I like the good ol' fashioned curved pick myself. Not too curvy though, just with a slight angle. Sort of like how Psycho had his.
In fact, i'm totally in support of that.
Trying to figure out a design for the diamond pickaxe... any thoughts on these three?
I like the third one, however like people have said, a slight curve to it like the first one would be awesome
so maybe a combination of the first and third?
Just an idea on your 3rd one. Not probably the best example, but this is what I mean about curving it a bit. I may have too much or not enough. Just also wanted to add why I think the 3rd one, It will come out clean and you have an opportunity to tie it in with your high tech looking items as well. Win Win
I like the good ol' fashioned curved pick myself. Not too curvy though, just with a slight angle. Sort of like how Psycho had his.
In fact, i'm totally in support of that.
It'd ideal, IMO.
I'll probably go with this idea, combination of 2nd and 3rd ones, with the asymmetrical angular bit on the 3rd, but with the other end much more curved.
Thanks for the input, guys! I love the fact that I can post a couple ideas and hear opinions from several of you over just a few days... that's flippin' awesome.
Yep, as the ToU says, I don't allow redistributing a modified form of this pack. If it's not too much trouble for your users, you can have them download the official pack and layer it underneath the custom resources included your map (if you have any, that is).
A slight update: I'll be releasing a V.3.1 before moving on to V4. There's some more tweaks and 3D models I wanted to add, and a few things that need fixing, such as the two new custom sounds that I completely forgot to include in the new update. Progress will be slow, but hey, you're all used to that, right?
Here's a new diamond. So much better than the new one in V3... I don't know why I even made that thing.
I look forward to the final render of the diamond pick, also I like the new diamond, everyone else always has it as a fully cut diamond. Your approach seems way better, and looks nice too! Like a raw diamond.
That diamond looks simply amazing! It's got such a cool and unique look to it.
I'm not gonna lie, I've been refraining from playing MC for quite some time while this pack develops. This pack added a whole new layer of "Fresh" to my otherwise dull Minecraft days in single player.
Glad to hear on the pick decision, too. It's nice to know that author's still take input from their peoples pretty seriously, I'll eagerly be awaiting the eventual results!
I'm also pretty hyped on the armors too. Your leather armor was Badass, (To the point where I didn't want to leave it behind! Dx) Made me feel like mad-max or something. I have a feeling you'll do awesome when it comes down to it. My problem with Sphax is that their Iron armor literally looked like someone had just taken iron scraps and put them together to form armor. (PLEASE) don't make that mistake. Every armor should have a unique and distinct feel to it, and look just as cool from one tier to the next.
That diamond looks simply amazing! It's got such a cool and unique look to it.
I'm not gonna lie, I've been refraining from playing MC for quite some time while this pack develops. This pack added a whole new layer of "Fresh" to my otherwise dull Minecraft days in single player.
Glad to hear on the pick decision, too. It's nice to know that author's still take input from their peoples pretty seriously, I'll eagerly be awaiting the eventual results!
I'm also pretty hyped on the armors too. Your leather armor was Badass, (To the point where I didn't want to leave it behind! Dx) Made me feel like mad-max or something. I have a feeling you'll do awesome when it comes down to it. My problem with Sphax is that their Iron armor literally looked like someone had just taken iron scraps and put them together to form armor. (PLEASE) don't make that mistake. Every armor should have a unique and distinct feel to it, and look just as cool from one tier to the next.
I actually liked Sphax's iron armor... But I agree iron armor in Triton should look more "refined" and look like actual armor, to fit in with the iron tools.
Rollback Post to RevisionRollBack
Timeless Modding is kinda dead but idk what to put here now
What I don't get about BDcraft's iron armor is that strange welding-mask-like helmet. It almost totally covers the face, but none of the higher-tier armors do...
About 3 months late, but I finally have made some banners for y'all to use in your signatures! Only two right now, but I'll be making more! The codes to use them are in the second post.
What I don't get about BDcraft's iron armor is that strange welding-mask-like helmet. It almost totally covers the face, but none of the higher-tier armors do...
About 3 months late, but I finally have made some banners for y'all to use in your signatures! Only two right now, but I'll be making more! The codes to use them are in the second post.
LOVE the second banner with the creeper
really nice stuff! lol
I have a minor quip, that I only realized after using this pack in third-person today.
All of the swords need their grips extended a little bit. From my characters perspective, it almost looks as if i'm grabbing and holding a sword from the blade, versus the grip of it.
I'd upload a screenie, but it's easy to test out yourself. Stare at it long enough and you'll get what I'm talking about.
It's my personal dev pack, so don't expect anything to be particularly playable...
-New SFX for item pickups, staring at an Enderman (no longer ear-crushingly long and annoying), clicking made by buttons/levers/etc, splash potions, anvil footstep/mining, and damage being dealt by the Thorns enchantment. Those last three don't actually have unique sounds in vanilla.
-All tools have been redrawn with straighter, cleaner lines, and improved here and there. If you want to see the full res versions, they're in the "items copy" folder of the pack.
-Iron boots and chestplate render in 3D
-Buttons, pressure plates, oak fences and ladders have 3D models. They aren't textured yet, though.
-Andesite's colors are more saturated to make it more distinguishable from normal stone.
-Levers, doors, and torches have better placement GUI slots.
-In 1.8.3 only, tools will have a much larger item model that is oriented differently (and looks really cool) when dropped on the ground.
Animated skulls... is that for Vanilla? Animated mobs certainly aren't. Is that a McPatcher feature, or an Optifine feature too?
Btw I REALLY like that animated skull idea... it's so cool
Just to be clear, it's the steve and alex skins themselves that are animated, not the skulls, which are hardcoded objects that I can't alter in any way. The animated entity skins is obviously made possible by Custom Animations, which requires MCPatcher. Dunno about Optifine. Never used it, but I believe it also supports custom anims.
If you're using MCPatcher,you might be able to use Randomobs to break up the blinking.
Nope, the only way that would work is by applying multiple animations to multiple copies of the mob's skin. Having just one alternate to break up the blinking would take a whole new animation strip and a whole new mob texture. Ideally there WOULD be a more efficient way of doing things, but I'm doubtful that Kahr will ever improve on the functionality of Randomobs and custom animations.
In fact, i'm totally in support of that.
It'd ideal, IMO.
I like the third one, however like people have said, a slight curve to it like the first one would be awesome
so maybe a combination of the first and third?
http://tritonsite.weebly.com/terms-of-use.html
I'll probably go with this idea, combination of 2nd and 3rd ones, with the asymmetrical angular bit on the 3rd, but with the other end much more curved.
Thanks for the input, guys! I love the fact that I can post a couple ideas and hear opinions from several of you over just a few days... that's flippin' awesome.
The outline on the arrow shaft has a bit of uneveness, and the low res made that more obvious.
Yep, as the ToU says, I don't allow redistributing a modified form of this pack. If it's not too much trouble for your users, you can have them download the official pack and layer it underneath the custom resources included your map (if you have any, that is).
A slight update: I'll be releasing a V.3.1 before moving on to V4. There's some more tweaks and 3D models I wanted to add, and a few things that need fixing, such as the two new custom sounds that I completely forgot to include in the new update. Progress will be slow, but hey, you're all used to that, right?
Here's a new diamond. So much better than the new one in V3... I don't know why I even made that thing.
Oooh, pretty.
EDIT: Snipped out the actual picture of the diamond; it made my post far too large.
I'm not gonna lie, I've been refraining from playing MC for quite some time while this pack develops. This pack added a whole new layer of "Fresh" to my otherwise dull Minecraft days in single player.
Glad to hear on the pick decision, too. It's nice to know that author's still take input from their peoples pretty seriously, I'll eagerly be awaiting the eventual results!
I'm also pretty hyped on the armors too. Your leather armor was Badass, (To the point where I didn't want to leave it behind! Dx) Made me feel like mad-max or something. I have a feeling you'll do awesome when it comes down to it. My problem with Sphax is that their Iron armor literally looked like someone had just taken iron scraps and put them together to form armor. (PLEASE) don't make that mistake. Every armor should have a unique and distinct feel to it, and look just as cool from one tier to the next.
I actually liked Sphax's iron armor... But I agree iron armor in Triton should look more "refined" and look like actual armor, to fit in with the iron tools.
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!
About 3 months late, but I finally have made some banners for y'all to use in your signatures! Only two right now, but I'll be making more! The codes to use them are in the second post.
LOVE the second banner with the creeper
really nice stuff! lol
All of the swords need their grips extended a little bit. From my characters perspective, it almost looks as if i'm grabbing and holding a sword from the blade, versus the grip of it.
I'd upload a screenie, but it's easy to test out yourself. Stare at it long enough and you'll get what I'm talking about.
Animated default player skins! It's amazing how much more 'real' they seem with a bit of animation. The skulls, however, are a bit unsettling...
"Just act natural... no one will notice we're not actually skulls!"
I wanted to animate all the mobs, but it would be really weird having a bunch of mobs all blinking in unison...
Also, you've waited long enough... here's a little addon that contains all the changes I've made so far. You can load it on top of your 'core' pack and see some of the new stuff coming.
It's my personal dev pack, so don't expect anything to be particularly playable...
-New SFX for item pickups, staring at an Enderman (no longer ear-crushingly long and annoying), clicking made by buttons/levers/etc, splash potions, anvil footstep/mining, and damage being dealt by the Thorns enchantment. Those last three don't actually have unique sounds in vanilla.
-All tools have been redrawn with straighter, cleaner lines, and improved here and there. If you want to see the full res versions, they're in the "items copy" folder of the pack.
-Iron boots and chestplate render in 3D
-Buttons, pressure plates, oak fences and ladders have 3D models. They aren't textured yet, though.
-Andesite's colors are more saturated to make it more distinguishable from normal stone.
-Levers, doors, and torches have better placement GUI slots.
-In 1.8.3 only, tools will have a much larger item model that is oriented differently (and looks really cool) when dropped on the ground.
Nice job as always, Ringo
Just to be clear, it's the steve and alex skins themselves that are animated, not the skulls, which are hardcoded objects that I can't alter in any way. The animated entity skins is obviously made possible by Custom Animations, which requires MCPatcher. Dunno about Optifine. Never used it, but I believe it also supports custom anims.
Nope, the only way that would work is by applying multiple animations to multiple copies of the mob's skin. Having just one alternate to break up the blinking would take a whole new animation strip and a whole new mob texture. Ideally there WOULD be a more efficient way of doing things, but I'm doubtful that Kahr will ever improve on the functionality of Randomobs and custom animations.
Ehhh... maybe. I'd rather keep them in the pack, really.
This is a comparison of acacia planks in V2 (top) and V3 (bottom). Personally, I think the new acacia planks look really tacky, especially the stairs.
i dont