I'm still working on the color (light grey on a grey-scale make little to no change). But I also might give it a small texture to make it look rougher, like if the player didn't make a perfectly rough bucket & to make it look more rougher like a normal clay bucket. I will do the same for the Fired Clay Buckets too maybe in the next update. I just want to get basic mod support out first & then work on perfecting everything.
But here is the textures compared side by side:
The one on the left is the normal Iron Bucket & the one on the right is the Unfired Clay Bucket.
Did some Thermal Expansion textures. I so far only did a few textures, & those textures are the textures that show how much RF is in an Energy Cell.
Just want to know what you guys think about it.
Now that I realize that Lithos:Core is almost completed, that means I will have to do mod support in HUGE chunks now that so that I can keep the pack updates be worth downloading. Before & currently, I'm in just doing kinda normal mod support updates that just follow the updating times of Lithos. So now I need to crank out serious mod support.
Did some Thermal Expansion textures. I so far only did a few textures, & those textures are the textures that show how much RF is in an Energy Cell.
Looks good to me.
Now that I realize that Lithos:Core is almost completed, that means I will have to do mod support in HUGE chunks now that so that I can keep the pack updates be worth downloading.
Not neccesarily. I'm pretty excited to get everything done, but there's a lot of stuff I'd like to go back and do over. The next release will have a lot of nether blocks retextured, because I wasn't happy with everything, and wanted random alternates.
I have at least 200 block textures that are over 2 years old, and my style for Lithos has changed a bit since then, and generally I'm in less of a hurry.
All that to say, I don't forsee my work on 1.8 Lithos stopping for a good while.
Not neccesarily. I'm pretty excited to get everything done, but there's a lot of stuff I'd like to go back and do over. The next release will have a lot of nether blocks retextured, because I wasn't happy with everything, and wanted random alternates.
I have at least 200 block textures that are over 2 years old, and my style for Lithos has changed a bit since then, and generally I'm in less of a hurry.
All that to say, I don't forsee my work on 1.8 Lithos stopping for a good while.
Mod texture:
Ok good
It was stressful making it. (Harder than I thought it would be).
Textures:
Ok good. Now I don't have to release huge piles of mod support. (But I still kinda want to step up my game & do more mod support textures).
I don't like them. They're really boring and nothing like the rest of the pack. Maybe shade them a bit, add some noise, instead of just using gradients?
Well then I will continue working on the Thermal Expansion in another Mod Support Update. I will still work on them now, but it wont be release next Lithos Update.
Only the Sponges & Energy Cell Meter will be added in the next release.
Decided to do the Leadstone Energy Cell. What do you guys think?
I smoothed out the middle frame (the blue area), & did all of the Configure States for an Energy Cell (the dark blue, yellow, & orange areas).
What do you guys think?
Also I did the "C" for the Creative Energy Cell. I'm not really happy with it. What do guys think?
The rule I use for releasing something is "Does this make it look better?" It doesn't have to be great, just better than what went before. So the leadstone textures can be included.
As for the Lithos style:
1) There's always at least a little noise or grain. Never pure, flat color on blocks.
2) A 1 pixel thick line in 16x usually appears in Lithos as a 1 pixel thick line (but not always).
3) To upscale a texture you can't just see what's there, you need to figure out what it is supposed to be, and add the supporting details that 32x allows.
Plenty of the old default textures were challenging, pixels applied seemingly at random. For instance what is that dark outline around the furnace and dropper? These TExpansion textures are worse. They are simply abstract designs with no clues as to what physical things they are supposed to represent. To really Lithos style them you need to decide what you are looking at, what sticks out, what is recessed, what casts a little shadow, what might be shiny metal, a neon light, etc.
The rule I use for releasing something is "Does this make it look better?" It doesn't have to be great, just better than what went before. So the leadstone textures can be included.
As for the Lithos style:
1) There's always at least a little noise or grain. Never pure, flat color on blocks.
2) A 1 pixel thick line in 16x usually appears in Lithos as a 1 pixel thick line (but not always).
3) To upscale a texture you can't just see what's there, you need to figure out what it is supposed to be, and add the supporting details that 32x allows.
Plenty of the old default textures were challenging, pixels applied seemingly at random. For instance what is that dark outline around the furnace and dropper? These TExpansion textures are worse. They are simply abstract designs with no clues as to what physical things they are supposed to represent. To really Lithos style them you need to decide what you are looking at, what sticks out, what is recessed, what casts a little shadow, what might be shiny metal, a neon light, etc.
Well I do plan on adding the Corners. (The yellow one are on the base texture, while blue & orange ones are just a different texture). If you want the Leadstone texture, I can give it to you.
The grey areas had some noise that I added to them. But 1 night later, here I am, BARELY seeing the noise. So I need to add more noise.
BUT the blue gradient areas are, I think, suppose to add a feel of flat clean metal, but I don't know for sure. That is why I just rescaled the gradient to match the original.
I didn't think about making everything 1 pixel thick (nor did I notice that about the pack). I will try to create something like that & see what I can come up with.
With your rules (would it be rules or guidelines? eh whatever), & tips on the TExpansion textures I think I have an idea on what direction I should go in.
Here is the new images so far for the Cage (?) part of the Leadstone Energy Cell:
Far Away Version:
Close Up Version:
Hardened Energy Cell for reference
EDIT: I stopped thinking 2 Dimensionally & started to think 3 Dimensionally. I forgot that Energy Cells have a unique 3D block model. So I have a new idea on what I can do for the block.
Here is what of the model of the Energy Cells:
The front face (the face that always shows the Energy Level of the Energy Cell) is just flat, but the other faces are not totally flat.
Maybe I can make the dark areas (the "Cage" as I'm call it) beveled to make the rest look like it's inside the Cage. As in the Cage is what is supporting the whole thing together.
Lack of shading from black borders on these blue panels. Gradient looks too smooth. Black border is nice.
I am, for now, keeping the gradient there. I will change it last, because 1) it took an hour to get it exactly the same as in the original texture (probably the second hardest texture I ever made for mod support) & 2) I'm taking things step by step from most important to least important.
If you didn't tell me about the shading I need to do, I would never thought of adding that. Thank you for telling me that.
Well here is something. I want to know what you guys think about it.
Here is an example of it being used.
Here is another example.
And finally...
Using the 3 examples, it helps to show what the bucket will look like when it is full of a liquid that is the same color, close to the same color, & a color that is the completely opposite (respectively).
It will show how good the bucket can be used with different colors/liquids.
So I'm working on Botania right now (at like 7:30 in the morning right now [the things that I do for this pack]) & I started working the Mana Pearl. Photoshop loves to make things really cool & weird at the same time.
I can't explain it all here, so just go here to see the failure (yet success) that I tumbled across right now.
I'm still working on the color (light grey on a grey-scale make little to no change). But I also might give it a small texture to make it look rougher, like if the player didn't make a perfectly rough bucket & to make it look more rougher like a normal clay bucket. I will do the same for the Fired Clay Buckets too maybe in the next update. I just want to get basic mod support out first & then work on perfecting everything.
But here is the textures compared side by side:
The one on the left is the normal Iron Bucket & the one on the right is the Unfired Clay Bucket.
Did some Thermal Expansion textures. I so far only did a few textures, & those textures are the textures that show how much RF is in an Energy Cell.
Just want to know what you guys think about it.
Now that I realize that Lithos:Core is almost completed, that means I will have to do mod support in HUGE chunks now that so that I can keep the pack updates be worth downloading. Before & currently, I'm in just doing kinda normal mod support updates that just follow the updating times of Lithos. So now I need to crank out serious mod support.
Looks good to me.
Not neccesarily. I'm pretty excited to get everything done, but there's a lot of stuff I'd like to go back and do over. The next release will have a lot of nether blocks retextured, because I wasn't happy with everything, and wanted random alternates.
I have at least 200 block textures that are over 2 years old, and my style for Lithos has changed a bit since then, and generally I'm in less of a hurry.
All that to say, I don't forsee my work on 1.8 Lithos stopping for a good while.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
Mod texture:
Ok good
It was stressful making it. (Harder than I thought it would be).
Textures:
Ok good. Now I don't have to release huge piles of mod support. (But I still kinda want to step up my game & do more mod support textures).
Doing more Thermal Expansion textures.
Decided to do the Leadstone Energy Cell. What do you guys think?
I smoothed out the middle frame (the blue area), & did all of the Configure States for an Energy Cell (the dark blue, yellow, & orange areas).
What do you guys think?
Also I did the "C" for the Creative Energy Cell. I'm not really happy with it. What do guys think?
I don't like them. They're really boring and nothing like the rest of the pack. Maybe shade them a bit, add some noise, instead of just using gradients?
They look good, but they don't look Lithos, if you catch my drift.
Like SpeedyCube said, make 'em look different than the upscaled look (not that its bad!) Maybe make the grey parts a bit granulated?
The shiny corner parts might look good if the white bits all faced inwards and the darker parts out.
Trying not to be a downer here, just giving constructive criticism Hope I'm not busting your bubble here.
10 points if you know who ⬇️ is.
I'm fine. As long as it's the truth, then I'm fine
Well then I will continue working on the Thermal Expansion in another Mod Support Update. I will still work on them now, but it wont be release next Lithos Update.
Only the Sponges & Energy Cell Meter will be added in the next release.
The rule I use for releasing something is "Does this make it look better?" It doesn't have to be great, just better than what went before. So the leadstone textures can be included.
As for the Lithos style:
1) There's always at least a little noise or grain. Never pure, flat color on blocks.
2) A 1 pixel thick line in 16x usually appears in Lithos as a 1 pixel thick line (but not always).
3) To upscale a texture you can't just see what's there, you need to figure out what it is supposed to be, and add the supporting details that 32x allows.
Plenty of the old default textures were challenging, pixels applied seemingly at random. For instance what is that dark outline around the furnace and dropper? These TExpansion textures are worse. They are simply abstract designs with no clues as to what physical things they are supposed to represent. To really Lithos style them you need to decide what you are looking at, what sticks out, what is recessed, what casts a little shadow, what might be shiny metal, a neon light, etc.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
Well I do plan on adding the Corners. (The yellow one are on the base texture, while blue & orange ones are just a different texture). If you want the Leadstone texture, I can give it to you.
The grey areas had some noise that I added to them. But 1 night later, here I am, BARELY seeing the noise. So I need to add more noise.
BUT the blue gradient areas are, I think, suppose to add a feel of flat clean metal, but I don't know for sure. That is why I just rescaled the gradient to match the original.
I didn't think about making everything 1 pixel thick (nor did I notice that about the pack). I will try to create something like that & see what I can come up with.
With your rules (would it be rules or guidelines? eh whatever), & tips on the TExpansion textures I think I have an idea on what direction I should go in.
Here is the new images so far for the Cage (?) part of the Leadstone Energy Cell:
Far Away Version:
Close Up Version:
Hardened Energy Cell for reference
EDIT: I stopped thinking 2 Dimensionally & started to think 3 Dimensionally. I forgot that Energy Cells have a unique 3D block model. So I have a new idea on what I can do for the block.
Here is what of the model of the Energy Cells:
The front face (the face that always shows the Energy Level of the Energy Cell) is just flat, but the other faces are not totally flat.
Maybe I can make the dark areas (the "Cage" as I'm call it) beveled to make the rest look like it's inside the Cage. As in the Cage is what is supporting the whole thing together.
I have updated the texture. What do you guys think?
It is a design I kinda am okay with
This is quite an amazing resource pack!!! I love it!!!!
I like the mods, IC2, Railcraft, Animated Player, TMI, and Flan's Mod!
God Bless America!!!!!!
Lack of shading from black borders on these blue panels. Gradient looks too smooth. Black border is nice.
I am, for now, keeping the gradient there. I will change it last, because 1) it took an hour to get it exactly the same as in the original texture (probably the second hardest texture I ever made for mod support) & 2) I'm taking things step by step from most important to least important.
If you didn't tell me about the shading I need to do, I would never thought of adding that. Thank you for telling me that.
Oh dear lord Photoshop, I love how you act so weird at times & sometimes make the most weirdest & craziest things ever.
I love you Photoshop. Thank you so much for beingcrazy & weird. I love crazy & weird girls, so this is perfect for me.
Well here is something. I want to know what you guys think about it.
Here is an example of it being used.
Here is another example.
And finally...
Using the 3 examples, it helps to show what the bucket will look like when it is full of a liquid that is the same color, close to the same color, & a color that is the completely opposite (respectively).
It will show how good the bucket can be used with different colors/liquids.
What do you guys think?
So I'm working on Botania right now (at like 7:30 in the morning right now [the things that I do for this pack]) & I started working the Mana Pearl. Photoshop loves to make things really cool & weird at the same time.
I can't explain it all here, so just go here to see the failure (yet success) that I tumbled across right now.
Worked on the Mana Tablet. This one took a little while, but I think I might of got it.
Here it is:
What do you guys think?