First official update on the downloads page! Signing up is no longer a requirement. http://invictus-hd.com/news/beta-release
I will admit it was extremely cool to see all the emails go out to people who opted into email updates on Invictus website. I've never been on the sending side of those annoying "we've made a life changing update" emails you get from using your email to sign up to various online accounts. I'll be sure not to send out updates too often.
We have updated our main post. Added some frequently asked questions and other details. Let me know how you think it looks. Shoe has been busy at working more things for the pack.
We also recently got a twitter account were we will be providing updates and details on things happening with the pack. https://twitter.com/InvictusHD We are giving this whole twitter thing a try. Thanks!
Roofed forest sapling? Made from scratch
I also remade the colored glass textures and CTM. They are much brighter than they once were. New wools, too.
Since Soar49's download links are no longer active, I have placed his final version, 1.2.5, on the downloads page so that it remains accessible. I also ported it up to the 1.7 texture format.
This is a very good resource pack, i truly like it. Great Job on this! The additions on the orignal Soartex in this pack is very well thought out, and i agree that this is a bit more..... "cut out" for the theme, the tools look like they have some shadow, some blocks look more like what they really are, smooth and sharp. A change in the water texture could be major in my opinion, and can largely impact the pack itself, positively, or negatively, I dunno, your choice. Just think of how you can make things "better", smoother, cleaner. But, yes, there are still some flaws and bugs. I don't blame you. Keep updating this, and I'm sure you'll find what you're looking for. Some bugs i found earlier was blocks behind signs were error-ed/corrupted, so, I'm gonna guess that's fixed? I pray that this will be enough feedback for you and I'll be sure to check on this pack again! I hope you have a great time, and never lose sight of why you're doing this, please continue, and good luck!
Thanks for the kind words. Are you using Optifine? If so, I have implemented fixes for various bugs related to Optifine in the development version of the pack and plan to release it soon.
Thanks for the kind words. Are you using Optifine? If so, I have implemented fixes for various bugs related to Optifine in the development version of the pack and plan to release it soon.
O_O Yes...... Are you psychic? Well, anyway, yea, i am using optifine. Thanks for responding, and i can't wait to use it! I'll be checking back again once it comes out.
I've been out of the loop for a bit, stumbled upon your website and have been using the pack for a few days now. I like what you've done with it, feels a lot more cohesive. Looking forward to the development.
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Not telling you how to do your job, but the dark oak textures are a little too dark. Most of the time it looks like a solid black block. Just thought i'd give you my input.
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Invictus has to be my favorite texture pack out there, it seems as though minecraft just becomes way better to play with a fresh smooth look, and I actually like cobble texture in this pack, and I'm usually disgusted by cobbles blocky gray textures in regular minecraft and other pack
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Not telling you how to do your job, but the dark oak textures are a little too dark. Most of the time it looks like a solid black block. Just thought i'd give you my input.
Invictus has to be my favorite texture pack out there, it seems as though minecraft just becomes way better to play with a fresh smooth look, and I actually like cobble texture in this pack, and I'm usually disgusted by cobbles blocky gray textures in regular minecraft and other pack
I can't take credit for the cobble, that texture was made by Soar49. However, I have made 16 new cobble textures for CTM. Will be in the next update.
BTW, I've written some shaders! Still needs work, but I'm happy to have bloom and night desaturation. The bloom goes away completely in the day, so it isn't very intrusive. I'm hoping to make them ambient and non-intrusive enough that they feel natural to leave on. http://imgur.com/rbaYmt9,khMaItL,Ut2KpgP http://i.imgur.com/WLHYrTu.jpg
Hi, just wanted to say that I really like how the texture pack is turning out. I've been using Misa's, Moartex, Soartex and then this. I got to say this is by far what I think Minecraft should really look like.
It's just extremely pleasing to the eye.
Just a quick question, how is it that you reduce the aliasing? and by that you mean the jagginess of the textures at the edges right?
I have Invictus released for 1.8! I have written a new shader, just click the super secret settings once. Quite a few models have been added, including 3D leaves, a custom beacon and some custom door models. I really liked the random textures, ended up doing quite a bit with that- everything from bricks to lily pads. All blocks should have their own textures now, so fences don't just inherit from, say, the plank texture- they have their own textures. I've ported the tiling reduction texture sheets to vanilla randomodels. I've done a lot of revisions on my old work and editing of Mojang's models to improve texture wrapping and render (ie cauldron, glass panes, tall grass, etc.) The 2D inventory block sprites are now model renders. Interpolation animations are included. Oh and, by the way, 1.8 textures are added.
Just letting you know I got the following error when trying to use the secret shaders option in 1.8:
ailed to load shader: minecraft:shaders/post/notch.json
ow: Invalid shaders/program/Invictus_blur_horizontal.fsh: Couldn't compile fragment program: Fragment shader failed to compile with the following errors:
ERROR: 0:5: error(#206) Assigning non-constant to: const highp float
ERROR: error(#273) 1 compilation errors. No code generated
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Oh and when you are in 1.7.10 and use the 1.8 version the logs glitch and they have the weird purple and black checkers thing. And yes, I do need to use 1.7.10 for optifine.
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Curse Premiumhttp://invictus-hd.com/news/beta-release
I will admit it was extremely cool to see all the emails go out to people who opted into email updates on Invictus website. I've never been on the sending side of those annoying "we've made a life changing update" emails you get from using your email to sign up to various online accounts. I'll be sure not to send out updates too often.
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Curse PremiumLatest thing added is seeds: http://goo.gl/GQXKVZ
We also recently got a twitter account were we will be providing updates and details on things happening with the pack. https://twitter.com/InvictusHD We are giving this whole twitter thing a try. Thanks!
Roofed forest sapling? Made from scratch
I also remade the colored glass textures and CTM. They are much brighter than they once were. New wools, too.
Since Soar49's download links are no longer active, I have placed his final version, 1.2.5, on the downloads page so that it remains accessible. I also ported it up to the 1.7 texture format.
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Curse PremiumThanks for the kind words. Are you using Optifine? If so, I have implemented fixes for various bugs related to Optifine in the development version of the pack and plan to release it soon.
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Curse Premiumhttp://invictus-hd.com/news/beta-0-2-release
@Tennistar: The Optifine compatibility issues should all be fixed. Let me know if you have any other problems.
@Soartex/Sheynx: Thanks for clearing that up!
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Curse PremiumWe talk about new things added to modded support, and a upcoming update to the pack.
Thanks everybody!
I've been out of the loop for a bit, stumbled upon your website and have been using the pack for a few days now. I like what you've done with it, feels a lot more cohesive. Looking forward to the development.
Check me out!
https://www.youtube.com/c/TwoUnderParGaming?gvnc=1
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Curse PremiumI love input! I messed around with the logs, and ended up lightening them a bit.
https://github.com/InvictusGraphics/Invictus_Textures/commit/e1096d21f87e0d3a7ff1370d7130310ff372adaf
I put them on the repo, but I don't intend to release again until 1.8's block model stabilizes and I have the chance to create some models. So it may take a while to get them into the pack.
I can't take credit for the cobble, that texture was made by Soar49. However, I have made 16 new cobble textures for CTM. Will be in the next update.
BTW, I've written some shaders! Still needs work, but I'm happy to have bloom and night desaturation. The bloom goes away completely in the day, so it isn't very intrusive. I'm hoping to make them ambient and non-intrusive enough that they feel natural to leave on.
http://imgur.com/rbaYmt9,khMaItL,Ut2KpgP
http://i.imgur.com/WLHYrTu.jpg
It's just extremely pleasing to the eye.
Just a quick question, how is it that you reduce the aliasing? and by that you mean the jagginess of the textures at the edges right?
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Curse PremiumI have Invictus released for 1.8! I have written a new shader, just click the super secret settings once. Quite a few models have been added, including 3D leaves, a custom beacon and some custom door models. I really liked the random textures, ended up doing quite a bit with that- everything from bricks to lily pads. All blocks should have their own textures now, so fences don't just inherit from, say, the plank texture- they have their own textures. I've ported the tiling reduction texture sheets to vanilla randomodels. I've done a lot of revisions on my old work and editing of Mojang's models to improve texture wrapping and render (ie cauldron, glass panes, tall grass, etc.) The 2D inventory block sprites are now model renders. Interpolation animations are included. Oh and, by the way, 1.8 textures are added.
This release ended up taking 99 commits.
I still have great plans for the future of the pack! I can't help but tweak and tune my work, and I'm looking forward to creating new block models.
http://imgur.com/a/tmRek
@Tok2Me: I made large texture sheets of 16 to 64 individual texture files for each of the worldgen blocks. Each block would randomly get one of these textures (Optifine/MCPatcher only). Since the result isn't just a repeatedly tiled 64x texture, they don't tend to develop moiré patterns. Instead they get rasterized down to a minimal fuzz, which is easy enough for a bit of mipmapping to clean up. I also swapped out a few textures that were too detailed, IE stone bricks, and made my own.
On a slightly different note, it seems the vanilla mipmapping bug was fixed in 1.8, so my mipmap optimizations don't matter now.
@EpicAlex: Yes, I can fix this.
When I click the button, nothing changes
I was also using MCPatcher.
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