*- Ladies and Gentlemen; Children of all ages! -*
- Gather round and experience -
* A Psychovision Production *
._-> COMPLETE & TOTAL MAYHEM <-_.
*-_A MCPatcher Exclusive Expanded Resource Pack_-*
* using the powers of *
* CTM and Better Glass! *
~-_> Exploring Minecraft will never be the same <_-~
This is still a work in progress I am now hosting the work on Curse! I will still be updating it but unfortunately I have pushed the limits of my machine already. She will not take no for an answer. She still works but Minecraft won't... I've put already a terrain and a half in just the few blocks I've done so yeah this pack is for the big boys.
So... I'm asking the community for two things, to help me out in testing my pack for any flaws that I might not intend. And to help me afford the $500 that it will cost me for a new machine. So I'm setting up the download through Curse.
This pack is the result of two things, I've been practicing using a more limited palette to understand the limits of color theory. And this is also a hard core experiment at developing the first Expanded Texture Pack (or whatever they will be called soon...)I first developed this when I tried to make a thread challenge to get folks to paint rather than pixel. I've recently let it go and forgot this pack after the 1.5 update. After a while of working on Chromatose, I got into restarting C&TM and decided to work out the conversion. I'll probably convert it again when the whole 'Resource pack' goes through but I will not be pulling off backward compatibility with this pack. To go through and recode and test all of that would be a hard core mess...
Also note that all of the colors are rather muted because I've used a modified palette of Ander Zorn. I used the digital equivalent of Rust Red, Yellow Ochre, Payne's Gray, and Titanium White as the source colors. I also use brush opacity and drawn out this pack so far from scratch.
Currently complete -
This will show the current update. The whole pack will encompass some seriously high data so a fair warning, if you can carry a x256 well, when complete this pack might work well for you. (note this first update only has 13 blocks done and already is as large as a single terrain I would estimate!)
-----
Stone -
I started with the stone to try to give example of how color can be achieved with the use of a limited
palette. I developed it with random cracks that do a real good job of blending down at a distance.
Currently 27 tiles dedicated just to stone
*** Update on Stone, now working on removing obvious grid error in order to soften the look. This will effect all ores also.
-----
Stone Pressure Plate -
I began really playing with CTM's use of Metadata values with Chromatose, but some experiments started here. I worked on trying to make the plate 'light up' when pressed. So I have two tiles one off, the other 'on.'
Currently 2 tiles dedicated just to Stone P. Plates
*** Updated with new lit texture, just a bit of detail in it.
-----
Ores -
I really wanted to prove two things, that you can get a blue with 'black' and that you can produce the
illusion of green with the right setup.
So each ore was set up with several random variants as follow.
Coal ore has 29 different tiles
Iron ore has 52 different tiles
Lapis Ore has 26 different tiles
Emerald Ore has 19 different tiles
Redstone Ore has 62 different tiles
Gold Ore has 14 different tiles
Diamond ore has 14 different tiles
Altogether just the ores have 216 tiles total
*** Update on all ores! Each one is now an overlay that will be on top of random stone textures so ultimately you have virtually boundless combos of stone and ore!
-----
Dirt
I really wanted to play around with the most abundant substances to begin with, best way to show off what's been changed, right?
So the dirt has been broken up into Top, Sides, and Bottom. I tried to set it up to make a more layered appearance to the dirt I also gave it as earthy a setup with roots and small rocks embeded in random places.
The Side dirt has 33 different tiles
The Top dirt has 8 different tiles
The Bottom dirt has 8 different tiles
I've also had to use the Side dirt in setting up the Biome Side Grass
***Updated in 0.1.1 with shaded dirt blocks to help improve the biome grass appearance. Also will be using for Snow Side Grass as a base.
-----
Gravel
This I wanted to give as much color and chaos as I could while making this lowly block a more enjoyable sight.
I have 49 tiles that are set up randomly.
-----
Biome Grass
I was a bit aprehensive on laying out the biome grass, I want to play with Better Glass on this one to give a
horrizontal 'cast shadow' with the grass laying over it... but of course I don't want to have the shadow turn
green too... I might have to play with the coloration of this idea.
But anywho the Grass Top has 9 tiles so far. I'm also wanting to have random patches of dirt poke through
with some of the next tiles that will come with this set
Side grass so far has 7 tiles. This will also expand as I get working on this pack.
-----
Mycellium Grass
This and the Biome Grass Top are the most recent developments of this pack. I set them up with random pieces
and worked it to have more of a moldy appearance. The edge just has parts that are breaking down and sliming
down slowly...
the top has 16 tiles and the Side has 16 tiles. I use the same bottom as the regular dirt.
-----
Cobblestone
This is actually one of my favorite textures for this pack so far. Full CTM in Top, Sides and Bottom each for
just the Cobblestone Block! Mind you I broke things apart to make things look better.
I have experimented with the Cobblestone Slab and Stairs to make them appear better. Although I will probably
end up making full CTM setups for the slab bottom and tops.
I also have some experimentation done with the fence but I haven't gotten everything down pat.
I also hope to be able to change the lever cobble texture by not even needing it to begin with XD!
------------------
And that's all for now.
Sorry for the wall of text.
If you like this be sure to follow it and post your thoughts! This is a heavy package and does have a long way to go. I will probably release it upon completing all 'Overworld' Stuff. Leaving the Nether and End as their own bit of madness.
If you want to check out my other packs, Chromatose is linked in my Sig!
Also if you want to help a bruddah or just think this thing looks too good to not pay something towards...
Thank you very much Zynch for noting that for me. I'll have to touch those up then...
I can see what you're saying about the Cobble Slab, the main reason behind the design is that it also works on the Cobble Stairs to make it so they don't get chopped up too bad. I might darken the white on them to make it more like a roughly polished stone... would you say that might work better overall?
I can do a separate pair of tiles for the cobble slab too... I was actually pondering on giving the top and bottom something simmilar to what I done with the Cobble Block; full ctm on the top and bottom to break up the 'tile' look, but keep the (soon to be darkened) white as a trim.
The stairs though will probably keep the original side as it works well when the thing gets moved around in different angles...
Whew, things are better when you get a night's sleep XD
Amazing to think about the REALLY old textures from Chromatose (Not the new, amazing ones), and look at this.
You have become one of the best paint styled texturers ever.
Rollback Post to RevisionRollBack
The official Bluebird continuation is underway! Please come and help keep the pack alive!
Lots of lessons learned with Chromatose there, still some lessons to be earned too.
So far I've been tweaking every stone to try to break up the tiling problem and I got this here to ask...
Which is better, keep the original white, take the lighter gray or go darker with the cobblestone top boarder?
Also note that my pc decided to finally bugger out and is giving me all kinds of fits... I'm not too happy about it as it's consumed vasts amounts of my time.
Well I've been neglecting this for a while haven't I... (dons necromancer robes )
I finally got an update for Complete and total mayhem.
Got things set up for 1.6
Reorganized the files for ease of understanding how things work
Got the gray wash on the Cobblestone's white stone
Fixed Slabs and Doubleslabs where they will have full CTM tops and bottoms
Tweaked Biome Side Grass to include a shadow under the grass
Added some embedding to the Iron Ore.
Anywho here's a couple pics as of what I've done
Alrighty also I've found out that my PC is definitely chugging something fierce with this pack, any more pics might have to be 'isolated' until I can aquire me a new pc.
But as for further plans, I'm working on getting the Snow Sidegrass, Snow top/block (broke apart with Metadata), Bedrock, Sand and Clay finished. All with 'Random' and the Sand taking to the 'Biome' effect.
Figured I'd post an update about this pack... So far I've painted up the first biome of sand and got the snow block and snow sidegrass done up; haven't really done too much recently because lots of work and a cat giving me a scare (my cat apparently had some kidney problems and had to take him to the vet)
I haven't gotten these in game yet but I'm wanting to ask about other things as I work on them. For the Item Icons, I'm thinking of pulling off x512 size for those or x256. Any other ideas or thoughts?
I went ahead and posted a download link on this update... its big...
*** deeply inhails ***
Fixed all those pesky ores and set them up as an overlay. (over 200 tiles alone!)
Added Snowy Side grass with 30+ variants
Added Snow* Currently not on the snow block itself but is set up for the snow 'slabs' strangely...
Also have Sand added but unfortunately it's untested due to memory limits on my pc...
So far that's it...
In the download you'll see Chromatose being used for a place holder. Figured it would look *better* than not having a full pack. But this is still a heavy work in progress.
*- Ladies and Gentlemen; Children of all ages! -*
- Gather round and experience -
* A Psychovision Production *
._-> COMPLETE & TOTAL MAYHEM <-_.
*-_A MCPatcher Exclusive Expanded Resource Pack_-*
* using the powers of *
* CTM and Better Glass! *
~-_> Exploring Minecraft will never be the same <_-~
This is still a work in progress I am now hosting the work on Curse! I will still be updating it but unfortunately I have pushed the limits of my machine already. She will not take no for an answer. She still works but Minecraft won't... I've put already a terrain and a half in just the few blocks I've done so yeah this pack is for the big boys.
So... I'm asking the community for two things, to help me out in testing my pack for any flaws that I might not intend. And to help me afford the $500 that it will cost me for a new machine. So I'm setting up the download through Curse.
Downloads
You can download here on curse HERE!
Introduction -
This pack is the result of two things, I've been practicing using a more limited palette to understand the limits of color theory. And this is also a hard core experiment at developing the first Expanded Texture Pack (or whatever they will be called soon...)I first developed this when I tried to make a thread challenge to get folks to paint rather than pixel. I've recently let it go and forgot this pack after the 1.5 update. After a while of working on Chromatose, I got into restarting C&TM and decided to work out the conversion. I'll probably convert it again when the whole 'Resource pack' goes through but I will not be pulling off backward compatibility with this pack. To go through and recode and test all of that would be a hard core mess...
Also note that all of the colors are rather muted because I've used a modified palette of Ander Zorn. I used the digital equivalent of Rust Red, Yellow Ochre, Payne's Gray, and Titanium White as the source colors. I also use brush opacity and drawn out this pack so far from scratch.
Currently complete -
This will show the current update. The whole pack will encompass some seriously high data so a fair warning, if you can carry a x256 well, when complete this pack might work well for you. (note this first update only has 13 blocks done and already is as large as a single terrain I would estimate!)
-----
Stone -
I started with the stone to try to give example of how color can be achieved with the use of a limited
palette. I developed it with random cracks that do a real good job of blending down at a distance.
Currently 27 tiles dedicated just to stone
*** Update on Stone, now working on removing obvious grid error in order to soften the look. This will effect all ores also.
-----
Stone Pressure Plate -
I began really playing with CTM's use of Metadata values with Chromatose, but some experiments started here. I worked on trying to make the plate 'light up' when pressed. So I have two tiles one off, the other 'on.'
Currently 2 tiles dedicated just to Stone P. Plates
*** Updated with new lit texture, just a bit of detail in it.
-----
Ores -
I really wanted to prove two things, that you can get a blue with 'black' and that you can produce the
illusion of green with the right setup.
So each ore was set up with several random variants as follow.
Coal ore has 29 different tiles
Iron ore has 52 different tiles
Lapis Ore has 26 different tiles
Emerald Ore has 19 different tiles
Redstone Ore has 62 different tiles
Gold Ore has 14 different tiles
Diamond ore has 14 different tiles
Altogether just the ores have 216 tiles total
*** Update on all ores! Each one is now an overlay that will be on top of random stone textures so ultimately you have virtually boundless combos of stone and ore!
-----
Dirt
I really wanted to play around with the most abundant substances to begin with, best way to show off what's been changed, right?
So the dirt has been broken up into Top, Sides, and Bottom. I tried to set it up to make a more layered appearance to the dirt I also gave it as earthy a setup with roots and small rocks embeded in random places.
The Side dirt has 33 different tiles
The Top dirt has 8 different tiles
The Bottom dirt has 8 different tiles
I've also had to use the Side dirt in setting up the Biome Side Grass
***Updated in 0.1.1 with shaded dirt blocks to help improve the biome grass appearance. Also will be using for Snow Side Grass as a base.
-----
Gravel
This I wanted to give as much color and chaos as I could while making this lowly block a more enjoyable sight.
I have 49 tiles that are set up randomly.
-----
Biome Grass
I was a bit aprehensive on laying out the biome grass, I want to play with Better Glass on this one to give a
horrizontal 'cast shadow' with the grass laying over it... but of course I don't want to have the shadow turn
green too... I might have to play with the coloration of this idea.
But anywho the Grass Top has 9 tiles so far. I'm also wanting to have random patches of dirt poke through
with some of the next tiles that will come with this set
Side grass so far has 7 tiles. This will also expand as I get working on this pack.
-----
Mycellium Grass
This and the Biome Grass Top are the most recent developments of this pack. I set them up with random pieces
and worked it to have more of a moldy appearance. The edge just has parts that are breaking down and sliming
down slowly...
the top has 16 tiles and the Side has 16 tiles. I use the same bottom as the regular dirt.
-----
Cobblestone
This is actually one of my favorite textures for this pack so far. Full CTM in Top, Sides and Bottom each for
just the Cobblestone Block! Mind you I broke things apart to make things look better.
I have experimented with the Cobblestone Slab and Stairs to make them appear better. Although I will probably
end up making full CTM setups for the slab bottom and tops.
I also have some experimentation done with the fence but I haven't gotten everything down pat.
I also hope to be able to change the lever cobble texture by not even needing it to begin with XD!
And that's all for now.
Sorry for the wall of text.
If you like this be sure to follow it and post your thoughts! This is a heavy package and does have a long way to go. I will probably release it upon completing all 'Overworld' Stuff. Leaving the Nether and End as their own bit of madness.
If you want to check out my other packs, Chromatose is linked in my Sig!
Also if you want to help a bruddah or just think this thing looks too good to not pay something towards...
Have a good one!
-SRD
Gold is the second to last one on that set there.
But thanks for the thoughts Mini!
I can see what you're saying about the Cobble Slab, the main reason behind the design is that it also works on the Cobble Stairs to make it so they don't get chopped up too bad. I might darken the white on them to make it more like a roughly polished stone... would you say that might work better overall?
The stairs though will probably keep the original side as it works well when the thing gets moved around in different angles...
Whew, things are better when you get a night's sleep XD
You have become one of the best paint styled texturers ever.
Lots of lessons learned with Chromatose there, still some lessons to be earned too.
So far I've been tweaking every stone to try to break up the tiling problem and I got this here to ask...
Which is better, keep the original white, take the lighter gray or go darker with the cobblestone top boarder?
Also note that my pc decided to finally bugger out and is giving me all kinds of fits... I'm not too happy about it as it's consumed vasts amounts of my time.
I finally got an update for Complete and total mayhem.
Got things set up for 1.6
Reorganized the files for ease of understanding how things work
Got the gray wash on the Cobblestone's white stone
Fixed Slabs and Doubleslabs where they will have full CTM tops and bottoms
Tweaked Biome Side Grass to include a shadow under the grass
Added some embedding to the Iron Ore.
Anywho here's a couple pics as of what I've done
Alrighty also I've found out that my PC is definitely chugging something fierce with this pack, any more pics might have to be 'isolated' until I can aquire me a new pc.
But as for further plans, I'm working on getting the Snow Sidegrass, Snow top/block (broke apart with Metadata), Bedrock, Sand and Clay finished. All with 'Random' and the Sand taking to the 'Biome' effect.
Any suggestions appreciated!
I haven't gotten these in game yet but I'm wanting to ask about other things as I work on them. For the Item Icons, I'm thinking of pulling off x512 size for those or x256. Any other ideas or thoughts?
This help clean it up?
-old-
-new-
*** deeply inhails ***
Fixed all those pesky ores and set them up as an overlay. (over 200 tiles alone!)
Added Snowy Side grass with 30+ variants
Added Snow* Currently not on the snow block itself but is set up for the snow 'slabs' strangely...
Also have Sand added but unfortunately it's untested due to memory limits on my pc...
So far that's it...
In the download you'll see Chromatose being used for a place holder. Figured it would look *better* than not having a full pack. But this is still a heavy work in progress.