• 1

    posted a message on Regarding the treatment of simple packs and their OPs

    We've all seen the inevitable simple pack submission in Texture Packs, and we all know that it needn't be done..again and again and again.
    Of course, it gets frustrating seeing people post simple packs over and over, trust me, I know!
    Believe it or not, I do actually get angry!

    However, that doesn't mean you should treat the OP like garbage.
    You don't have to call them an idiot.
    You don't have to say "bleh, this is utter s#!t, you should feel horrible".

    You don't have to unleash all your inner rage upon this one guy.

    Instead, be nice!
    Give them tips, link to tutorials, give CONSTRUCTIVE ADVICE!
    Don't just be like "your gay nerd lmao go hang urself :o)", because that helps with nothing!

    In my days, I've seen tons of simple packs. I know the anger that stems from them!
    Lately, and even prior to my evaporation, I've seen some pretty harsh posts on such threads!
    But just be nice!
    Tape on that forced smile and deliver some quality advice!
    Posted in: Resource Pack Discussion
  • 4

    posted a message on Texture Artists' Union
    Quote from Stronghold257

    I wish I knew what was going on. People are all excited to see these people coming back, like that Mirror person, and some others. I'm confused...

    You darn young'uns and your disregard for returning heroes! I killed fiddy men!
    I jest.
    Nice to see so many new people, though!
    Posted in: Resource Pack Discussion
  • 5

    posted a message on No Detail Texture Pack - For the fun of it!
    Quote from TManTRex

    The point I was trying to make is, why are people discussing something they don't care for in the first place?

    If a man came by every other day and knocked over your garbage bins and tread on your garden, would you tell him to keep going, or stop?

    You're telling us to let him keep on going.

    Posted in: Resource Packs
  • 2

    posted a message on [16x](1.3.1)Ivan's Paint Pack(v0.3)
    A decent start, however the only changes I can really spot out at first glance are coal, iron, dirt and grass.

    The coal scares me somethin' fierce, I would suggest making it less of a giant..blob...thing... and more of a bits-of-coal-in-stone thingy. Unless you want a big coal vein in your block, in which case it needs definite improvement!

    The iron seems fine so far, but seems like it would tile horrendously. Definitely suggesting you work on that!

    Ah! I just noticed the logs! They look really nice, but I think they'd only look good on trees, as I don't think they'd tile very well. However, I'd have to actually see them tiling before I judge that, lol.

    As for the dirt and grass, they both look fine, great even!

    As a final note, I would advise against using the word "smooth" in the title, as we regulars of Texture Packs cringe when we see that word, due to one-color bucket-fill packs and all sorts of other stuff that's been done a million times.

    Anyways, great start! Good luck!

    Posted in: Resource Packs
  • 5

    posted a message on No Detail Texture Pack - For the fun of it!
    Hey, hey! Whoa! No need for you guys to be so brutal!
    Unless he's a repeat offender, in which case, shame on him!

    In all seriousness, OP, this exact pack has been done so many times now I can't even count. The idea was overused even about 9 months ago when I left the forums! We really don't need more simple packs because we've been flooded with loads of them over time.

    If you DO want to become a texture artist, I suggest you come up with a better idea than "Hey! How about I make everything 1-2 colors! That's never been done before!" because creativity is key when you're working in the field of, well, creativity!

    I suggest you read some tutorials on actual texturing, practice, and come up with an idea BEFORE you start putting together the full pack!

    For starters, check out friendly neighborhood textureartist-and-moderator Steelfeather's giant texturing tutorial!

    Otherwise, just look around in Texture Discussion for tutorials!
    Posted in: Resource Packs
  • 1

    posted a message on Texture Artists' Union
    Quote from imnumberfour

    Probably because she flashed it about a bit when she became one....?

    Naw, I just saw her on the first page of the TAU thread, that's all.

    Quote from iiPod

    a bunch of really neat textures

    Hot dang, those are pretty. Good stuff!
    Posted in: Resource Pack Discussion
  • 2

    posted a message on Texture Artists' Union
    Quote from epiclizard99

    So long that I have never heard of him in all of my time in being here.

    I was an admin here back when we first started up, was also very active and helpful and jank after that, and then I disappeared!! (Curse you, video games)

    Seeing as how my graphics card exploded while playing Dota 2 about a week ago, video games aren't much of an issue for now, though, so yay!

    Edit: And now I've claimed my first page since my return. Bow to your king, residents of 985!
    Posted in: Resource Pack Discussion
  • 1

    posted a message on Texture Artists' Union
    Nearly 1,000 pages?! You guys sure have been busy.
    Feathers is a mod now?!?! Well, I've certainly been gone a while

    Posted in: Resource Pack Discussion
  • 1

    posted a message on [16x] [1.8] Resonance! (Soul Eater)
    I just happened to be online during your post, haha, which is exceptionally lucky considering I haven't been on in ages.

    Anywho, I'll look into that! c: Thanks for the help.
    Posted in: Resource Packs
  • 1

    posted a message on [16x] [1.8] Resonance! (Soul Eater)
    Quote from Ardax_Elementus

    Now then, before I begin I must say that I do not wish to have my presence noted on this particular thread due to personal reasons, regardless of the fact that I am a slight fan, but you did not hear that from myself at all.
    Now then, my purpose for blowing my cover. I got a great idea once I realized that you could change the ending text in which two godly figures debate over your dream. Why not turn that ending text into something similar to the "Path of the Warrior, Path of the Demon" speeches that both Masamune and Mifune gave to Black Star?
    Just my suggestion in order to contribute to a fellow artist.

    I'd prefer to support in the shadows.

    I haven't played in forever, so I have no idea what you're talking about..eheheh...
    So I'd assume there's some form of dream sequence like that? o:
    Anyways, pretty sure changing text would require modding, and I've no idea how to do that. ;_;
    Thanks for the support, though! Glad to know people still support this after my long absence.

    Edit: Did some googling, and that is one trippy credit story thingy, woah. But, yes, that would require modding, sadly.
    Posted in: Resource Packs
  • To post a comment, please .
  • 161

    posted a message on The All-Inclusive Guide to Texturing
    The All-Inclusive Guide to Texturing:
    Everything you will ever need to know about making textures for Minecraft

    Help Wanted!
    I don't have a lot of time on my hands to fill out the empty sections, so I'm looking for experienced texture artists would would be willing to draft some of the blank sections below. If you think you have a firm grasp of one of the needed topics, create a guide and post it to this thread-- I will review all submissions for quality/grammar/style, etc, and add them to the guide if they are up to snuff.


    :Red: :Red: :Red: :Red: :Red: Introduction :Red: :Red: :Red: :Red: :Red:

    Welcome to the world of texture packs.

    This guide is meant to be a quick reference for the answers to any and all questions you may have about texturing, from the mundane to the complex. If you have any questions or feel that something could be added to make this guide more complete, please feel free to leave a comment.

    For those of you who are new to the world of texture packs, the sections below detail what texture packs are and why you should consider making one.

    What is a texture pack?

    A texture pack is a zip file containing a series of special images that can be used by Minecraft to change the appearance of almost every aspect of the game, from blocks and water to weapons and mobs.

    The core of a texture pack is an image file called the terrain.png. This file determines how the blocks that make up the majority of the Minecraft world look. Almost all texture packs you will find have edited the terrain.png. Some texture packs, however, only edit mobs or items, and are called 'Mob packs' and 'Item packs,' respectively.

    Why make a texture pack?

    There are many reasons to make a texture pack.

    For most texture artists, the main reason is to replace the default look of Minecraft with a customized look. Texture packs can create any sort of atmosphere you can imagine, from fantasy to steampunk to post-apocalyptic. Texture packs can also be made to enhance the world of a custom map and give certain blocks the specific look needed for that map.

    Sometimes an artist will make a texture pack in order to practice their artistic skills or to try out a new artistic technique. There are many packs that are made with a specific art style-- such as impressionism or pixel art-- to allow the artist to flex his/her creative muscles.

    And last (but certainly not least), texture packs are often made just for fun. Watching your art come alive through Minecraft is both exhilarating and inspiring, regardless of skill level.

    So if you're ready to try something new and exciting, pull up a chair and read on.

    Back to Top

    :bookshelf: :bookshelf: :bookshelf: :bookshelf: :bookshelf: Technical Basics :bookshelf: :bookshelf: :bookshelf: :bookshelf: :bookshelf:

    ++HD Resolutions++

    Before you can get started on editing the look of Minecraft to your liking, you need to understand a few basic things about the textures themselves.

    As I'm sure you have already noticed, Minecraft has a very 'old school' look. Unlike most of today's video games, Minecraft's graphics are simplistic and pixelated. Let's take a look at why that is:

    A side dirt texture, broken down into its pixels

    Here is an example of a common minecraft block texture. As you can see, this block is 16 pixels wide by 16 pixels high. This is what is referred to as 16x resolution. A texture pack where all the block textures are 16 pixels wide is called a 16x pack. Here's what a 16x texture looks like at it's normal size:

    A 16 pixel by 16 pixel block

    The default 16x terrain
    (256 pixels by 256 pixels)

    Pretty tiny, right? The default minecraft textures are created from blocks with only 256 pixels each in order to reduce the amount of memory your computer needs to devote to running the game, allowing you to have nearly infinite worlds. With 16x textures, the game only has to render 256 pixels per block. This gives most operating systems a significant speed boost.

    If, however, you are not a fan of the small space provided by 16x textures, it is possible to increase the size of the terrain image file in order to have more pixels per block to work with. Here is that same dirt block, only now its size has been increased by 200% so that it is 32 pixels wide instead of only 16 pixels wide:

    32x side dirt

    This increase in block dimension allows you to put much more detail into your textures. Here is an example of a detailed 32x side dirt block, taken from Vattic's Faithful pack.

    Doubling the number of pixels makes a big difference

    Because of the wide-spread desire to bring more detail into Minecraft textures, there are many different HD resolution packs. The defining characteristic of all HD packs is that their blocks are more than 16 pixels wide. The most common HD resolutions are 32x (200%), 64x (400%), 128x (800%), 256x (1600%), and 512x (3200%). Although it is possible to have blocks that are 43 pixels wide or 15 pixels wide, there are many downsides to increasing or decreasing the size of a block to unusual resolutions, which will be touched on later.

    • "How do I make an HD pack? Do I need a template?"
    • Although there are many templates available, the process of creating the base for an HD pack is so simple that there is no reason to rely on templates. Just follow these three easy steps:
      1. Open the terrain.png in an image editing program. (Where do I find the terrain.png?)

      2. Go to 'resize image'.

      3. Resize the image to 200% (for 32x), 400% (for 64x), 800% (128x), 1600% (256x), or 3200% (512x). Make sure the box that says "Preserve hard edges/nearest neighbor is checked! This will keep the image from becoming blurry. Also, do not attempt to resize beyond 3200%-- Minecraft cannot run textures larger than 512x.
    • "My gold blocks are on fire and the nether is water! What gives?"
    • You are attempting to use a non-16x pack without first downloading and running the HD patch.
    • "What is this 'HD patch' I keep hearing about?"
    • Minecraft is programmed to look in a very specific location for each of the textures to be used on the blocks. Resizing the terrain.png shifts the locations for these textures, so that minecraft end up pulling 'filler' textures from places it's not supposed to. That's why gold blocks look like they're on fire, pumpkins are riddled with pieces of portal, and the nether is turned into water. The HD patch is a small, easy-to-use program that fixes these bugs and makes your game look the way it's supposed to look.

      Get there HD patch HERE.
    • "My pack is only 16x, but my custom water/lava doesn't show up!"
    • Any pack that edits the water/lava texture found on the terrain.png must use the HD patch in order to see that water within the game. Custom water/lava animation files also require the HD patch.
    • "Great! Now I'm going to go make a hyper-realistic 512x pack!"
    • Before you run off on your grand texturing adventure, keep in mind that the more pixels Minecraft has to load, the more memory it will take to play the game. The best advice here is to know your operating system. If you have a top-of-the-line, cutting edge super computer, you probably won't have any trouble using that 512x pack to your heart's content. If, on the other hand, you're still using that boxy desktop you got back in 1998, be aware that trying to run your 512x masterpiece may cause extreme lag and/or crash the game.
    • "I have a really slow computer. Should I try making each block only one color to reduce lag?"
    • No matter how many or how few colors you use in your texture pack, if the underlying blocks are still 16 pixels wide Minecraft will still have to load 256 pixels for each block. Or, in other words, how smooth or how grainy a texture pack is has no effect on the performance of the game. The only way to reduce the lag caused by the terrain.png is to resize it to less than 16x!
    • "Okay then, I'll reduce the terrain.png to 8x. But I really like having realistic water, so I'll make a 512x water animation! (How do I make water animations?)
    • Beware! Animations are even bigger memory hogs than the terrain.png!The best way to reduce lag is to have no animations.Barring that, make sure the resolution of your animations is no greater than the resolution of your pack, i.e. have 16x animations for a 16x pack to limit the amount of lag they cause.

    Back to Top

    ++Locating/Extracting/Packaging Textures++

    The first hurdle all beginning texture pack makers have to overcome is actually finding the files they want to edit. For those new to the Minecraft world (or to computers in general) this may seem like a daunting task. But with the aid of a simple program and a few short steps, the process is actually ridiculously easy. Never fear! It will become routine in no time.

    How to find the default textures:

    -- Instructions for Windows --

    Click 'start' on the menu bar, and then type 'run' in the search bar. Press enter.

    Type '%appdata%' into the prompt that pops up.

    Double click on the file labeled '.minecraft'.

    Double click on the file labeled 'bin'.

    For this step you must have either 7-zip or Winrar.
    If you don't already have either, you can download 7-zip for free here: http://www.7-zip.org/
    You can also download Winrar, but you must either pay for it or fill out an offer first. 7-zip is much simpler to deal with, although both programs function the same way.

    Right click on 'minecraft'. Then highlight 7-zip (or Winrar) and click on 'open archive'.

    In the new screen that appears, scroll down until you find 'terrain.png'. Then simply drag and drop the file onto your desktop. From there, you can open it using whatever image editing program you wish. (What types of programs can I use to make a texture pack?)

    -- Instructions for Mac --

    Open a Finder window. Open the menu and click "Go" > "Go to folder"

    Type "~/Library" and press "Go"

    Find and double click "Application Support."

    Find and double click "minecraft."

    Find and double click "bin."

    Find minecraft.jar and rename it to minecraft.zip.

    Click 'use zip' when it asks you to decide between keeping the jar and using the zip.

    Double click on the renamed file to open the folder. Scroll down until you find the file 'terrain.png.' Drag and drop this file onto your desktop, then open it with your image editing program of choice. (What types of programs can I use to make a texture pack?)

    Now that you can access the default textures and edit them to your liking, the next challenge is packaging your texture pack. While it is entirely possible to re-insert your edited files back into the jar, if you want to post your pack for other people to download you need to package your textures into a downloadable zip file. You cannot use rar files for texture packs! The game cannot read the .rar extension. Your textures must be contained inside of a file ending in '.zip'.

    WARNING: Do not extract the textures and then attempt to re-zip the file! This will destroy its ability to function as a texture pack. Simply use 7-zip or Winrar (for windows) to access the file without extracting. Mac users do not have to use a special program-- your machine can access the zip file automatically.

    How to create a texture pack zip file

    -- Instructions for Windows --

    First you need to find the texture pack folder. The easiest way to do this is to start Minecraft, click on 'Mods and Texture packs', and then click on 'Open texture pack folder.'

    You can also access it the same way you accessed the minecraft.jar earlier to find the terrain.png. Go to Start > 'run' > '%appdata% > .minecraft then click on the file named 'texture packs.'

    Right click in the new window (make sure not to right click on a texture pack already in the folder!). Then go to 'new' and click on 'zip file.'

    Rename the file with the name of your texture pack.

    To insert textures into your new texture pack, right click on the zip file, go to '7-zip' (or Winrar), then click on 'open archive'. You can then drag and drop your textures into the new window that pops up.

    -- Instructions for Mac --

    Select all your texture pack files. Make sure that files that belong in folders (such as wolf skins in the 'mob' folder) are placed into the appropriately names folders.

    Right click on the selected files, and then click "Compress (number of) files"

    Rename the "Archive.zip" to the name of your pack.

    Drag the pack into your "texturepacks" folder, in ~/Library/Application Support/minecraft.

    Back to Top

    :Bench: :Bench: :Bench: :Bench: :Bench: Getting Started :Bench: :Bench: :Bench: :Bench: :Bench:

    "I have an idea for a texture pack, but I have no idea how to make one!"

    Don't worry, you're not alone. We've all been there at one point or another. So take a deep breath, relax, and read over the following sections to see where to get started on your artistic journey.

    ++The Terrain.png++

    The picture below is an image file referred to as the terrain png, so called because it is used by the program running Minecraft to determine how the 3D environment of the game will look. Notice that the file extension is 'png'. The terrain image must always have this extension, or else it will not be rendered correctly by the game.

    The Terrain png
    (re-sized for easy visibility)

    The terrain png may seem hopelessly complex at first glance, but when broken down into it's basic parts it's really quite simple. Here is the terrain png with every textured square labeled. Each of these squares corresponds to a block texture found in-game, the names and uses of which are listed next to the block number below. Note that the red blocks indicate textures that are not currently in use.

    Terrain.png with numbered blocks.

    Click the button below to see the explanations of each of the textures!

    Row 0:

    00 = Grass top (see 'Biome Shading')
    01 = Smooth stone
    02 = Dirt
    03 = Side-dirt. The grass fringe only appears the color it is here when graphics mode is set to 'fast'. On 'fancy' graphics, the sides of grass blocks are made from the side-dirt block overlaid with biome sidegrass (26).
    04 = Wooden planks
    05 = Doubled stone slab side. The side of a single stone slab takes on the texture of the top half of this block.
    06 = Stone slab top
    07 = Bricks
    08 = Tnt side
    09 = Tnt top
    0A = Tnt bottom
    0B = Spider web
    0C = Red flower
    0D = Yellow flower
    0E = Portal animation place-holder *Appears to do nothing as of 1.9*
    0F = Oak Sapling

    Row I:

    10 = Cobblestone
    11 = Bedrock
    12 = Sand
    13 = Gravel
    14 = Oak trunk
    15 = Log top (appears for all types of tree trunks)
    16 = Iron block
    17 = Gold block
    18 = Diamond block
    19 = Emerald Block
    1C = Red mushroom
    1D = Brown mushroom
    1E = Jungle tree sapling
    1F = Fire animation placeholder *appears when HD patch is not used for 32x and above*

    Row II:

    20 = Gold ore
    21 = Iron ore
    22 = Coal ore
    23 = Bookshelf
    24 = Mossy cobble
    25 = Obsidian
    26 = Biome sidegrass (see 'Biome Shading')
    27 = Long grass (see 'Biome Shading')
    28 = *Not used
    2B = Crafting box top
    2C = Furnace front (un-lit)
    2D = Furnace/dispenser side
    2E = Dispenser front
    2F = Fire animation placeholder *appears when HD patch is not used for 32x and above*

    Row III:

    30 = Sponge (only available in creative mode)
    31 = Glass/glass panes
    32 = Diamond ore
    33 = Redstone ore
    34 = Leaves (on fancy graphics)
    35 = Leaves (on fast graphics-- no transparency to reduce lag)
    36 = Stone brick
    37 = Dead shrub
    38 = Long grass 2
    3B = Crafting box side 1
    3C = Crafting box side 2
    3D = Furnace front (lit)
    3E = Furnace/dispenser top/bottom
    3F = Pine sapling

    Row IV:

    40 = White wool
    41 = Monster spawner
    42 = Snow (used for solid snow blocks as well as the layer of snow covering other blocks)
    43 = Ice
    44 = Snowy side dirt (NOT biome shaded-- will always appear the same)
    45 = Cactus top *The main body of the cactus (minus the spikes) must always end exactly 1 pixel (or equivalent) away from each edge, or the texture will appear to 'overhang' the sides.
    46 = Cactus side *The main body of the cactus (minus the spikes) must always end exactly 1 pixel (or equivalent) away from each edge, or the texture will appear to 'overhang' the sides.
    47 = Cactus bottom (invisible)
    48 = Clay
    49 = Reeds
    4A = Noteblock/ Jukebox side
    4B = Jukebox top
    4C = Lily pad
    4D = Mushroom biome sidedirt (NOT biome shaded)
    4E = Mushroom biome grass (NOT biome shaded)
    4F = Birch sapling

    Row V:

    50 = Torch *Must be at least 2 pixels wide (or equivalent-- 4px for 32x, 8px for 64x, etc). Flames are generated separately.
    YW = Wooden door
    YI = Iron door
    53 = Ladder
    54 = Trapdoor
    55 = Iron bars
    56 = Wet farmland
    57 = Dry farmland
    58/59/5A/5B/5C/5D/5E/5F = Growing wheat. Planted seeds take on the first texture in the sequence (58) and advanced through the textures over time until they are fully grown (5F).

    Row VI:

    60 = Lever *Must be at least 2 pixels wide (or equivalent-- 4px for 32x, 8px for 64x, etc)
    63 = Redstone torch (On) *Must be at least 2 pixels wide (or equivalent-- 4px for 32x, 8px for 64x, etc)
    64 = Mossy stone brick
    65 = Cracked stone brick
    66 = Top/bottom of pumpkin
    67 = Netherrack
    68 = Soulsand
    69 = Glowstone
    6A = Sticky piston face
    6B = Regular Piston face
    6C = Piston side
    6D = Piston bottom
    6E = Piston front (arm extends through the center)
    6F = Growing pumpkin/melon vine. Extends up out of the ground as it goes-- unlike wheat, the texture itself does not change over time. (see 'Biome Shading')

    Row VII:

    70 = Curved minecart rail
    71 = Black wook
    72 = Dark gray wool
    73 = Redstone torch (off) *Must be at least 2 pixels wide (or equivalent-- 4px for 32x, 8px for 64x, etc)
    74 = Pine bark
    75 = Birch bark
    76 = Pumpkin side
    77 = Pumpkin front (unlit)
    78 = Pumpkin front (lit)
    79 = Cake top *Must always end exactly 1 pixel (or equivalent) away from each edge, or the texture will appear to 'overhang' the sides.
    7A = Cake side *Must always end exactly 1 pixel (or equivalent) away from each edge.
    7B = Cake inside (visible after being eaten). *Must always end exactly 1 pixel (or equivalent) away from each edge.
    7C = Cake bottom *Must always end exactly 1 pixel (or equivalent) away from each edge, or the texture will appear to 'overhang' the sides.
    7D = Giant red mushroom cap (outer faces)
    7E = Giant brown mushroom cap (outer faces)
    7F = Fully grown pumpkin/melon vine. Attaches to the side of the pumpkin/melon. (see 'Biome Shading')

    Row VIII:

    80 = Minecart rails
    81 = Red wool
    82 = Pink wool
    83 = Redstone repeater (unpowered)
    84 = Pine needles (on fancy graphics)
    85 = Pine needles (on fast graphics-- no transparency to reduce lag)
    XBT = Bed top
    88 = Melon side
    89 = Melon top/bottom
    8A = Cauldron, top (Rim)
    8B = Cauldron, inside bottom/bottom
    8C = Cake icon (as seen when held in your hand). Must be edited on the items png-- editing the texture here as no effect whatsoever.
    8D = Giant mushroom stem
    8E = Giant mushroom gills-- appears on the inside faces of the caps and inside the stem.
    8F = Vines (see 'Biome Shading')

    Row IX:

    90 = Lapiz lazuli block
    91 = Dark green wool
    92 = Light green wool
    93 = Redstone repeater (powered)
    94 = Glass pane edge
    95 = Bed foot
    XBS = Bed side
    98 = Bed head
    99 = Jungle tree log
    9A = Cauldron side
    9B = Cauldron 'feet'
    9C = Brewing stand base
    9D = Brewing stand (left side used when potion is attached, right side when potion is not attached)
    9E = Ender portal top (ender portal 'eye' inserted into center)
    9F = Ender portal side

    Row X:

    A0 = Lapiz lazuli ore
    A1 = Brown wool
    A2 = Yellow wool
    A3 = Booster rail (unpowered)
    XRT = Redstone trail (glowing)-- 'shaded' with red, much like biome textures. Appears a brighter red when powered, although the exact shade of red is determined by how dark or light this texture is (white texture = brightest red, gray texture = duller red)
    A6 = Enchanting table top
    A7 = Dragon egg
    A8/A9/AA = Growing cocoa pods. Growth progresses from right to left, starting with AA and ending with A8.
    AB = Emerald Ore
    AC = Tripwire hook. Must occupy the default area, otherwise there will be invisible segments in-game and/or your texture will be warped.
    AD = Tripwire string. Careful! If you draw a single straight line it will look like a dashed line in-game.
    AE = Ender portal 'eye' (inserted into portal block)
    AF = White stone/Ender portal bottom

    Row XI:

    B0 = Sandstone top/bottom (applies to all types of sandstone)
    B1 = Dark blue wool
    B2 = Light blue wool
    B3 = Booster rail (powered)
    XRS = Redstone trail (non-glowing)-- NOT shaded with red. This texture overlaid on top of the glowing redstone trail (XRT), enabling redstone wires that have both glowing parts and non-glowing parts.
    B6 = Enchanting table side
    B7 = Enchanting table bottom

    Row XII:

    C0 = Sandstone side
    C1 = Purple wool
    C2 = Magenta wool
    C3 = Detector rail
    C4 = Jungle tree leaves (fancy graphics)
    C5 = Jungle tree leaves (fast graphics)
    C6 = Pine planks (made from pine logs)
    C7 = Jungle planks (made from jungle logs)
    WT = Water

    Row XIII:

    D0 = Sandstone bottom
    D1 = Cyan wool
    D2 = Orange wool
    D3 = Glowstone lamp (off state)
    D4 = Glowstone lamp (on state)
    D5 = Circle stone
    D6 = Birch planks (made from birch logs)

    Row XIV:

    E0 = Nether brick
    E1 = Light gray wool
    E2/E3/E4 = Growing nether wort.
    E5 = Hieroglyphic Sandstone
    E6 = Smooth Sandstone
    LA = Lava

    Row XV:

    F0/F1/F2/F3/F4/F5/F6/F7/F8/F9 = Breaking animation. Progresses from left to right as the block is struck.
    FA = Currently unknown
    FB = Currently unknown
    FC = Currently unknown
    FD = Currently unknown

    Back to Top

    ++Texture Wrapping++

    coming soon

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    ++Derivative Textures++

    One of questions frequently asked by new texture pack artists is, "Where is the fence/stair/pressure plate texture, and how do I edit it?"

    The answer to this question is two-fold:

    First and foremost, there are no stand-alone textures for fences, stairs, half blocks, or pressure plates. These items are are made from derivative textures-- they have no separate file all to themselves, but instead are made from the texture of another block.

    Let's use the texture for wooden planks as an example. As every Minecrafter knows, planks can be crafted into wooden stairs, wooden half-blocks, wooden pressure plates, and fences. As shown in the image below, the plank texture found on the terrain png is recycled to make each of these wooden items. They themselves do not have unique textures, but are rather pieced together from the plank texture, which is 'wrapped' around the model. Let's take a look:

    Derivative textures in action

    This principle also applies to cobble stairs/halfblocks, nether brick stairs/fences, and stone brick stairs/halfblocks, which take their textures from cobblestone, nether brick, and stone brick on the terrain png, respectively. Except for smooth stone slabs, every derivative item uses derivative textures. The image below shows this process for stone plates, buttons, and levers. As you can see from the image, the lever takes its base from the cobble used in its crafting recipe.

    More derivative textures in action

    Although it is not possible to directly edit the textures on these items, they can be indirectly edited by changing the texture from which they are made. To observe how the textures fold around the items, let's first take the wooden plank and make a 2px wide line down it's center:

    With this red line serving as a guide, we are now able to observe exactly how the square textures are pieced together into complex 3D shapes:

    From looking at the top image, it's clear that the center post of the fence is made from a 4px wide vertical strip taken from the center of the texture (this is true for nether brick fences as well). This means that in order to have a clean vertical fence post, you would need to have a 4px wide vertical wood grain texture running down the center of the planks. From looking at B, you can also see that each step of the stairs is 8px high-- in order to avoid having a joint between the planks land on or near the edge of the step, be sure to keep this 8px spacing in mind.

    But fences and pressure plates are not the only items guilty of borrowing textures-- many blocks on the terrain png also share textures with each other, and some even reuse parts of their own textures to fill in their 3D models.

    First let's take a look at an example of texture sharing between different blocks:

    Furnaces and dispensers share sides and tops

    As you can see from the image above, the furnace side texture and the furnace top texture are shared between the lit furnace, unlit furnace, and dispenser. This can sometimes cause the furnace or dispenser to appear strange if careful planning is not done in advance to ensure that the side/top texture is not too dissimilar from the furnace/dispenser texture.

    Below is another example of this texture sharing between blocks:

    More texture sharing

    As you can see, the jukebox will always use the noteblock texture for its sides.

    Another common question sometimes asked by first-time texture artists is, "Where do I find the texture for the side of the door?"

    The answer to this is very similar to the one above for fences: the texture for the side of the door is found on the door itself. In the image below, you can see how the edge of the door appears to have hinges, an effect that is caused by a strip of the original texture being mapped onto the edge:

    Part of the door texture is reused as the door edge

    By drawing several multicolored lines on the edges of the door texture, we can map out exactly where this strip is taken from and how it is wrapped around the model of the door:

    Areas where textures are reused

    From this image you can see how a 16x by 3x wide rectangle is taken from the left side of the door and repeated end to end along the edge of the door. The opposite edge of the door is given the same treatment with the same strip of texture. Redstone repeaters, traps doors, and pistons also employ texture reuse to fill in 'missing' parts of their model.

    Another block which reuses parts of its own texture is the piston. The arm of the piston takes its texture from the wooden part of the side texture, as shown in the image below.

    Texture reuse on the piston arm

    For more information on which blocks share/reuse which textures, take a look at the section on texture wrapping.

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    ++Editing Programs++

    Coming soon.

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    'Making Textures', 'Beyond the Terrain.png', and 'Advanced Topics' are contained within posts further down this page. Please click on the links in the table of contents to reach them.

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    Posted in: Resource Pack Discussion
  • 40

    posted a message on No-lag packs, a small study.
    No Lag and Simple Packs: An Experiment
    So many people think that just because a texture is the same color, it'll make you get more FPS. This thread shows how that's nowhere close to true.

    The Packs
    For this experiment, I'll be using 6 different packs:
    1x literal, a terrain.png on a 16x canvas, effectively making each texture 1 pixel.
    1x on 16x canvas, a pack where each texture is one solid color, on a default 256x terrain.png.
    16x normal, the default textures.
    16x simplified, the default textures reduced to a few colors per texture.
    64x normal, the default textures on a larger Terrain.png, making each pixel 4x the size.
    64x simplified, the simplified 16x on a larger terrain.png.

    The Experiment
    Many simple packs claim that the lack of detail will increase FPS. There are also multiple packs that say they're 1x and that your FPS will be better because of it. I'll be showing how the claims are wrong and you'll get the same FPS no matter how much or little detail is added.

    To do that, I'll be loading a pre-made area, using normal render distance, fast graphics, and standing in the same spot for about 1 minute, and screenshoting the F3 information for each pack.

    The Results
    1x literal:
    In this pack, I got an average of 31-35 FPS.

    1x on 16x canvas:
    This pack gave me a little less FPS, averaging from 25-30.

    16x Default:
    This pack also gave me around 25-30 FPS.

    16x Simplified:
    Again, the 25-30 FPS, as all the other 16x packs gave me.

    32x Default:
    With these, it had to load twice the pixels. I got between 18-24 FPS running it.

    32x Simplified:
    Along with the above, 18-24 FPS.

    The Aftermath
    The 1x literal had much less lag because it only had to load one pixel per texture, the 1x 16x pack having to still load all 256 pixels, the pixels just being the same color.

    The 16x Default and Simplified both had around the same amount of FPS, because on both the same amount of pixels were loaded, though the second had all similar colors. It still had to load all 256 pixels, though some of the pixels were the same color.

    The 64x packs show that even though some of the "pixels" are large, it still has to load the individual pixels inside these large ones, effectively slowing down the frames per second. The simplified adds on to the above.

    The Conclusion
    In conclusion, we see that it doesn't matter if the colors in your pack are the same, it's not going to help your frames per second. The only way to actually increase your FPS texture-pack-wise is to use packs that are actually lower resolutions, like 1x, 2x, 4x, 8x, even stuff like 14x, 6x, 9x, etc. work too with the correctly sized terrain.png. There are some nice lower resolution packs out there too, like Tinycraft, Rawrush, and more, I'm sure.

    Well, that's my study. If you'd like, you may link to this thread on any of those simple packs that say your FPS will be better with them, or simple packs in general. I'm hoping people will see this before they put these packs up, and more actual packs can be seen, instead of the simple packs coming out every other hour.

    Oh, the reason I get such low FPS is because I'm running Minecraft on a laptop. Don't ask why it says 1.7.4, either.
    Posted in: Resource Packs
  • 2

    posted a message on Regarding the treatment of simple packs and their OPs
    If you think you're gonna snap, or be rude, here's an idea:

    Don't post.
    Posted in: Resource Pack Discussion
  • 1

    posted a message on Texture Artists' Union
    Quote from TheMirror
    You need new admins, eh?

    We talked about what'd we want if you re-applied for admin, and if you were to apply, we'd like some assurance that you'd actually stick around this time (unlike the last two times), before considering you.

    EDIT: Also, who was talking about planning that Charity Livestream? Whoever you are, could you please PM me.
    Posted in: Resource Pack Discussion
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