Doesn't quite look... ice spikish... Okay, I'll try to make it look better. I think I'll use a opaque and bluer Ice texture for now. (probably as placeholder)
Yes, but he used the armour textures for the items; the same textures used for the armour itself.
Yes. Both to look better and to optimize memory.
Speaking of memory... making the armor texture twice as big actually uses 2x as many pixels as just using icons... 4x if both layers are rescaled. -facepalm-
Does it actually use more memory, though? Normally there'd be two 2048x1024 textures and four 512x icons. With my approach there's just two 2048x textures. Is there any improvement in having less files?
It doesn't really matter too much... I'm just curious, from a 3D graphics standpoint.
*in an old wise man voice* Legend spoke a texture pack author that took centuries. millenniums, if not eons to create a texture, then it took him twice as much time to make it look good. Legend says that he will never be done with his pack, that he will always work on it & make revisions & small changes until time itself dies. He only gets a break every century to regain his thoughts. His breaks are only a few years long. Once time itself dies, only then will the author be finished with his texture pack.
Are... are you... the legendary texture pack creator? Are you currently on one of your few year breaks? If you're not on your few year breaks then don't let me bother you good sir. *bows & walks out of your way (while still bowing)*
Speaking of memory... making the armor texture twice as big actually uses 2x as many pixels as just using icons... 4x if both layers are rescaled. -facepalm-
Does it actually use more memory, though? Normally there'd be two 2048x1024 textures and four 512x icons. With my approach there's just two 2048x textures. Is there any improvement in having less files?
It doesn't really matter too much... I'm just curious, from a 3D graphics standpoint.
Does it optimize memory? Having less files could help optimize it. Having it in a lower res could help it. The real thing that can help optimize it truly is that the number of pixel that has to be rendered. The only time that you have to worry about having many files is when you first load the resource pack as minecraft takes every texture it needs & loads it into a big file sheet (kinda like how the old TEXTURE PACKS used a tilesheet). This is done so that it can grab all of the textures from 1 place (this is really helpful when using multiple resource packs &/or MCPatcher/Optifine features in a pack). Minecraft tries to cram as many textures as it can into one tilesheet (how big can one tilesheet be is something that I don't know), & if it can't cram all of the textures into one tilesheet then it will cram the rest of the textures into another tilesheet. It will keep doing this until it has cram every texture into a tilesheet. SSSOOO... what will really help with memory is less files. As you will not be making your pack in 8x anytime soon(unless that is a secret you are keeping from us) the only way to optimize the memory you can is make sure that there as few files as possible! The less the better.
Does it optimize memory? Having less files could help optimize it. Having it in a lower res could help it. The real thing that can help optimize it truly is that the number of pixel that has to be rendered. The only time that you have to worry about having many files is when you first load the resource pack as minecraft takes every texture it needs & loads it into a big file sheet (kinda like how the old TEXTURE PACKS used a tilesheet). This is done so that it can grab all of the textures from 1 place (this is really helpful when using multiple resource packs &/or MCPatcher/Optifine features in a pack). Minecraft tries to cram as many textures as it can into one tilesheet (how big can one tilesheet be is something that I don't know), & if it can't cram all of the textures into one tilesheet then it will cram the rest of the textures into another tilesheet. It will keep doing this until it has cram every texture into a tilesheet. SSSOOO... what will really help with memory is less files. As you will not be making your pack in 8x anytime soon(unless that is a secret you are keeping from us) the only way to optimize the memory you can is make sure that there as few files as possible! The less the better.
Actually, there is a maximum texture atlas size determined by your graphics card. Minecraft will only create one of these, so if any textures don't fit, the game crashes. Minecraft 1.8 puts blocks and items onto one atlas, while 1.7 had items on a separate one; this effectively halves the total space for block and item textures in 1.8. Mcpatcher has a rather cryptic option that sounds as if it should use multiple atlases for CTM/CIT if room runs out, but the option doesn't seem to work, nor has it ever.
Actually, there is a maximum texture atlas size determined by your graphics card. Minecraft will only create one of these, so if any textures don't fit, the game crashes. Minecraft 1.8 puts blocks and items onto one atlas, while 1.7 had items on a separate one; this effectively halves the total space for block and item textures in 1.8. Mcpatcher has a rather cryptic option that sounds as if it should use multiple atlases for CTM/CIT if room runs out, but the option doesn't seem to work, nor has it ever.
Oh ok, I don't remember Mojang saying that they changed the texture atlas layout to be combined. But then again, there would be no reason for them to say that they changed it. The MCPatcher option never did work for me.
I've been doing lots of items recently, experimenting with animations and working over the GUI (just finished the HUD). I might have enough for a thread to showcase (maybe even publish) by now, but I want to finish a few more items before I make any of that.
Anyways, here are my tools, tell me what you think.
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This is my signature. Yes, there's nothing interesting here, so carry on.
I've managed to overhaul my wip twilight adventures pack, and while I tossed out most of what used to be in it, I now have almost all of the blocks completed and I feel happier with my product overall, I do have more work to put into it before its completed though
@AztecEmp: I like the tools' colour choices, my only gripe would have to be that maybe it's too low contrast with the metal/diamond for me, but that's a personal preference of mine, so I can't say much other than that
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Jingle bells, decay and fails
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
Made my first palette, since I'm remaking Ruxel (I wasn't happy with it, I'm starting (pretty much) all over again)
Does it lack anything? Any suggestions?
Personally, I would squeeze in an orange or two to ease the transition from red to yellow, but depending on your resolution you could always just go the dithering route.
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Quote from Berginator94 »
I'm almost 100% positive that this have been suggested before but i'll suggest it again anyways
Thanks for the feedback. I think I'll reduce the amount of reds (since there are many of em) and make 2~ orange(s). EDIT: I won't use the palette or anything. What happened was that I lost interest on Ruxel and started making a little pack, but in the end I decided to go back to ruxel and remake some textures. I'm gonna continue Ruxel (even tho I deleted the thread XD)
Made my first palette, since I'm remaking Ruxel (I wasn't happy with it, I'm starting (pretty much) all over again)
Does it lack anything? Any suggestions?
Edited: added three colors, edited reds
I think you should remove the yellow that both the red and green branch out from, and attach both those ramps to the amber colour below it instead. It's much too big of a jump up from the pale orange and slightly too big up from the chartreuse tone, while it's also an unnecessary bridge between the amber and light yellow.
My other problem is that almost none of your ramps converge to an absolute dark colour; I find that having them all blend towards something like dark violet helps bring them all together.
I am streaming some stuff here in about 10 mins. My friend and I are going to start off doing some Hearthstone, then I will do some art for my game later. I will also do a texture request or two if people want. Come have fun with us
Edit: Stream done. Literally 0 people tuned in. I will try tomorrow maybe at a time when more people can watch.
[quote=echonite;/members/echonite;/forums/mapping-and-modding/resource-packs/resource-pack-discussion/1256364-texture-artists-union?comment=46408]
Doesn't quite look... ice spikish... Okay, I'll try to make it look better. I think I'll use a opaque and bluer Ice texture for now. (probably as placeholder)
EDIT: WHY U DO DIS MCF
Edit 2: Mutt'n!
yummy.
Yeah, something like that.
Yes. Both to look better and to optimize memory.
Speaking of memory... making the armor texture twice as big actually uses 2x as many pixels as just using icons... 4x if both layers are rescaled. -facepalm-
Does it actually use more memory, though? Normally there'd be two 2048x1024 textures and four 512x icons. With my approach there's just two 2048x textures. Is there any improvement in having less files?
It doesn't really matter too much... I'm just curious, from a 3D graphics standpoint.
commas are for the weak
Yeah, the log is pretty wavy, but that's what I wanted to make it look like.
Yeah I should of said that.
*in an old wise man voice* Legend spoke a texture pack author that took centuries. millenniums, if not eons to create a texture, then it took him twice as much time to make it look good. Legend says that he will never be done with his pack, that he will always work on it & make revisions & small changes until time itself dies. He only gets a break every century to regain his thoughts. His breaks are only a few years long. Once time itself dies, only then will the author be finished with his texture pack.
Are... are you... the legendary texture pack creator? Are you currently on one of your few year breaks? If you're not on your few year breaks then don't let me bother you good sir. *bows & walks out of your way (while still bowing)*
Does it optimize memory? Having less files could help optimize it. Having it in a lower res could help it. The real thing that can help optimize it truly is that the number of pixel that has to be rendered. The only time that you have to worry about having many files is when you first load the resource pack as minecraft takes every texture it needs & loads it into a big file sheet (kinda like how the old TEXTURE PACKS used a tilesheet). This is done so that it can grab all of the textures from 1 place (this is really helpful when using multiple resource packs &/or MCPatcher/Optifine features in a pack). Minecraft tries to cram as many textures as it can into one tilesheet (how big can one tilesheet be is something that I don't know), & if it can't cram all of the textures into one tilesheet then it will cram the rest of the textures into another tilesheet. It will keep doing this until it has cram every texture into a tilesheet. SSSOOO... what will really help with memory is less files. As you will not be making your pack in 8x anytime soon(unless that is a secret you are keeping from us) the only way to optimize the memory you can is make sure that there as few files as possible! The less the better.
Actually, there is a maximum texture atlas size determined by your graphics card. Minecraft will only create one of these, so if any textures don't fit, the game crashes. Minecraft 1.8 puts blocks and items onto one atlas, while 1.7 had items on a separate one; this effectively halves the total space for block and item textures in 1.8. Mcpatcher has a rather cryptic option that sounds as if it should use multiple atlases for CTM/CIT if room runs out, but the option doesn't seem to work, nor has it ever.
Putting the CENDENT back in transcendent!
Oh ok, I don't remember Mojang saying that they changed the texture atlas layout to be combined. But then again, there would be no reason for them to say that they changed it. The MCPatcher option never did work for me.
Anyways, here are my tools, tell me what you think.
Pics:
So I'm looking for feedback or comments:
@AztecEmp: I like the tools' colour choices, my only gripe would have to be that maybe it's too low contrast with the metal/diamond for me, but that's a personal preference of mine, so I can't say much other than that
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
Does it lack anything? Any suggestions?
Edited: added three colors, edited reds
Personally, I would squeeze in an orange or two to ease the transition from red to yellow, but depending on your resolution you could always just go the dithering route.
EDIT: I won't use the palette or anything. What happened was that I lost interest on Ruxel and started making a little pack, but in the end I decided to go back to ruxel and remake some textures. I'm gonna continue Ruxel (even tho I deleted the thread XD)
I think you should remove the yellow that both the red and green branch out from, and attach both those ramps to the amber colour below it instead. It's much too big of a jump up from the pale orange and slightly too big up from the chartreuse tone, while it's also an unnecessary bridge between the amber and light yellow.
My other problem is that almost none of your ramps converge to an absolute dark colour; I find that having them all blend towards something like dark violet helps bring them all together.
By the way, new Hay Block (side only)
In-game:
That's actually really nice. Reminds me of Eden.
Putting the CENDENT back in transcendent!
Forgot to show these textures:
Gold Block, Obsidian and Beacon:
It already looks really nice i'm a ninja Ignaf
EDIT: Wow, in under 25 minutes I have another texture: the Iron Door.
Five colors
Leaves based on this image:
Thanks for the feedback, I'll probably decontrast the gold a little
Edit: Stream done. Literally 0 people tuned in. I will try tomorrow maybe at a time when more people can watch.