No the beds haven't been fixed yet. They still mess up like that even after remaking the beds top half a few times.
A lot of the models were made as a learning means. Like the bookshelves and crafting table, reeds and the like. Some may be redone now that I know more on what I am doing, while others may be scrapped.
A lot of the models I will be adding are going to be stuff I had always wished could be done that couldn't be done alone with just texturing.
Like normal glass. I am hoping that this will mean we can edit that and add in a transparent layer inside, much like the stain glass has by default. My pack already have a nice one you can see through CTM.
Other blocks I plan to add are aimed more to building. Like my quartz pillars.
it's still a wip, but it's aimed at being a more decorative block.
Now the models will end up being split from the main pack and listed as an addon, something optional to download as well to use so if you don't want the 3d stuff, or system cant deal with it, it don't have to be used. Right now however it is included in the main pack sense not everyones using it for the snapshots but can to try it out. Once 1.8 comes in full, they will be split.
The Meaning of Life, the Universe, and Everything.
Location:
Limbo
Join Date:
5/10/2013
Posts:
401
Location:
College of Winterhold
Minecraft:
Death_Dealer
Xbox:
Suicida1 Cheese
PSN:
Shadow_demon33
Member Details
specifically thats a .json model. i would just say something like 1.8 3D compatible or something like that, custom mesh's sounds like your using something besides .json
The 'disconnect' you are seeing is because the textures are always aligned facing north when layed on the top. If you look at the block from one side, you'll see it does tile that way.
Looking north, it's fine.Now sense the sides of the block are always the same, top of the textures top, bottoms bottom... well you get into the issue when you view the top texture from another side.You are facing the block from the west.
As you can see, it tiles around it's self just fine, because the texture on the sides are all set the same way. The top however is always set so top of the texture is north.To make it 'connect' to it's self, the texture would literality have to follow a direct grid.
Here is what is going on.
The texture in the center is the top of the block, the red arrows point to the top of the texture. The top of that texture is on the north edge. The textures around the other faces are always aligned so the top of the texture is on the top edge of the block
Viewing the south face, thus looking north, the textures fine. Looking at it from any other direction you see it wont tile along those edges.
Now I see you're holding stone as well.. well that has the same issue, as does every texture, and you'll find the issue is pretty much every pack.It is very hard to make a texture tile on it's self, no matter what direction the block is rotated.
Some packs have done it, but it is very hard and very limiting. I sure wouldn't be able to do my wool like that.
See? They all have this same issue, some textures just 'hide' it better then others.Same blocks, south and east. Same issue.
Unless I want my textures to look funny and all follow an exact grid on all edges all in the same evenly spaced place, no two pixels top and one bottom.. then it's not going to tile on all directions.I really know of only one pack that is trying that and it's a HD pack and again, it is highly limiting designs that can be done.
Installing a pack is the same rather for default minecraft or for mods.
The quickest way is to open up the game and navigate through the options until you get to the texture/resource pack selection. It's the bottom left button in the options menu.
Inside that at the bottom is a button for 'open folder' that will open the folder on your system that packs are placed.
Download the pack, and place the zip file in that folder, no need to extract the zip.
You may need to back out of the pack select (back to normal options) then back in to see the pack listed. Select it, and you're good to go.
Small update for Glendale this is largely an item update, some more got their own and old ones got updated.
NOTICE: PMC is being a pain and trying to say I don't exist, so that link it NOT up to date. Curse.com however is. Once PMC says 3.1, it'll be updated.
********************************** 3.1 MC 1.7 +1.8 Snapshots
**********************************
Iron and Gold Bar items got a uplift in coloring/shading.
Biome Colors tweaked trying to make forests not so dark.
Reed item now matches the reed plants.
Black dye now looks like a squid ink sack. (Not something I want to google refs up for again)
White stained clay now looks more white then cream. (by request)
Red stained clay now looks more red. (also by request)
Several Items have at last gotten their own textures (yes I know been lazzy on this XD)
1.8 3D Mesh
3D Bookcases re-made
3D Crafting Bench tweaked to remove some z-fighting.
New 3D Quartz Pillars added.
Also Yeah I have been getting questions on mobs, as in when they will be finished.
The horses, sheep, Ghast and Enderdragon are all that remain, and while horses are being worked on (and my god they are a nightmare to texture) I really don't have the slightest clue as to what to do for the ghast or dragon. Every idea I've thought of someone else out there has done already. Any ideas anyone?
I'm also going to be re-doing my wolves and a few other mobs. I've been making the textures for my mobs bigger then the normal default, about the scale they would be if in a 32x pack. It offers more detail with out taking away from the look of things. Wolves were the first, and are the oldest mob texture I have done, and I think there over due for an update.
Suggestion for the ghast and dragon: these creatures are dangerous - make them look dangerous. Yes, somebody has done these as you mentioned, but who cares - just stick to your own style as always and it will look good no matter what you come up with.
Your furnishing blocks (crafting bench and chest; I love love love these, they're probably my primary inspiration when I work on crafting benches and chests)
The tint you added to regular glass
Gravel (I'm always envious of people who make gravel that looks good)
Dirt (it's scoopable, instead of clumpy, which is always nice to see)
All of the plants
All of your CTM
What is on my wishlist for this pack(and many of these could totally be just personal preference, and not based on real evidence):
A variety in grass colors (if there is currently, it's too subtle for me to notice), per biome
Going along with that, grass ctm (it would make everything feel just a bit sharper; right now grass feels a bit dull)
More of a fluidity between grass block and grass plants, because right now grass plants seem really bright in comparison; maybe use CTM to create a few randomized versions of the plant that ease the transition?
A bit of variety with sandstone top, or maybe a new texture to it that's easier on the eyes; right now it seems like a super obvious tile, like you might see with many linoleum floor tiles
With the darker smooth grass, some of the flowers stick out as being really high contrast
This is a wonderful pack and it's always going to be on my go-to list for work to draw from when I'm clueless. So keep maintaining it!
I've seen so many of your posts and I've never actually taken a look at your pack.
and I have to say this pack looks awesome! I could not believe it when I saw 16x16.
It has a very nice feel to it, it not to gloomy and to to happy just perfect!
I downloaded it, and you should take that as a complement because I am
very particular about what I download.
It's been a while but an update for Glendale is on the way. RL work and such has just been very tiering. Long hours, long commute to and from. Next week I get some much needed days off and can catch up on things (LIKE SLEEP x.x)
I can say this however, as of next update with the format for the custom 3D blocks and such at last becoming more finalized, such models will be split from the main pack and be included as an add on instead. This is to make the pack more user friendly, for those whom may not have a system that can handle such a feature, or even just not want such a thing. This also works better as I can focus on adding in updates to the addon, with out having to update the main pack all the time.
Do note the models in the current version DO NOT work with the newest snapshots (Delete the Models folder inside assets/minecraft in the packs zip). The format changed to it's now 'finalized' form, and due to work I haven't had much time to go through and update them all. Also the newer snapshots have some... fun stuff going on with it's own 'CTM' in the form of rotation to block textures. Makes for some oddities sense my textures were not made to tile on all edges.
Yep... thats DEFAULT minecraft using the last snapshot. Random textures and rotating textures are in the default game now, sadly set to happen at default. So yes I have to go in and tell it not to do that, as cool as that looks, it's not what I had in mind when I made my textures xD
Yes that did give me an idea however, and I may act on it.
I've decided to poke on along here, so have you ever finalized on a new gold sword design? (and do you remember me from another thread), but anyways, fantastic pack, and nice models you've got there
Rollback Post to RevisionRollBack
Jingle bells, decay and fails
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
Your furnishing blocks (crafting bench and chest; I love love love these, they're probably my primary inspiration when I work on crafting benches and chests)
The tint you added to regular glass
Gravel (I'm always envious of people who make gravel that looks good)
Dirt (it's scoopable, instead of clumpy, which is always nice to see)
All of the plants
All of your CTM
What is on my wishlist for this pack(and many of these could totally be just personal preference, and not based on real evidence):
A variety in grass colors (if there is currently, it's too subtle for me to notice), per biome
Going along with that, grass ctm (it would make everything feel just a bit sharper; right now grass feels a bit dull)
More of a fluidity between grass block and grass plants, because right now grass plants seem really bright in comparison; maybe use CTM to create a few randomized versions of the plant that ease the transition?
A bit of variety with sandstone top, or maybe a new texture to it that's easier on the eyes; right now it seems like a super obvious tile, like you might see with many linoleum floor tiles
With the darker smooth grass, some of the flowers stick out as being really high contrast
This is a wonderful pack and it's always going to be on my go-to list for work to draw from when I'm clueless. So keep maintaining it!
Ah how did I miss this post?!
Thank you for the comment :3
For your wishlist:
1. There is a variety in biome colors, but with the way the biome color sheet now works and how some 'overlap' it has been a nightmare trying to sort it out.
My color sheet for grass, leaves use the same just hue shifted slightly with a lower sat, also fully colored in for sake of biome mods. You can see some over lap, jungle and forest do most cold biomes do as well. I've redone this sheet more times then I care for trying to give the world a nice variety of colors but with the overlap to some biomes, you have to account to making that biome look nice as well. I've yet to find an updated pixel accurate biome template either that is correct. There was one in the topic for biomes but it ended up not being as accurate as they said.
2. Oh grass ctm has been planed, and now that we can add random/rotation to blocks by default? You bet there will be some.
3. There acually is grass CTM and the colors used for the grass plants is eyedropped from the main grass block. The difference is the bottom is normally a little darker and the top brighter so you can see it. Otherwise it sort of poofs blending in to much to where you cant see it. Also sense minecraft will randomly shift the height of the grass, you at times don't see the full size of it and instead only the top. I'll see about lowering how bright the top is, but much more and it'll become harder to see.
4. The top of sandstone is going to be changed soon. It's part of the 'first blocks made for the pack' textures and as such are mostly all being updated or replaced with something better.
5. Plants is another thorn in my side. The issue with the plants is that they are not effected by biome tinting. So they will always look fine in a few biomes, but not fine in others, namly the darker hued biomes.
Looking fine.... and then not so fine.
If I darken them, then they don't look good in the lighter biomes, and vice versa. Trust me this frustrates me to no end, to where I may have to do a biome defendant CTM to fix it, but personally I hate having to depend on ctm to fix stuff like this. To me CTM should be an optional thing to add onto a pack, not something used to fix errors in default.
With 1.8 around the corner and the format for 3D blocks at last finalized. I have started updating the custom 3D blocks in my pack as well as adding in new! This is taking a bit as I am re-making them all from the ground up, it was just less of a headache then trying to update the old ones.
Yes that is a new torch type in the middle. Maybe a little to big at the moment. Also at last a new bed, a new design for ladders and even a custom oak fence! More fences will come as I think up designs and yes.. there is even an experimental little sapling model on the end.
All the new blocks have also been textured, all but the doors. I'm stumped a bit for door designs.
You don't want to know just how many times I had re-made the blocks for the water temple. I wanted every block to connect to one another and this was the end result. CTM may come into play on these blocks in the future.
The next biggest change and most requested was a change to my stained clay. I had tried going for a pastel color tone for them at first but it ended up leading to a lot of rather ugly diluted colors, some looking a bit to close in hue to one another. So I opted to redo the coloring and sense these are more often used for walls in builds, this was the best action.
I'd still like to know if people would like the black clay to be more black rather than the dark hue it currently is.
I have also been going through a few of the older, a.k.a first batch of textures ever made for this pack and giving them a large over haul. The sandstone being the biggest one. You can see the change to the tops of the sandstone in the first screen shot, and yes I am aware of the tileing error in it, that'll be fixed.
This update is going to be a big one with so many changes added.
If you want instant updates and progress reports you can follow me on Twitter at @TheIronBlock
Welp it's a bit late but Glendale for Minecraft version 1.8 is here! This was a huge undertaking with so many new blocks, items, and textures to do. The biggest change being the new format for Blocks. At last we have control over how blocks look, how textures are mapped to said blocks, and even customize blocks to a full new shape. It's one of the biggest features of this pack thus far!
So here is the big rundown:
v3.2 MC 1.8 Ready
**********************************
MISC
Biomes colores yet again tweaked to give more variants between a few biomes.
Blockstates to a few basic blocks edited to remove unwanted biome tinting, and block texture rotations.
ENTITIES
Female Player Alex got a nice skin.
Endermite no longer textured after the silverfish (forgot they gave it its own model)
BLOCKS
All Stained Clay have had their hues altered (some colors were just ew).
Oak planks got their contrast raised.
Acacia planks got their hue shifted faintly to a more burgendy look.
Spruce planks got lightend in hue.
Sandstone smooth, top and bottom has gotten a face lift.
Torches fully changed to a new look.
New Course Dirt Texture
Sponge has been textured for months but now can be used!
A lot of the models were made as a learning means. Like the bookshelves and crafting table, reeds and the like. Some may be redone now that I know more on what I am doing, while others may be scrapped.
A lot of the models I will be adding are going to be stuff I had always wished could be done that couldn't be done alone with just texturing.
Like normal glass. I am hoping that this will mean we can edit that and add in a transparent layer inside, much like the stain glass has by default. My pack already have a nice one you can see through CTM.
Other blocks I plan to add are aimed more to building. Like my quartz pillars.
it's still a wip, but it's aimed at being a more decorative block.
Now the models will end up being split from the main pack and listed as an addon, something optional to download as well to use so if you don't want the 3d stuff, or system cant deal with it, it don't have to be used. Right now however it is included in the main pack sense not everyones using it for the snapshots but can to try it out. Once 1.8 comes in full, they will be split.
Very high quality work Taiine.
However, I don't like the wool. It's disconnected.
Looking north, it's fine.Now sense the sides of the block are always the same, top of the textures top, bottoms bottom... well you get into the issue when you view the top texture from another side.You are facing the block from the west.
As you can see, it tiles around it's self just fine, because the texture on the sides are all set the same way. The top however is always set so top of the texture is north.To make it 'connect' to it's self, the texture would literality have to follow a direct grid.
Here is what is going on.
The texture in the center is the top of the block, the red arrows point to the top of the texture. The top of that texture is on the north edge. The textures around the other faces are always aligned so the top of the texture is on the top edge of the block
Viewing the south face, thus looking north, the textures fine. Looking at it from any other direction you see it wont tile along those edges.
Now I see you're holding stone as well.. well that has the same issue, as does every texture, and you'll find the issue is pretty much every pack.It is very hard to make a texture tile on it's self, no matter what direction the block is rotated.
Some packs have done it, but it is very hard and very limiting. I sure wouldn't be able to do my wool like that.
See? They all have this same issue, some textures just 'hide' it better then others.Same blocks, south and east. Same issue.
Unless I want my textures to look funny and all follow an exact grid on all edges all in the same evenly spaced place, no two pixels top and one bottom.. then it's not going to tile on all directions.I really know of only one pack that is trying that and it's a HD pack and again, it is highly limiting designs that can be done.
I've never exactly installed texture packs before, let alone for other mods.
Care to help?
The quickest way is to open up the game and navigate through the options until you get to the texture/resource pack selection. It's the bottom left button in the options menu.
Inside that at the bottom is a button for 'open folder' that will open the folder on your system that packs are placed.
Download the pack, and place the zip file in that folder, no need to extract the zip.
You may need to back out of the pack select (back to normal options) then back in to see the pack listed. Select it, and you're good to go.
NOTICE: PMC is being a pain and trying to say I don't exist, so that link it NOT up to date. Curse.com however is. Once PMC says 3.1, it'll be updated.
**********************************
3.1 MC 1.7 +1.8 Snapshots
**********************************
1.8 3D Mesh
Also Yeah I have been getting questions on mobs, as in when they will be finished.
The horses, sheep, Ghast and Enderdragon are all that remain, and while horses are being worked on (and my god they are a nightmare to texture) I really don't have the slightest clue as to what to do for the ghast or dragon. Every idea I've thought of someone else out there has done already. Any ideas anyone?
I'm also going to be re-doing my wolves and a few other mobs. I've been making the textures for my mobs bigger then the normal default, about the scale they would be if in a 32x pack. It offers more detail with out taking away from the look of things. Wolves were the first, and are the oldest mob texture I have done, and I think there over due for an update.
Great job on this release Taiine.
What is awesome:
and I have to say this pack looks awesome! I could not believe it when I saw 16x16.
It has a very nice feel to it, it not to gloomy and to to happy just perfect!
I downloaded it, and you should take that as a complement because I am
very particular about what I download.
I can say this however, as of next update with the format for the custom 3D blocks and such at last becoming more finalized, such models will be split from the main pack and be included as an add on instead. This is to make the pack more user friendly, for those whom may not have a system that can handle such a feature, or even just not want such a thing. This also works better as I can focus on adding in updates to the addon, with out having to update the main pack all the time.
Do note the models in the current version DO NOT work with the newest snapshots (Delete the Models folder inside assets/minecraft in the packs zip). The format changed to it's now 'finalized' form, and due to work I haven't had much time to go through and update them all. Also the newer snapshots have some... fun stuff going on with it's own 'CTM' in the form of rotation to block textures. Makes for some oddities sense my textures were not made to tile on all edges.
Yep... thats DEFAULT minecraft using the last snapshot. Random textures and rotating textures are in the default game now, sadly set to happen at default. So yes I have to go in and tell it not to do that, as cool as that looks, it's not what I had in mind when I made my textures xD
Yes that did give me an idea however, and I may act on it.
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
Ah how did I miss this post?!
Thank you for the comment :3
For your wishlist:
1. There is a variety in biome colors, but with the way the biome color sheet now works and how some 'overlap' it has been a nightmare trying to sort it out.
My color sheet for grass, leaves use the same just hue shifted slightly with a lower sat, also fully colored in for sake of biome mods. You can see some over lap, jungle and forest do most cold biomes do as well. I've redone this sheet more times then I care for trying to give the world a nice variety of colors but with the overlap to some biomes, you have to account to making that biome look nice as well. I've yet to find an updated pixel accurate biome template either that is correct. There was one in the topic for biomes but it ended up not being as accurate as they said.
2. Oh grass ctm has been planed, and now that we can add random/rotation to blocks by default? You bet there will be some.
3. There acually is grass CTM and the colors used for the grass plants is eyedropped from the main grass block. The difference is the bottom is normally a little darker and the top brighter so you can see it. Otherwise it sort of poofs blending in to much to where you cant see it. Also sense minecraft will randomly shift the height of the grass, you at times don't see the full size of it and instead only the top. I'll see about lowering how bright the top is, but much more and it'll become harder to see.
4. The top of sandstone is going to be changed soon. It's part of the 'first blocks made for the pack' textures and as such are mostly all being updated or replaced with something better.
5. Plants is another thorn in my side. The issue with the plants is that they are not effected by biome tinting. So they will always look fine in a few biomes, but not fine in others, namly the darker hued biomes.
Looking fine.... and then not so fine.
If I darken them, then they don't look good in the lighter biomes, and vice versa. Trust me this frustrates me to no end, to where I may have to do a biome defendant CTM to fix it, but personally I hate having to depend on ctm to fix stuff like this. To me CTM should be an optional thing to add onto a pack, not something used to fix errors in default.
Yes that is a new torch type in the middle. Maybe a little to big at the moment. Also at last a new bed, a new design for ladders and even a custom oak fence! More fences will come as I think up designs and yes.. there is even an experimental little sapling model on the end.
All the new blocks have also been textured, all but the doors. I'm stumped a bit for door designs.
You don't want to know just how many times I had re-made the blocks for the water temple. I wanted every block to connect to one another and this was the end result. CTM may come into play on these blocks in the future.
The next biggest change and most requested was a change to my stained clay. I had tried going for a pastel color tone for them at first but it ended up leading to a lot of rather ugly diluted colors, some looking a bit to close in hue to one another. So I opted to redo the coloring and sense these are more often used for walls in builds, this was the best action.
I'd still like to know if people would like the black clay to be more black rather than the dark hue it currently is.
I have also been going through a few of the older, a.k.a first batch of textures ever made for this pack and giving them a large over haul. The sandstone being the biggest one. You can see the change to the tops of the sandstone in the first screen shot, and yes I am aware of the tileing error in it, that'll be fixed.
This update is going to be a big one with so many changes added.
If you want instant updates and progress reports you can follow me on Twitter at @TheIronBlock
So here is the big rundown:
v3.2 MC 1.8 Ready
**********************************
MISC
ENTITIES
BLOCKS
ITEMS
3D BLOCKS
*Rest of the Fences will be done at a later date.