is there a way to make the paths "favored" by pathfinding? like for example if i had a village the squidwards would prefer to traverse these paths even if there is a shorter route? i doubt there would without some major base edits as i cant think of a reason it would be in forge but would be cool if implemented
I mean I guess it could be done, but it'd require some heavy ASM and work on my part. I'm going to look into replacing village paths with either gravel path or worn path however.
It's come to my awareness that the conveyor paths animation isn't very well made. If any of you would like to create new textures you can find the texture files at my GitHub at http://github.com/momnop/Simply-Paths/
1.0.5b is out! Adds a few features and some bug fixes.
- Fixed Crash Upon putting a Non-Living Entity on a Conveyor Ramp
- Improved Visuals of Conveyor Ramp
- Added Conveyor Wrench for toggling Ramps between going Down and Up
Yeah they're cool and all. But if someone was making a modpack based on magic or something it wouldn't really fit in, which is the main reasoning behind that.
Yeah they're cool and all. But if someone was making a modpack based on magic or something it wouldn't really fit in, which is the main reasoning behind that.
yes, indeed. for me the conveyor belts would have been out of place and rather useless, as we have mass transport capability on my server
After playing around with adding a worn in look to the individual blocks to differentiate paths two things come to mind. First creating the worn in look is pretty straightforward, pulling in contrast, a little desaturation and toning down brightness around the edges. This almost universally looks good on all the blocks I have tried it on which makes me think perhaps the best way to go about making the path texture is not to make a fixed block for each but perhaps an translucent overlay that gets applied on top. Due to how the simplicity of needing a basic softening and darkening around the edges an overlay would be almost complete universal. This would increase support for other texture packs and I could go so far as to make 16x, 32x, 64x etc options, also it would cut down on the amount of custom content you would have to add. If this is doable than that would be great but if not I can still throw you the path block I made as a test to see if you like it.
The second thing that I have noticed is that while I can do a single block texture it ends up looking alright but not it doesn't look half as good as a CTM'd look. This shouldn't be terribly hard to support, simply a left/right/centre texture or overlay if you wanted to make it even easier. I will post some shots of the difference between the two if I have some time later. If you cannot support this feature it won't be the end of the world however it does go a long way towards the aesthetic of the mod.
Alright so here is the overlay I created applied to a collection of the blocks I think will be used the most like this.
The idea here is not to make something that is incredibly specific to each block but instead something that works pretty well with most blocks. The overlay itself isn't completely finished but so far I am pretty happy with the result. Basically you would still drop the block 1/8th like normal than just apply the overlay instead of directly replacing the block itself. I think it also demonstrates how nice some of the regular textures look with a bit of wear like the planks or wool(carpets). I even would suggest leaving in the Grass and Dirt blocks considering how nice they look, and would give the end user a bit more variety than the SP's path block on both Grass/Dirt. That isn't to say I don't like your path texture, I think it looks very good as well, maybe a later game mechanic for having a much more used path?
EDIT: Added in the single block version for anyone that may want to see that
Alright so here is the overlay I created applied to a collection of the blocks I think will be used the most like this.
The idea here is not to make something that is incredibly specific to each block but instead something that works pretty well with most blocks. The overlay itself isn't completely finished but so far I am pretty happy with the result. Basically you would still drop the block 1/8th like normal than just apply the overlay instead of directly replacing the block itself. I think it also demonstrates how nice some of the regular textures look with a bit of wear like the planks or wool(carpets). I even would suggest leaving in the Grass and Dirt blocks considering how nice they look, and would give the end user a bit more variety than the SP's path block on both Grass/Dirt. That isn't to say I don't like your path texture, I think it looks very good as well, maybe a later game mechanic for having a much more used path?
EDIT: Added in the single block version for anyone that may want to see that
Wow. Wasn't expecting anything like this, and it's even better than I expected. Like you said in your above post CTM would be very nice and the overlay idea is definitely an interesting one. I'm sure the overlay could be done. Can't seem to find a CTM tutorial that doesn't use 47 textures to do it's job, however. I'll keep searching though.
Basically this shows all 47 textures that will have to be made to make this work. The texture has to have a underscore and a number in front of it all the way up to 47. So for example gradientOverlay_1.png would be the top left block in that picture, gradientOverlay_2.png would be directly to the right of that block and so on. I have a .zip containing examples of the textures: Here
I hate that it has to be done this way, and I understand if you'd rather not do this. Thanks!
P.S.: If you don't mind could you PM me the path texture you made?
Edit: Just remembered that Extra Utilities uses a special way of doing CTM. Might look into it. The texture would still be nice though
Edit 2: Yeah looks like the 47 block textures will have to happen.
Wow. Wasn't expecting anything like this, and it's even better than I expected. Like you said in your above post CTM would be very nice and the overlay idea is definitely an interesting one. I'm sure the overlay could be done. Can't seem to find a CTM tutorial that doesn't use 47 textures to do it's job, however. I'll keep searching though.
P.S.: If you don't mind could you PM me the path texture you made?
Edit: Just remembered that Extra Utilities uses a special way of doing CTM. Might look into it. The texture would still be nice though
Thanks for the kind words. I certainly think that the overlay idea came about better than I even personally expected, and I can't stress enough how I think that is the way to go versus creating your own block chain. If for no other reason than having built in support for other resource packs and mod blocks, it would be worth it alone. This is not to mention the added utility of not having to custom texture every single block and than add mod support on top of that.
As far as the CTM is concerned I have a decent enough grasp of it from doing it in the past, it is mostly just time consuming. I will shoot you my original path texture later tonight, however admittedly I am not completely done with it, I would like to take another pass at it. What did you think of maintaining Grass/Vanilla dirt with the overlay texture and adding the path through some other way like a worn road?
Thanks for the kind words. I certainly think that the overlay idea came about better than I even personally expected, and I can't stress enough how I think that is the way to go versus creating your own block chain. If for no other reason than having built in support for other resource packs and mod blocks, it would be worth it alone. This is not to mention the added utility of not having to custom texture every single block and than add mod support on top of that.
As far as the CTM is concerned I have a decent enough grasp of it from doing it in the past, it is mostly just time consuming. I will shoot you my original path texture later tonight, however admittedly I am not completely done with it, I would like to take another pass at it. What did you think of maintaining Grass/Vanilla dirt with the overlay texture and adding the path through some other way like a worn road?
Yeah I considered doing something similar to that anyway. Perfectly fine with me
You don't need that full amount of CTM for a simple horizontal+vertical blend. I should have something figured out soon enough, Ill post any progress when I do.
I mean I guess it could be done, but it'd require some heavy ASM and work on my part. I'm going to look into replacing village paths with either gravel path or worn path however.
-TBA-
-TBA-
- Added Conveyor Ramps [basically Stairs]
- Added 3 New Asphault Variants for Roads
- Added Config Option to Enable the Path Chisel [Allows you to make any blocks into available paths]
- Removed Duplicate Textures and improved Usage of Textures
-TBA-
- Fixed Crash Upon putting a Non-Living Entity on a Conveyor Ramp
- Improved Visuals of Conveyor Ramp
- Added Conveyor Wrench for toggling Ramps between going Down and Up
-TBA-
- Fixed Podzol turning into Dirt Path
-TBA-
-TBA-
-TBA-
-TBA-
Nice! thanks! didnt even have to ask
Yeah they're cool and all. But if someone was making a modpack based on magic or something it wouldn't really fit in, which is the main reasoning behind that.
-TBA-
yes, indeed. for me the conveyor belts would have been out of place and rather useless, as we have mass transport capability on my server
After playing around with adding a worn in look to the individual blocks to differentiate paths two things come to mind. First creating the worn in look is pretty straightforward, pulling in contrast, a little desaturation and toning down brightness around the edges. This almost universally looks good on all the blocks I have tried it on which makes me think perhaps the best way to go about making the path texture is not to make a fixed block for each but perhaps an translucent overlay that gets applied on top. Due to how the simplicity of needing a basic softening and darkening around the edges an overlay would be almost complete universal. This would increase support for other texture packs and I could go so far as to make 16x, 32x, 64x etc options, also it would cut down on the amount of custom content you would have to add. If this is doable than that would be great but if not I can still throw you the path block I made as a test to see if you like it.
The second thing that I have noticed is that while I can do a single block texture it ends up looking alright but not it doesn't look half as good as a CTM'd look. This shouldn't be terribly hard to support, simply a left/right/centre texture or overlay if you wanted to make it even easier. I will post some shots of the difference between the two if I have some time later. If you cannot support this feature it won't be the end of the world however it does go a long way towards the aesthetic of the mod.
The idea here is not to make something that is incredibly specific to each block but instead something that works pretty well with most blocks. The overlay itself isn't completely finished but so far I am pretty happy with the result. Basically you would still drop the block 1/8th like normal than just apply the overlay instead of directly replacing the block itself. I think it also demonstrates how nice some of the regular textures look with a bit of wear like the planks or wool(carpets). I even would suggest leaving in the Grass and Dirt blocks considering how nice they look, and would give the end user a bit more variety than the SP's path block on both Grass/Dirt. That isn't to say I don't like your path texture, I think it looks very good as well, maybe a later game mechanic for having a much more used path?
EDIT: Added in the single block version for anyone that may want to see that
Wow. Wasn't expecting anything like this, and it's even better than I expected. Like you said in your above post CTM would be very nice and the overlay idea is definitely an interesting one. I'm sure the overlay could be done. Can't seem to find a CTM tutorial that doesn't use 47 textures to do it's job, however. I'll keep searching though.
-TBA-
I'll try and explain it best I can to you.
Basically this shows all 47 textures that will have to be made to make this work. The texture has to have a underscore and a number in front of it all the way up to 47. So for example gradientOverlay_1.png would be the top left block in that picture, gradientOverlay_2.png would be directly to the right of that block and so on. I have a .zip containing examples of the textures: Here
I hate that it has to be done this way, and I understand if you'd rather not do this. Thanks!
P.S.: If you don't mind could you PM me the path texture you made?
Edit: Just remembered that Extra Utilities uses a special way of doing CTM. Might look into it. The texture would still be nice though
Edit 2: Yeah looks like the 47 block textures will have to happen.
-TBA-
Thanks for the kind words. I certainly think that the overlay idea came about better than I even personally expected, and I can't stress enough how I think that is the way to go versus creating your own block chain. If for no other reason than having built in support for other resource packs and mod blocks, it would be worth it alone. This is not to mention the added utility of not having to custom texture every single block and than add mod support on top of that.
As far as the CTM is concerned I have a decent enough grasp of it from doing it in the past, it is mostly just time consuming. I will shoot you my original path texture later tonight, however admittedly I am not completely done with it, I would like to take another pass at it. What did you think of maintaining Grass/Vanilla dirt with the overlay texture and adding the path through some other way like a worn road?
Yeah I considered doing something similar to that anyway. Perfectly fine with me
-TBA-