Thankfully to greywulv's video tutorial, I've finally made my own. Link is at the top of the post. Share it to others or implement this thing into yours pack! I tried to be as informative as i can there. Everyone should understand! ^ ^
i would give you a diamond but i used them all up on a beacon
i would give you some reputation. but i have reached my daily amount.
sorry!
brilliant idea.
but for computers which struggle to run minecraft
would this have any noticable impact on performance?
and if so is it toggleable in the options menu?
there's bold "optional" writtensomewhere on the post, so yes it would be toggleable. Don't know how would it work in vanilla, but the current version using Optifine or MCPather runs fine for me.
A new terrain.png seems like a very large step especially if you only want to randomize a few textures. Sure it would be easy, but it would double the amount of space taken up by the terrain.png, And it usually contains many colors so it is hard to index it to reduce its size.
A text file the author creates is probably the best option. Although, it should be functional as well as easy to understand. This way, you can allow the game to know what you have random textures for, and either put them in the terrain.png, or a new image.
While I haven't added it as a suggestion, it would be very easy to add in/implement if my idea were added
For instance for anyone who understands how it works, you could add random.# to add a random variation.
Without adding weights the textures have an equal chance to be used, the code I used makes the first texture used more.
Anyways with DTA you could put random textures on the original terrain.png, so you wouldn't need a new one. You could free up more space on it if you wanted more random textures, just by making similar textures use the same textures, only modified.
Text is a much smarter alternative. Different terrain files works, but it is really the easy and inefficient solution. Especially if the artist doesn't make many random textures but a few, and it also causes a problem if an artist wants to make a large number of random textures of just a few textures. Now you've got like 8 or more terrain files, when the artist just wanted 8 different variations of each ore, yet no other random textures. (which again a space issue, especially when all of them could fit in their own file (that could be indexed) or even right on the terrain.png file)
Try and make your own text solution, or link and Allude to mine (we have the only few texturing suggestions!)
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
A new terrain.png seems like a very large step especially if you only want to randomize a few textures. Sure it would be easy, but it would double the amount of space taken up by the terrain.png, And it usually contains many colors so it is hard to index it to reduce its size.
A text file the author creates is probably the best option. Although, it should be functional as well as easy to understand. This way, you can allow the game to know what you have random textures for, and either put them in the terrain.png, or a new image.
While I haven't added it as a suggestion, it would be very easy to add in/implement if my idea were added
For instance for anyone who understands how it works, you could add random.# to add a random variation.
Without adding weights the textures have an equal chance to be used, the code I used makes the first texture used more.
Anyways with DTA you could put random textures on the original terrain.png, so you wouldn't need a new one. You could free up more space on it if you wanted more random textures, just by making similar textures use the same textures, only modified.
Text is a much smarter alternative. Different terrain files works, but it is really the easy and inefficient solution. Especially if the artist doesn't make many random textures but a few, and it also causes a problem if an artist wants to make a large number of random textures of just a few textures. Now you've got like 8 or more terrain files, when the artist just wanted 8 different variations of each ore, yet no other random textures. (which again a space issue, especially when all of them could fit in their own file (that could be indexed) or even right on the terrain.png file)
Try and make your own text solution, or link and Allude to mine (we have the only few texturing suggestions!)
Check the tutorial then, it offers a little different way and it is fully working! going to bed now, but i got your post in mind for tomorrow.
I support this, despite being OCD about symmetry. There is one thing I would like you to consider, though.
This should not apply to any man-made blocks. Any block that is crafted, with the exception of Cobblestone Stairs/Slabs, Sandstone Stairs/Slabs, Hieroglyphic Sandstone, Sandstone, Clay Blocks, Snow Blocks, and Bookshelves, should not have random textures.
Meh one alt. texture like they aren't the same just diff styles. Like buttons and round speaker ect
Does this mean that random items and armor now becomes the top priority?
That's for the community to decide. I am not doing anything with Optifine or MCPatcher, neither I am a dev of Minecraft itself. I am just doing my best to manage this suggestion and keeping at the top.If you ask me, I am not interested in that, there's a poll for that though.
So pretty much this would like the random mob texture mod but for blocks this idea is a great idea, but on the other hand not such a good idea for those who are uber OCD about how they play minecraft. But overall for you, but just mindful of this guy ...
I'll support the idea only if it is optional in vanilla minecraft.
This is probably one of the only suggestions that should be turned off or on via the settings menu.
Rollback Post to RevisionRollBack
"You don't honestly care if your new Crystal Meta-Sword is going to clash with your Elite Boss Clogs! It's about the numbers! You want the items with the best numbers so you can use your numbers to decrease the enemy numbers until your numbers are the best in the land!" -ZeroPunctuation
So pretty much this would like the random mob texture mod but for blocks this idea is a great idea, but on the other hand not such a good idea for those who are uber OCD about how they play minecraft. But overall for you, but just mindful of this guy ...
I agree with this. I prefer to have my building blocks all look the same and I wouldn't want to do the same thing I need to do with paintings with normal blocks. It's an alright idea for a mod but it would drive texture pack makers insane.
I agree with this. I prefer to have my building blocks all look the same and I wouldn't want to do the same thing I need to do with paintings with normal blocks. It's an alright idea for a mod but it would drive texture pack makers insane.
I am starting to feel really anxious for these kind of responses. No offence but you could completely ignore it, turn it off, don't include it into your pack, imagine it's not even there...
there's bold "optional" written somewhere on the post, so yes it would be toggleable. Don't know how would it work in vanilla, but the current version using Optifine or MCPather runs fine for me.
A text file the author creates is probably the best option. Although, it should be functional as well as easy to understand. This way, you can allow the game to know what you have random textures for, and either put them in the terrain.png, or a new image.
My topic Dynamic Texture Assigning could be the solution.
While I haven't added it as a suggestion, it would be very easy to add in/implement if my idea were added
For instance for anyone who understands how it works, you could add random.# to add a random variation.
Without adding weights the textures have an equal chance to be used, the code I used makes the first texture used more.
Anyways with DTA you could put random textures on the original terrain.png, so you wouldn't need a new one. You could free up more space on it if you wanted more random textures, just by making similar textures use the same textures, only modified.
Text is a much smarter alternative. Different terrain files works, but it is really the easy and inefficient solution. Especially if the artist doesn't make many random textures but a few, and it also causes a problem if an artist wants to make a large number of random textures of just a few textures. Now you've got like 8 or more terrain files, when the artist just wanted 8 different variations of each ore, yet no other random textures. (which again a space issue, especially when all of them could fit in their own file (that could be indexed) or even right on the terrain.png file)
Try and make your own text solution, or link and Allude to mine (we have the only few texturing suggestions!)
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Check the tutorial then, it offers a little different way and it is fully working! going to bed now, but i got your post in mind for tomorrow.
Placeholder
That's for the community to decide. I am not doing anything with Optifine or MCPatcher, neither I am a dev of Minecraft itself. I am just doing my best to manage this suggestion and keeping at the top.If you ask me, I am not interested in that, there's a poll for that though.
nope. I stated this in the tutorial thread. You'll have to find a person for this.
can you make it for me?
No offence but It is really easily visible, right at the top is the link. I really think I made it as noticeable as possible
No
Click Here to view my WIP Mod!
Currently developing a Tech/Space mod. PM if you can/want to help!
This is probably one of the only suggestions that should be turned off or on via the settings menu.
"You don't honestly care if your new Crystal Meta-Sword is going to clash with your Elite Boss Clogs! It's about the numbers! You want the items with the best numbers so you can use your numbers to decrease the enemy numbers until your numbers are the best in the land!" -ZeroPunctuation
Or were the textures in the OP only proof of concepts?
I am starting to feel really anxious for these kind of responses. No offence but you could completely ignore it, turn it off, don't include it into your pack, imagine it's not even there...