The Creeper banner is getting a bit old, so I made another twirly-swirly comicy banner. (it's the one in my sig VV)
When I copy-pasted the codes for the signature-code-codeboxes, the forums spit out a weird code that looks a lot different from the one I pasted. Might be converting it into something that works with the forums? IDK. If somebody could let me know if the codes work, that'd be awesome.
Still following and love where it is going. I was back a few pages and got a little scared concerning the light map changes but it seems to be bright enough for me; not sure about the laptop. It's HD screen shows considerably darker than the other screens in the house; I guess some are just much darker than others (black on this calibrated monitor is nothing on that one). I can't wait until all of Vanilla is included but wish you the best in all your endeavors while in snail mode.
I think that the overall look of this resource pack is VERY well balanced. I have seen MANY other packs and I have found that the game elements of THIS one really integrate into the in-world feel very well. Not only does the default world look amazing (amplified by my light/water filters), but as one progresses in playing Minecraft this resource pack ups its game, giving higher and farther tech/ advanced looks to the late game items. It makes one feel like you have really accomplished something as you play.
Keeps up the amazing work. I eagerly await the upcoming updates.
It's a crying shame that this resource pack is in "snail mode." If we give you tons of Pateron money, will you prioritize it again?
I don't want to texture for money... I want to texture because it's fun. So nah, that probably wouldn't work (although it would be awesome nonetheless)
BTW, I'm thinking of changing the update plan a bit. What would you guys think of having a pair of updates that covers all the game's blocks, then all the game's items, rather than the themed updates I've been planning?
The main reason being that entity textures are a massive PITA to do. I think they're part of what's drawn me away from Triton lately. I've been having a lot of fun doing loads of block textures for the SPS-3 challenge, and having just blocks alone as a focus would be a tremendous relief.
Alright, which of these looks better? The left one is the current 64x rescale, the right is another type of rescaling that might be used instead. It's sharper and not as JPEG-ish as the current one, but it doesn't have dat supah-smooth antialiasing... any thoughts?
As of now, I'm running through the block textures and making various tweaks and adjustments, and re-doing a few blocks that have been bugging me. There'll HOPEFULLY be a new release this month with said tweaks, as well as all the extra textures that I've done (iron golem, several 1.8. blocks etc), then on to blocks. lots and lots of blocks.
Alright, which of these looks better? The left one is the current 64x rescale, the right is another type of rescaling that might be used instead. It's sharper and not as JPEG-ish as the current one, but it doesn't have dat supah-smooth antialiasing... any thoughts?
As of now, I'm running through the block textures and making various tweaks and adjustments, and re-doing a few blocks that have been bugging me. There'll HOPEFULLY be a new release this month with said tweaks, as well as all the extra textures that I've done (iron golem, several 1.8. blocks etc), then on to blocks. lots and lots of blocks.
EDIT: 900 posts. woot!
The right one looks a lot better imo
Rollback Post to RevisionRollBack
Timeless Modding is kinda dead but idk what to put here now
Alright, which of these looks better? The left one is the current 64x rescale, the right is another type of rescaling that might be used instead. It's sharper and not as JPEG-ish as the current one, but it doesn't have dat supah-smooth antialiasing... any thoughts?
As of now, I'm running through the block textures and making various tweaks and adjustments, and re-doing a few blocks that have been bugging me. There'll HOPEFULLY be a new release this month with said tweaks, as well as all the extra textures that I've done (iron golem, several 1.8. blocks etc), then on to blocks. lots and lots of blocks.
EDIT: 900 posts. woot!
My vote would be for the current one. They're pretty similar from close up, but the one on the left looks much better from afar.
Hmm... might stick with the old method then. I've played around with a bunch more combinations of filters, and the old one with antialias+sharpen tends to look the best.
I'll also be fixing up pixels on some 64 and 128 textures by hand, something I've neglected to do so far.
Alright, which of these looks better? The left one is the current 64x rescale, the right is another type of rescaling that might be used instead. It's sharper and not as JPEG-ish as the current one, but it doesn't have dat supah-smooth antialiasing... any thoughts?
As of now, I'm running through the block textures and making various tweaks and adjustments, and re-doing a few blocks that have been bugging me. There'll HOPEFULLY be a new release this month with said tweaks, as well as all the extra textures that I've done (iron golem, several 1.8. blocks etc), then on to blocks. lots and lots of blocks.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumYes, snail mode for now.
snails are cool
Keep up the good work!
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumThe Creeper banner is getting a bit old, so I made another twirly-swirly comicy banner. (it's the one in my sig VV)
When I copy-pasted the codes for the signature-code-codeboxes, the forums spit out a weird code that looks a lot different from the one I pasted. Might be converting it into something that works with the forums? IDK. If somebody could let me know if the codes work, that'd be awesome.
Still following and love where it is going. I was back a few pages and got a little scared concerning the light map changes but it seems to be bright enough for me; not sure about the laptop. It's HD screen shows considerably darker than the other screens in the house; I guess some are just much darker than others (black on this calibrated monitor is nothing on that one). I can't wait until all of Vanilla is included but wish you the best in all your endeavors while in snail mode.
I think that the overall look of this resource pack is VERY well balanced. I have seen MANY other packs and I have found that the game elements of THIS one really integrate into the in-world feel very well. Not only does the default world look amazing (amplified by my light/water filters), but as one progresses in playing Minecraft this resource pack ups its game, giving higher and farther tech/ advanced looks to the late game items. It makes one feel like you have really accomplished something as you play.
Keeps up the amazing work. I eagerly await the upcoming updates.
It's a crying shame that this resource pack is in "snail mode." If we give you tons of Pateron money, will you prioritize it again?
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumI don't want to texture for money... I want to texture because it's fun. So nah, that probably wouldn't work (although it would be awesome nonetheless)
BTW, I'm thinking of changing the update plan a bit. What would you guys think of having a pair of updates that covers all the game's blocks, then all the game's items, rather than the themed updates I've been planning?
The main reason being that entity textures are a massive PITA to do. I think they're part of what's drawn me away from Triton lately. I've been having a lot of fun doing loads of block textures for the SPS-3 challenge, and having just blocks alone as a focus would be a tremendous relief.
Or just get all the entity textures out of the way first. Then the rest of the pack will be less tedious.
But yeah, I like the blocks/items updates idea.
Yes yes yes. Blocks are far more important anyway!
Definitely update the blocks first, then the items that hasn't been done.
Please keep interested in your pack. It's the only one that I really like, and your work is amazing.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumAlright, which of these looks better? The left one is the current 64x rescale, the right is another type of rescaling that might be used instead. It's sharper and not as JPEG-ish as the current one, but it doesn't have dat supah-smooth antialiasing... any thoughts?
As of now, I'm running through the block textures and making various tweaks and adjustments, and re-doing a few blocks that have been bugging me. There'll HOPEFULLY be a new release this month with said tweaks, as well as all the extra textures that I've done (iron golem, several 1.8. blocks etc), then on to blocks. lots and lots of blocks.
EDIT: 900 posts. woot!
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumThe right one looks a lot better imo
Timeless Modding is kinda dead but idk what to put here now
I occasionally make textures/models for random people. Contributed to: Tinker's Construct, Growthcraft, and Animals+
PixelQuest 2, my new 1.10 RPG/rougelike-inspired modpack, is coming soon!
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumWow, this looks amazing!
My vote would be for the current one. They're pretty similar from close up, but the one on the left looks much better from afar.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumI like the one on the left personally.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumHmm... might stick with the old method then. I've played around with a bunch more combinations of filters, and the old one with antialias+sharpen tends to look the best.
I'll also be fixing up pixels on some 64 and 128 textures by hand, something I've neglected to do so far.
I actually cannot see the difference at all.
Keep up the good work! I LOVE where this pack is going!
BTW: My vote is for the one on the left.
Wow son I'm impressed this may one day be better than sphax
http://m.youtube.com/watch?v=fKJDAVvs_JA