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    posted a message on Falkers' Art Deco

    Hello, I'm back.


    So, after I went under the radar for a while I thought it was time to re-emerge and show that this pack is still (somewhat) alive.

    I mean, we're back in the 20's after all...


    And with that, here's some new textures I've finished in the meantime:

    The new leaves model took quite some time to get right, but I really wanted something more realistic, and something unique. The model isn't final yet and could use some variants, but I consider it good enough for now. The tulips also have a custom model, with their head being more 3D and perfectly visible from straight above. Tall grass has also been changed to be more natural. Next plan for natural textures is to finish the other flowers and to give grass blocks more diversity.


    This update also adds new doors and trapdoors for both birch and spruce. I plan on giving each type of wood a unique style, including basic planks, and I think I will make it my main priority for the next update (which hopefully won't take another 10 month..).


    Smaller additions have also been added. In this picture you can see, that netherbrick ctm has been improved and custom textures for walls and fences have been added. There's still a bit more in this update, but I think that's enough pictures for one post.


    As before, feedback is always appreciated. Hope you have a great day, and stay healhy.

    Posted in: WIP Resource Pack
  • 0

    posted a message on Re-Texturing Redstone Dust
    Quote from KittenKatja»

    If it's not for 1.13+, then the "optifine" folder has to be another name, that I forgot the name of.


    "mcpatcher" for 1.12 and below.


    Also, texture colors and colormap colors are blended with "multiply"-method. So if you want that redstone to look exactly like your texture you need to make your colormap all 100% white.

    Posted in: Resource Pack Help
  • 0

    posted a message on I'm trying to find this in the assets files. but i can't for some reason. help?

    You can change the default font in assets/minecraft/textures/font/ascii.png, which will also affect the level-number. However there is no way to give it a separate font or texture.


    The number's green color is hard-coded in vanilla, but can be changed with Optifine's Custom Colors.

    Posted in: Resource Pack Help
  • 0

    posted a message on Mixing textures of two resource packs with two different resolutions?

    Yes, textures can have different sizes within the same pack. Did that myself in an old version of my pack.

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Pumpkin texture help

    Partial transparent textures only work on blocks that are partially transparent by default (like ice and colored glass). Optifine has a feature to change rendering of blocks, but it only works on non-solid blocks.


    However, you can change a blocks parent model from "cube_all" to "cube_column" or "cube_bottom_top" to have it use a different texture for its top and bottom side, so at least that shouldn*t be a problem.

    Posted in: Resource Pack Help
  • 0

    posted a message on How do I add a custom sky to my resoruce pack in 1.14.3?

    From 1.13. onwards the "mcpatcher"-folder is no longer recognised and its content would have to be put in an "optifine"-folder instead. File structure and names didn't change afaik.


    Also here is the relevant entry for custom skies in the Optifine documentary.

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Help with sword textures being tiny

    can you add pictures of some of the textures and how it looks ingame? That would help to identify the problem. Right now I'd bet the problem lies within the items' model files.

    Posted in: Resource Pack Help
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    posted a message on Custom NPCs
    Quote from mutoplay2015»

    I am currently having trouble creating a "transform" feature for a custom Wither boss I'm making. I followed an online tutorial and the transformation itself works, but then afterwards when my boss gets to low enough HP it just does the transformation over and over and you can't actually kill it. Any help? Here is what I put, any help would be appreciated: (Using ECMAScript)


    Your Boss has no way of knowing that it already transformed. You can add a simple variable for this like:


    var phasetwo = 0


    if(dmg >= 2000 && npc.getHealth() > 0 && phasetwo = 0){

    [...]

    phasetwo = 1

    }

    Posted in: Minecraft Mods
  • 0

    posted a message on Help

    That usually happens when edge-pixels are neither 0% nor 100% transparent. Go into your image editor and make sure that all sword-pixels have 100% Alpha (or an Alpha-value of 255, depending on how it's displayed) and all pixels that are supposed to be invisible have an Alpha of 0.


    Edit: It looks like you enlarged a smaller texture and the borders between pixels are blurred due to interpolation. Next time you enlarge a texture for minecraft choose interpolation type "Closest Neighbor".

    Posted in: Resource Pack Help
  • 1

    posted a message on Falkers' Art Deco

    Thanks a lot for the warm words! It always helps to stay motivated.

    Quote from Alvoria»

    I'm rather intrigued by the way you render your textures. I don't think I've ever seen a pack built using 3d rendering before. It's very unique and extremely cool. And while unorthodox, there's no arguing with the results! Gorgeous designs!


    I'm kinda bad at drawing but I have been messing with 3D programs for over 10 years, so that's basically why I made this choice.

    Quote from OzzyKP»


    Any chance your textures/models would be open license for other (*ahemthisoneahem*) packs?


    I've added License Terms to the (completely rewritten) main post. You're free to use any of my old textures from the 2015 pack.

    Hope you find somehting that fits your style.

    Posted in: WIP Resource Pack
  • 1

    posted a message on Falkers' Art Deco

    Hey there, haven't been active for quite a while now, but decided to peek in once more before the forum closes.

    Quote from theozove»

    It's great, I hope you continue this time.


    Thank you. Yes, I'm still working on it, not as much or regularly as I'd like to, but still making progress. Fittingly I racked up enough for another update, so here we go:


    Added Quartz and Shulker Boxes as well as a lot of icons, buttons and other interface elements. Also I added GUIs for Survival and Creative inventory, Chests and Shulker Boxes (same as chests though).

    Quote from Story»

    With which program do you do these textures? I like the bright colors^^


    I'm using Blender to model my "textures" in 3D, then render them with and without AA and mix them at roughly 40:60 ratio.

    I try to go for a semi-realistic and very pristine, almost noble look, that feels warm and friendly. Saturated colors generaly help with this.

    Glad you like my choice. :)


    Posted in: WIP Resource Pack
  • 2

    posted a message on Falkers' Art Deco

    "Art Déco" is a term that describes a detailed and luxurious style in architecture, interior design and various crafts. Art Déco first originated at the beginning of the 20th century in western Europe and found its peak in Paris in 1925, where the "Exposition internationale des Arts Décoratifs et industriels modernes" took place.

    In the 1930s Art Déco has spread widely across the world but found a quick ending with the beginning of the second world war, where more functional styles were preferred. However, the Style of Art Déco was somewhat kept alive in the United States where it still had some influence in the '50s.

    It wasn't until the '60s that Art Déco got its actual name, based on the Paris exhibition, and efforts were made to preserve buildings of its era, that were still present. Despite its short prime Art Déco has never truly died and even in the 21st century new buildings are constructed in a "Neo Art Déco" movement, mimicking what is widely considered the first international art style.

    "Falkers' Art Deco" is my personal interpretation of this art style. I take a lot of reference from real world architecture and design, and try to bring it in a form that fits into the game. I also take some reference from fictional designs, especially the Bioshock series, and sometimes develop my own ideas based on these references.


    Thank you for checking out my pack. Feel free to comment and give your opinion on this work in progress.


    This pack heavily relies on CTM and other non-vanilla features, therefore Optifine is highly recommended.




    This Resource Pack may be used to alter the look and feel of Minecraft (that's what RPs are for ;) )

    Screenshots, Videos, Streams and other forms of recording with this pack active are allowed and said recordings may be published on any platform.

    Assets of this pack may be customised and repurposed for personal use only.

    This pack or assets of this pack, edited or not, may not be published anywhere, unless I give my personal consent.


    Legacy versions of this pack are handled under Creative Commons BY-NC-SA License instead.

    Legacy versions are marked as Alpha on Curseforge.

    Posted in: WIP Resource Pack
  • 0

    posted a message on Help with version of minecraft

    Java Edition is the "default" version, which Minecraft development began with and that most PC-players are using.


    Bedrock Edition, the one you probably purchased, was added as an alternative approach after Mojang was sold to Microsoft.

    It is also available for PC (Win 10 only), but unlike Java it is also officially supportet on X-Box, Switch and various Mobile OS.


    With that being said, Java and Bedrock Editions sadly are not compatible with each other. They are not even developed after the same schedule. For instance, Bedrock 1.8 already has some features that have not yet been added to Java 1.13 (Both being the latest full releases).


    You can try your luck and refund your Bedrock Edition, but Java Edition has to be bought separately. Sorry for the bad news.

    Posted in: Discussion
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    posted a message on 1.12 (128x, 64x) ArtNoveau Texture (in progress)

    Few textures done and already looking great! Now I'm really curious how this is going to turn out in the future.


    Are you planing to add ctm to certain textures? Personally I like to use them a lot to add a certain variance to many textures, increasing the overall grade of detail.

    Posted in: WIP Resource Pack
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    posted a message on (solved) Does anyone have this texture archive? I can pay $ 20.00 for it

    Here it is



    Took a while since I tried CurseForge first, but that is having a problem with the old project still somehow existing.

    Posted in: Resource Pack Help
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