Ummm... Okay... Why did I just get an email for a private message, and its not on my private message box, and its showing as forbidden in my email? Very, Very odd. Oh and Alvoria, just watched some of your SF2 series and, good job sir!
I have a question here. What does the ambientlight.png image in /mcpatcher/colormap do?
Are you by chance looking in the folder of my pack? Mcpatcher doesn't officially have an "ambientlight.png", but triton has a custom colormap by that name. It applies a tint to all greyscale blocks based on biome, sort of like a white-point for each biome
Oh believe me, I'm capable of stuff far more interesting. But I have to work with MC's engine only allowing on / off transparency for these menus. That, and the hard-coded text...
A non smartass response would be much appreciated.
Oh believe me, I'm capable of stuff far more interesting. But I have to
work with MC's engine only allowing on / off transparency for these
menus. That, and the hard-coded text...
A non smartass response would be much appreciated.
Well, the use of the fill bucket in your image is the crux of the issue. The problem is there's not much going on- you've got a neat design at the bottom and a frame, but that's it. The rest is empty.
Try figuring out what kind of design you're going for with your UI. It seems you're making it look like a sort of plaque right now, which is cool- you can work with that. Try adding a metallic sheen, and some frame or design around the slots to add detail. Some embedded and embossed designs could look neat. There's plenty you can do without transparency.
The hardcoded text might appear to be a problem, but you can use it to your advantage- the text is the perfect excuse to change up the design in that part of the interface. Try making the text a separate plaque, or give it a different frame with a slightly different design. The idea is to have a relatively modular design (which can be repeated in other interfaces and slots) with enough variety to look interesting.
Well, the use of the fill bucket in your image is the crux of the issue. The problem is there's not much going on- you've got a neat design at the bottom and a frame, but that's it. The rest is empty.
Try figuring out what kind of design you're going for with your UI. It seems you're making it look like a sort of plaque right now, which is cool- you can work with that. Try adding a metallic sheen, and some frame or design around the slots to add detail. Some embedded and embossed designs could look neat. There's plenty you can do without transparency.
The hardcoded text might appear to be a problem, but you can use it to your advantage- the text is the perfect excuse to change up the design in that part of the interface. Try making the text a separate plaque, or give it a different frame with a slightly different design. The idea is to have a relatively modular design (which can be repeated in other interfaces and slots) with enough variety to look interesting.
That's the thing though - the "bucket fill" is obvious (using vector graphics so technically it all is lol)
Was really trying for some kind of holographic / projected look, but as mentioned the on/off alpha kinda ruined that plan. So now I gotta find some other way to pull it off
That's the thing though - the "bucket fill" is obvious (using vector graphics so technically it all is lol)
Was really trying for some kind of holographic / projected look, but as mentioned the on/off alpha kinda ruined that plan. So now I gotta find some other way to pull it off
Well, doesn't mean you can't add some sort of a pattern, like lines (sort of like an interlaced but only half of the signal, similar to the Borderlands-style GUI) to break things up visually. (I tested a more creative version of this on my stone-like GUI with barely-lighter pixels, and really like how it turned out)
Same thing with the transparent parts. If partial transparency is not supported, dither full transparency and full opacity and it will sort of give you that effect. If you do every-other-line that's the equivalent of 50% transparency, though a trade off where you see 100% clearly in strips rather than darkened/tinted everywhere. Depending on how much you add, you should be able to see through it somewhat. If not lines you could do concentric lines (in your case, bevelled squares)..... and less than 50% if you wish, or possibly non-uniform spacing (like more dense near the edges, tapering off until an empty middle). You'll probably have good luck with this since your menus are higher res. It certainly allows more subtlety. Depending on how high your res is, it might actually LOOK like actual partial transparency with the dithering.
And yeah, I'd say that the bucketfillness is worse because of the bright color you have and because the edges are very crisp. The actual inventory sections also has a very distracting grid illusion....
very annoying, IMO.
EDIT: Attached my test of what I'm talking about. Yes, it's pretty over-the-top. But I think I like it more, and I think it also helps with visibility. Plus it's more interesting. Though as I said, a higher res GUI might be able to pull off this similarly to great effect.... well above default res you might actually be able to make it look more like an actual material.
ATTACHMENTS
furnace
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
So I experimented with shading... or, rather the lack thereof.
Opinions?
Don' listen to them! This is gorgeous! Acacia sapling is my favorite. Dirt my be too saturated, but I'll wait to see some other blocks before I really decide on that
Rollback Post to RevisionRollBack
DEVIDE BY CUCUMBER ERROR - PLEASE REINSTALL UNIVERSE AND REBOOT (~hogfather by terry pratchett)
So I experimented with shading... or, rather the lack thereof.
Opinions?
I see them a little bit... blurred. So I can't appreciate the detail. Anyway, the color choice for dirt and grass,snow,etc. is good. I like colourful blocks.
I think the problem is that wooden planks generally are quite long compared to their width. Here, you have very short planks, which, due to their length, end up looking more like bricks than planks. Maybe you could try fusing some adjacent bricks, so that there's only one plank per row?
Rollback Post to RevisionRollBack
GENERATION 20: The first time you see this, copy it into your sig and add 1 to the generation.
its a bucket fill in-depth commentary on modern consumerism's over-exploitation of positive human emotion via minimalistic figures seated in a retro-aesthetic.
It's "jum bo dee es six tee for", NOT "jum bods six tee for" or "jum bo dee es six for". What the heck is a jumbod, anyway?
Well, from Pintom's post, you can see that I'm not the only one who made that mistake. The size of the "planks" makes them look extremely brick-ish, especially since the normal factors of "normal" plank colours aren't there to distinguish them.
So I've been sitting on these cobblestone textures for a couple days, since I couldn't get any wood planks simple enough to go with them. Barring the whole single colour plank with highlight, I really can't find anything.
This is using Siiki's palette from the Simple Pack Showdown 2!
If anyone has any ideas on how to continue the style, I'd love to hear it. It likely would have more detailed foliage than manmade blocks, so that's something to keep in mind.
Ummm... Okay... Why did I just get an email for a private message, and its not on my private message box, and its showing as forbidden in my email? Very, Very odd. Oh and Alvoria, just watched some of your SF2 series and, good job sir!
Yeah, I also recieved that message; but I managed to read it. It may be gone soon.
Lol, there were like a million guys on that conversation. Damn it, I didn't use the chance to spam my mod in it XD
I remember ThePiDay and Raffilcagon being inside of the PM.
I have a question here. What does the ambientlight.png image in /mcpatcher/colormap do?
Radiant Pixels - Vibrant, Colorful and Eye-Pleasing Resource Pack
Are you by chance looking in the folder of my pack? Mcpatcher doesn't officially have an "ambientlight.png", but triton has a custom colormap by that name. It applies a tint to all greyscale blocks based on biome, sort of like a white-point for each biome
Yes, I was looking in your pack
I usually look into the MCPatcher folder of other packs to see if there's a new feature I can add to mine.
Radiant Pixels - Vibrant, Colorful and Eye-Pleasing Resource Pack
Any idea how I can make the inventory menus a little less... boring?
Oh believe me, I'm capable of stuff far more interesting. But I have to work with MC's engine only allowing on / off transparency for these menus. That, and the hard-coded text...
A non smartass response would be much appreciated.
Well, the use of the fill bucket in your image is the crux of the issue. The problem is there's not much going on- you've got a neat design at the bottom and a frame, but that's it. The rest is empty.
Try figuring out what kind of design you're going for with your UI. It seems you're making it look like a sort of plaque right now, which is cool- you can work with that. Try adding a metallic sheen, and some frame or design around the slots to add detail. Some embedded and embossed designs could look neat. There's plenty you can do without transparency.
The hardcoded text might appear to be a problem, but you can use it to your advantage- the text is the perfect excuse to change up the design in that part of the interface. Try making the text a separate plaque, or give it a different frame with a slightly different design. The idea is to have a relatively modular design (which can be repeated in other interfaces and slots) with enough variety to look interesting.
That's the thing though - the "bucket fill" is obvious (using vector graphics so technically it all is lol)
Was really trying for some kind of holographic / projected look, but as mentioned the on/off alpha kinda ruined that plan. So now I gotta find some other way to pull it off
Add bevels and borders to the inv, crafting, etc. boxes. Basically add more features to the design.
Well, doesn't mean you can't add some sort of a pattern, like lines (sort of like an interlaced but only half of the signal, similar to the Borderlands-style GUI) to break things up visually. (I tested a more creative version of this on my stone-like GUI with barely-lighter pixels, and really like how it turned out)
Same thing with the transparent parts. If partial transparency is not supported, dither full transparency and full opacity and it will sort of give you that effect. If you do every-other-line that's the equivalent of 50% transparency, though a trade off where you see 100% clearly in strips rather than darkened/tinted everywhere. Depending on how much you add, you should be able to see through it somewhat. If not lines you could do concentric lines (in your case, bevelled squares)..... and less than 50% if you wish, or possibly non-uniform spacing (like more dense near the edges, tapering off until an empty middle). You'll probably have good luck with this since your menus are higher res. It certainly allows more subtlety. Depending on how high your res is, it might actually LOOK like actual partial transparency with the dithering.
And yeah, I'd say that the bucketfillness is worse because of the bright color you have and because the edges are very crisp. The actual inventory sections also has a very distracting grid illusion....
very annoying, IMO.
EDIT: Attached my test of what I'm talking about. Yes, it's pretty over-the-top. But I think I like it more, and I think it also helps with visibility. Plus it's more interesting. Though as I said, a higher res GUI might be able to pull off this similarly to great effect.... well above default res you might actually be able to make it look more like an actual material.
"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
So I experimented with shading... or, rather the lack thereof.
Opinions?
The colour choice for those bricks(?) is erh....questionable.
I've been here for a loooooooooong time.
Um... Those are wood planks
Don' listen to them! This is gorgeous! Acacia sapling is my favorite. Dirt my be too saturated, but I'll wait to see some other blocks before I really decide on that
I see them a little bit... blurred. So I can't appreciate the detail. Anyway, the color choice for dirt and grass,snow,etc. is good. I like colourful blocks.
Those bricks, though...
Radiant Pixels - Vibrant, Colorful and Eye-Pleasing Resource Pack
I think the problem is that wooden planks generally are quite long compared to their width. Here, you have very short planks, which, due to their length, end up looking more like bricks than planks. Maybe you could try fusing some adjacent bricks, so that there's only one plank per row?
GENERATION 20: The first time you see this, copy it into your sig and add 1 to the generation.
It's "jum bo dee es six tee for", NOT "jum bods six tee for" or "jum bo dee es six for". What the heck is a jumbod, anyway?
Well, from Pintom's post, you can see that I'm not the only one who made that mistake. The size of the "planks" makes them look extremely brick-ish, especially since the normal factors of "normal" plank colours aren't there to distinguish them.
I've been here for a loooooooooong time.
I really like it. I love the tops of the grasses. Very nice
So I've been sitting on these cobblestone textures for a couple days, since I couldn't get any wood planks simple enough to go with them. Barring the whole single colour plank with highlight, I really can't find anything.
This is using Siiki's palette from the Simple Pack Showdown 2!
If anyone has any ideas on how to continue the style, I'd love to hear it. It likely would have more detailed foliage than manmade blocks, so that's something to keep in mind.