• 4

    posted a message on BEST MOST DETAILED RESOURCE PACK THERE IS (Beta 1.0)
    No. Please give us some pictures so we know what we're downloading, especially if you're going to use adfly
    Posted in: Resource Pack Discussion
  • 1

    posted a message on Texture Artists' Union
    Quote from macadamia238

    I would definitely say the old shale looks better, more shape to it and easily identifiable. The new one has some harsh horizontal tiling eye hurting line.

    And here some more of my stuff in before I die of sleep deprivation:

    Embedded the ores a bit more
    New plank types above the corresponding log type
    New stone brick
    New netherrack next to the obisdian-top right

    I know there's tons of solid colors, I still have to do shading with only 4 colors.


    Quote from JackalmonX

    Thanks for the advice on the shale everyone, I'll keep the old one, but maybe work on adding some texture too it, so it doesn't look as smooth. :)

    I think I'm in love with your hay bale. The ores remind me of Starbound.

    Yes, about that...
    Posted in: Resource Pack Discussion
  • 2

    posted a message on Texture Artists' Union
    Quote from darealmeesta

    Anyway, I'm overhauling and redoing some of my older textures. Opinions?

    I'm liking that moss on the mossy stone brick, there's a good sense of depth. Maybe it could do with some moss in the center of the bricks though? Or perhaps up the contrast on the base stone brick texture, the stone brick feels a bit flat in comparison.

    -+-

    Also, after (yet another) hiatus, obsidian!

    Posted in: Resource Pack Discussion
  • 1

    posted a message on [1.7.2] Minecraft Ponified Resource Pack (Language Pack)
    I would suggest taking example screenshots with only your pack and the default activated.
    Also, this should work for embedding images.
    [IMG]http://i1277.photobucket.com/albums/y493/Ziero1986/Minecraft Ponified/1_zps6e939152.png[/IMG]
    [IMG]http://i1277.photobucket.com/albums/y493/Ziero1986/Minecraft Ponified/2_zps382cfaf8.png[/IMG]
    [IMG]http://i1277.photobucket.com/albums/y493/Ziero1986/Minecraft Ponified/3_zps4980a6fb.png[/IMG]
    [IMG]http://i1277.photobucket.com/albums/y493/Ziero1986/Minecraft Ponified/4_zps71d0e755.png[/IMG]


    In the future, I would suggest using imgur instead of photobucket, as imgur makes viewing images and albums easier and doesn't do annoying things such as provide direct links through copy fields with ~original appended to the file type (not all forum softwares recognize that blah.png~original is actually a png)
    Posted in: Language Packs
  • 2

    posted a message on Texture Artists' Union
    Carved and mossy stone bricks.


    Posted in: Resource Pack Discussion
  • 1

    posted a message on Texture Artists' Union

    So I was making the iron sword icon, and got sick of how long it was taking to do the shading, and how it wasn't turning out as well as I wanted it to (and quickly started wishing Minecraft had specular mapping capabilities, since doing it manually is a massive pain on complex objects, and it can never be correct if it's just fake shading on a flat texture). So I decided to fully draw, texture, and render a model of the thing.




    The texture of the sword blade is a lot sharper than the other 3 textures. Also, the pommel looks weird, it seems to be missing shadows.

    -~-~-

    Been a while, but leaves and stone slab.

    Posted in: Resource Pack Discussion
  • 6

    posted a message on New Biome Coloring System in 1.7. (Discussion)
    Quote from Raegenhere

    for those who are wondering on how those coordinates work... its something like this.


    Orange is temperature, blue is humidity. Took me like forever to figure this out... stupid me.
    Anyway, now you can estimate/calculate coordinates for other than the standard values. (I needed this for custom biomes)

    About desert and jungle - its true, the values would actually be outside the image - but from what I get, the values are "cropped" to a range between 1 and 0, before the are passed on:


    So then this means that the coloring actually IS the temperature/humidity of the block. As you go higher up the temperature gets colder and farther down the temperature gets warmer. The humidity seems to be semi random on the xz plane, and the reason that the color fluctuates more at higher elevations is that your rainbow has parallel lines but the humidity lines fan out, so a humidity change at a higher temperature covers a larger distance on the triangle than a low temperature, causing a greater change in coloring using your rainbow.
    Posted in: Resource Pack Discussion
  • 1

    posted a message on Texture Artists' Union
    Oak logs and planks, gravel, lowered contrast on dirt and touched up most ores.



    Posted in: Resource Pack Discussion
  • 1

    posted a message on Texture Artists' Union
    Quote from Meapers

    The dirt seems too red (maybe because I am using my phone). Also side grass is not looking too good. Seems quite flat. Try adding some more darks at the bottom of the side grass texture to make it pop out more from the dirt.

    Fixed the side grass and added tall grass. I think I'm going to leave the grass dirt reddish for now, although I probably will tone down the contrast later.


    EDIT: words
    Posted in: Resource Pack Discussion
  • 1

    posted a message on Texture Artists' Union
    Grass and dirt.
    Posted in: Resource Pack Discussion
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