• 0

    posted a message on Falkers' Art Deco

    Hey there,


    it's time for another update. This time I've focused on updating the player inventory as well as the creative inventory to fit the new style I've implemented with previous UI changes. I tried to keep the original feel for both interfaces while adding more variation - both in colors and in details. I hope you like the changes, especially because these inventories will be somewhat of a template for future interfaces.



    As a second feature I've also added new textures for azalea, mangrove and cherry trees. I also added textures for refined mangrove and cherry wood, though these are just recolors of existing textures, meant as a temporary solution until I create unique textures for these sets.




    There are also two smaller changes: armor icons look different now and the autumn textures from last update have been improved. Again you'll need to place podzol, birch leaves and dark oak leaves in sunflower plains to see those.



    originally I wanted to add more to this update, but the existing content took more time than expected and I didn't want to delay the update any further.


    I hope you still find it worthwhile and as always, feel free to comment and express your thoughts and opinions!

    Posted in: WIP Resource Pack
  • 1

    posted a message on Falkers' Art Deco

    Hello there,


    what’s this? An update after ‘only’ 6 months?

    Yes, I’ve changed my approach on how I publish updates. Since I usually plan most content before I start working on it and updates also tend to become larger each time, I decided to split every planed update into 3.


    Every update also has a certain theme. This one’s nicknamed “Second Wind” and will primarily cover the natural side of Minecraft’s overworld. It will also improve a lot of outdated textures and bring them on par with the newer ones.


    Part A of this update overhauls the previously added tree types. Leaves have some variation in their colors, bark is sharper and stripped logs match their planks color. Tulips have also been improved.



    Podzol, mycelium and dirt path textures have been added as well and the icons for health, hunger and armor have been updated to better fit the rest of the interface.



    And one last feature, perhaps a little secret for those, who read my update logs: If you place birch leaves, dark oak leaves and podzol in sunflower plains you’ll get a colorful autumn forest.



    Again, feel free to comment your opinions of my work and any ideas for improvement. Thanks!

    Posted in: WIP Resource Pack
  • 0

    posted a message on how to make a small texture into a large one in minecraft???

    Textures are just sort of a paint added to an object. In order to scale the actual object you need to go into its model file and edit the "From" and "To" values there. If your model just has a parent, you need to edit the parent (affecting all child models) or copy the parent code into the model file in question and then edit it there (if you only want to edit that particular object). Model files can be part of a resource pack, so no mods required.


    However, I think Minecraft block models have a limitation where you can only go one block further in each direction, capping your grass at 2 blocks from the ground, or 3 block, if you put it in mid air. If you want to go beyond that, you do need to mod your game.


    Also, if you scale up or down a model you should apply a new texture with an according resolution. E.g. if you scale a block by 2 it should have a 32x texture rather than 16x, otherwise it would look out of place.

    Posted in: Resource Pack Help
  • 0

    posted a message on I tried to Make Lava Invisible but this Happened

    Just wanted to answer and then realized this thread is from 2020. :huh:


    Well.. since it's already been necro'd, is still unanswered and someone might come here with a similar problem:

    you can check out Optifine's block properties and set the block in question to "translucent".

    Posted in: Resource Pack Help
  • 0

    posted a message on How change texture of strength 2 potion (1.8.9)

    Normally I'd say Custom Item Textures got you covered there, but I'm not sure what it looks like for 1.8. Maybe you're lucky and Optifine/MC Patcher already had that feature back then.

    Posted in: Resource Pack Help
  • 0

    posted a message on Can I keep the file as a .xcf (I'm using Gimp)

    Not possible. Every file in a resource pack has to be the exact type of what it is replacing.

    Posted in: Resource Pack Discussion
  • 1

    posted a message on How do I add carpet textures to my resource pack?

    Changing a models texture is actually quite easy, once you get into it.

    - In your minecraft folder go to versions\1.19.3 (or whatever version you are using) and open the .jar file with WinRAR or an equivalent program.

    - In there go to assets\minecraft\models\block and copy the model you want to edit

    - Recreate the above path in your texture pack and paste the model file here.

    - Open the file in an editor of your choice (I'm using Notepad++)


    As an example, white_carpet looks like this:

    {
      "parent": "minecraft:block/carpet",
      "textures": {
        "wool": "minecraft:block/white_wool"
      }
    }

    - replace "white_wool" with the name of the texture you want to use.


    You now have a new texture for carpet, while the corresponding wool block keeps its original texture (since it's a separate model you didn't edit)

    Posted in: Resource Pack Help
  • 0

    posted a message on How do I add carpet textures to my resource pack?

    ...however, carpets have their own block models, where you can change the texture (path) used to a custom one. That way you can replace 'borrowed' textures for all blocks in the game.

    Posted in: Resource Pack Help
  • 1

    posted a message on Falkers' Art Deco

    Today is exactly 4 years after the initial release of this pack. And it's getting colorful - with a new update!


    This one has, again, three major additions:


    First, iron blocks have been recolored and all iron-related block have been added as well. They are much brighter than the previous iron blocks, coming closer to their vanilla counterpart. For doors and trapdoors, I went with basically full glass doors. Since vanilla iron is a bit unique compared to other doors/trapdoors and has a very neutral color I figured it was a good fit. Trapdoors also connect, if placed in the same direction.


    Second, the natural side of the pack has been enriched with 9 new flowers. Now, all 1 block tall flowers are covered by this pack, though tulips are due for a revamp. Flower models have also been extended, with some models now providing better visibility from above.



    The third part is probably the most significant addition in this update. The entire concrete set has been refined! Now there 8 different styles within the set, with white, light gray, gray and black each having a unique style while the remaining colors have been put into groups of 3. All styles share a few colors on certain elements, making it easier to combine different concrete colors without things looking wrong. I plan to give other "color sets" a similar treatment.


    What do you think? Is this a good approach or should sets like this one rather be just different recolors of the same style?

    Posted in: WIP Resource Pack
  • 1

    posted a message on Falkers' Art Deco
    Quote from OzzyKP»

    I'm so glad to see this pack is still under development. I am, as always, super jealous of the amazing stuff you've put together. After a two year absence I'm starting to take a look at my pack again too.


    Thanks a lot! Yes, development is slow, but continuous.

    Good to see, you're back. Im excited to find out, what you'll come up with for your pack this time.


    About your legal concerns, Alvoria already explained that very well (thanks for that!), but I'd like to add one more thing:

    I have adopted the unusual way of rendering my textures from 3D models. In some occasions I apply said 'external' textures to my models to achieve a better result. I highly doubt this can become a problem, since using these textures in 3D models is the exact purpose websites like textures.com exist and it is even stated in their license terms:

    6.2 You are permitted to:
    (a) use Content in 2D or 3D computer graphics, website design, advertising banners, movies,
    television shows and printed media;
    (b) incorporate the Content in computer games and 3D models and 3D scenes;
    (c) sell or distribute 3D models bundled with modified versions of the Content, with the exception of our Special Content [...]
    Posted in: WIP Resource Pack
  • 2

    posted a message on Falkers' Art Deco

    Hello there, I finished the next update!


    As teased in the forum post update, many interface elements have been updated. The main menu now has a shiny new metal look and the hotbar and exp-bar have received vast improvements as well.


    However, the largest part of this update probably is the new deepslate set which has the highest number of unique models so far. The base color turned out to be very dark, but I like how the deeper parts of the underground feel much more dangerous now. I added brighter elements to most artificial block, to add contrast. I also tried to make bricks and tiles connect to their cracked counterparts using overlays, but after spending way to much time on this endeavor I figured it's just not possible to do this with full ctm textures. I wanted this connectivity, so that ancient cities don't look messed up, but now I will instead add simpler brick and tile variants in a future update, which only apply to deep dark biomes (similar to how I treated blackstone in nether bastions)


    I hope you like stones because there's more of them in this update. Specifically the original trio of granite, andesite and diorite has been fully reworked. Now there are distinct differences between natural stones while artificial variants look more similar but still have a unique style each. Natural stones also double as a clean floor for interiors, if you hide the edges.



    I also added a new painting and reworked the grass, which now has a slight 3D effect. The painting is a reference to a small server I used to play on a lot but has closed last year. I plan to do more paintings in this style


    As part of the deepslate set, I also added reinforced deepslate. Since Optifine hasn't updated to 1.19 yet I can't 100% confirm this texture to work correctly. In the screenshot below, the textures have been applied to crimson planks for the purpose of demonstration. The corresponding block model has not been added to the release version.
    Posted in: WIP Resource Pack
  • 1

    posted a message on Falkers' Art Deco

    Hey there,


    no new version yet, but I updated the main post with new images and graphics.


    Also, while testing textures I apparently got the "Minceraft"-Thing


    Posted in: WIP Resource Pack
  • 3

    posted a message on Falkers' Art Deco

    Hello there, I've done another update. (finally)


    This one adds three new sets: Blackstone, Copper and Bricks.



    The Blackstone Set consists of normal, polished and gilded Blackstone as well as Bricks and their cracked and chiseled variants. Stairs, Slabs, Walls, Plates and Buttons also have new textures. Pressure Plates have a slightly altered model when activated and buttons have a completely new one.

    Bricks and Cracked Bricks have a slightly altered version in the Nether, which will connect to each other, so that Bastions won't look broken.


    Copper receives new textures for its normal and cut blocks in all stages. Again, Stairs, Slabs and also Double Slabs have custom textures. Sadly different stages don't connect to each other, but I might find a way to do this.


    While in vanilla Brick Blocks, Stairs, Slabs, Double Slabs and Walls all use one texture, I managed to have them utilize 18 textures, not counting CTM files. This is nothing particular for Bricks. Since Beta 4, all Sets have received such a treatment, as you can see in previous posts.


    In addition to these Sets, I have also done some textures for furnaces and barrels. Lit and unlit furnaces will even connect to each other.


    Hope you like these new additions. My next plan is to do some nature- and nether-related textures.

    Posted in: WIP Resource Pack
  • 0

    posted a message on Double Chest Texture Glitch

    For questions like this one it's always helpful to state what you have changed and what could lead to your problem. Black and purple usually means something is wrong with the block model. If your chest has turned into a full block with black and purple pattern, something is wrong with the model file. If your chest still looks like a chest and only the textures are missing, there's an error in your texture references (also in the model file).

    Posted in: Resource Pack Help
  • 0

    posted a message on Help with custom skys.

    McPatcher was abandoned after 1.8, so if you want to create a custom sky for recent minecraft versions you'll have to use Optifine and the corresponding "optifine"-folder. I'd recommend to check the Optifine documentary for instructions. sky.properties is what you're looking for.

    Posted in: Resource Pack Help
  • To post a comment, please .