redstone items complete in the GUI, so i'll bust those out next
First time posting here, but i love your work, been using and customizing your pack for the last several months, and now that i have a 680 ive been enjoying them even more with the new shaders, which leads to a question i have.
I was wondering what problems were stopping you from using all the ctm textures and having normal maps work for them, since in the seus version the ctm textures are essentially disabled to allow for the normal maps on grass and stone etc to work properly.
I thought i remember a mention of cody from seus doing most of the normal map and spec. maps for the textures, so i didnt know if it was something you or he are currently working on.
AWESOME! This is awesome. You should make more of these twist rpg packs. Is there a video for this? If not could you make one and put it on this forum? That would be great. Keep up the great texturepacks! Also are there any custom sounds?
Hey Syclone, I've somehow got normal mapping working on my CTM, I noticed that you didn't include it with your pack however I'm sure you'd be happy to know it does work and it works well... just have to have the names match in the CTM file just with the "_n." No additional properties needed. I don't know if it'll work with Specular and Parallax mapping but jjust something to wet your palette.
Also just wondering... How you developed your specular and parallax mapping? I've been looking for some guides for those however all I find is the Normal Mapping guide that Corner_G put up a while back.
Hey Syclone, I've somehow got normal mapping working on my CTM, I noticed that you didn't include it with your pack however I'm sure you'd be happy to know it does work and it works well... just have to have the names match in the CTM file just with the "_n." No additional properties needed. I don't know if it'll work with Specular and Parallax mapping but jjust something to wet your palette.
Also just wondering... How you developed your specular and parallax mapping? I've been looking for some guides for those however all I find is the Normal Mapping guide that Corner_G put up a while back.
Thanks ahead of time.
Not that it makes a huge difference, but did you just use the standard grass normal map for the ctm textures or did you create new ones for each, the way i did it was to use the nvidia normal map plugin for photoshop, and batch render out new normal maps for every ctm texture then tell photoshop to save it with the same name as the original but with a _n after.
Quote from kilobits»
Not that it makes a huge difference, but did you just use the standard grass normal map for the ctm textures or did you create new ones for each, the way i did it was to use the nvidia normal map plugin for photoshop, and batch render out new normal maps for every ctm texture then tell photoshop to save it with the same name as the original but with a _n after.
Oh no, I've been working all my normals from my textures... I've went and used the normalmap filter in GIMP to create the 'base' normals from each texture and go in and tweak and paint things as I'm wanting to make them look... Also play with the eraser to make them look better. I just tried it out with my regular textures and then tried it out with my CTM textures just to make sure they worked and well they were.
Although do you know anything about Specular mapping yourself? I wouldn't mind to pick someones brain about it.
wow, how long did that take, did you just do grass or have you gone through any more, because i know the stone would take a while seeing as how there are 100 ctm textures.
so far ive gotten done with: clay bricks, glass, hardclay, ice, leaves, quartz, coal, cobble, crafting table, dirt, grass, sand, snow dirt sides, stone bricks, mesa clay, packed ice, stone, sandstone, and the wood planks, and i think that covers most of the ctm textures that need it.
AWESOME! This is awesome. You should make more of these twist rpg packs. Is there a video for this? If not could you make one and put it on this forum? That would be great. Keep up the great texturepacks! Also are there any custom sounds?
Thanks, please you like it I really should do a video, however if you search youtube in the meantime for Chroma Hills there are many 1000's to look at from people using it
First of thanks for the awesome texture pack, looks great!
I do have one thing that bugs me: "moon phase". For me they are not showing up right (with this texture pack),it looks like it is always a full moon? But with the default texture i can see the moon phases.
Can this be right, Is it a bug? if not I have a feature request
Regards
\JD
Thanks! Ah yo know what I have not done the moon phases yet, i started on some AGES ago and wasn't happy with them so I really should add them on to the todo list!
Hey Syclone, I've somehow got normal mapping working on my CTM, I noticed that you didn't include it with your pack however I'm sure you'd be happy to know it does work and it works well... just have to have the names match in the CTM file just with the "_n." No additional properties needed. I don't know if it'll work with Specular and Parallax mapping but jjust something to wet your palette.
Also just wondering... How you developed your specular and parallax mapping? I've been looking for some guides for those however all I find is the Normal Mapping guide that Corner_G put up a while back.
wow, how long did that take, did you just do grass or have you gone through any more, because i know the stone would take a while seeing as how there are 100 ctm textures.
so far ive gotten done with: clay bricks, glass, hardclay, ice, leaves, quartz, coal, cobble, crafting table, dirt, grass, sand, snow dirt sides, stone bricks, mesa clay, packed ice, stone, sandstone, and the wood planks, and i think that covers most of the ctm textures that need it.
Hey guys, firstly to make normal maps that really effect the textures correctly and working properly with POM height data you can't just batch convert them. They need to be made per texture and also edited and adjusted in photoshop (me) Gimp (cody) or similar. We use crazy bump to convert to normal data, adjustment and tweaks are made in the settings then the texture is worked into and areas rubbed out made translucent to give height.
Many packs that have normal packs look very odd as they weren't created correctly and the normal data gives all sorts of weird lumps and bumps. The reason CTM in CH is disabled is that because it takes time to make proper normals for each texture the CTM folder hasn't been start yet as there's been a lot of other things to do.
Also you will notice that CH SEUS special pack has actually had the base textures of some blocks edited to make them work better with the normal maps. A good example would be to compare the red bricks in the SEUS and non SEUS CH packs you will see what i mean This usually means removing any false highlights/shadowing on the texture as the normal map produces this data and you get odd results from some angles and generally a bad looking bump map effect like nearly all packs me and Cody looked at that someone had created normal maps for!
Cody is a real perfectionist and when we started working on things together he wanted to make sure the normal and textures worked the best they can, I also had concerns after seeing normals/bump mapping in other packs but saw far better results with the correct method.
Normal maps are not something you can just bang out, they need effort on each one to make it work. Sure you make a surface look bumpy by applying a quick gen normal but it wouldn't complement the shape/form/depth of the original texture as the normal was created using the whole texture as a FLAT surface and not looking at it as 3D object that will have flat areas, raised areas, little dimples, recessed parts etc etc
Hope that helps guys, its not the simple operation some think it to be hence no CTM yet
Yeah i figured as much, I just couldnt be without my ctm textures so i did it the quick and dirty way. They came out pretty well but i can tell on somethings like wood being a bit too flat and mirror like in the rain, and the little flowers look dipped in on grass instead of popping out. Im currently not using the POM feature so i also dont know how that would look with what i did. Im also not much of an artist nor have a big understanding yet of how to edit normal or spec maps for the desired effects. i did notice the new brick texture being without shadows since normals took care of that.
Since i dont plan on going to a mesa biome i took some of your alternate textures and replaced the hardened clay textures and ctm textures with those, mostly for building things in creative, plus a few darker variants of stone bricks for my castle from a feed the beast world, that i mcedited into a new one, which was made out of a dark brick, and had to be completly converted using the wand in ftb to a vanilla brick, thank god for that tool.
also thanks for that side grass and new oak leaves textures, those were looking weird when it rained with seus, looking forward to the update, plan on donating for your hard and awesome work, plus the sneak preview of new textures
also wondering if there was any plans in the near future for the 3d textures in the next update, or if youre more concentrated on seus style 3d with POM n stuff
Yeah i figured as much, I just couldnt be without my ctm textures so i did it the quick and dirty way. They came out pretty well but i can tell on somethings like wood being a bit too flat and mirror like in the rain, and the little flowers look dipped in on grass instead of popping out. Im currently not using the POM feature so i also dont know how that would look with what i did. Im also not much of an artist nor have a big understanding yet of how to edit normal or spec maps for the desired effects. i did notice the new brick texture being without shadows since normals took care of that.
Since i dont plan on going to a mesa biome i took some of your alternate textures and replaced the hardened clay textures and ctm textures with those, mostly for building things in creative, plus a few darker variants of stone bricks for my castle from a feed the beast world, that i mcedited into a new one, which was made out of a dark brick, and had to be completly converted using the wand in ftb to a vanilla brick, thank god for that tool.
also thanks for that side grass and new oak leaves textures, those were looking weird when it rained with seus, looking forward to the update, plan on donating for your hard and awesome work, plus the sneak preview of new textures
also wondering if there was any plans in the near future for the 3d textures in the next update, or if youre more concentrated on seus style 3d with POM n stuff
Hey, no probs i didn't want to come across as knocking anyone making the maps by the way just explaining the process and how and me and Cody work to achieve the best result we can He wanted CH to show case SEUS at its best and I think we pulled off so far
Pleased you are enjoying my work and thanks for the support means a lot.
Well I've been focusing on getting a finished pack and keeping up with updates best I can first but i have bought a copy of Sphax's Cubic software ( if you read this mate, hats off to you very nice bit of software, well executed and thought out) and i've been playing a little just to see how the things work. So yes I will be bringing actual 3D to the pack but probably not on the scale some pack creators have. The reason being that my pack has a fair bit of detail in the textures and I would only use 3D to complement the textures not just have it their for the sake of it. I can see how 3D objects greatly enhance a low resolution pack as the art already looks blocky. When i play with it a little more we will see what results i can produce and go from there
OH and I got the rabbit meat done (no shaders in snapshots of course :D)
Now the daylight detectors have two states "daylight" and "nighttime" detector, with the night one having a different texture than the day' one (I think). You may want to check it out (snapshot 14w31a).
The work of a texturer never ends it seems lol!
Ha yeah i was just reading about that! I've heard its in the update but not used in game so I wont worry too much about that just yet
So I just had an urge to give the enchantment table bit of revamp, much more oldy now and rustic I'mg getting a real urge to do a whole new furnace and i'm trying to focus on other things! lol
Oh also a screen grab of the latest 32x pack progress
wow, how long did that take, did you just do grass or have you gone through any more, because i know the stone would take a while seeing as how there are 100 ctm textures.
so far ive gotten done with: clay bricks, glass, hardclay, ice, leaves, quartz, coal, cobble, crafting table, dirt, grass, sand, snow dirt sides, stone bricks, mesa clay, packed ice, stone, sandstone, and the wood planks, and i think that covers most of the ctm textures that need it.
Oh I'm sorry I might have confused you XD I've been working on my pack Chromatose, not to be confused with Syclone's awesome Chroma Hills. But thank you very much for that explanation for Specular mapping.
I've just gotten done with the first pass with the normal map filters through GIMP and I'm working on various additions to enhance my pack.
I figured there would be tons of work that has gone into your pack, it's why it's gotten so many downloads and such a massive and very helpful fan base. I didn't know if you had known that the CTM stuff could have taken Normalmaps which was why I had noted it. I'm totally new with all the normal/specular stuff so I figured I'd ask from someone who had done some very powerful things with said mapping.
Thank you both though, it's words of wisdom that will help me out.
Made some progress on the 3D map for the server we have all sorts of quests, bosses and new builds going on so the map really helps push the RPG adventure side of things.
Just pointing out (if it hasn't been yet...which I doubt, but oh well...)...the Survival inventory menu inside Creative mode isn't retextured (it's still vanilla).
Yeah something i haven't got round to yet it on the list.....which keeps growing *shakes fist* dam you Mojang stop updating so i can catch up!!
Copy/pasted from Syclone's signature lol.
Aw thanks man well you won't have to wait too long Mojang release 1.8 pretty soon so i'll put an update out around then
Ah yes, I have a small collection of banners I will add them to the 1st page (which needs a full overhaul just not had the time)!!
I just sorted the daylight sensor, so that leaves the comparator and the front of the dropper to have all Redstone items complete in the GUI, so i'll bust those out next
I was wondering what problems were stopping you from using all the ctm textures and having normal maps work for them, since in the seus version the ctm textures are essentially disabled to allow for the normal maps on grass and stone etc to work properly.
I thought i remember a mention of cody from seus doing most of the normal map and spec. maps for the textures, so i didnt know if it was something you or he are currently working on.
Also just wondering... How you developed your specular and parallax mapping? I've been looking for some guides for those however all I find is the Normal Mapping guide that Corner_G put up a while back.
Thanks ahead of time.
Not that it makes a huge difference, but did you just use the standard grass normal map for the ctm textures or did you create new ones for each, the way i did it was to use the nvidia normal map plugin for photoshop, and batch render out new normal maps for every ctm texture then tell photoshop to save it with the same name as the original but with a _n after.
Oh no, I've been working all my normals from my textures... I've went and used the normalmap filter in GIMP to create the 'base' normals from each texture and go in and tweak and paint things as I'm wanting to make them look... Also play with the eraser to make them look better. I just tried it out with my regular textures and then tried it out with my CTM textures just to make sure they worked and well they were.
Although do you know anything about Specular mapping yourself? I wouldn't mind to pick someones brain about it.
so far ive gotten done with: clay bricks, glass, hardclay, ice, leaves, quartz, coal, cobble, crafting table, dirt, grass, sand, snow dirt sides, stone bricks, mesa clay, packed ice, stone, sandstone, and the wood planks, and i think that covers most of the ctm textures that need it.
unfortunately i only understand the basics of spec maps, i was waiting on the tutorial that sonic either promised to put up on his site
but this was about the best i could find on his forum:
http://sonicether.com/forum/viewtopic.php?f=7&t=208&sid=9e6c1a19035519826d6c66d9c6b674da
Its does say on every pack download what version they are for. The latest update will run with all 1.7 versions fine
Thanks, please you like it I really should do a video, however if you search youtube in the meantime for Chroma Hills there are many 1000's to look at from people using it
Thanks! Ah yo know what I have not done the moon phases yet, i started on some AGES ago and wasn't happy with them so I really should add them on to the todo list!
Hey guys, firstly to make normal maps that really effect the textures correctly and working properly with POM height data you can't just batch convert them. They need to be made per texture and also edited and adjusted in photoshop (me) Gimp (cody) or similar. We use crazy bump to convert to normal data, adjustment and tweaks are made in the settings then the texture is worked into and areas rubbed out made translucent to give height.
Many packs that have normal packs look very odd as they weren't created correctly and the normal data gives all sorts of weird lumps and bumps. The reason CTM in CH is disabled is that because it takes time to make proper normals for each texture the CTM folder hasn't been start yet as there's been a lot of other things to do.
Also you will notice that CH SEUS special pack has actually had the base textures of some blocks edited to make them work better with the normal maps. A good example would be to compare the red bricks in the SEUS and non SEUS CH packs you will see what i mean This usually means removing any false highlights/shadowing on the texture as the normal map produces this data and you get odd results from some angles and generally a bad looking bump map effect like nearly all packs me and Cody looked at that someone had created normal maps for!
Cody is a real perfectionist and when we started working on things together he wanted to make sure the normal and textures worked the best they can, I also had concerns after seeing normals/bump mapping in other packs but saw far better results with the correct method.
Normal maps are not something you can just bang out, they need effort on each one to make it work. Sure you make a surface look bumpy by applying a quick gen normal but it wouldn't complement the shape/form/depth of the original texture as the normal was created using the whole texture as a FLAT surface and not looking at it as 3D object that will have flat areas, raised areas, little dimples, recessed parts etc etc
Hope that helps guys, its not the simple operation some think it to be hence no CTM yet
Since i dont plan on going to a mesa biome i took some of your alternate textures and replaced the hardened clay textures and ctm textures with those, mostly for building things in creative, plus a few darker variants of stone bricks for my castle from a feed the beast world, that i mcedited into a new one, which was made out of a dark brick, and had to be completly converted using the wand in ftb to a vanilla brick, thank god for that tool.
also thanks for that side grass and new oak leaves textures, those were looking weird when it rained with seus, looking forward to the update, plan on donating for your hard and awesome work, plus the sneak preview of new textures
also wondering if there was any plans in the near future for the 3d textures in the next update, or if youre more concentrated on seus style 3d with POM n stuff
Hey, no probs i didn't want to come across as knocking anyone making the maps by the way just explaining the process and how and me and Cody work to achieve the best result we can He wanted CH to show case SEUS at its best and I think we pulled off so far
Pleased you are enjoying my work and thanks for the support means a lot.
Well I've been focusing on getting a finished pack and keeping up with updates best I can first but i have bought a copy of Sphax's Cubic software ( if you read this mate, hats off to you very nice bit of software, well executed and thought out) and i've been playing a little just to see how the things work. So yes I will be bringing actual 3D to the pack but probably not on the scale some pack creators have. The reason being that my pack has a fair bit of detail in the textures and I would only use 3D to complement the textures not just have it their for the sake of it. I can see how 3D objects greatly enhance a low resolution pack as the art already looks blocky. When i play with it a little more we will see what results i can produce and go from there
OH and I got the rabbit meat done (no shaders in snapshots of course :D)
Ha yeah i was just reading about that! I've heard its in the update but not used in game so I wont worry too much about that just yet
So I just had an urge to give the enchantment table bit of revamp, much more oldy now and rustic I'mg getting a real urge to do a whole new furnace and i'm trying to focus on other things! lol
Oh also a screen grab of the latest 32x pack progress
Oh I'm sorry I might have confused you XD I've been working on my pack Chromatose, not to be confused with Syclone's awesome Chroma Hills. But thank you very much for that explanation for Specular mapping.
I've just gotten done with the first pass with the normal map filters through GIMP and I'm working on various additions to enhance my pack.
I figured there would be tons of work that has gone into your pack, it's why it's gotten so many downloads and such a massive and very helpful fan base. I didn't know if you had known that the CTM stuff could have taken Normalmaps which was why I had noted it. I'm totally new with all the normal/specular stuff so I figured I'd ask from someone who had done some very powerful things with said mapping.
Thank you both though, it's words of wisdom that will help me out.
Oh crap really........pants, okay i'll whip up the night version then
I thought to do so initially, but didn't want any trouble. lol
Well its done now so all sorted
Made some progress on the 3D map for the server we have all sorts of quests, bosses and new builds going on so the map really helps push the RPG adventure side of things.
Actual scale
Thank you
Yeah something i haven't got round to yet it on the list.....which keeps growing *shakes fist* dam you Mojang stop updating so i can catch up!!
Oh well thats bit of a bonus then!
Oooh Armor stands in 1.8 i gotta texture those bad boys tomorrow!