They look nicely, the only thing I dislike is that the zombie is kind of.... too happy. Doesn't look zmobie-ish enough. Needs a little more of an evil scent.
They look nicely, the only thing I dislike is that the zombie is kind of.... too happy. Doesn't look zmobie-ish enough. Needs a little more of an evil scent.
To give a feel for what it would look like, I edited the textures in GIMP. I did two versions; one with the eyebrows, and one without (to see which would look scarier). The shadows (from removing the eyebrows) and "depth" effect are a bit off, though, because this would be my first time editing visuals for Minecraft.
To give a feel for what it would look like, I edited the textures in GIMP. I did two versions; one with the eyebrows, and one without (to see which would look scarier). The shadows (from removing the eyebrows) and "depth" effect are a bit off, though, because this would be my first time editing visuals for Minecraft.
That's essentially what I ended up going with, plus a little light/shine in the center, to help the eyes center on the viewer:
That's essentially what I ended up going with, plus a little light/shine in the center, to help the eyes center on the viewer:~snip~
Nice editing job, by the way!
Spooky but could be spookier. I think the mouth would look better if it had holes, like, it showed this inside of its mouth.
I am really enjoying this Resource pack!! I feels so smooth and welcoming. The only concern is that when I go into a mine or into a semi dark area it's pitch black compared to regular resource pack even with 100% Brightness. I can't even see what blocks or anything to be in fact. A fix or one that's not this dark would be great!
I am really enjoying this Resource pack!! I feels so smooth and welcoming. The only concern is that when I go into a mine or into a semi dark area it's pitch black compared to regular resource pack even with 100% Brightness. I can't even see what blocks or anything to be in fact. A fix or one that's not this dark would be great!
The next update improves (and brightens) the lightmap a lot, so you're in luck. Don't expect to see in 100% darkness, though... that's always annoyed me, and it's why I made the darkest parts of the lightmap pitch black in the first place... no free night vision!
Don't expect to see in 100% darkness, though... that's always annoyed me, and it's why I made the darkest parts of the lightmap pitch black in the first place... no free night vision!
Is there the option to substitute the built-in lightmap with a different one (this one, to be precise), then? Or a way to disable it all-together?
Is there the option to substitute the built-in lightmap with a different one (this one, to be precise), then? Or a way to disable it all-together?
That will already work if you layer it on top of the Triton core pack. I'll probably release an alternate lightmap that isn't full-dark as an addon pack.
Ok no free night vision but look how dark it is at 0% x.x And I can't wait :3 I really enjoy this resource pack <3
Are you using moody brightness by any chance? I'd reccomend 50% or higher brightness for servers, which tend to be pretty poorly lit at times. Moody works better for daylight scenes... alas, if only the brightness would adjust based on light level...
Hell, I'll probably end up making a mod for it if it hasn't been done already.
Seems simple enough... just add and subtract from the brightness setting based on the player's light level (or maybe the average light level of a volume around them so stuff doesn't get really bright while under overhangs and roofs).
Do you do forge modding? I think that would be pretty sweet if you actually did make a mod like that!
Seems simple enough... just add and subtract from the brightness setting based on the player's light level (or maybe the average light level of a volume around them so stuff doesn't get really bright while under overhangs and roofs).
Do you do forge modding? I think that would be pretty sweet if you actually did make a mod like that!
I'll try it out and report back when I find out if it can be done.
Good news. It actually would be really simple. Sadly, though, the person who I'd go to for help with it has a lot of schoolwork and other college stuff. Hopefully, someone else will make this idea a reality.
They look nicely, the only thing I dislike is that the zombie is kind of.... too happy. Doesn't look zmobie-ish enough. Needs a little more of an evil scent.
I agree, the zombie looks more determined than dead/eviillllll
I can't stand red eyes in Minecraft. They look way too cheesy, in my opinion.
Perhaps you can do what you did with the other two textures with the zombie to make it more menacing - Make its head hollow. No eyes.
That's essentially what I ended up going with, plus a little light/shine in the center, to help the eyes center on the viewer:
Nice editing job, by the way!
Spooky but could be spookier. I think the mouth would look better if it had holes, like, it showed this inside of its mouth.
Personally, I think the blood was almost a bit too spooky. I'm happy with that being the final product.
Just though I'd add my two cents.
Probably just my love for really-spooky zombies... Since this is a "happy" pack, it might be not neccesary.
EDIT: This one?
The next update improves (and brightens) the lightmap a lot, so you're in luck. Don't expect to see in 100% darkness, though... that's always annoyed me, and it's why I made the darkest parts of the lightmap pitch black in the first place... no free night vision!
That one's being removed by popular request. Trust me, you'll like the new one better.
Dang, I thought it was cute. We'll see.
Is there the option to substitute the built-in lightmap with a different one (this one, to be precise), then? Or a way to disable it all-together?
That will already work if you layer it on top of the Triton core pack. I'll probably release an alternate lightmap that isn't full-dark as an addon pack.
Are you using moody brightness by any chance? I'd reccomend 50% or higher brightness for servers, which tend to be pretty poorly lit at times. Moody works better for daylight scenes... alas, if only the brightness would adjust based on light level...
That mod idea has my support.
Hell, I'll probably end up making a mod for it if it hasn't been done already.
Seems simple enough... just add and subtract from the brightness setting based on the player's light level (or maybe the average light level of a volume around them so stuff doesn't get really bright while under overhangs and roofs).
Do you do forge modding? I think that would be pretty sweet if you actually did make a mod like that!
I'll try it out and report back when I find out if it can be done.