Worked on the leaves, but something about them seems off to me, what do you guys think?
The placement of the leaves looks alright, but they are very flat. You might consider giving them the vein down the center of the leaf and making one half a little brighter than the other.
Edit: Stream done. Literally 0 people tuned in. I will try tomorrow maybe at a time when more people can watch.
Number 1 tip for streaming anything at all: Have a regular schedule. If you want to stream, and want people to watch, you'll have to be consistent about it.
Made my first palette, since I'm remaking Ruxel (I wasn't happy with it, I'm starting (pretty much) all over again)
Does it lack anything? Any suggestions?
Personally, I would squeeze in an orange or two to ease the transition from red to yellow, but depending on your resolution you could always just go the dithering route.
Messing around with GUI stuff. Here's a book, with hotbar and friends. I had to make the page turning buttons smaller than they could be because it the lack of centering with full-size buttons bothers the heck out of me.
2-block-high wheat sounded fun, so here's my take on it.
@filmjolk btw, all of the Y values (height) for the block positioning in your code need to be lowered by one. They hover one pixel in the air because of how tilled soul is one pixel shorter than a normal block.
I rather like the feel of the brick. Whether it's the intended effect or not, it sort of gives the impression of some sort of plaster coating that's wearing off to reveal brick underneath. As Shadow_Forge is hinting at, areas of a single, flat color are generally pretty ugly for various reasons. If you keep that style, you should still give the flat areas some texture of their own, even if it just means a little bit of noise.
So I was testing out an idea in minecraft, using horizontal CTM with random CTM layered on the middle tile, and I have the horizontal CTM working just fine, but I'm having a bit of trouble getting the random CTM to work.
I compared yours to mine that work, and I think your problem is just the matchTiles line. Instead of just the number, you need to give it the exact path to the file you want it to match. Try this instead.
matchTiles=./1.png
The period before the slash means "this folder" followed by the name of the texture, which should be 1.png
Judging by the screenshots, your dirt makes everything else look kind of washed out by comparison. Maybe it's a little too dark? That aside, I love the feel of it. I particularly like the way you've chosen to do the edges of the cactus.
Quote from Drazile12jumpAlso, I added a colour to quartz to attempt to reduce dithering, but the design I like most (the top-right one) has even more DX
Tiling two dithered sides next to each other doesn't look the best (if top right was tiled horizontally). I'd go with bottom right.
I rather like dithering in retro-themed stuff, but I feel like the quarts needs a third lighter shade. Would help the column look more round and the whole thing more bright quartzy and less dull stony.
Nice... would you be willing to share the model files? I'm sure some of us (me. :P) would find them useful for our own packs.
By all means. The model itself is vanilla plus the extra block above the neck. The filepaths are set so that you can toss the entire "anvil" folder in into your block textures folder rather than leaving them all loose. Textures themselves are sort of wherever they would fit:
anvil_base.png = base block + north/south for the neck.
anvil_base_1.png = east/west for the neck + the border blocks for the neck + north/south for the head.
anvil_base_2.png = underside and east/west for the head.
UV Maps folder is just for show.
Of course, this is 16x, so all numbers in the .json would have to be scaled up for something like Triton.
Do any of the tiling methods allow me to get two different blocks to recognize each other when connecting? Like if I wanted my normal cobblestone to connect with my mossy, or my grass blocks to connect with a vertical dirt pattern?
I'm having trouble getting what shape I want for my obsidian, I'd like to see what shapes some people have to offer!
Ask and you shall receive. Here's an old obsidian that is different from most that I see, but I've never really found a good use for it. More of a hardened-lava than actual obsidian. 32x with ~5 colors.
I am playing vanilla Minecraft 1.8.1 with the current hd patcher. With active hd patcher I encounter missing screen updates sometimes, e.g.
opening a door, hearing the door sound, but the visible state is not updated (looks closed, but it is not).
placing a stone block, hearing the placing sound, but no stone visible.
Doing something like placing another stone seems to refresh the screen.
Changing from profile "MCPatcher" to my standard profile removes the problem. Is this problem related to MCPatcher?
This is a Vanilla Minecraft problem, not a problem with MCPatcher. The game just has issues lately with updating the texture properly. The problem -should- fix itself when you leave and restart regardless of whether or not you change profile, but it's a random occurrence so it's hard to test properly. This is just a block update issue, though.
1
The placement of the leaves looks alright, but they are very flat. You might consider giving them the vein down the center of the leaf and making one half a little brighter than the other.
2
Number 1 tip for streaming anything at all: Have a regular schedule. If you want to stream, and want people to watch, you'll have to be consistent about it.
0
Personally, I would squeeze in an orange or two to ease the transition from red to yellow, but depending on your resolution you could always just go the dithering route.
7
4
@filmjolk btw, all of the Y values (height) for the block positioning in your code need to be lowered by one. They hover one pixel in the air because of how tilled soul is one pixel shorter than a normal block.
0
1
I compared yours to mine that work, and I think your problem is just the matchTiles line. Instead of just the number, you need to give it the exact path to the file you want it to match. Try this instead.
matchTiles=./1.png
The period before the slash means "this folder" followed by the name of the texture, which should be 1.png
0
1
Tiling two dithered sides next to each other doesn't look the best (if top right was tiled horizontally). I'd go with bottom right.
0
0
By all means. The model itself is vanilla plus the extra block above the neck. The filepaths are set so that you can toss the entire "anvil" folder in into your block textures folder rather than leaving them all loose. Textures themselves are sort of wherever they would fit:
anvil_base.png = base block + north/south for the neck.
anvil_base_1.png = east/west for the neck + the border blocks for the neck + north/south for the head.
anvil_base_2.png = underside and east/west for the head.
UV Maps folder is just for show.
Of course, this is 16x, so all numbers in the .json would have to be scaled up for something like Triton.
Download
3
Took forever to map such simple UVs for such a small result. Gotta appreciate the little things, I guess. Now to work on a better texture.
0
6
Ask and you shall receive. Here's an old obsidian that is different from most that I see, but I've never really found a good use for it. More of a hardened-lava than actual obsidian. 32x with ~5 colors.
1
This is a Vanilla Minecraft problem, not a problem with MCPatcher. The game just has issues lately with updating the texture properly. The problem -should- fix itself when you leave and restart regardless of whether or not you change profile, but it's a random occurrence so it's hard to test properly. This is just a block update issue, though.