This pack was set on the side for a long time, I yearned for the freedom of shading and texturing ability in a 64x64 pack. I would work on 64x64 packs that never worked out, and start new ones in their place, but this pack was work I didn't get rid of. It was in my Texture Packs folder for near to 12 months, but I did each texture, each ore, each leaf and each blade of grass with care to make it look as beautiful as I could make it look myself. It has truly been a year since I started progress on this pack, time which will be piled higher as this thread is posted, and I couldn't keep myself from posting it any longer. I ran out of excuses to put it off, so I worked on the screenshots and thread images, and here I am posting this. I hope my work pleases someone.
Due to school, I may be a bit slow to update this, only getting time after 4:00, but I'll do my best.
This pack is 16x16, but supports the CTm mod for connected glass, bookshelves and sandstone, etc. So MCPatcher is highly suggested for full effect. For a list of most advanced effects, see features.
Sept / 22 / 2012: Initial release
Sept / 23 / 2012: sandstone, bat, slime, rain and creative inv added.
Sept / 26 / 2012: flowerpot, explosion, flowers, wheat, Random CTM for iron bars and sand, CTM for wooden planks and slabs
Sept / 3 / 2013: Stone Brick refinished. Mossy and Cracked also finished.
Sept / 4 / 2013: Grass refinished.
Here are all videos made to review, showcase, and critique on my pack. If you like any of the videos, feel free to like and subscribe to the creators.
Here are images to show what the pack will look like.
This pack has some additional unnecessary features, some of which aren't compatible with vanilla Minecraft. Animations are featured, but there are additional features like CTm that will not function by default. But if you patch your client with MCPatcher or Optifine, it will be able to use the advanced, non-vanilla features that can enhance your Minecraft experience. To show what vanilla and non-vanilla extras include, some screenshots of each feature can be found below.
This is the gold Texture Artists Union emblem. It means the following.
There are 4 levels of licensing ownership represented by your emblem, which is chosen by YOU, which is why you must be given the emblem.
Gold: A strict level of security. Having this on your pack indicates that your textures can only be used after written permission is obtained from the creator of the pack. It also indicates that adfly links on remixes are never acceptable, under any circumstances.
Alright then. You have seen the screenshots, you've watched the videos, you've seen the movie and read the book. You have read the permissions (if you haven't, you should), so here is the download. If you enjoy it, if you despise it's every pixel, or if you for some reason don't like pie, leave a reply. Any reply helps.
OMG, it looks like awesome. My only suggestion is to make the pics a little larger and less blurry, some may find it hard to see.
Yeah, I'm working on some more screenshots. The current ones seem fine on my computer, perhaps yours is using bilinear downscaling? I guess it doesn't matter, I'll try to get some slightly smaller, sharper screenshots and see if downscaling might be the cause of the blurryness, if that doesn't work, I guess I'll go with bigger and sharper.
Edit: It occurs to me, if they are small and blurry to you, but large and sharp for me, try clicking the images to enlarged the images, that may help.
This looks beautiful, though some textures are left default, I see. Maybe try texture-ing them?
Thanks, I know some are still default, but the pack is still a WIP, so if you see something with the default texture, it just means it's a tricky texture I haven't finished yet or something I haven't gotten to yet, but will get to as soon as I can.
OMG, I must know how to do random ctm. Alright if I ask?
The random CTM is actually one of the easier CTM forms.
Make a new image the same size of your terrain.png, then put all the textures for it to choose from in the image, in a certain "tile" (where as if you put it on top of the terrain.png, they would be over one block, not crossing over into a few textures), then make a .properties file.
The .properties file should be named "terrain[number of the texture in the terrain.png]" and inside, put this:
source=(where the file it gets all the textures from, for example: /random.png )
tiles=(which tiles the textures are in your image, starting with 0 on the top left, it goes in order of texture spaces, not pixels)
weights=(this is optional, you can tell it how often to choose some textures by putting in numbers in the order that your textures are in, from the lowest tile number to the highest, for example: 10 3 3 3 (this would tell the game that the game should choose the first texture most, and the next three less around a third of the time))
I suck at explaining. Just go see this tutorial, it's much clearer than me trying to explain.
I must say, your determination is quite admirable. I generally have a tough time maintaining a texture pack for a week, let alone a year
Thank you both, and determination is one thing in it, but it was also because I couldn't think of a good theme for a new pack, and this is my hobby in my spare time so I just ended up working on this.
Ok, I should have an update out by tomorrow, if not today, I want to make sure there isn't anything I should do beforehand, but I have fixed the stone slabs to support CTM now, I have some screenshots below.
Rollback Post to RevisionRollBack
Fare well everyone! My time to retire has come! "And with that, POW! I'm gone." ---Lord Crump
- Wheat (all stages)
- Vertical CTM for stone slabs
- Horizontal CTM for wooden planks
- Flower pot
- Explosion particle effect
- Random CTM for iron bars
- Random CTM for sand
- Added corner supports to CTM glass for decoration and visibility