Good to see your work is floating around Feathers. You've always had such nice texturepacks and it would be a real shame to see your creations fall into the cold, dark abyss of abandonment.
The next update probably won't be released until I get all of the components for my gaming PC and then get it built and set up.
Hopefully after that's all said and done I'll be able to do a good stained glass texture and tweak podzoil though!
List of changes I want to make for the next version:
Add carrot texture (crop blocks and item)
Add potato texture (crop blocks and item)
Improve melon and pumpkin textures (currently the bumpmapping looks weird so I want to redo them)
Gold trim on the end portal frame
Redo brick
Add stained glass (with access to 1.7)
Improve and finalize podzoil (with access to 1.7)
Possible other misc. item textures (most likely the remaining mob drops)
Possible tweaks to vines, tall grass, and dead bush
Possible addition of fireworks and critical hit particles'
Possible addition of redstone repeater and comparator (using stone slab texture as the base)
List of block textures I plan to redo or know are incomplete:
Redo TNT
Find a way to animate still water and lava that isn't awful
Fire texture (I have absolutely no idea whatsoever how I'll do this though! >:C)
Make tripwire hook square since the render engine doesn't like the circle
Melon and pumpkin stems
Note block and juke box
Redo fern texture
Almost all 1.7 textures (especially the new plants)
Command block
Cocoa bean blocks
Cake
For the record this thread will eventually be updated with screenshots and all of the other bog-standard stuff. Currently I'm distracted by the holiday coin bonuses on Hypixel's server combined with trying to manage and organize all of the PC components I ordered on Thursday.
Bright, smooth, simple, and unrealistic! This texturepack is the fruit of hundreds of hours of love and effort thrown into a beautiful creation. Step into my world and enjoy the visual experience I have crafted for myself and the world.
My goal when creating this pack is to create a world that I am happy to play in no matter what. My style is a blend that aims to meet the middle between packs like Soartex Fanver, Sphax PureBD, and Chroma Hills while still remaining true to the default color scheme. My textures are clean and somewhat cartoony while avoiding dramatic visual noise in the environment. You can take this pack and play with it anywhere and still get a good experience.
All blocks are textured except for command blocks.
All items are done
All GUI is done (except maybe some obscure icons)
Started work on NPCs; Zombies, Villagers, Skeletons, Wither Skeletons, Creepers, and Witches are done so far.
I have been inspired greatly by artists like Steelfeathers, Aegeon, 42and19, and many others who I both respect and look up to. My skill as a graphical artist has grown substantially as a result of my work on this pack.
I create all of my textures using the GIMP because I find it to be the best tool for creating pixel perfect low resolution art.
My project is hosted on Curse and only on Curse. I will not post it on any other sites unless I explicitly say so. I will also never use Ad.fly because I don't want people to have to go through that unpleasantness to download my work.
I have put a lot of love into this pack. If you have any feedback please leave me a comment.
_ _ _ _ _ _ _ _ _ _
License
I have adopted an all rights reserved license for this pack. I do not wish for my work to be stolen or any continuations to be made without my permission. If you need to contact me about using the pack send me a forum message and it should notify me via email.
Using the pack in screenshots and videos is perfectly fine and is in fact much appreciated!
This mod would be awesom if you did not have to have the server ruinning it as well is this a posavbility ??
A huge majority, if not all of, the code that handles the creation and managing of villages is run solely on the server. The only way it would be possible to create a client-only version of the mod that functions in multiplayer would require emulating all of the server side code on the client. This would be difficult to do and highly prone to inaccuracies.
So no, it's not really a possibility. The same is true for mods that do things like display information about entities. (ex. Damage Indicators)
Well the bright side is the latest snapshot apparently breaks up terrain.png and items.png into seperate images and autocompletes sprites that aren't supported by the texturepack, or that's the plan anyway...
My god.
I wish I'd tried to use this ages ago.
This texturepack has finally filled the gap in my heart that's been there ever since Aegeon left over a year ago...
...I thought no one would ever create something that made me as happy as Drasavil did.
Landscape surrounding my new house:
Note: Two (2) points of linear mipmapping applied by Optifine.
It occurred to me just now when I was sorting my browser bookmarks that I haven't posted here in ages (since I took a break from Minecraft.)
I decided to stop by just to say thank you for having these tutorials available when I needed them most (when I was taking my first steps into programming). Your videos were always of decent quality, and relatively understandable. Thanks to you and a few other people I'm now attempting to write my own game from scratch using Java and Qt Jambi (A library for writing Windows, Mac, and Linux Qt GUIs from java). While I will be basing it on something I already made using GameMaker in a Dual Enrollment class I had in high school, I'll still have to create the game engine from the ground up, implement my own AI, etc.. Fortunately it will be good experience, and I'll be able to produce it more easily than GameMaker allowed, while moving beyond previous limitations, thanks to Java being a functional high-level language.
I just thought I'd stop by and say that, because I know that any educator worth their salt likes to know that they've helped someone.
(I'm no exception to that rule myself.)
I was going to be faced with the problem of generating random circles, and I would have gotten it working relatively easily with understandable code, but it would have taken at least three times as much as this.
Hi, I tried your mob tutorial (it was really good) and I made my dwarf mob that was a few pixels shorter than steve then when I loaded up minecraft my mobs body had moved down 4 or 5 pixels after I added in the walking animation, could you please help if you could
I'm not even going to ask you for code or think much about this one.
Time for a lesson, because the important part of programming is solving problems by yourself, that's why we program in the first place; to solve problems.
Check all of the hit-boxes for the Entity and the Render files. You should be able to find what parts of the code create hit-boxes, make sure all the coordinates line up correctly.
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In the process of redoing this thread. I just posted a new release of this on Curse for 1.9.2 so I'm working on a screenshot overhaul.
Edit: Been up all night working on this, going to sleep. Will get screenshots of tools and some UI uploaded to curse when I wake up.
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Hopefully after that's all said and done I'll be able to do a good stained glass texture and tweak podzoil though!
List of changes I want to make for the next version:
Add carrot texture (crop blocks and item)
Add potato texture (crop blocks and item)
Improve melon and pumpkin textures (currently the bumpmapping looks weird so I want to redo them)
Gold trim on the end portal frame
Redo brick
Add stained glass (with access to 1.7)
Improve and finalize podzoil (with access to 1.7)
Possible other misc. item textures (most likely the remaining mob drops)
Possible tweaks to vines, tall grass, and dead bush
Possible addition of fireworks and critical hit particles'
Possible addition of redstone repeater and comparator (using stone slab texture as the base)
List of block textures I plan to redo or know are incomplete:
Redo TNT
Find a way to animate still water and lava that isn't awful
Fire texture (I have absolutely no idea whatsoever how I'll do this though! >:C)
Make tripwire hook square since the render engine doesn't like the circle
Melon and pumpkin stems
Note block and juke box
Redo fern texture
Almost all 1.7 textures (especially the new plants)
Command block
Cocoa bean blocks
Cake
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Thank you guys. It's good to know someone else cared!
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Bright, smooth, simple, and unrealistic! This texturepack is the fruit of hundreds of hours of love and effort thrown into a beautiful creation. Step into my world and enjoy the visual experience I have crafted for myself and the world.
My goal when creating this pack is to create a world that I am happy to play in no matter what. My style is a blend that aims to meet the middle between packs like Soartex Fanver, Sphax PureBD, and Chroma Hills while still remaining true to the default color scheme. My textures are clean and somewhat cartoony while avoiding dramatic visual noise in the environment. You can take this pack and play with it anywhere and still get a good experience.
All blocks are textured except for command blocks.
All items are done
All GUI is done (except maybe some obscure icons)
Started work on NPCs; Zombies, Villagers, Skeletons, Wither Skeletons, Creepers, and Witches are done so far.
I have been inspired greatly by artists like Steelfeathers, Aegeon, 42and19, and many others who I both respect and look up to. My skill as a graphical artist has grown substantially as a result of my work on this pack.
I create all of my textures using the GIMP because I find it to be the best tool for creating pixel perfect low resolution art.
My project is hosted on Curse and only on Curse. I will not post it on any other sites unless I explicitly say so. I will also never use Ad.fly because I don't want people to have to go through that unpleasantness to download my work.
_ _ _ _ _ _ _ _ _ _
I have put a lot of love into this pack. If you have any feedback please leave me a comment.
0
A huge majority, if not all of, the code that handles the creation and managing of villages is run solely on the server. The only way it would be possible to create a client-only version of the mod that functions in multiplayer would require emulating all of the server side code on the client. This would be difficult to do and highly prone to inaccuracies.
So no, it's not really a possibility. The same is true for mods that do things like display information about entities. (ex. Damage Indicators)
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Feathers tends to be very busy.
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Freaking essays <.<
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I wish I'd tried to use this ages ago.
This texturepack has finally filled the gap in my heart that's been there ever since Aegeon left over a year ago...
...I thought no one would ever create something that made me as happy as Drasavil did.
Landscape surrounding my new house:
Note: Two (2) points of linear mipmapping applied by Optifine.
0
I decided to stop by just to say thank you for having these tutorials available when I needed them most (when I was taking my first steps into programming). Your videos were always of decent quality, and relatively understandable. Thanks to you and a few other people I'm now attempting to write my own game from scratch using Java and Qt Jambi (A library for writing Windows, Mac, and Linux Qt GUIs from java). While I will be basing it on something I already made using GameMaker in a Dual Enrollment class I had in high school, I'll still have to create the game engine from the ground up, implement my own AI, etc.. Fortunately it will be good experience, and I'll be able to produce it more easily than GameMaker allowed, while moving beyond previous limitations, thanks to Java being a functional high-level language.
I just thought I'd stop by and say that, because I know that any educator worth their salt likes to know that they've helped someone.
(I'm no exception to that rule myself.)
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LEARN TO USE VEC3D
I was going to be faced with the problem of generating random circles, and I would have gotten it working relatively easily with understandable code, but it would have taken at least three times as much as this.
0
I'm not even going to ask you for code or think much about this one.
Time for a lesson, because the important part of programming is solving problems by yourself, that's why we program in the first place; to solve problems.
Check all of the hit-boxes for the Entity and the Render files. You should be able to find what parts of the code create hit-boxes, make sure all the coordinates line up correctly.