• 1

    posted a message on Would anyone want a resource pack like this?
    I'd say soartex/invictus would fit that theme.
    Posted in: Resource Pack Discussion
  • 3

    posted a message on TRITON- 64x-512x ~ HD Cartoon-Comic Style
    @Tsukasa: Weapon revamp coming in the next update, should hopefully fix the problem.





    Animated default player skins! It's amazing how much more 'real' they seem with a bit of animation. The skulls, however, are a bit unsettling... :P

    "Just act natural... no one will notice we're not actually skulls!"



    I wanted to animate all the mobs, but it would be really weird having a bunch of mobs all blinking in unison... :unsure:



    Also, you've waited long enough... here's a little addon that contains all the changes I've made so far. You can load it on top of your 'core' pack and see some of the new stuff coming. :D


    It's my personal dev pack, so don't expect anything to be particularly playable...



    -New SFX for item pickups, staring at an Enderman (no longer ear-crushingly long and annoying), clicking made by buttons/levers/etc, splash potions, anvil footstep/mining, and damage being dealt by the Thorns enchantment. Those last three don't actually have unique sounds in vanilla.

    -All tools have been redrawn with straighter, cleaner lines, and improved here and there. If you want to see the full res versions, they're in the "items copy" folder of the pack.

    -Iron boots and chestplate render in 3D

    -Buttons, pressure plates, oak fences and ladders have 3D models. They aren't textured yet, though.

    -Andesite's colors are more saturated to make it more distinguishable from normal stone.

    -Levers, doors, and torches have better placement GUI slots.

    -In 1.8.3 only, tools will have a much larger item model that is oriented differently (and looks really cool) when dropped on the ground.
    Posted in: Resource Packs
  • 4

    posted a message on Texture Artists' Union
    Converted the helm to use planes instead of cubes, and made the chestplate. Ugh... never doing that again. <_<





    BDCraft armor as an example. Now just have to do the leggings and booties.
    Posted in: Resource Pack Discussion
  • 9

    posted a message on Texture Artists' Union
    Welp, I just made quite an interesting texture discovery...



    I was trying to make armor render in 3D and use the actual armor textures rather than icons, starting with the helmet (looks better and saves memory). Mapping the armor texture to a cube was easy enough, but I ran into a problem with the armor texture being a non-square size, which MC interpreted as being an animation.

    I tried sticking an .mcmeta in along with the armor texture itself, but that bugged out and deactivated the resource pack. Then I got the idea of simply stretching the texture, like so:







    Unbelievably, the armor still renders properly on the player, even though it's dimensions are different. And because the texture is now square and no longer an "animation", the model uses it without complaint:





    #texturehacks



    Now I just need make a new model that uses planes instead of a single cube, because apparently the backface culling still works on item models (can't see inside of the helmet). Sooo... yeah. 3D armor coming to a Triton update near you!
    Posted in: Resource Pack Discussion
  • 1

    posted a message on Post-Apocalyptic Texturing Challenge
    Quote from Ignaf»
    Hey i made something too:



    It is more like a new and experimental comic style i tried to create. I am not sure about it, what do you think?



    @Peyton: amazing as always :) it reminds me somehow of summerfields.


    I quite like the style, except for maybe the speckled parts, like the grass highlights. Color-wise, it doesn't seem all that apocalyptic, though.
    Quote from Drazile12»

    I like how it looks, but it just takes way too much effort to make high-resolution skins :steve_tearful:
    I probably won't continue.



    Very nice, but it doesn't really feel 'apocalyptic'.

    That's pretty awesome... I think you should finish it. Can't be too hard to give him a nice pair of pants, can it? :P



    Welp, I probably won't go any further with my textures for this challenge... Busy with my pack and whatnot. Here's the other texture I did, this time from scratch:

    Posted in: Resource Pack Discussion
  • 1

    posted a message on TRITON- 64x-512x ~ HD Cartoon-Comic Style
    What I don't get about BDcraft's iron armor is that strange welding-mask-like helmet. It almost totally covers the face, but none of the higher-tier armors do...



    About 3 months late, but I finally have made some banners for y'all to use in your signatures! Only two right now, but I'll be making more! The codes to use them are in the second post.
    Posted in: Resource Packs
  • 7

    posted a message on TRITON- 64x-512x ~ HD Cartoon-Comic Style
    Quote from psycho6pyro9»
    Just an idea on your 3rd one. Not probably the best example, but this is what I mean about curving it a bit. I may have too much or not enough. Just also wanted to add why I think the 3rd one, It will come out clean and you have an opportunity to tie it in with your high tech looking items as well. Win Win

    Quote from Tsukasa102»
    I like the good ol' fashioned curved pick myself. Not too curvy though, just with a slight angle. Sort of like how Psycho had his.
    In fact, i'm totally in support of that.

    It'd ideal, IMO.

    I'll probably go with this idea, combination of 2nd and 3rd ones, with the asymmetrical angular bit on the 3rd, but with the other end much more curved.

    Thanks for the input, guys! I love the fact that I can post a couple ideas and hear opinions from several of you over just a few days... that's flippin' awesome. :D
    Quote from DracroniC»
    Didn't notice it till now. The arrow suppose to not be a straight line?

    The outline on the arrow shaft has a bit of uneveness, and the low res made that more obvious.
    Quote from Sonicfall»
    Like 3rd one!

    Question, can I modify this resource pack and use it in a custom adventure map?


    Yep, as the ToU says, I don't allow redistributing a modified form of this pack. If it's not too much trouble for your users, you can have them download the official pack and layer it underneath the custom resources included your map (if you have any, that is).



    A slight update: I'll be releasing a V.3.1 before moving on to V4. There's some more tweaks and 3D models I wanted to add, and a few things that need fixing, such as the two new custom sounds that I completely forgot to include in the new update. Progress will be slow, but hey, you're all used to that, right? :P
    Here's a new diamond. So much better than the new one in V3... I don't know why I even made that thing.
    Posted in: Resource Packs
  • 1

    posted a message on Massive sword texture?
    Quote from groghad»

    How do I create custom models? I'm really bad at texturing maybe you can link an easy tutorial or something?

    https://www.mediafire.com/?c707almprh524q9

    (Example resource pack for you to use as a base, since I hate explaining how to set up folder structures). There's a model file in there that you can use for your sword.

    The model file is like this:


    {
    "parent": "builtin/generated",
    "textures": {
    "layer0": "items/iron_sword"
    },
    "display": {
    "thirdperson": {
    "rotation": [ 0, 90, -35 ],
    "translation": [ 0, 1.25, -3.5 ],
    "scale": [ 0.85, 0.85, 0.85 ]
    },
    "firstperson": {
    "rotation": [ 0, -135, 25 ],
    "translation": [ 0, 4, 2 ],
    "scale": [ 1.7, 1.7, 1.7 ]
    }
    }
    }



    Looks scary, but the text in bold is the only thing you really need to edit. The "layer0" part tells the game where to grab the texture from, so if you wanted to give your texture it's own custom name, or refer to a different texture from a different folder, you could do that.



    The "scale" parts determine how big the item appears in 3rd and 1st person, respectively. They are arrays of numbers that correspond to the item's size on the X, Y, and Z axes. For your purposes, you'll probably just want to make the first two sets of numbers bigger, but if you want your sword to appear "thicker" as well, you can add to the 3rd number.



    Hope that helps. :D
    Posted in: Resource Pack Discussion
  • 2

    posted a message on Post-Apocalyptic Texturing Challenge
    Thoughts on this? (dirt)







    I took a cracked dirt texture from cgtextures and posterized it down to black and white, then used the black part of that as a guide/overlay for my shading. I'm pretty inexperienced with using non-hardedge tools in GIMP, so it'll take some time before I settle on a style I like...
    Posted in: Resource Pack Discussion
  • 1

    posted a message on Post-Apocalyptic Texturing Challenge
    Quote from Steelfeathers»



    THE RULES:
    • For every progress post you make, comment on at least 1 other person's textures! Let's get some discussion going, people.

    Now that's a good idea.

    Would it be acceptable to use Cgtextures.com textures as a base for my texture's patterns? I'd rather focus on drawing the textures themselves than have to spend time making patterns that tile properly. Ain't nobody got time fo dat. :P
    Posted in: Resource Pack Discussion
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