All this talk about Block Models is making my mind go insane. While I don't read most of it, the parts that I do read is making my mind twist & turn in every direction
So it seems Z translation doesn't do anything as a GUI setting anymore since X/Y now control placement as you'd logically expect (moving it on the Z plane would just move it closer to the camera, basically it'd just get bigger).... except z translation actually DOES change Z-buffer! What I mean is, I was messing with the ladder GUI display, it got shifted over behind an item icon.... then I decided to change the Z-translation on the ladder and it moved more IN FRONT of the item icon, the item actually clipping through it! (also on a partially related note: it's interesting to add GUI rotation to item/generated.json, but doesn't look so great because the items don't seem to have much shadow on them, so it makes them look odd.)
So all GUI items are rendered in 3D... even the builtin/generated ones that are derived from icons?
Yeah, were are those times, when this thread was ruled by images.
Resource packs aren't just about textures anymore, there's a lot of code involved. Although that said, this is the texture artists union, so you have a point.
So all GUI items are rendered in 3D... even the builtin/generated ones that are derived from icons?
Actually, yes. The builtin/generated model is basically how it appears in hand or on the ground, and the flat texture is simply a lack of rotations. The same effect is caused if you have a custom model with no rotations added (usually you just need to set the parent to "block/block" so your block appears 3D in the inventory in that case)
^^ OK, cool. I bet there's some optimizations to be made there, with rendering all those icons in 3D and whatnot.
Friendly reminder: If your pack has a custom lightmap, please make the torch color desaturate as it gets darker, that is, fade to grey. Not to a nice-looking color like red or purple, just grey. It works MUCH better... hardly any weirdness with torchlight and daylight shadows mixing and making ugly yellow-green tones.
Is there a way to combine CTM types? Like, I have a vertical CTM, but want to add random (variations) to, say, the bottom texture, so it uses more than one texture. Is that possible and how?
Should be able to put ctm on ctm. You just have to use the full filepath of the first ctm when you use matchTiles=
Resource packs aren't just about textures anymore, there's a lot of code involved. Although that said, this is the texture artists union, so you have a point.
"PLEASE TELL ME I DIDN'T FORGET TO PUT MY TEXTURES ON THIS MORNING"
Is there a way to disable hard-coded colouring with block models? Things like swamp colours, birch and spruce leaves, etc.
I'm not sure about your wording, but the easy answer is no.
I mean you can disable the hardcoded recoloring, but only by disabling the biome shading on that block. Remove the "tintindex": 0 part. This will work for for spruce/birch if you're fine with just coloring the texture in having that everywhere (not that they had much color variation in default). Tintindex is a hardcoded value, with it in the file it uses the hardcoded coloring for that block (like grass using the biome, redstone using red and the power level)
That said, the swamp/mesa hardcoded colors is a bug, MC-30445.
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Starting today, tomorrow & possibly Monday, I will start editing the The All-Inclusive UPDATED Guide to Texturing. Today I will start looking over some things, determining what needs to be changed & kinda write down (on a text document) what to add, edit, delete. I'm making sure that the thread is up to date & I haven't edit the thread in ages!
I would like you guys to tell me what needs to be updated & to help fill in areas that I can't fill in myself (areas that say "Need help with this section!").
Looking very nice! If you want to prevent the sand from going different directions, then open up the options menu, go to video settings, and then switch off alternating blocks
Looking very nice! If you want to prevent the sand from going different directions, then open up the options menu, go to video settings, and then switch off alternating blocks
The Meaning of Life, the Universe, and Everything.
Location:
The Himalayas
Join Date:
4/6/2011
Posts:
44
Minecraft:
halucid
Member Details
Those are absolutely beautiful! You're very good with metals. My only gripe is that your pick and your hoe look a tad too similar. I might find myself trying to pickaxe my crops! Some minor stylistic changes should help to fix that. For example, perhaps you could make it into a sickle instead? I never thought hoes in Minecraft looked very much like hoes anyway... I would suggest increasing the curve of the head, and shortening the handle. So that its less "7-shaped" and more "?-shaped". I hope that makes sense.
Looking very nice! If you want to prevent the sand from going different directions, then open up the options menu, go to video settings, and then switch off alternating blocks
If you want a solution that works in 1.9, I made a small resource pack which simply disables random rotation (I actually made it back in 1.8, because I felt a user should not have to change their settings to make a resource pack look right, that should be controlled by the author).
Here is the link, feel free to copy the files you want into your resource pack.
Hey, TAU folks. I'm getting closer to having 100% completed Triton, particularly the block textures (I only have doors, small flowers, wheat, chorus fruit, beets, and nether wart left).
I'd greatly appreciate hearing any thoughts and feedback you might have on the currently finished blocks, be it here, on the Triton thread, via PM, or whatevs. Will hopefully be getting everything block-related out of the way in this coming update.
All this talk about Block Models is making my mind go insane. While I don't read most of it, the parts that I do read is making my mind twist & turn in every direction
So all GUI items are rendered in 3D... even the builtin/generated ones that are derived from icons?
Resource packs aren't just about textures anymore, there's a lot of code involved. Although that said, this is the texture artists union, so you have a point.
Actually, yes. The builtin/generated model is basically how it appears in hand or on the ground, and the flat texture is simply a lack of rotations. The same effect is caused if you have a custom model with no rotations added (usually you just need to set the parent to "block/block" so your block appears 3D in the inventory in that case)
^^ OK, cool. I bet there's some optimizations to be made there, with rendering all those icons in 3D and whatnot.
Friendly reminder: If your pack has a custom lightmap, please make the torch color desaturate as it gets darker, that is, fade to grey. Not to a nice-looking color like red or purple, just grey. It works MUCH better... hardly any weirdness with torchlight and daylight shadows mixing and making ugly yellow-green tones.
Should be able to put ctm on ctm. You just have to use the full filepath of the first ctm when you use matchTiles=
If you don't already have it... https://bitbucket.org/prupe/mcpatcher/raw/master/doc/ctm.properties
(kinda hard to see it with the butchered mcpatcher OP)
And my axe!
Beautiful!
Is there a way to disable hard-coded colouring with block models? Things like swamp colours, birch and spruce leaves, etc.
"PLEASE TELL ME I DIDN'T FORGET TO PUT MY TEXTURES ON THIS MORNING"
I'm not sure about your wording, but the easy answer is no.
I mean you can disable the hardcoded recoloring, but only by disabling the biome shading on that block. Remove the "tintindex": 0 part. This will work for for spruce/birch if you're fine with just coloring the texture in having that everywhere (not that they had much color variation in default). Tintindex is a hardcoded value, with it in the file it uses the hardcoded coloring for that block (like grass using the biome, redstone using red and the power level)
That said, the swamp/mesa hardcoded colors is a bug, MC-30445.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Looks great! You are the king at texturing metal! So beaut.
Haven't posted any pics for some time now. Here is my cake and cauldron:
Starting today, tomorrow & possibly Monday, I will start editing the The All-Inclusive UPDATED Guide to Texturing. Today I will start looking over some things, determining what needs to be changed & kinda write down (on a text document) what to add, edit, delete. I'm making sure that the thread is up to date & I haven't edit the thread in ages!
I would like you guys to tell me what needs to be updated & to help fill in areas that I can't fill in myself (areas that say "Need help with this section!").
My take on the dirt path/trampled grass texture. Also ridiculously large block models as dropped items are funny.
also, critique? http://crbn-freeze.deviantart.com/art/Clear-Up-Here-562714689
Servers Rules|Support Forum Rules|Show Your Creation Rules|Off Topic Rules
Looking very nice! If you want to prevent the sand from going different directions, then open up the options menu, go to video settings, and then switch off alternating blocks
Something which, AFAIK, doesn't exist in 1.9
Radiant Pixels - Vibrant, Colorful and Eye-Pleasing Resource Pack
Iron tools done for Eyvindr:
Those are absolutely beautiful! You're very good with metals. My only gripe is that your pick and your hoe look a tad too similar. I might find myself trying to pickaxe my crops! Some minor stylistic changes should help to fix that. For example, perhaps you could make it into a sickle instead? I never thought hoes in Minecraft looked very much like hoes anyway... I would suggest increasing the curve of the head, and shortening the handle. So that its less "7-shaped" and more "?-shaped". I hope that makes sense.
If you want a solution that works in 1.9, I made a small resource pack which simply disables random rotation (I actually made it back in 1.8, because I felt a user should not have to change their settings to make a resource pack look right, that should be controlled by the author).
Here is the link, feel free to copy the files you want into your resource pack.
Hey, TAU folks. I'm getting closer to having 100% completed Triton, particularly the block textures (I only have doors, small flowers, wheat, chorus fruit, beets, and nether wart left).
I'd greatly appreciate hearing any thoughts and feedback you might have on the currently finished blocks, be it here, on the Triton thread, via PM, or whatevs. Will hopefully be getting everything block-related out of the way in this coming update.
Working on leaf models for Naturus. Is there any way to lighten them up?