It's been a long time since I did textures but I finally sat down and grinded through 2 set of tools and dyes (and then some)
Items (in order): Ink Sac, Lapis Lazuli, Cocoa Beans, Cactus Green, Light Gray Dye, *skip, duplicate*, Purple Dye, Light Blue Dye, Dandelion Yellow, Pink Dye, Magenta Dye (had to break outside of the palette colors for this one), Lime Green Dye, Orange Dye, Cyan Dye, Gray Dye, Rose Red, Bone Meal, Wooden Sword, Wooden Pickaxe, Wooden Ace, Wooden Shovel, Wooden Hoe, Painting, Item Frame, Sign, Stone Sword, Stone Pickaxe, Stone Axe, Stone SHovel, Stone Hoe, and Structure Void
I really wanted to do unique textures for each dye but the limited colors I'm using in SteelFeather's palette really made it difficult. I suspect to break outside the palette many more times, but doing it for a dye really disheartened me.
EDIT
I usually blast through textures and sometimes make things look rougher than intended
Smoothed out the lapis
EDIT 2: THE SEQUEL
The lapis still continued to bug me so I started playing around with it. I looked up a lot of gemstones to see how light plays on it and this is what I got
old-new
I like it but what do you guys think? Gems remain to be the most complicated thing to do.
I used this picture as a reference
Well, actual lapis is more like a smooth rock than a translucent gemstone. I'd suggest drawing it like a normal shaded material, and maybe giving it a backlight to show that it's shiny.
Well, actual lapis is more like a smooth rock than a translucent gemstone. I'd suggest drawing it like a normal shaded material, and maybe giving it a backlight to show that it's shiny.
idk if the hunger outline would be orange, I may make it black so it'd be easier to see
I was also considering posting my texture pack. I got around 50 items left to do however none of the blocks are touched. I feel like releasing it as a WIP would help me spot issues since my crap top literally cannot run Minecraft 1.9+ (literally, it cannot download the updates for some reason), so testing this stuff out is a little difficult.
But then again, I'm still iffy about releasing a WIP, especially when I have no blocks done. What do you guys think?
I don't know how long it's been like this for, but I just discovered that Minecraft no longer supports textures with resolutions that aren't powers of two
The textures below have a resolution of x24, and have been automatically scaled up to a blurry x32.
EDIT: It's Optifine, which I only started using recently, not Minecraft itself.
I don't know how long it's been like this for, but I just discovered that Minecraft no longer supports textures with resolutions that aren't powers of two
The textures below have a resolution of x24, and have been automatically scaled up to a blurry x32.
Hang on, what? Is there a workaround for this? I've made a bunch of item textures in 24x, and I'm going to be very annoyed if I have to redo them in a different resolution. (are you sure it's powers of two and not multiples of 16? 48x could work, if that's the case.)
This is some real ******** you're pulling on us, Mojang.
EDIT: It's actually Optifine that's blurring the textures, not Minecraft itself. Haven't bothered testing to see if the problem is only with a specific version, but turning off mipmaps seems to fix it. The mipmapping in vanilla Minecraft doesn't seem to do anything; it's only Optifine.
EDIT: It's actually Optifine that's blurring the textures, not Minecraft itself. Haven't bothered testing to see if the problem is only with a specific version, but turning off mipmaps seems to fix it. The mipmapping in vanilla Minecraft doesn't seem to do anything; it's only Optifine.
I do believe there was an old version of Optifine that did this without MIP enabled, but I complained (I also have 24x textures, plus odd resolutions like 15x) so it was fixed rather swiftly. However, you will note that Optifine still doubles small textures up even when MIP is not enabled:
[OptiFine] Scaled too small texture: minecraft:custom_particle/redstone, 4 -> 8
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_red, 1 -> 8
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_blue, 1 -> 8
[OptiFine] Scaled too small texture: minecraft:custom_blocks/button_wooden, 4 -> 8
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_pink, 1 -> 8
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_light_blue, 1 -> 8
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_orange, 1 -> 8
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_gray, 1 -> 8
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_cyan, 1 -> 8
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_yellow, 1 -> 8
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_white, 1 -> 8
[OptiFine] Scaled too small texture: minecraft:custom_particle/wheat_ungrown, 4 -> 8
[OptiFine] Scaled non power of 2: minecraft:custom_blocks/mushroom_red_bottom, 6 -> 12
[OptiFine] Scaled too small texture: minecraft:custom_items/jeweleye, 4 -> 8
[OptiFine] Scaled too small texture: minecraft:custom_particle/wheat_grown, 4 -> 8
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_purple, 1 -> 8
[OptiFine] Scaled too small texture: minecraft:custom_items/experience_glow, 2 -> 8
[OptiFine] Scaled too small texture: minecraft:custom_particle/reeds, 4 -> 8
[OptiFine] Scaled non power of 2: minecraft:custom_blocks/allium_head, 7 -> 14
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_brown, 1 -> 8
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_magenta, 1 -> 8
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_silver, 1 -> 8
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_green, 1 -> 8
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_lime, 1 -> 8
[OptiFine] Scaled too small texture: minecraft:custom_blocks/button_stone, 4 -> 8
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_black, 1 -> 8
Which doesn't make sense to me. Why scale something up just so if MIP is used it scales it back down? JUST LEAVE IT WHERE IT IS (maybe offer smaller MIP values when possible like 4-2-1. Heck, even 24x should be possible with MIP, using 24-12-6-3-1. Even if they didn't want to bother changing how MIP works, it'd be nice to at have a new atlas created for non-MIP-able textures so they can keep their size (though again, doubling happens even with MIP disabled).
Though I guess sp614x didn't want to listen to me past "DON'T REINTERPOLATE TEXTURES!"...
Note sp614x has said something about doubling not happening if the atlas size will increase significantly (they used an example with 64x so I'm not sure if the doubling I'm experiencing falls under that), but I have not yet modified models to optimize texture usage enough that it would result in a significantly smaller atlas.
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
I don't know how long it's been like this for, but I just discovered that Minecraft no longer supports textures with resolutions that aren't powers of two
The textures below have a resolution of x24, and have been automatically scaled up to a blurry x32.
~Image Snip~
You could, in theory, make a 32x texture that only has the 24x pic on it & the rest is transparent. Then use that texture for a model & make so that the block only uses the 24x pic.
In theory it could work, but I haven't touched anything about models, so I don't know if it will work or not.
If it's an Optifine-only thing, then there's got to be some way to disable it, right? Like, in the settings?
Because if not, then it's a very silly and pointless 'feature' that seems to go against the mantra of Optifine optimising Minecraft's graphical performance.
EDIT: Just read Crimso's comment on disabling Optifine's mipmapping. This implies that the blurring of the textures is some sort of bug, but at least it can be disabled, which is good.
Im trying to give the buttons in my pack a custom texture instead of it just "picking" a portion of the parent block to use as a texture, but for some reason the buttons aren't "accepting" the texture.
In game, the button looks like this:
And this is the ,json file:
Any ideas whats wrong here? I'm stumped.
Why are you selecting the texture from two places? Can you even do that?
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Irish_Pixels- Looks to me like a texture rotation problem. I would download Mr Crayfish's Model Creator. It would help you diagnose this problem and is just generally a great program to have in your texturing tool box.
Yes, you can have multiple textures for models that are in different locations, however it isn't really efficient. I only do it so that I can have the particles for when the block is broken be linked to a completely filled texture file rather than my UV texture with transparent areas.
It doesn't seem to be rotation, the pack has many, many models all with rotated UVs and the only models that seem to "break" are the buttons. The error seems to be that the UV Mapping in the .json is entirely different from the model in game, for some bizarre reason.
I'm guessing they were thinking that you were using 2 textures in one because of the ampersand (I was thinking that for a bit, too), which isn't a thing to my knowledge (not even sure how that would work).
The issue you're having is uvlock within the blockstate file, like:
(but y'know, everywhere in the file) should fix it, if not change true to false.
Also, please change the name... every time you use a name like that, you make a lemon somewhere sad.
Something like "blocks/adv/redstone/buttons" or at least "blocks/adv/buttons_and_plates/buttons"
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
Well, actual lapis is more like a smooth rock than a translucent gemstone. I'd suggest drawing it like a normal shaded material, and maybe giving it a backlight to show that it's shiny.
More pictures
Jingle bells, decay and fails
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
By Sileo_Vulpes
Like this?
or something like this?
The first one looks more round, but I like the shading on the outline of the second one.
Diamond tools
Also, more gui icons
idk if the hunger outline would be orange, I may make it black so it'd be easier to see
I was also considering posting my texture pack. I got around 50 items left to do however none of the blocks are touched. I feel like releasing it as a WIP would help me spot issues since my crap top literally cannot run Minecraft 1.9+ (literally, it cannot download the updates for some reason), so testing this stuff out is a little difficult.
But then again, I'm still iffy about releasing a WIP, especially when I have no blocks done. What do you guys think?
I've gone with the translucent gem version because it makes the lapis to feel more magical, since it's main use would be for enchanting
Some gui stuffs
@Meapers
I absolutely love what you've done. Looks great
Looks a bit strange where the hearts collide. Still brilliant. Loving the use of contrast in your pack.
I don't know how long it's been like this for, but I just discovered that Minecraft no longer supports textures with resolutions that aren't powers of two
The textures below have a resolution of x24, and have been automatically scaled up to a blurry x32.
EDIT: It's Optifine, which I only started using recently, not Minecraft itself.
Hang on, what? Is there a workaround for this? I've made a bunch of item textures in 24x, and I'm going to be very annoyed if I have to redo them in a different resolution. (are you sure it's powers of two and not multiples of 16? 48x could work, if that's the case.)
This is some real ******** you're pulling on us, Mojang.
EDIT: It's actually Optifine that's blurring the textures, not Minecraft itself. Haven't bothered testing to see if the problem is only with a specific version, but turning off mipmaps seems to fix it. The mipmapping in vanilla Minecraft doesn't seem to do anything; it's only Optifine.
I do believe there was an old version of Optifine that did this without MIP enabled, but I complained (I also have 24x textures, plus odd resolutions like 15x) so it was fixed rather swiftly. However, you will note that Optifine still doubles small textures up even when MIP is not enabled:
[OptiFine] Scaled too small texture: minecraft:custom_particle/redstone, 4 -> 8
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_red, 1 -> 8
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_blue, 1 -> 8
[OptiFine] Scaled too small texture: minecraft:custom_blocks/button_wooden, 4 -> 8
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_pink, 1 -> 8
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_light_blue, 1 -> 8
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_orange, 1 -> 8
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_gray, 1 -> 8
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_cyan, 1 -> 8
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_yellow, 1 -> 8
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_white, 1 -> 8
[OptiFine] Scaled too small texture: minecraft:custom_particle/wheat_ungrown, 4 -> 8
[OptiFine] Scaled non power of 2: minecraft:custom_blocks/mushroom_red_bottom, 6 -> 12
[OptiFine] Scaled too small texture: minecraft:custom_items/jeweleye, 4 -> 8
[OptiFine] Scaled too small texture: minecraft:custom_particle/wheat_grown, 4 -> 8
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_purple, 1 -> 8
[OptiFine] Scaled too small texture: minecraft:custom_items/experience_glow, 2 -> 8
[OptiFine] Scaled too small texture: minecraft:custom_particle/reeds, 4 -> 8
[OptiFine] Scaled non power of 2: minecraft:custom_blocks/allium_head, 7 -> 14
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_brown, 1 -> 8
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_magenta, 1 -> 8
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_silver, 1 -> 8
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_green, 1 -> 8
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_lime, 1 -> 8
[OptiFine] Scaled too small texture: minecraft:custom_blocks/button_stone, 4 -> 8
[OptiFine] Scaled too small texture: minecraft:blocks/glass_pane_top_black, 1 -> 8
Which doesn't make sense to me. Why scale something up just so if MIP is used it scales it back down? JUST LEAVE IT WHERE IT IS (maybe offer smaller MIP values when possible like 4-2-1. Heck, even 24x should be possible with MIP, using 24-12-6-3-1. Even if they didn't want to bother changing how MIP works, it'd be nice to at have a new atlas created for non-MIP-able textures so they can keep their size (though again, doubling happens even with MIP disabled).
Though I guess sp614x didn't want to listen to me past "DON'T REINTERPOLATE TEXTURES!"...
Note sp614x has said something about doubling not happening if the atlas size will increase significantly (they used an example with 64x so I'm not sure if the doubling I'm experiencing falls under that), but I have not yet modified models to optimize texture usage enough that it would result in a significantly smaller atlas.
"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
First blocks in the pack! Stone, coal ore, cobblestone, and dirt.
EDIT
Added random textures for stone, coal, and dirt
I may redo the dirt varient, but I kinda like the uneven look (there's also small pebbles in the variants)
Or I may have it changed to be subtle like the stone
You could, in theory, make a 32x texture that only has the 24x pic on it & the rest is transparent. Then use that texture for a model & make so that the block only uses the 24x pic.
In theory it could work, but I haven't touched anything about models, so I don't know if it will work or not.
If it's an Optifine-only thing, then there's got to be some way to disable it, right? Like, in the settings?
Because if not, then it's a very silly and pointless 'feature' that seems to go against the mantra of Optifine optimising Minecraft's graphical performance.
EDIT: Just read Crimso's comment on disabling Optifine's mipmapping. This implies that the blurring of the textures is some sort of bug, but at least it can be disabled, which is good.
Trying out this for my tool bar GUI, banners hanging from a metal pole. Gold is the selected slot.
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Maybe the spaces in the file name need to be turned in to underscores?
Why are you selecting the texture from two places? Can you even do that?
Irish_Pixels- Looks to me like a texture rotation problem. I would download Mr Crayfish's Model Creator. It would help you diagnose this problem and is just generally a great program to have in your texturing tool box.
Looks like its a folder called "buttons & plates". It confused me as well.
But anyhoo, that is poor naming conventions to use spaces AND special characters for a folder.
Cast aside your festive doylaks: dragon stuff is about to happen.
Multiplayer is lonely once you understand how it actually works.
Alpha 1.0.4
I'm guessing they were thinking that you were using 2 textures in one because of the ampersand (I was thinking that for a bit, too), which isn't a thing to my knowledge (not even sure how that would work).
The issue you're having is uvlock within the blockstate file, like:
"facing=up,powered=false": { "model": "stone_button", "uvlock": true },
Removing that section:
"facing=up,powered=false": { "model": "stone_button"},
(but y'know, everywhere in the file) should fix it, if not change true to false.
Also, please change the name... every time you use a name like that, you make a lemon somewhere sad.
Something like "blocks/adv/redstone/buttons" or at least "blocks/adv/buttons_and_plates/buttons"
"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