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    posted a message on [16x][1.1] An ancient stirs...
    Hey. I feel like a major asshat to do this to you guys, especially after taking so long to get back, but something big came up. Another emergency move. So TTP3 is going to be delayed some more.

    I'm sorry. You've all been great, and I swear this will get released as soon as I can do so. If any of you are religious, please pray for me, because this time I may need it.
    Posted in: Resource Pack Discussion
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    posted a message on [16x][1.1] An ancient stirs...
    Worked hard on it today. I created the giant mushroom textures, Mycellium, Ender Pearl, Eye of Ender, End portal, End portal frames, Endstone, and portal.png (I had a REALLY awesome texture, then realized that Minecraft doesn't just use it as an skybox, but rather, repeats it about twenty times on the skybox, meaning it's not suitable for much other than simple static...). I also changed the XP bar's fill-runes to be green, made the food meter, and tweaked a few particles.
    Posted in: Resource Pack Discussion
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    posted a message on [16x][1.1] An ancient stirs...
    Quote from MSchwaa

    Feedback:

    Stone Bricks are excellent - every form.
    Pistons looks nice as well. The stone colors from what I've seen are awesome!

    Thank you!

    Quote from MSchwaa

    Nether: While I see what you're going for with the "dreadful"/"dreary" look to the nether textures,
    I think that the additional detail proves unnecessary. What I really enjoy about those bricks is their average simplicity
    with great color choices.
    Your nether should reflect that statement, if you get what I'm saying. You can still get
    that so called "despicable" look without going over-board horrifyingly detailed.

    I have to compliment you on that observation. The theme I was setting for my Nether is a showcase of some of my finest artistic skill.
    The thing I want to do with the Nether, though, is not just that, but also almost a whole change of artstyle. In the 'normal' MC world, things are fairly colorful, have fairly soft details in them (for my pack, at least). But you get to the nether, and it's all got this muddy color scheme going on, and suddenly all the graphics are super-detailed and even kind of grainy (which is great, by the way, static, film grain, and such have always worked so well in horror). My goal is to make the /player/ feel a kind of subconscious contrast to them.
    My End is going to be doing the same thing, just in the opposite direction: Details are going to be fuzzy, lighting is going to be inverted, with light coming from the ground and glowing up towards the dark sky. Where the Nether has its coherent color scheme, I'm going to be trying for a kind of anti-color negative scheme.
    ... I'm being such a huge art nerd. I'm sorry! oo*

    Quote from MSchwaa

    So how did the move go? How's the home? or did you already respond to that in another answer?

    Oh, it's been about five moves (and a small mandatory vacation), actually. Those homes were pretty much "eh...", "subtle hell", "not so bad", "hey pretty nic-what the hell?!", and "you expect me to believe that?". A bunch of places on the US east coast. Right now I happen to be roommate/apprentice to a pair of priests / chaos magicians. I'm joking. Probably. Right?
    I got here in one piece, and I like being here, so all is well. I'm just often really busy.
    Posted in: Resource Pack Discussion
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    posted a message on [16x][1.1] An ancient stirs...
    Ooh, feedback, excellent.

    Quote from mrisump

    Sheers: I'm not really digging that icon. There is too little contrast on it, and the proportions are slightly off. I like the general idea of it though, what with the handles and such.

    Yeah, I guess I was kind of experimenting there. Those shiny, solid metal scissors always catch my eye, for some reason, and I thought I'd give it a go. I'll probably try to play around with the shape and contrast a bit to make it work, but I may end up ditching it and going with those sheep shear things with the triangular blades.

    Quote from mrisump

    Ghast Tears: I presume that's ghast tears anyway. I thought you were going for the haunted, mechanical Nether? Wouldn't it be more fitting if the "tears" were oil-drops, or something of that matter?

    Oh, you caught that? Excellent. Here's a bit of TTP3 lore: The "tears" (as I envision them) are actually a lot like oil - a very highly energy-dense, viscous fluid which takes eons to be processed. Ghasts are a terrifically scientifically advanced, post-singularity race which built the Nether as a tool for performing their unfathomable work - among other things, it's an observatory and a dimension-travelling device. Zombie pigmen are semi-sentient drones which the Ghasts grow/manufacture to maintain the Nether. Both of them consume the "tears" for nutrients and sustenance (or raw materials and fuel, if you prefer). If you look at netherrack, you can see that it's a mass of pipes, wires, and machinery which processes the tears (with the occasional leak, staining the tubes). Since the tears are energy-dense like oil, setting netherrack on fire will ignite the long-burning tears. Soulsand is a viscous combination of leaked tears and other byproducts which pools up in places where netherrack maintenance hasn't been performed in a long time. Glowstone is pretty much "computronium", if you're familiar with the term - those crystal formations are supercomputers. Netherrack brick is nanomachinery, meaning that Nether strongholds are actually manufacturing plants. Not sure how to explain Blazes... But ooh! Just had an idea! I can make netherwort be little, tiny drone (pigman) embryos which are being grown there and elsewhere. And minecrafters will boil them alive to make potions, never knowing the truth about what those things are since the Nether is so beyond their grasp. Awesome.

    Quote from mrisump

    Blaze Rod: AMAZING! I really like how that one turned out, as it both seems rigid like a rod, yet living like a blazing fire; again, good job on this one!

    Yeah, I'm pretty happy with this one, too. :happy.gif:

    Quote from mrisump

    Golden Record: Yeah, there's something off with this one. The proportions, as with the sheers, somehow look off. It's as if it's too cramped, compared to the yellow in the middle. Remember that you have a whole astounding 16x16px to work with, and not a mere 7 as it seems here (this is supposed to be read humorously, and not in a lecturing way).

    Tilting the record at a less extreme angle just looked wrong, and making it a full-on top-down view would be boring. However, I think I'm going to try something new: A 45-degree rotated, angled view. That may help, if it ends up looking good.

    Quote from mrisump

    Vial: I like how that one turned out. The contrast is nice, and you can easily see it's a vial. Compared to the items, though, it seems to lack a slight amount of depth. It might not be noticeable in-game though.

    It looks fine, especially with fluid in it, in my opinion. Plus, it matches all the other glass in TTP3, which helps it feel more natural.

    Quote from mrisump

    Fire Ball: Considering how this is going to be covered in flames anyway.. I like how you gave it the burned up look! I always considered it odd what with ghasts puking burning coal at you, but that really makes it distinctive from coal -- good job!

    Thank you! And thanks for the feedback! It's very useful. Explaining the Nether's backstory in response to your critique helped me come up with that netherwort idea.



    Quote from 0Vick0

    how long has it been..... 1yr? 6mo? anyway... WHO CARES!?!?!? AS LONG AS YOU FINALLY RELEASE IT!!!!!!!! :biggrin.gif:

    TTP has been my pet project since before Infdev, meaning I've been developing it (on and off) for about two years. And, as I've always said about TTP3, I'll release it when it's ready. And then I'll probably launch a number of quick improvements as feedback floods in.
    Posted in: Resource Pack Discussion
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    posted a message on [16x][1.1] An ancient stirs...
    Really? They're not that special... But if you insist:

    Posted in: Resource Pack Discussion
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    posted a message on [16x][1.1] An ancient stirs...
    I made a bunch of item graphics today - all the phonographs, the bow-pulling animation, blaze rods, gold nuggets, shears, ghast tears, pumpkin and melon seeds, potion bottles, and the ghast fireball sprite. I also made a huge improvement to the glass pane edge (took me a while to figure out what it was supposed to be). All in all, a pretty good day.
    Posted in: Resource Pack Discussion
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    posted a message on [16x][1.1] An ancient stirs...
    Today's progress so far: Copied all missing graphics from vanilla textures so I can at least see what I'm doing while I play; Fixed bed sides position; Created iron bars; Created stone brick.

    Does anyone know how to make Minecraft use a custom light_normal.png?

    EDIT) Also, piston, nether brick, and the cracked and mossy varieties of stone brick. I'm working crazy-fast today!

    Here's a few random tiles:
    Posted in: Resource Pack Discussion
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    posted a message on [16x][1.1] An ancient stirs...
    I'll just leave these here...



    Before you get too excited: This does NOT mean TTP3 is almost done. I means that I'm finally able to start working on it again, and have an Internet connection. All the progress I made before my untimely departure was safely stored, and I'm eager to carrying it forward.

    Also, please note that grass isn't normally that brown. For some reason, after the latest MC update, the lush grassland around my castle turned really brown (even with vanilla Minecraft textures). But what about that gorgeous XP bar, eh?
    Posted in: Resource Pack Discussion
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    posted a message on [16x][1.1] An ancient stirs...
    I'm getting ready for a surprise moving-to-another-house. So, yeah, Real Life is dragging me away for a bit. Sorry about that. Hopefully everything will settle down soon.
    Posted in: Resource Pack Discussion
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    posted a message on [16x][1.1] An ancient stirs...
    Gravel: See, I think that brown gravel you showed looks terrible. It doesn't stand on its own at all, and isn't very clear as to what it is. Besides, as I said before, purple gravel helps break up the monotony of the other browns and greys which are used so heavily elsewhere.

    Biome brown: What do you mean, I use a lot of brown outside deserts? According to this chart, the desert biome has the brown area, with only small splotches outside it (meant to be random spots where grass has naturally died).

    Biome dark: That spot is the swamp, forest, and partially woods biomes (check the chart), which I made darker to help them look different from rain forest, seasonal forest, and taiga. Calling it a huge "black" spot is far too strong of a term, you must admit: It's exactly 25% darker, which is far from black (the darkest spot in it has a lightness of 76). The dark green spots in the top-left come from being rain forest. If I follow your advice too strongly, I'd end up with default Minecraft's boring, personality-less simple gradients, so, do you have any less drastic suggestions? From your pictures, I suppose I could lower the forest darkening to something more like 18%.

    Books: I can't use other colors, since my books aren't other colors. Blame publishers for making my books have so much white.

    Sand: Good catch on that line. Fixed. Getting rid of every last little thing like that takes way more effort than I wish it did.

    Achievements: That has to be a bug from the obscene amount of mods you're running together, since I don't get any of the things you describe...
    [simg]http://dl.dropbox.com/u/3713769/temp/achievements are fine.jpg[/simg]

    Patcher: No, no mods. Not until they're safe. I told you. Besides, I'm sure there's a lot of people who will really appreciate having a quality texture pack which doesn't force them to use mods. Until mod support is official, or custom water and such are a standard Minecraft feature, we're going to have to deal with Notch's negligence.

    Pig: Hm, yeah, that does look much better than the old skin. But I'm far from happy with it, even so. Hm... I may just have to redraw it altogether.


    Again, thank you for the quality feedback. It's very useful.
    Posted in: Resource Pack Discussion
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    posted a message on [16x][1.1] An ancient stirs...
    Just a little update, basically three things are holding up TTP3's development at this point:

    1) Waiting for Lilyo's response to my response to his second mini-review
    2) I can't get any non-hostile mobs to spawn, so I can't really work on the pig
    3) The Mt. Gox crisis, and the typhoon of misinformation around it

    They can be solved by:

    1) Lilyo responding
    2) Minecraft getting fixed...
    3) Mt. Gox just got its claims system up, so hopefully it's almost over
    Posted in: Resource Pack Discussion
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    posted a message on [16x][1.1] An ancient stirs...
    I used to have chests, workbenches, etc. appear as if they were made with different types of wood (pine, cherry, oak), however, that looked horrible and thus, I remade them to be similar. I guess I could try your suggestion of just tweaking each's lightness a bit, maybe that would work. As for the lock, anything wider than two pixels looks too big, so I figured I may as well make it iconically oversized.

    As for the white in the books, I can't really do too much about that other than darken it some. Changing their colors would make them inaccurate to my own bookshelf. :wink.gif:

    I think the brown grass colors is due to Minecraft favoring almost-desert biomes. Fixing it has thus far eluded me. As for that dark spot, I can't lighten the grass without lightening ALL grass, which I don't want to do. Is that dark area in a forest biome? I made forests darker on purpose, but if they're that dark, then I need to ease up a bit. If that's not a forest biome, I don't know what I can do to fix it.

    I've already tried the oft-repeated dirt/brown gravel idea. I don't like it. It doesn't stick out from all the other browns in the world, plus, I can't add grey rocks to it due to resolution limitations (if they're more than a pixel big, they look awful, and if they're just one pixel big, it looks awful in a different way). Thus I'm sticking with a pure-gravel texture.
    Posted in: Resource Pack Discussion
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    posted a message on [16x][1.1] An ancient stirs...
    Quote from Lilyo
    Btw, I love your little anti remix system haha
    I'll do another review of your update version tomorrow.

    Just make sure you don't post the actual textures to show people what you mean (no distribution, remember).

    Quote from Tanyip
    Anti-remix system? Now I'm curious.

    It's not infallible, but it should at least deter some of the lazier thieves.
    Posted in: Resource Pack Discussion
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    posted a message on [16x][1.1] An ancient stirs...
    It's normal cobblestone. Can you even imagine how many dungeons I would have to find to get that much mossy cobblestone?! Mossy cobblestone looks completely different, anyway (check the last TPTT picture).

    Black gravel doesn't look good in my pack.
    [simg]http://dl.dropbox.com/u/3713769/temp/javaw 2011-06-17 11-14-40-53.jpg[/simg]
    Posted in: Resource Pack Discussion
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