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    posted a message on Opprimere Revival.

    Updated Opprimere Redux to Version 1.5


    Changelog:


    • Fixed rain from being too opaque
    • Fixed the top of ALL logs that had missing top textures
    • Fixed a few missing leaf textures
    • Redid soul sand to not look awful
    • Added Red Sandstone and finished all sandstone varients
    • Completed prismarine and all prismarine varients
    • Added Sea-Lantern
    • Completed Hardened clay and /all/ stained varients
    • Added Podzol
    • Added Course Dirt
    • Finished all Door varients, including iron trap door
    • Added Hay Bale
    • Added Bone Block
    • Added Quartz Pillar and Carved (These are temporary, not very happy with how they came out)
    • Fixed Cauldrons
    Posted in: WIP Resource Pack
  • 0

    posted a message on Discord for Texture Pack artists?

    Is this a thing? I figured maybe TAU would have done something like this by now, but from just lurking it doesn't seem like it


    it'd be a good idea, right? much faster format to throwing ideas around as apposed to posting in a thread

    anyways, if this doesn't already exist, and anyone is interested, I can start a minecraft texture artist discord where we can chill

    Posted in: Resource Pack Discussion
  • 1

    posted a message on Opprimere Revival.

    Updated Opprimere Redux v1.2


    Changelog:


    V.1.2

    -Added sponge and wet sponge

    -Started on Partical effects
    -All Stained Glass

    -Redstone and Coal blocks

    -Magma (with animation!)

    -Removed broken container

    -Added shield slot

    -Grass path
    -Readded Wheat
    -Water
    -Ice + varients
    -Fixed some overworld tree renaming
    -Did a long overdue gravel retexture
    -added purpur blocks
    -Tweaked diamond block
    -Added Arcacia wood
    -Tweaked birch planks to look more like pine wood
    -Redid All swords but gold
    -started using some placeholders from Radient Pixels by Aurum

    Posted in: WIP Resource Pack
  • 0

    posted a message on Opprimere Revival.

    Update: Dominae Redux V1.1


    Changelog:


    - All vanilla minerals ( Granite, Andesite, Diorite, and Quarts) Have been added, including their smooth variations (Except quartz. because there are a lot of them :P )

    - Netherrack has been redone ( It tiles! )

    - Beds and Snowy grass now actually shows up ( I had named them incorrectly. Pro. )

    - Begun work on redoing tall grass

    - Added ALL ores.

    - Other small colour adjustments.


    Download will be available soon.


    EDIT: V1.1 Available on OP now.

    Posted in: WIP Resource Pack
  • 1

    posted a message on Opprimere Revival.

    Have you only updated things? I guess the definition of 'brought back' is true, but most people use the definition of 'redone' or 'revisited' as in it's a similar work but heavily fleshed out to the point the original doesn't even compare.


    Also I think redux in this community falls under the connotation that it's a release after the changing work has been put into it (and most of the old work has been replaced).


    A more accurate term would probably be revival considering you're starting work back up again but it's not far in.


    Fair enough. The plan is simply to keep the old content and add new things in to accommodate for the newer items and not a rehaul
    (Although damn I rehauled the stone and that only took me all night. Not the intention of the project but it needed touching up)
    Posted in: WIP Resource Pack
  • 0

    posted a message on Trying to find what blocks are new and the correct names for them

    -snip, but thanks a bunch I'll look into that-

    Are you back?


    Def gonna try to be. Hopefully my life doesn't implode on itself like it always does when I come back to these forums.
    Posted in: Resource Pack Discussion
  • 1

    posted a message on Opprimere Revival.

    Hi!


    So I'm porting the rest of my old texture pack, Opprimere to work with 1.8.8

    It's going well so far, and I'm pretty confident that I've gotten everything (Excluding items) that I had in my old pack

    working here again.


    Here's a video I made of Opprimere during it's golden days:


    This is going to be a WIP mostly because I still need to texture all of the new blocks introduced since 1.2.5 (Wow, it's been that long?)


    Anywho, the biggest changes so far to the old pack is the Stone. I always felt like it was a bit too cartoonish and light in Opprimere, so I've fixed that issue, and it pairs very well with cobblestone finally. I've also adjusted all of the ores to reflect this change. another minor edit was the introduction of the Jungle Log, but really that should have been in there a while back anyways.


    You can download Opprimere Redux V.1.3

    NEW:

    V1.5 HERE

    OLD:

    V1.3 HERE

    OLD:

    V1. HERE

    Also if you're interested in a UI Only pack, you can grab that HERE


    UPDATE TIMELAPSE


    CHANGELOG


    V.1

    - Redid Stone + Ores

    - Various colour tweaks

    - Ported GUI

    - Ported (nearly) Every block texture from Original 1.2.5 Opprimere to work with 1.8.8

    V.1.1

    - All vanilla minerals ( Granite, Andesite, Diorite, and Quarts) Have been added, including their smooth variations (Except quartz. because there are a lot of them :P )

    - Netherrack has been redone ( It tiles! )

    - Beds and Snowy grass now actually shows up ( I had named them incorrectly. Pro. )

    - Begun work on redoing tall grass

    - Added ALL ores.

    - Other small colour adjustments.
    V.1.2
    -All Stained Glass

    -Redstone and Coal blocks

    -Magma (with animation!)

    -Removed broken container

    -Added shield slot

    -Grass path
    -Readded Wheat
    -Water
    -Ice + varients
    -Fixed some overworld tree renaming
    -Did a long overdue gravel retexture
    -added purpur blocks
    -Tweaked diamond block
    -Added Arcacia wood
    -Tweaked birch planks to look more like pine wood
    -Redid All swords but gold
    -started using some placeholders from Radient Pixels by Aurum

    V1.5

    • Fixed rain from being too opaque
    • Fixed the top of ALL logs that had missing top textures
    • Fixed a few missing leaf textures
    • Redid soul sand to not look awful
    • Added Red Sandstone and finished all sandstone varients
    • Completed prismarine and all prismarine varients
    • Added Sea-Lantern
    • Completed Hardened clay and /all/ stained varients
    • Added Podzol
    • Added Course Dirt
    • Finished all Door varients, including iron trap door
    • Added Hay Bale
    • Added Bone Block
    • Added Quartz Pillar and Carved (These are temporary, not very happy with how they came out)
    • Fixed Cauldrons

    Also here's a screenie of the new stone.

    (Screenshots from the rest of the pack can be found in the thread linked in my signature.)


    Posted in: WIP Resource Pack
  • 0

    posted a message on Trying to find what blocks are new and the correct names for them

    Any way to find a 'Vanilla' Resource pack with all of the new blocks in it? Or do I need to go into the .JAR and extract them myself?

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Opprimere UI, Ported to 1.8.8
    Quote from Alvoria»

    Cool. :)

    BTW, If you're converting from 1.5 or earlier MCPatcher has a great pack conversion tool. It's not perfect, but it'll definitely save you a lot of tedious work.

    Hope that helps you.

    I found a tool that unstiches the textures, it's just a matter of renaming all of them and figuring out what the proper names for all the blocks are now. About halfway done actually, but it is less tedious than having to manually cut them into new files. There are a lot of new blocks it seems so it looks like I have my work cut out for me .-.
    Posted in: Resource Packs
  • 0

    posted a message on Opprimere UI, Ported to 1.8.8

    Yeah man! I've missed the whole texturing thing for a while and my friends recently started a new server so I thought I'd give it a go. if for nothing else than so I don't have to look at the font :P


    I'm currently working on porting over the existing textures to the new format, and may make a new WIP post for the port sometime in the coming days. Def gonna polish some of the more out of place stuff, and hopefully make new textures for the new blocks, including mod support.


    I know everytime I come back something catastrophic happens to me IRL but I'm stubborn damnit. It's nice to see you tho.

    Posted in: Resource Packs
  • 2

    posted a message on Opprimere UI, Ported to 1.8.8

    Hi! Fire_Fist, back to share something I thought you guys might enjoy.

    Basically just the UI Elements from a Texture pack I did a while back, ported to work properly with 1.8.8


    What's included:

    - Better 32x Font

    - Shiny menu buttons

    - Shiny Widgets (Hotbar, health, hunger, etc)

    - Neato Minecraft Logo and Background Panorama


    This might turn into me porting the whole thing, and even adding the missing textures, to somewhat bring Opprimere back into working order, but that will take me learning how to unstich the old terrain.png and that might take a while.


    Anywho, here's the DOWNLOAD


    And some Screenies.




    Posted in: Resource Packs
  • 0

    posted a message on x16 NES Challenge 2 Official Thread
    Quote from Alvoria»
    ATTENTION PLEASE!

    Since Fire_Fist hasn't logged in since the end of November it's safe to assume that he's gone missing again and won't be continuing this contest. For that reason I'd like to ask two questions:

    1) Is anyone still interested in this contest?

    2) Would anyone be interested if I made a "x16 NES Challenge 2.5" with some rules changes to make things a little less restrictive?

    Let me know and I'll either continue this contest or let it die as its participants see fit. Thank you.

    Also thank you Alvo. you're literally the most rad person.
    Posted in: Resource Pack Discussion
  • 1

    posted a message on x16 NES Challenge 2 Official Thread
    So uhm, hi guys!

    so.. I have decided that there is some sort of curse attributed to this contest, because almost exactly two weeks after this post was made I found out that my house was getting repossessed and there was a huge panic with me and my family to both find a new place and get moved out in the space of two weeks (Which is a lot for six people to do!)

    So yeah it's a been a little hectic for the past week or so, and we're still in the process of moving everything, I myself actually had to move out on my own so I've been adjusting and whatnot.

    So I sincerely apologize that I let all of you guys down, but this is the last competition I'm starting because most of you know what happened last time I did this.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on x16 NES Challenge 2 Official Thread
    Quote from peytonisgreat»
    Here's some stuff I made.



    I am not going to be finishing. I feel like the rules are way too restrictive this time around, and I don't have the time to finish either.

    Thats great man :D
    and it's cool, I know I certiantly won't be able to make anything close to finished (I've been a little out of the loop for a while) I just thought the added rules would make it a bit more challenging then last time around, just don't want to be making the same thing again, knowwhatImean? anywho it's great seeing you and your work! :D
    Posted in: Resource Pack Discussion
  • 0

    posted a message on x16 NES Challenge 2 Official Thread
    Quote from Seradicus»
    So are multi-block textures (like doors, where there is one textured plane but it's spread onto 2 files) sharing their palette or can we make each file a different set of colours? For the sake of answering this entire question, what about blocks like TNT and sandstone, with different top, side, and bottom textures?

    No, they must use the same palette, one palette per block.
    Posted in: Resource Pack Discussion
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