I'm still overloaded with work and I won't have time to work on the pack anytime soon. However, as discussed with Nyriox over email, I will release my WIP textures now.
Please note that this is not a functional pack or an 1.8 update. It has not been tested with the most recent version of Minecraft. It does contain the following new content:
1.8 content:
- Added barrier
- Added iron trapdoor
- Added granite (natural and polished)
- Added andesite (natural and polished)
- Added diorite (natural and polished)
- Added streaming indicators
- Added new widgets
- Added server selection arrows
- Added spectator widgets
- Adjusted enchantment GUI to the new format
- Adjusted achievement GUI to the new format
- Added unknown server icon
- Added slime block
- Added custom fence textures
- Removed unused opaque leaves
- Removed unused skull item sprites
New mob skins:
- Added magma cube
- Added blaze
Extras:
- Redid stone
- Darkened stone slabs
- Brightened quartz
- Redid cobblestone
- Redid mossy cobblestone
- Adjusted ores to fit the new stone
- Adjusted furnace, dispenser and dropper to fit the new cobblestone and quartz
- Color tweaked stone brick, silver stained clay and piston to fit the new stone
- Adjusted lapis block, redstone block, repeater and comparator to fit the new quartz
- Changed the menu background to the new cobblestone
- Improved shading on crafting table top
- Added old versions of blocks to the alternates folder
- Added alternate darker diorite to go with old style quartz
- Updated title panorama with new textures
- Converted most CTM features to the native model format
- Improved UV unwrapping and textures for anvil
- Removed biome coloring from sugar cane
- Removed random texture rotations from stone, grass, dirt, sand, red sand and netherrack
I realize a lot of new content is piling up now, however, I'm still going through my course material. I just went though crunch time at work, which meant I had to work very late all the time and as a result, I started running behind on the course. Thankfully, crunch time is over now and the course is self-paced, so I will be able to catch up. I just thought I'd mention it though, because I will still need a good few weeks to wrap up the course, so I won't be able to return to my texture pack just yet.
I will definitely return after the course work is done, so don't worry about that! I apologize in advance for any delays. This course is important to my artistic skill and my career though, so I hope you'll understand!
Hey, me and a friend are making a website with an entire area dedicated to minecraft! So can we add your resourcepack? If you would like anything specific to be added please tell us!
Just dropping in to say that I have started an 8 week course in my free time. I will not be able to tend to my Minecraft pack for the duration of the course.
I was hoping Mojang would wrap up the 1.8 release before the start of the course, but they didn't. So, the release will have to happen after the course, unfortunately.
I actually had them done already! And then right after I finished them, I read Dinnerbone was going to change the model into something else. Needless to say, I was a little miffed.
Almost forgot - any plans/ideas for a nether portal or custom fire once you finish up the zombie pigman? Those are both nether-related and IIRC are some of the last few remaining details on your todo list. I think you're nearly caught up even with the snapshots!
I have been thinking about them, but I'm still not sure how I'm going to approach them or what I want them to look like.
Wayuki (and anyone using the snapshots), a heads up, in the latest snapshot the fish and cooked fish textures have had their names changed from fish_raw and fish_cooked to fish_cod_raw and fish_cod_cooked!
This was actually already introduced in Minecraft 1.7, and my pack already supports this change.
Hi, I really like your texture pack, I am trying to find the best resource peck for an adventure map and yours is the best. Can I have your permission to use this resource pack for my map?
Sure thing!
Anyways, here are some characters as promised!
Coming up first, the magma slime. This was a tricky one, because the bottom plane as you see in the texture is not actually used as the texture for the bottom of the character. It is used as the bottom texture for the top "slice" of the character as it jumps. Subsequent bottom faces of the slices are mapped two pixels further down each time. So what really happens is that your texture has to tile vertically to look good (at least on the bottom and side planes).
Because of that, I wasn't able to do my usual top-down gradient and directional shading. Instead, I had to do a more random patterned texture suited to tiling. I ended up doing rocky chunks with small amounts of lava showing through. I would have liked to do bigger cracks at the bottom and a glow coming from below, but with the tiling, that wasn't possible, unfortunately.
As for the colors, I matched the rocky parts to the color of my Nether wart, obviously to tie it in with other Nether elements. But, I also did that because I want to avoid using too much lava color on Nether mobs. There is already so much lava and fire in the Nether, the mobs wouldn't stand out if they are also fire or lava colored.
Next up is the Blaze. I started by noodling around on the face. I already had various monster and skull type faces for other mobs, so I wanted something different. At one point, I had the idea of giving it female face. The idea of the ornate helmet sort of grew around that. In this case, I decided to keep the blaze rods fire-colored. It's a fire mob, afterall. I did give it a porcelain colored face to add in something that would contrast better with the environment.
It came out a little odd, maybe. I hope you like it, anyways. I see it as a construct inhabited by a mournful spirit.
The last mob I still have left is the zombie pigman. I will get to it!
After the initial "oh noes, change!" reaction, and looking at how the stone types interact, I'm very much looking forward to the new version. Any chance of a picture of the raw stone types together "in the wild", or is that just going to be a surprise?
Could anyone maybe point me in the direction of a 1.6.4 version of the texturepack? I made a modded world and I'm already tired of default! But I can't seem to find an archive here
I just had a thought, will you be remaking the ores as well, Wayuki? I can't tell from the pictures whether or not the ores would still tile/blend with the new stone. I would be interested to see some new ores, but won't be surprised if you specifically made the new stone to avoid having to redo them!
I redid the surrounding stone, but not the ores themselves.
But I'm a bit confused about the other pictures! Could you clarify which textures are the new stones in those images? I gather the white stone that matches the quartz in the second picture down is diorite, but I'm unsure about the others. Thanks
Picture 1: Flagstone floor is natural granite. Smooth square panel blocks are polished granite. Pillar base and capital are polished andesite. Other blocks used: Nether brick, nether fences.
Picture 2: Rough textured walls are natural diorite. White floor tiles are polished diorite. Dark floor tiles are polished granite. Other blocks used: Quartz, chiseled quartz, pillar quartz, lapis lazuli, cobblestone, dispenser.
Picture 3: Walls are the new cobblestone and mossy cobblestone. Pillar base and capital are polished andesite. Smooth square panel blocks are polished granite. Pebble flooring is natural andesite. Other blocks used: Jungle planks.
Again, I disagree on the tiling issue. You have to find a balance between a texture that has some interesting features, or a texture that's very plain and therefore doesn't show any tiling. The old texture is very plain, it looks like concrete. There is no contrast and no interesting features. As a result, it tiles well, but it's not a good look, IMHO.
The new texture has more interesting craggy features, so seeing some repetition is inevitable. In fact, seeing repetition on a texture that tiles every meter is inevitable, in general. The only real solution to that would be to make larger sheets that span several tiles using CTM.
Adding contrast was the whole point of it, so I will not be changing that. I think that many of the old textures were too low in contrast compared to newer ones. In the previous release, I've already revised all leaves and bark for that same reason. I also intend to redo the grass and dirt at some point, but probably not for this version.
The change might be a bit of a shocker, because the stone shows up so much in the world and you're very used to seeing the old stone. Once the release is ready, I suggest you just give the new stone a spin and see if it grows on you. If not, the old stone is available in the alternates folder, so you can plop it back in if you like.
2nd what is the way that you are setting up your custom fog & sky colors??? Mine's work fine:
I use the vanilla method as well, with the fog0.png and sky0.png biome triangles. The fog colors appear to work when the map is still in the process of loading, but shortly afterwards, the default fog color fades in on top and takes over completely. The sky colors don't seem to work at all.
11
Hi guys! Wayuki here.
I'm still overloaded with work and I won't have time to work on the pack anytime soon. However, as discussed with Nyriox over email, I will release my WIP textures now.
https://dl.dropboxusercontent.com/u/2167961/Wayukian_pack_v6.4_temp.zip
Please note that this is not a functional pack or an 1.8 update. It has not been tested with the most recent version of Minecraft. It does contain the following new content:
1.8 content:
- Added barrier
- Added iron trapdoor
- Added granite (natural and polished)
- Added andesite (natural and polished)
- Added diorite (natural and polished)
- Added streaming indicators
- Added new widgets
- Added server selection arrows
- Added spectator widgets
- Adjusted enchantment GUI to the new format
- Adjusted achievement GUI to the new format
- Added unknown server icon
- Added slime block
- Added custom fence textures
- Removed unused opaque leaves
- Removed unused skull item sprites
New mob skins:
- Added magma cube
- Added blaze
Extras:
- Redid stone
- Darkened stone slabs
- Brightened quartz
- Redid cobblestone
- Redid mossy cobblestone
- Adjusted ores to fit the new stone
- Adjusted furnace, dispenser and dropper to fit the new cobblestone and quartz
- Color tweaked stone brick, silver stained clay and piston to fit the new stone
- Adjusted lapis block, redstone block, repeater and comparator to fit the new quartz
- Changed the menu background to the new cobblestone
- Improved shading on crafting table top
- Added old versions of blocks to the alternates folder
- Added alternate darker diorite to go with old style quartz
- Updated title panorama with new textures
- Converted most CTM features to the native model format
- Improved UV unwrapping and textures for anvil
- Removed biome coloring from sugar cane
- Removed random texture rotations from stone, grass, dirt, sand, red sand and netherrack
4
I realize a lot of new content is piling up now, however, I'm still going through my course material. I just went though crunch time at work, which meant I had to work very late all the time and as a result, I started running behind on the course. Thankfully, crunch time is over now and the course is self-paced, so I will be able to catch up. I just thought I'd mention it though, because I will still need a good few weeks to wrap up the course, so I won't be able to return to my texture pack just yet.
I will definitely return after the course work is done, so don't worry about that! I apologize in advance for any delays. This course is important to my artistic skill and my career though, so I hope you'll understand!
1
It's a seeeecret!
I'd like to keep it under the wraps, because I may do some surgery on it to salvage parts of it.
Sure thing! Just link back to this thread.
1
Just dropping in to say that I have started an 8 week course in my free time. I will not be able to tend to my Minecraft pack for the duration of the course.
I was hoping Mojang would wrap up the 1.8 release before the start of the course, but they didn't. So, the release will have to happen after the course, unfortunately.
0
I actually had them done already! And then right after I finished them, I read Dinnerbone was going to change the model into something else. Needless to say, I was a little miffed.
0
In order to see the additional mob skins, you need to install MCPatcher with Randomobs enabled: http://www.minecraftforum.net/topic/1496369-14w11b-179-172-164-and-earlierupdate-41-mcpatcher-hd-fix-432-02/
0
I have been thinking about them, but I'm still not sure how I'm going to approach them or what I want them to look like.
0
15
This was actually already introduced in Minecraft 1.7, and my pack already supports this change.
Sure thing!
Anyways, here are some characters as promised!
Coming up first, the magma slime. This was a tricky one, because the bottom plane as you see in the texture is not actually used as the texture for the bottom of the character. It is used as the bottom texture for the top "slice" of the character as it jumps. Subsequent bottom faces of the slices are mapped two pixels further down each time. So what really happens is that your texture has to tile vertically to look good (at least on the bottom and side planes).
Because of that, I wasn't able to do my usual top-down gradient and directional shading. Instead, I had to do a more random patterned texture suited to tiling. I ended up doing rocky chunks with small amounts of lava showing through. I would have liked to do bigger cracks at the bottom and a glow coming from below, but with the tiling, that wasn't possible, unfortunately.
As for the colors, I matched the rocky parts to the color of my Nether wart, obviously to tie it in with other Nether elements. But, I also did that because I want to avoid using too much lava color on Nether mobs. There is already so much lava and fire in the Nether, the mobs wouldn't stand out if they are also fire or lava colored.
Next up is the Blaze. I started by noodling around on the face. I already had various monster and skull type faces for other mobs, so I wanted something different. At one point, I had the idea of giving it female face. The idea of the ornate helmet sort of grew around that. In this case, I decided to keep the blaze rods fire-colored. It's a fire mob, afterall. I did give it a porcelain colored face to add in something that would contrast better with the environment.
It came out a little odd, maybe. I hope you like it, anyways. I see it as a construct inhabited by a mournful spirit.
The last mob I still have left is the zombie pigman. I will get to it!
0
I think I'll just keep that one a surprise.
Yep.
Here you go: https://dl.dropboxusercontent.com/u/2167961/Wayukian_pack_v6.2.zip
I redid the surrounding stone, but not the ores themselves.
0
Picture 1: Flagstone floor is natural granite. Smooth square panel blocks are polished granite. Pillar base and capital are polished andesite. Other blocks used: Nether brick, nether fences.
Picture 2: Rough textured walls are natural diorite. White floor tiles are polished diorite. Dark floor tiles are polished granite. Other blocks used: Quartz, chiseled quartz, pillar quartz, lapis lazuli, cobblestone, dispenser.
Picture 3: Walls are the new cobblestone and mossy cobblestone. Pillar base and capital are polished andesite. Smooth square panel blocks are polished granite. Pebble flooring is natural andesite. Other blocks used: Jungle planks.
0
1
The new texture has more interesting craggy features, so seeing some repetition is inevitable. In fact, seeing repetition on a texture that tiles every meter is inevitable, in general. The only real solution to that would be to make larger sheets that span several tiles using CTM.
0
The change might be a bit of a shocker, because the stone shows up so much in the world and you're very used to seeing the old stone. Once the release is ready, I suggest you just give the new stone a spin and see if it grows on you. If not, the old stone is available in the alternates folder, so you can plop it back in if you like.
0
I use the vanilla method as well, with the fog0.png and sky0.png biome triangles. The fog colors appear to work when the map is still in the process of loading, but shortly afterwards, the default fog color fades in on top and takes over completely. The sky colors don't seem to work at all.