The colours and textures blend nicely together and I have to say, for having no alternate textures (at least that's what it looks like) the tiling is absolutely fantastic! Like actually some of the best tiling I've seen, you did a really great job on that!
As fishy said though, I'd also like to see a few more hard edges on some of the textures. Lots of the textures are very soft and rounded off so it would be nice to have a bit more variation.
Speaking of variation, as with any pack, I'd love to see some alternate textures thrown in there! They really help add to the visual interest of a pack imo.
Yeah, I don't see it as a priority either (especially considering MCPatcher is becoming outdated) and I didn't even think about the 3D models. I was mostly wondering what happened to the old support.
Actually, the real reason I asked is because of this: I missed the old glass CTM enough to re-create it myself - at least partially. (I have a lot of glass in my world...) I started with one type of stained glass block and then used it as a basis for the rest. I used the colours from the original blocks so the CTM textures remained consistent with the original palette. I never did the plain glass or any glass panes, however. If you'd like, I can PM you the textures so you can take a look at them and perhaps include them in the pack (if it suits you).
Ooooh, sounds great actually! I'd give you full credit of course.
Since I'm happy with my current normal glass texture I might create the ctm for that too just to finish off all the glass ctm, could be a nice addition as it's also used in optifine iirc which is still getting updated (even if mcpatcher seems to be drying up).
Quick question, I'm using PP in a custom world with a Hell Biome in the overworld. Since your pack changes the sky to green in the swamp, is there a way to make it go red in Hell Biome?
As of now the sky is the bluest blue in that region. And yes I realize that this isn't a purely PP related question, but you're the best texture artist I know so, why not try.
What's the mod that adds the hell biome? I could have a look at how they implement biome colours most likely.
If it is based on the swamp biome then I'd only be able to change the colours for that which means you'd have swamp biomes with a red sky too. Could be something to play around with though I suppose!
Hi there. I lurked long enough, but decided to make an account just to say thanks for this resource pack!
I started with the Eldpack back in the day and later jumped to higher resolutions for a better experience. But you know what: Minecraft - at least for me personally - is best played at low resolutions. Don't know why, it just fits the best. That said, I'm not a fan of the vanilla textures...
After a longer break I recently came back to Minecraft and immediately searched for a cool texture pack. Had a lot to test but I like Pixel Perfection the most, because I love the color palette and feeling. No texture seems out of place. Everything fits together, as well as the the overall theme - a thing many packs seem to lack, even if it's just because they are incomplete. Together with some of the best pixel artwork I've seen in Minecraft, this - for me - makes it the best resource pack of them all!
That being said, I prefer the vanilla lore and so started changing some things out of personal preference. For example the Robot/Stone Mobs (Villagers, Voidwalker, Slimes) I'm no artist, so I searched other packs that could fit into the theme and modified the textures to my ability. I also started making 3D models for Pixel Perfection.
I'd like to share the files, but I "frankensteined" many stuff from many resource packs, so I'm afraid I used some things that are not supposed to be released without the approval of the pack-owner, which I respect. I don't remember every pack I used, but Chivalry and Woodpacker are among them.
Here are some pictures for your viewing pleasure:
I hope you will continue working on this pack for future update-stuff. Maybe you can squeeze some alternative textures or mod support in there, too. Thanks for your hard work in making and sharing this pack. I very much appreciate it.
Oh, and a Happy New Year, too. (For all of you here :))
First up, thanks - having everything blend together and fit well without anything obviously looking out of place was probably the major focus of the pack so I'm definitely glad it's noticed and appreciated!
Secondly, wow, you've done a fantastic job with the models - they all fit really, really well actually!
I didn't want to go too crazy with the models as I thought they'd start to look out of place but honestly all the ones you've added there look right at home. I might have to start adding a few more models, making all the doors and trapdoors 3d would be a nice start!
Great job adjusting the mobs too, I can recognise the packs they came from but they still fit in perfectly.
I still intend on working on this pack in the future so who knows what I'll end up adding to it...
Sheep, I vaguely recall you once having supported MCPatcher's connected textures for glass and bookshelves. Or maybe I've got the wrong pack. Either way, would you ever consider supporting this sort of CTM in the future?
I did actually support them a while ago! Both of those ctm types were for older versions of the glass and bookshelves so that's why they're currently not supported - instead of redoing their support I focused on other things such as adding models, variants for all the normal textures and finishing off more mobs as they're all things that work without any mods and thus more people would see the changes.
I might add support back in for those ctm types in the future but I'll be honest, it's not the highest priority right now. Plus I'm not even sure if I can get the bookshelves ctm to work with the random ctm + models they currently have so they might be out of the question entirely!
Yea, doing as mentioned above would work fine or you can even just remove the lang file which is a bit easier. There aren't too many changes made to it so you probably wouldn't even notice the difference and you would have the normal names for ender pearls and ender eyes.
it only happens when i use optifine, the redstone shows fine otherwise.
the redstone dust doesnt align properly when placed on the floor
Just thought I'd let you know, I couldn't get the glitch to happen with my own testing, no matter which optifine version I used... No idea what's causing it for you but I'm sure it's not the pack as it's working fine in vanilla, with mcpatcher and optifine for me and it seems like it's working fine for other people too. Sorry I couldn't figure it out!
Also I've tweaked the lightmap a bit to make it not absolutely pitch black in caves now although it's still a bit darker than vanilla. I can still see even with my brightness on moody though so it should be a lot better for you guys.
I'll upload the hotfix for that shortly!
EDIT: Oh, I also got some nice headings and pictures for the OP so I can finally fix it up and make it look nice too.
Cheers! The birch forest is actually one of my favourite biomes, both with my normal pack and with the fantasy tree pack - I just really like the atmosphere in it. I also find it rather soothing, sort of like you mentioned. Glad you like the new skybox too, it's a reasonably subtle change from before but IMO quite a nice one.
Hey Sheep! Enjoying the new update. I can see what they mean about the darker caves, it looks like you changed up the lightmap a bit. I don't mind it personally, since I've been using Wedhro's Pixel Reality Luminance for the darker shadows under trees it makes, but I can see why some might not like it. Maybe change the lightmap back to default and create an addon pack like the Fantasy Trees? Just an idea.
I made an Imgur album with comparisons between the default lightmap and the one in Pixel Perfection V3.3 here.
I couldn't reproduce any of the redstone issues mentioned earlier. I'm using Minecraft version 1.8.9 + Pixel Perfection V3.3 + OptiFine 1.8.9 HD U G7. Hope this was helpful!
Hm, don't really remember changing the lightmap but since it's been so long from when I started making this update there's a good chance I did indeed change it this update and forget about it. I'll tone it down or make an addon pack like you suggested, seems like the best way of doing things!
Thanks for the info about the redstone issues too - my 1.8.8 optfine was also unable to reproduce the issue (pretty sure it was a 'U' version of optifine too). I'll have to try each version of optifine to see if I can get it to show up.
Also, just from looking at your pictures, have you tried turning alternate textures on? Imo it's a huge improvement to how things look with this pack as all it does is add a bit of variation to the textures like ctm (but it's a lot more expanded than my ctm is currently).
Looooove the update sheep. Like love love.
Only constructive criticism I have: End Bricks look like every other stone bricks in the pack. Barely different from regular stone bricks.
Also, I think this is an issue with optifine not your pack, but in the newest version, with newest optifine, even on the brightest settings, caves are ridiculously dark.
Yea, they're pretty similar. I'll take another crack at them, see if I can come up with something a bit more unique so there's more reason to use them as opposed to just sticking with every other type of brick!
That might be an issue with optifine but it might also be my pack, I'm not entirely sure. I'll look into it for you! If it is something I can fix then I'll release a hotfix for the pack asap.
it only happens when i use optifine, the redstone shows fine otherwise.
the redstone dust doesnt align properly when placed on the floor
Hmm, I'll have a look at it. I was just using 3.3 with an optifine version on mc 1.8.8 and the redstone was aligned properly and everything so I'll have to investigate further. It's possible that it's an optifine issue but that's pretty unlikely. I'll take a look and get back to you on this, thanks for the info!
Ok, for a start you have a double comma on the last line of the cobblestone_wall_ns.json next to "section". Also, you have the "wall" texture specified there but you're not actually using it in the model so you should be able to just delete that line.
Also I don't think you need to have the textures specified twice. See if this code works:
Small avatars like mine upscale to a certain minimum size which makes it looks blurry and terrible, the main section where you select which thread to click on looks rather clunky compared to the current version - the icons to the left are very bland and the thread titles only seem to spread across half the available space which clutters things up. Also the plain white background makes it kinda fatiguing to look at.
Titles across half available space:
On the plus side, I like the new location for quoting, replying, etc. and the new editing looks really nice and well thought out.
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The colours and textures blend nicely together and I have to say, for having no alternate textures (at least that's what it looks like) the tiling is absolutely fantastic! Like actually some of the best tiling I've seen, you did a really great job on that!
As fishy said though, I'd also like to see a few more hard edges on some of the textures. Lots of the textures are very soft and rounded off so it would be nice to have a bit more variation.
Speaking of variation, as with any pack, I'd love to see some alternate textures thrown in there! They really help add to the visual interest of a pack imo.
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Huh, I might actually be able to edit it then. I'll play around with it tomorrow and let you know if I have any luck!
And don't worry, it's no bother at all.
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Ooooh, sounds great actually! I'd give you full credit of course.
Since I'm happy with my current normal glass texture I might create the ctm for that too just to finish off all the glass ctm, could be a nice addition as it's also used in optifine iirc which is still getting updated (even if mcpatcher seems to be drying up).
What's the mod that adds the hell biome? I could have a look at how they implement biome colours most likely.
If it is based on the swamp biome then I'd only be able to change the colours for that which means you'd have swamp biomes with a red sky too. Could be something to play around with though I suppose!
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First up, thanks - having everything blend together and fit well without anything obviously looking out of place was probably the major focus of the pack so I'm definitely glad it's noticed and appreciated!
Secondly, wow, you've done a fantastic job with the models - they all fit really, really well actually!
I didn't want to go too crazy with the models as I thought they'd start to look out of place but honestly all the ones you've added there look right at home. I might have to start adding a few more models, making all the doors and trapdoors 3d would be a nice start!
Great job adjusting the mobs too, I can recognise the packs they came from but they still fit in perfectly.
I still intend on working on this pack in the future so who knows what I'll end up adding to it...
I did actually support them a while ago! Both of those ctm types were for older versions of the glass and bookshelves so that's why they're currently not supported - instead of redoing their support I focused on other things such as adding models, variants for all the normal textures and finishing off more mobs as they're all things that work without any mods and thus more people would see the changes.
I might add support back in for those ctm types in the future but I'll be honest, it's not the highest priority right now. Plus I'm not even sure if I can get the bookshelves ctm to work with the random ctm + models they currently have so they might be out of the question entirely!
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The new textures are definitely an improvement overall, really think the blocks fit together a lot more nicely now too.
One thing though - I think the new diamond has a bit too much of a dark outline surrounding it which I think could be toned down a little.
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No worries Arcensoth, glad you're still enjoying the pack.
Thanks for pointing that out btw, must be an issue with the culling. Should be an easy fix!
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Yea, doing as mentioned above would work fine or you can even just remove the lang file which is a bit easier. There aren't too many changes made to it so you probably wouldn't even notice the difference and you would have the normal names for ender pearls and ender eyes.
1
Just thought I'd let you know, I couldn't get the glitch to happen with my own testing, no matter which optifine version I used... No idea what's causing it for you but I'm sure it's not the pack as it's working fine in vanilla, with mcpatcher and optifine for me and it seems like it's working fine for other people too. Sorry I couldn't figure it out!

Also I've tweaked the lightmap a bit to make it not absolutely pitch black in caves now although it's still a bit darker than vanilla. I can still see even with my brightness on moody though so it should be a lot better for you guys.
I'll upload the hotfix for that shortly!
EDIT: Oh, I also got some nice headings and pictures for the OP so I can finally fix it up and make it look nice too.
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Cheers! The birch forest is actually one of my favourite biomes, both with my normal pack and with the fantasy tree pack - I just really like the atmosphere in it. I also find it rather soothing, sort of like you mentioned. Glad you like the new skybox too, it's a reasonably subtle change from before but IMO quite a nice one.
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Hm, don't really remember changing the lightmap but since it's been so long from when I started making this update there's a good chance I did indeed change it this update and forget about it. I'll tone it down or make an addon pack like you suggested, seems like the best way of doing things!
Thanks for the info about the redstone issues too - my 1.8.8 optfine was also unable to reproduce the issue (pretty sure it was a 'U' version of optifine too). I'll have to try each version of optifine to see if I can get it to show up.
Also, just from looking at your pictures, have you tried turning alternate textures on? Imo it's a huge improvement to how things look with this pack as all it does is add a bit of variation to the textures like ctm (but it's a lot more expanded than my ctm is currently).
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Glad I could help!
That wall looks awesome too, really love the textures you've been messing around with - cool stuff.
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Yea, they're pretty similar. I'll take another crack at them, see if I can come up with something a bit more unique so there's more reason to use them as opposed to just sticking with every other type of brick!
That might be an issue with optifine but it might also be my pack, I'm not entirely sure. I'll look into it for you! If it is something I can fix then I'll release a hotfix for the pack asap.
Hmm, I'll have a look at it. I was just using 3.3 with an optifine version on mc 1.8.8 and the redstone was aligned properly and everything so I'll have to investigate further. It's possible that it's an optifine issue but that's pretty unlikely. I'll take a look and get back to you on this, thanks for the info!
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What version of the pack and what glitch is it exactly?
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Also I don't think you need to have the textures specified twice. See if this code works:
wall_ns.json
cobblestone_wall_ns.json
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Damn, good catch lemon!
That would indeed be the issue. I've had that issue a couple of times coding stuff for uni, should've caught up on it...