The Meaning of Life, the Universe, and Everything.
Join Date:
3/9/2011
Posts:
42
Member Details
Hey man, first off, let me say I like this texture pack. It has some really neat type patterns for a "simple" pack which I think are cool. Plus, no seizure inducing flickery torch light.
There is one thing I feel like I needed to show you, especially due to one of the posts you made on the first page.
That. See the middle of the chest where the top lid opens from? That's Z-Fighting.
Okay, a lot of texture packs have this problem, not just yours. They should address this too. I don't know why some people don't notice this in their own texture pack and other packs I use never have it happen. Also, Minecraft has a really bad habit of clipping a lot of objects into each other, so Minecraft itself instigates a lot of Z-Fighting, the chests here being the prime offenders.
Long story short, Z-Fighting is the term used to describe when two textures rendered by the computer are considered to occupy the exact same space. In real life, if you put a black paper on top of a white paper, your eyes would only be able to see the black. But in computer logic, if the program tells the video card that two textures technically exist in the same space, the computer has to attempt to render both textures colors in that space. Since it can't really do that all that well, it ends up "fighting" with both images until it settles on a horrible-stitched-together monstrosity.
*The bottom edge of the top half of the chest ALWAYS naturally rests WITHIN the top edge of the bottom half.* That is how they actually coded chests model to be rendered by default. Someone will have to explain why that was the most logical choice to me, because I don't understand.
Solution: The bottom edge of the top half of the chest has to be the same color as the top edge of the bottom half. The same color, all the way around the texture. I can't explain it better than that right now, sorry. Z-Fighting still happens, but our human eyes can't perceive it. In a 16x16 pack, the edges are only 1 pixel each. In 128x128, I believe they are 8. -Edit to clarify- You can make the edges of the chest multiple colors or patterns or whatever, but both edges have to match up with each other to avoid being able to see the error. Specifically regarding your chests, the top edge is a dark brown color and the bottom is a light brown. (I think.)
Sorry about that, but Z-Fighting Chests and Drastic Flickering Lightmaps are the two biggest turn offs for texture packs for me. Dunno why, but both of those things affect me on some sort of subconscious level.
Long winded thing out of the way, there is something else I wanted to ask. Why did you make your End Stone red? This is more a personal aesthetic thing, but it seems you have a lot of red elements already in your pack. The End Stone seems very flat compared to the other red textures. I don't mind it, but I wanted to know why you chose it, as I am curious.
If you managed to survive reading that, that is. Keep on making your awesome texture pack!
Hey man, first off, let me say I like this texture pack. It has some really neat type patterns for a "simple" pack which I think are cool. Plus, no seizure inducing flickery torch light.
There is one thing I feel like I needed to show you, especially due to one of the posts you made on the first page.
That. See the middle of the chest where the top lid opens from? That's Z-Fighting.
Okay, a lot of texture packs have this problem, not just yours. They should address this too. I don't know why some people don't notice this in their own texture pack and other packs I use never have it happen. Also, Minecraft has a really bad habit of clipping a lot of objects into each other, so Minecraft itself instigates a lot of Z-Fighting, the chests here being the prime offenders.
Long story short, Z-Fighting is the term used to describe when two textures rendered by the computer are considered to occupy the exact same space. In real life, if you put a black paper on top of a white paper, your eyes would only be able to see the black. But in computer logic, if the program tells the video card that two textures technically exist in the same space, the computer has to attempt to render both textures colors in that space. Since it can't really do that all that well, it ends up "fighting" with both images until it settles on a horrible-stitched-together monstrosity.
*The bottom edge of the top half of the chest ALWAYS naturally rests WITHIN the top edge of the bottom half.* That is how they actually coded chests model to be rendered by default. Someone will have to explain why that was the most logical choice to me, because I don't understand.
Solution: The bottom edge of the top half of the chest has to be the same color as the top edge of the bottom half. The same color, all the way around the texture. I can't explain it better than that right now, sorry. Z-Fighting still happens, but our human eyes can't perceive it. In a 16x16 pack, the edges are only 1 pixel each. In 128x128, I believe they are 8. -Edit to clarify- You can make the edges of the chest multiple colors or patterns or whatever, but both edges have to match up with each other to avoid being able to see the error. Specifically regarding your chests, the top edge is a dark brown color and the bottom is a light brown. (I think.)
Sorry about that, but Z-Fighting Chests and Drastic Flickering Lightmaps are the two biggest turn offs for texture packs for me. Dunno why, but both of those things affect me on some sort of subconscious level.
Long winded thing out of the way, there is something else I wanted to ask. Why did you make your End Stone red? This is more a personal aesthetic thing, but it seems you have a lot of red elements already in your pack. The End Stone seems very flat compared to the other red textures. I don't mind it, but I wanted to know why you chose it, as I am curious.
If you managed to survive reading that, that is. Keep on making your awesome texture pack!
Thanks, but I'm afraid I don't really work on textures too much any more.
There is one thing I feel like I needed to show you, especially due to one of the posts you made on the first page.
That. See the middle of the chest where the top lid opens from? That's Z-Fighting.
Okay, a lot of texture packs have this problem, not just yours. They should address this too. I don't know why some people don't notice this in their own texture pack and other packs I use never have it happen. Also, Minecraft has a really bad habit of clipping a lot of objects into each other, so Minecraft itself instigates a lot of Z-Fighting, the chests here being the prime offenders.
Long story short, Z-Fighting is the term used to describe when two textures rendered by the computer are considered to occupy the exact same space. In real life, if you put a black paper on top of a white paper, your eyes would only be able to see the black. But in computer logic, if the program tells the video card that two textures technically exist in the same space, the computer has to attempt to render both textures colors in that space. Since it can't really do that all that well, it ends up "fighting" with both images until it settles on a horrible-stitched-together monstrosity.
*The bottom edge of the top half of the chest ALWAYS naturally rests WITHIN the top edge of the bottom half.* That is how they actually coded chests model to be rendered by default. Someone will have to explain why that was the most logical choice to me, because I don't understand.
Solution: The bottom edge of the top half of the chest has to be the same color as the top edge of the bottom half. The same color, all the way around the texture. I can't explain it better than that right now, sorry. Z-Fighting still happens, but our human eyes can't perceive it. In a 16x16 pack, the edges are only 1 pixel each. In 128x128, I believe they are 8. -Edit to clarify- You can make the edges of the chest multiple colors or patterns or whatever, but both edges have to match up with each other to avoid being able to see the error. Specifically regarding your chests, the top edge is a dark brown color and the bottom is a light brown. (I think.)
Sorry about that, but Z-Fighting Chests and Drastic Flickering Lightmaps are the two biggest turn offs for texture packs for me. Dunno why, but both of those things affect me on some sort of subconscious level.
Long winded thing out of the way, there is something else I wanted to ask. Why did you make your End Stone red? This is more a personal aesthetic thing, but it seems you have a lot of red elements already in your pack. The End Stone seems very flat compared to the other red textures. I don't mind it, but I wanted to know why you chose it, as I am curious.
If you managed to survive reading that, that is. Keep on making your awesome texture pack!
Thanks, but I'm afraid I don't really work on textures too much any more.
Fine
I'll probably update Nemo 2 for whatever version minecraft is on right now