It's awesome. Would have preferred it with default placeholders though, but that doesn't change the fact that the rest of the pack is amazing.
I would have put in default placeholders, but I just can't stand how the still unfinished terrain.png looks when I do. If you want I can add them in though if you want so that you don't have a large amount of grey blocks in your world.
Got to have a play of your pack and thought you would like to see it with shaders added them to the Spoiler as there is a few.
I see what people mean about all the grey blocks, its good because it only shows what you have done but also quite jarring to see so much missing. Maybe put 2 terrains in the D/L and people can choose.
Love the menus/hud! So fitting, really nice and clean with suitable detail for the theme great stuff.
Stone brick/cobble again really nice and planks too.
Stone and ores do look imo that they need a little more contrast as they can be quite faint looking but again nicely drawn. A vertical tiling issue to address on the stone you can see on the ore wall.
Tree bark is almost grey a little more brown i think needs adding but nothing wrong with the actual detail.
Pistons are GREAT i like
Oh yes lastly you need to fix a horizontal tiling error on the dirt but it looks good as well as the grass edge all works nicely.
Keep it up, i love the colour choices. How about the book case next to accompany your table? I was going to get a nice shot of the table but all my bookcases were grey as you can see
Thanks for the detailed review and taking the time to take screenshots with the shaders, Syclone. The pack looks SO weird with shaders. I'm not an expert, but I believe that there is some individual customization of shaders for different texture packs? Because while these shaders really add a lot to your pack, they seem to make everything in mine a bit washed-out and yellow. I hope it would be possible for me to make the shading look a bit moodier if I was to add support to my pack. Again, I don't really know exactly how it all works.
I was thinking of adding an alternate download link for those who want the defaults as placeholders, but I like the idea of having an alternate terrain.png in the same download more.
Glad you like the GUI, it's one of my favorite parts of the pack.
The ores look like they have much less contrast in your screenshots, but I will look into changing them.
The tree bark might or might not change- I will definitely make the other varieties more brown.
I really like the pistons too, but I'm working on an alternate version that's a bit more industrial. Might or might not use it as an alternate.
The tiling issues see much more obvious in your screenshots, not sure why that is, but I will definitely fix them immediately.
Thanks for the detailed review and taking the time to take screenshots with the shaders, Syclone. The pack looks SO weird with shaders. I'm not an expert, but I believe that there is some individual customization of shaders for different texture packs? Because while these shaders really add a lot to your pack, they seem to make everything in mine a bit washed-out and yellow. I hope it would be possible for me to make the shading look a bit moodier if I was to add support to my pack. Again, I don't really know exactly how it all works.
I was thinking of adding an alternate download link for those who want the defaults as placeholders, but I like the idea of having an alternate terrain.png in the same download more.
Glad you like the GUI, it's one of my favorite parts of the pack.
The ores look like they have much less contrast in your screenshots, but I will look into changing them.
The tree bark might or might not change- I will definitely make the other varieties more brown.
I really like the pistons too, but I'm working on an alternate version that's a bit more industrial. Might or might not use it as an alternate.
The tiling issues see much more obvious in your screenshots, not sure why that is, but I will definitely fix them immediately.
Thanks for the feedback!
Your welcome, and yes shaders are very much editable in the INI files you can change ALL sorts to get the look you want. Torches will produce a yellow/orange light on surround blocks as in the real world.
I did look at the terrain file as well as in game i should of said that, regarding contrast etc but yes it can wash out some colours which can be good or bad depending on what your going for and i know yours is a darker theme.
Yes, I looked into it afterwords and I think that will be coming, but it's pretty far off. Terrain completion is the priority. I wonder what it looks like on lower resolution packs- I only saw it on 64x and above.
Thanks you very much for your very positive feedback, Deuxtan. I'm really glad that you appreciate the detail that I put in the pack, it doesn't come easily or quickly you know. I hadn't noticed a problem with the iron fence, thanks you for pointing that out, and I'll see what I can do. Wait... You mean that you can just have a regular file in the texturepacks folder nad if it has the pack.png and pack.txt in it it will recognize it? I never knew that. Might save me some time- I'm not sure, but thanks for the info.
Thread has been reworked to be more aesthetically pleasing. What do we think?
Also, a new update should be coming out fairly soon. (This weekend maybe, but no promises.)
Thread has been reworked to be more aesthetically pleasing. What do we think?
Also, a new update should be coming out fairly soon. (This weekend maybe, but no promises.)
New look to the thread is great Zamaj nicely complements the pack. Looks like we both have been hard at it sorting our front pages, i really must stop and get on with the pack! lol
Can't wait for the new update, look forward to testing it and seeing what you have been up to!
Thanks, I'm also planning on adding decorative frames to the screenshots to dress them up.
I'll need to start working on textures again to release an update, don't have enough right now! (In my opinion.)
Finally got my signature working- I didn't "toggle editing mode." Stupid.
Anyway, signatures will be available soon to anyone who wants them. Even though probably nobody will...
100th Post!
Well, Victoriacraft is a hot topic, and I feel a measure of responsibility now to update more often... I don't know, it's probably not actually that big of a difference.
A little bit of a preview on what's to come: (And in what order)
So, I've been feeling that it's in the best interest for the pack's completeness for me to not finish the terrain before working on anything else, as I have large gaps of time when I can't find anything that I really want to texture. (And, to bring up another, very important point, I do not, under any circumstances, want to grind out mediocre textures that I'll just have to go back and redo later- I'd rather have quality textures that I can be happy with at least for a while and work on things like mob skinning and CTM support.) You may have seen the two pickaxes that I posted on the TAU a couple of days ago for an idea of what the items are going to look like. If you didn't see them, they're below. The items are my second priority after the terrain, and I will probably try to chip away at them in between terrain textures, with the tools being the priority. (They may take a while- I'm not so good at tools in my opinion- I was almost temted to mate the 64x!) The GUI is probably third priority, and it shouldn't take long and should be very fun- I enjoy the higher resolution work, and it's easier for me to do faster.
Mobs will be third priority. You may have been wondering what direction I'm planning to go with them- automatons like Glimmar's Steampunk, or more traditional mobs? The answer right now is a mix of the two, probably favoring the non-automaton mobs. (Still not exactly traditional though- I think I might go with the Victorian rather than steampunk side here and make them fairy-tale style. I'm planning on having the enderman be a wraith-like creature that steals children (and blocks) away in the middle of the night. That sort of thing. They will be done in 64x, because I really think that with any lower resolution will not yield satisfactory results. And beware- I have somewhat of a gift for creating rather terrifying mobs. I might post a teaser or two, but no guarantees.
I'm planning on using art (kz) to showcase my non-pixely (since I don't really do pixel art- i.e. no palette + opacity) art skills, which I consider to be much greater than my texturing skills. The paintings are probably going to be split between diagrams/sketches (see spoiler below) and oil-painting style pieces.
I also am considering creating a substantial amount of lore to go along with the pack, once it is in a fairly advanced stage of completion. This would take the form of a "texture showcase of the week" as well as a shortish description, which would then be added to a lore library. I dunno, just an idea. It might be getting a bit too ambitious.
This turned into a rather long post, but I felt I'd left everyone in the dark for a while, so I wanted to give the basic concept for the direction in which I'm planning to take the pack.
As always, thanks for all of the support and positive feedback- tell me what you think of my ideas and/or textures!
Trust me, Minihilly, if this had been any higher resolution, I doubt I'd have half the textures done that I have.
But no, really, I probably could have gone 64x. Maybe should have gone 64x. But at the time I started I was way more into 32x packs, and I still generally prefer them. I just find it easier to make quality textures faster, and I'm happy with the amount of detail I can get. 32x has a sort of charm for me- i don't know. It's hard to explain. I think you know the feeling. There's a chance I might pull a Glimmar and overhaul everything to 64x, but I would want to get a lot of the 32x version complete... or maybe that would just make things harder. You've gotten me into a real dilemma here, but I think I'm going to resist the temptation to go 64x for now, because I think it might look a bit more realistic than I want. I dunno- I'll probably play around with it. It would certainly be easier to do all of the decorative swirlies.
I would have put in default placeholders, but I just can't stand how the still unfinished terrain.png looks when I do. If you want I can add them in though if you want so that you don't have a large amount of grey blocks in your world.
I see what people mean about all the grey blocks, its good because it only shows what you have done but also quite jarring to see so much missing. Maybe put 2 terrains in the D/L and people can choose.
Love the menus/hud! So fitting, really nice and clean with suitable detail for the theme great stuff.
Stone brick/cobble again really nice and planks too.
Stone and ores do look imo that they need a little more contrast as they can be quite faint looking but again nicely drawn. A vertical tiling issue to address on the stone you can see on the ore wall.
Tree bark is almost grey a little more brown i think needs adding but nothing wrong with the actual detail.
Pistons are GREAT i like
Oh yes lastly you need to fix a horizontal tiling error on the dirt but it looks good as well as the grass edge all works nicely.
Keep it up, i love the colour choices. How about the book case next to accompany your table? I was going to get a nice shot of the table but all my bookcases were grey as you can see
Click me for screen grab goodness.
I was thinking of adding an alternate download link for those who want the defaults as placeholders, but I like the idea of having an alternate terrain.png in the same download more.
Glad you like the GUI, it's one of my favorite parts of the pack.
The ores look like they have much less contrast in your screenshots, but I will look into changing them.
The tree bark might or might not change- I will definitely make the other varieties more brown.
I really like the pistons too, but I'm working on an alternate version that's a bit more industrial. Might or might not use it as an alternate.
The tiling issues see much more obvious in your screenshots, not sure why that is, but I will definitely fix them immediately.
Thanks for the feedback!
Your welcome, and yes shaders are very much editable in the INI files you can change ALL sorts to get the look you want. Torches will produce a yellow/orange light on surround blocks as in the real world.
I did look at the terrain file as well as in game i should of said that, regarding contrast etc but yes it can wash out some colours which can be good or bad depending on what your going for and i know yours is a darker theme.
Look forward to seeing what you come up with next
:|
Also, a new update should be coming out fairly soon. (This weekend maybe, but no promises.)
New look to the thread is great Zamaj nicely complements the pack. Looks like we both have been hard at it sorting our front pages, i really must stop and get on with the pack! lol
Can't wait for the new update, look forward to testing it and seeing what you have been up to!
I'll need to start working on textures again to release an update, don't have enough right now! (In my opinion.)
Anyway, signatures will be available soon to anyone who wants them. Even though probably nobody will...
"If you're not sitting in front of the computer and deteriorating all your muscles... then your not getting work done." ~Skysgirl
Well, Victoriacraft is a hot topic, and I feel a measure of responsibility now to update more often... I don't know, it's probably not actually that big of a difference.
A little bit of a preview on what's to come: (And in what order)
So, I've been feeling that it's in the best interest for the pack's completeness for me to not finish the terrain before working on anything else, as I have large gaps of time when I can't find anything that I really want to texture. (And, to bring up another, very important point, I do not, under any circumstances, want to grind out mediocre textures that I'll just have to go back and redo later- I'd rather have quality textures that I can be happy with at least for a while and work on things like mob skinning and CTM support.) You may have seen the two pickaxes that I posted on the TAU a couple of days ago for an idea of what the items are going to look like. If you didn't see them, they're below. The items are my second priority after the terrain, and I will probably try to chip away at them in between terrain textures, with the tools being the priority. (They may take a while- I'm not so good at tools in my opinion- I was almost temted to mate the 64x!) The GUI is probably third priority, and it shouldn't take long and should be very fun- I enjoy the higher resolution work, and it's easier for me to do faster.
Mobs will be third priority. You may have been wondering what direction I'm planning to go with them- automatons like Glimmar's Steampunk, or more traditional mobs? The answer right now is a mix of the two, probably favoring the non-automaton mobs. (Still not exactly traditional though- I think I might go with the Victorian rather than steampunk side here and make them fairy-tale style. I'm planning on having the enderman be a wraith-like creature that steals children (and blocks) away in the middle of the night. That sort of thing. They will be done in 64x, because I really think that with any lower resolution will not yield satisfactory results. And beware- I have somewhat of a gift for creating rather terrifying mobs. I might post a teaser or two, but no guarantees.
I'm planning on using art (kz) to showcase my non-pixely (since I don't really do pixel art- i.e. no palette + opacity) art skills, which I consider to be much greater than my texturing skills. The paintings are probably going to be split between diagrams/sketches (see spoiler below) and oil-painting style pieces.
I also am considering creating a substantial amount of lore to go along with the pack, once it is in a fairly advanced stage of completion. This would take the form of a "texture showcase of the week" as well as a shortish description, which would then be added to a lore library. I dunno, just an idea. It might be getting a bit too ambitious.
This turned into a rather long post, but I felt I'd left everyone in the dark for a while, so I wanted to give the basic concept for the direction in which I'm planning to take the pack.
As always, thanks for all of the support and positive feedback- tell me what you think of my ideas and/or textures!
But no, really, I probably could have gone 64x. Maybe should have gone 64x. But at the time I started I was way more into 32x packs, and I still generally prefer them. I just find it easier to make quality textures faster, and I'm happy with the amount of detail I can get. 32x has a sort of charm for me- i don't know. It's hard to explain. I think you know the feeling. There's a chance I might pull a Glimmar and overhaul everything to 64x, but I would want to get a lot of the 32x version complete... or maybe that would just make things harder. You've gotten me into a real dilemma here, but I think I'm going to resist the temptation to go 64x for now, because I think it might look a bit more realistic than I want. I dunno- I'll probably play around with it. It would certainly be easier to do all of the decorative swirlies.
Sandstone isn't showing up and neither are another load of blocks. Please fix this.