- Emperor_Doom
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Member for 13 years and 7 days
Last active Wed, Apr, 2 2014 18:22:25
- 4 Followers
- 722 Total Posts
- 965 Thanks
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SuperVampirates posted a message on [32x - 128x] ☠ vonDoomCraft ☠ [Mar 30: Updates and stuff!]Here is the link:Posted in: Resource Packs -
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Develsaa posted a message on [256x,128x] Faerielight 1.7.X - A Photo-realism HD Texture Pack - Updated June 25th - New and improved textures + CTM windows -
Interview with Develsaa by Jagthunder and McKrawll
it's about two hours long but you'll enjoy it!! -
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SkyChaseZone posted a message on Texture Artists' UnionBow and arrow! (not final, but close, obviously the last 2 need some smoothing work :P)Posted in: Resource Pack Discussion
Btw, does anyone on these forums do any time-lapse texturing? I did my first ever last night and it was quite enjoyable!
I'd like to watch some by the members here if you got any Let me know!
Thanks! -
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corner_g posted a message on Texture Artists' UnionPosted in: Resource Pack DiscussionQuote from Emperor Doom
Thanks!
Honestly, I haven't really looked into how the GLSL stuff works for months.
With most game engines, the color on a specular map is going to be the color tint of the "glow" coming off the model once light hits it.
For example, if you want to make an Orc skin look slimey, you make the fleshy parts of the spec map green; while everything else is greytones (default light).
I'd hazard a guess that in Minecraft they do something similar, probably using the alpha levels for specularity level again. (based on what you mentioned about the normal maps)
Feel free to ask Zomb69 about it though! He's been toying with them for months now, so I'm sure he has most of it figured out!
With Zomb working on it, I suppose you wouldn't really have needed to look at the GLSL shaders images, but at least you can say that you have in the past.
Thanks for the description. I can see how the game would need and could use that, and I can sort-of see how that could apply to the image, but in the interest of getting a good understanding of it, I went ahead and asked Zomb if he could give me any further/different advice on the matter.
At the rate at which I'm picking these things up, I still don't have spectacular bump mapped textures, but I should have some equally decent textures using the terrain_s to show for tomorrow or shortly after. -
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corner_g posted a message on Texture Artists' UnionAh-ha! I finally got something on that isn't at the bottom of the page!Posted in: Resource Pack Discussion
Anyway, I forgot a few things, the stone and ores, tweaked mineral blocks (to bring the screws out farther), stonebrick, and tweaked redstone lamps (to make the crossing pattern look like it's overtop). The ores may not be final.
@DMc- What!?! How long? How long must we wait to see more of your beautiful textures? -
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YCRSIABH posted a message on [32x - 128x] ☠ vonDoomCraft ☠ [Mar 30: Updates and stuff!]Posted in: Resource PacksQuote from Emperor Doom
We'll call the leather a mostly-done placeholder for the time being. I'll fx it up a bit once I get the actual cows done, and have a better material to use for it.
For what it's worth, making the current leather did give me a pretty good method with which to do the actual cow mobs' fur/skin.
Also, it may make it better for you if you picture the old Jurassic Park toys' removable "Dino Damage" when you look at the leather. It's what i had in mind when making it
Oh I loved those! lol. I definately see how something like that would fit in your pack. Full %100 love restored (kidding, it was never gone) -
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SuperVampirates posted a message on [32x - 128x] ☠ vonDoomCraft ☠ [Mar 30: Updates and stuff!]I saw the new update and I am making a new TP video today for the updated version!Posted in: Resource Packs -
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zomb69 posted a message on [32x - 128x] ☠ vonDoomCraft ☠ [Mar 30: Updates and stuff!]Posted in: Resource Packs
yeah in my book its about time, sick of amd cards problems and overheating
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also doom you need to change the wording of my op links - they should say dropbox not mediafire.
and you need to start advertizing this as completed %95 if more people know its finished thereabouts maybe more will come back ( i remember some people complaining they can't play unfinished packs - well i think this pack is close enough all the terrain is done). -
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zomb69 posted a message on [32x - 128x] ☠ vonDoomCraft ☠ [Mar 30: Updates and stuff!]Posted in: Resource PacksQuote from ShamefulSinner
Just curious, what GPU are you using now? I have a GTX 680 and get around 30-40 fps with the texture pack, parallax occlusion and the shaders.
atm i'm using an old hd 6970 and its showing its age..... today is the day. the card i;m getting is gigabyte oc edition with 4gb gddr5 ram and a ssd for windows. it craps alll over my current card.... in other news if anyone wants to buy cheap hd6970 pm me
also next shader update i have more optimized shader should increase fps by 5-15fps -
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SkyChaseZone posted a message on Texture Artists' UnionSo I'm thinking of upping all my current 64x weapons and tools to 128x when they release the new format. I started with the Diamond pickaxe this morning and it took me a couple hours -.- any tips or tricks you guys can give me to speed it up a bit? I know its kind of a silly question seeing how it mostly depends on your drawing style/process, But I thought I'd ask anyways and gather some knowledgePosted in: Resource Pack Discussion
Here's how it went by the way. (not final, but close)
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Ok, so this is turning out a lot cooler than I had originally planned...
I'm thinking it needs to be put in as an armor.
Chainmail maybe? I could always change the colors and add actual chainmail under the armored bits?
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At the moment, I think I'm going to wait on the conversion; if only to see what Optifine/MCpatcher do with animations and CTM stuff now (that's the big worry)
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Ever wanted to see what 10 hours of pure outlining looks like?
The beginings of Skeletor!
Stayed up until 7 in the morning working on his armor.
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I went back and fixed up my old Taskmaster and Deadpool HD skins.
I also went ahead and threw together a Maskless Deadpool and Agent 47 while I was at it.
I'm thinking of doing Marvel's Bullseye (for the Marvel merc trio) and Skeletor (using Taskmaster's facial parts) as well.
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Damnit. Didn't realize that was starting with this snapshot. I'll change the thread title back to 1.4.6 for the time being.
EDIT ---
Also, a sneaky skin for sneaking
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Got Taskemaster done...
...now I'm thinking maybe it's time to finally do a Skeletor!
Maybe a Bullseye (Marvel) as well.
Keep in mind that because of Khan's financial troubles, the HD Skin Database is currently down, so I'll have to make a full skin ID list of the HD skins so people can use them.
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Honestly not sure about that one. I'm fine with people tweaking my HD Skins, so long as it doesn't go outside the site's database; so I didn't really check that often.
Awesome! Thanks so much again, man! I just added it to the OP!
Yeah, my bad! It just completely slipped my mind a looong time ago.
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Ok, so I've managed to fix the mob heads by making versions of the mobs with flattened heads. (if you use MCPatcher for randommobs, those specific mobs shouldn't spawn)
I've also cobbled together a female zombie.
EDIT--
None whatsoever, man!
Glad your computer bits finally came in! Hope you get it all set up and working soon, so you can have some fun with them!
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(custom compass needle only works with MCPatcher)
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Not that I've seen.
Plus, for whatever reason, the Clock's dial seems really touchy. Half the time it's working for me, half the time it's purple. I'm going to have to mess with it more.
In other news, I updated the Rei's minimap textures, and finally added a square version!
(you still have to manually replace the textures in the Minimap mod's zip/jar)
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(Finally, right?)