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    posted a message on Pixel Perfection - Now with polar bears! [1.11]

    Woah, looks like 1.10 is out already! Didn't expect that at all... Looks like I should stop messing around with side features and get more focused on the new things already!


    I still have to finish the wither but that's the only thing I've yet to finish for what I was planning on adding in the next update though so that shouldn't be too much work to finish off at least.

    Posted in: Resource Packs
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    posted a message on Pixel Perfection - Now with polar bears! [1.11]

    Ok no worries guys, I'll make 10 or so metal textures (various things) and then recolour them for brass, bronze, iron, steel, silver and a couple of other colours. Should be quite helpful considering how many mods focus on advanced machinery and things!


    Anyways, doubt it will take me too long. I'll post them here asap. :)

    Posted in: Resource Packs
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    posted a message on Pixel Perfection - Now with polar bears! [1.11]

    Don't know if I have any metal textures done but if you give me a little list of some I could create some pretty quickly for you if you'd like? I don't want to do a full mod support for whatever it is just yet (still want to get a 100% vanilla completion first!) but I could make 10 or so textures that you could use as a template or something.

    Posted in: Resource Packs
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    posted a message on Texture Artists' Union

    Curse has been pretty good to me as well, had no real issues with it in terms of uploading and reliability and I check back every few months and usually have enough for a $50 or $100 paypal payout so I can't really complain about that either. I've never had anybody complain about it either and it's a very obvious download link if you use the widget in your OP too so it's a win win there too as far as I'm concerned.

    Posted in: Resource Pack Discussion
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    posted a message on Pixel Perfection - Now with polar bears! [1.11]

    Ok, sandstone textures have been redone (I was only redoing the natural sandstone textures as they were both old and quite lacking. I didn't feel the carved sandstone and refined sandstone were bad textures though so they're both staying as is. Alternate textures for the carved sandstones (AKA the hieroglyphic blocks) are up next!


    (You might be able to notice I'm also fiddling with a slightly tweaked grass texture in this pic too. Still a couple of old alts there but I'll have them all replaced before next update. Hoping to make it a little less grainy so it looks nicer from a distance and doesn't distract you from the more interesting features in the environment)


    I've also made a new still water animation although I think it needs a bit of tweaking still. Wither is still in-progress and I've yet to try out any new textures for the snapshot stuff but I've had a look at them and thought of some ideas at least. Couple more paintings have been completed too, I'll show screenies of them soon.

    Posted in: Resource Packs
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    posted a message on Pixel Perfection - Now with polar bears! [1.11]
    Quote from Arcensoth»

    Oh yeah - the turquoise netherwart! This could change things. Another option would be to just go ahead and use the turquoise palette for the netherwart block. You pulled it off with the netherwart, so you might be able to make it work for the block as well. (I find this turquoise palette compliments the reddish vanilla palette, and so anything involving netherwart usually maintains its aesthetics across both sets of textures.) Definitely something to play around with. :)


    Yea, I'll definitely mess around with the turqoise first, I can at least find nice designs and shading even if the colours seem off so it would be really easy to change it around to a more reddish colour if need be.

    I do want to make sure it mixes well with other building blocks too though as that's something I always try and do with new textures. I like there to be a pretty large palette for builders to choose from!
    Quote from Zitzabis»

    Really nice work!


    Cheers!
    Posted in: Resource Packs
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    posted a message on Pixel Perfection - Now with polar bears! [1.11]
    Quote from Arcensoth»

    Thanks as always for staying active, Sheep. I plan on doing some crimson-esque builds with the new bone and netherwart (AKA flesh) blocks, so I'm looking forward to seeing what you come up with.


    No worries arcensoth, glad you're still enjoying the pack after all this time! :)

    I'm still wondering exactly what to do for these textures seeing as they're organic. I'm basically wondering how creepy and macabre I should make them but still have them usable for building!

    I may have to update my netherwort to make it a red colour to keep the sort of fleshy aesthetic for the blocks. Definitely something to play around with at least...
    Posted in: Resource Packs
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    posted a message on Pixel Perfection - Now with polar bears! [1.11]

    No worries!


    Ok guys, figured I'd let you know what I'm up to at the moment. Currently working on getting the wither texture completed and a couple more paintings as well as redoing the sandstone texture and adding a few more alternate textures to some things. I might change the water animation too but it does take a bit of work for that so I'm not 100% sure I will.


    This stuff will be for the next update and then after that I'll start work on the new snapshot textures and hopefully the end dragon too so we can FINALLY have all the mobs completed and have the pack be fully completed. :)

    Posted in: Resource Packs
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    posted a message on 1.8 TUTORIAL - Alternate textures and custom models

    Only using mcpatcher stuff (possibly includes optifine too). It's currently not possible to do via the vanilla modeling system...

    Posted in: Resource Pack Discussion
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    posted a message on Pixel Perfection - Now with polar bears! [1.11]

    Is this the latest version? (3.4.5?)

    There was an issue with forge and the tallgrass before but I fixed it in the new, updated version.

    Posted in: Resource Packs
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    posted a message on Pixel Perfection - Now with polar bears! [1.11]

    I might make it a touch darker so it stands out just a bit more but it is a lot easier to see without shaders imo. Still, thanks for the feedback!

    Posted in: Resource Packs
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    posted a message on Texture Artists' Union

    You can do it with mcpatcher iirc as you can define what height you want a certain texture to appear at. Not sure if it works in optifine though which means it might be unlikely for it to work in future versions unless mcpatcher gets updated.


    Anyways, as for how to actually do it, can't remember. :D

    Best option is to check the mcpatcher documentation which I'm pretty sure there's still a link to in the OP for mcpatcher.

    Posted in: Resource Pack Discussion
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    posted a message on Pixel Perfection - Now with polar bears! [1.11]

    I'm not sure if I changed the torchlight (maybe made it slightly less orange) but I did make it a decent bit easier to see in darker areas so there's that at least!

    Posted in: Resource Packs
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    posted a message on Pixel Perfection - Now with polar bears! [1.11]

    Ok, I've uploaded a little update to V3.4.5 which should hopefully fix the issues seen when using forge (fixes them on my end!). Let me know if it works okay and if you find any other issues!

    Posted in: Resource Packs
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    posted a message on Pixel Perfection - Now with polar bears! [1.11]
    Quote from wtfim99»

    yo sheep i wonder why this pack is super super dark in places not lit, can you add a brighter lightmap addon? asking because i cant use this when i pvp even though i want to



    Yea, I can do that, should be quite easy. I might add a couple of other tweaks to make it easier to use for pvp too.

    Quote from Muscar»

    I'd love to help in any way to fix the problem. If there is any info you need or can give to help?? Been looking trough the files but can't find anything wrong as of yet.



    Erm, I'm not really sure what you could do to help honestly as I've tested a few things like creating some all new files for another pack and they work perfectly so I think the solution is going to just be remaking the files from scratch unfortunately.

    Weird issue though, still have no idea what's causing it!


    EDIT: Okay I think I've solved both the issues with the grass and the logs! Took quite some figuring out. It's some outdated model code that for some reason works in vanilla minecraft but I think forge only allows the very newest style of model code so the outdated stuff has to be converted.


    Not too difficult a job luckily!

    Posted in: Resource Packs
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