Not sure if I should go interesting crop colours or more standard greens... Pack doesn't really have a fantasy theme or whatever so I can do what I want really.
I have A LOT to learn. I haven't pixelled in literal years so I might avoid this modelling lark for a bit. Also wanted to say how crazy it is that this thread has continued to thrive. I still remember my first post on here and the day I was made an (old, should probably remove the sig) admin. Some
of the best years lf my life tbh
Hallo #4!
Early tau days were definitely good fun, still nice to see the thread has plenty of life in it yet too though.
Welcome back, numberfour I too just recently came back to this thread after being inactive for about half a year maybe? Anyways, good to see you back.
I've never worked with things this small before, but I would agree with Ringoster, however at the same time I wouldnt as I am not sure how you would be able to make some of these tools vertically. The rest of the textures look pretty decent though
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Working on revamping some of my older textures that I wasn't very happy with and they weren't very pleasant to look at and making the ores actually look like they are embedded in the stone. I think I am keeping the name Miresa for my pack name.
Man, I can't get over how much I like the stone. It's basically perfect imo! Really like the subtle ctm variation too. It looks great.
The double tall flowers look awesome too, gonna be doing them next for harmony so it's nice to see some inspiration before I start them!
Well now that I'm back into texturing I'd most likely be joining the next contest provided we aren't required to do too many blocks. Short but sweet seems to be the best format for these!
Well I'm also back into texturing, this time I'm working on finishing Harmony (from the simple pack challenge if you guys remember my entry?) so I can actually release it. Still a bit rough but I've made a lot more progress and it's certainly getting there.
I've done some of the more annoying things like making a nice water animation (really happy with how they turned out) and things like the sun and moon too although they aren't shown. Also done a few misc mcpatcher things and particles such as the rain. Just finishing things in whatever order I decide they need to be changed.
Basically, it's getting there. Hopefully not too much longer and I'll be ready to release it!
Same^ wish I'd seen this when it was made, looks like it would've been a really fun contest. Not too many things to do and a chance to be as creative as you want without forcing people to work with a specific style too.
The entries that were made look sweet though, nice work everyone!
I tried to have it on a separate layer moving at a different speed and everything before but unfortunately the options for blending with the sky meant it looked quite out of place, the colours weren't what I wanted or a couple of other problems. Was quite annoying but for the planets/moons specifically it wasn't a good option.
That said, I could actually add a north star or something to the skybox, just a slightly bigger and brighter star than normal would look fine I think. Thanks for the suggestion!
Ok, I'll just fiddle with the fog colours a little bit and then I think we're good. Here's how the guardians turned out. I think the big one is quite menacing myself!
Sheep, how viable is it to blend the skybox into the fog colour? Is it even possible? I can see why it might be a problem because of the different biome palettes, but I thought I'd ask anyway since you might know more about this.
You can clearly see the border of loaded chunks because the colours don't blend. It's a minor effect you only really notice at high altitudes. If anything this is a limitation of Minecraft itself, considering the effect is still noticeable even in vanilla.
It's actually quite easy, I did do it for some of the biomes, I'll have a look through the files right now and make sure I've got them all and they all blend well. I know I haven't changed them since I redid the sky so the colours are definitely off. Thanks for bringing that up!
I'm glad you guys are liking the updated planet/moons too. I've enjoyed editing them a lot actually and I do think it adds a lot more life and atmosphere to the sky.
Glad it is working okay then. I'll finish up this guardian texture and upload the update.
Cerebro83: I also preferred having it pitch black underground where there's no light source (makes sense) but I guess it's still dark and gameplay > realism for most people so I'd rather keep it as playable as possible. Also like you said, we can always use the old file if need be!
EDIT: Oh, I'm smashing up the planet a little bit too, it's almost done as well:
Well with the old one I couldn't see in caves at all, with the new one I can see in caves and torchlight spreads out a touch further. It's still darker than outside at nighttime but I could still see with moody lighting on...
EDIT: I'll check to make sure it's the right lightmap, if it is then I'll wait and see if other people can notice a difference or not. If they can't then I'll lighten it a bit more I suppose.
Ok, I've decided to add a touch more content to this update too so I'm currently working on the guardians too. I think it's the last normal mob I've still yet to do?
After that I think the only content I have left to add is the ender dragon and the wither.
Anyways, here's a link to the updated lightmap. I'd love it if I could get an impression of it before I release the update so that I don't need to edit it again later.
Thanks for all the responses and replies guys! I've almost finished up a quick v3.4 release which will have a few fixes and things including the server selection, a lighter lightmap so it isn't absolutely pitch black in caves and a couple of other things.
Also including the stained glass that Arcensoth kindly made and I'm currently experimenting a bit with the skybox as well so see if I should explode the planet/moon a little.
Alright, I'll throw them together and send them your way.
I'm indifferent towards credit for this. They're still your textures, and basically all I did was stitch them together. Honestly, don't worry about it - this conversation is credit enough.
I'll mention this here in case anyone else wants to chime in. I wanted to preserve the original design of the glass as best I could, so I only removed trim from the open/connecting sides of the glass. One obvious side-effect of this is the circular design that forms when 3 corners meet. Personally, I don't mind it (I think it gives the glass more character than it would have with no trim in these areas), but someone else might think it looks odd. Here's what it looks like:
I'm open for suggestions/criticism. I already have the files and tools setup, so making changes would likely require minimal effort on my part.
I think it looks great as is honestly, It's probably exactly what I would have done for the ctm on the stained glass!
Been doing some independent testing sheep, it seems like Hell and Sky biomes share a color palette with all deserts and savannahs http://i.imgur.com/xD0TW8W.png
It's not listed in that image, but when I color the swathe for desert and savannah on this image http://i.imgur.com/ZmYLDxk.jpg
Or even just the bottom left single pixel at 0,0
It colors the Hell Biome's sky if I'm doing the sky colormap, or grass if I'm doing that colormap.
Correct me if I'm wrong but without coloring desert and savannah too, I think its impossible to colorize the Hell and Sky biomes.
Sorry it took me a little while to get back to you but your findings are the same as mine unfortunately, it seems that the sky colours do infact overlap with the deserts and savannahs which means there's really not much I can do about adding a nice red sky unless we want deserts and savannahs to look the same way...
This is probably possible to change through mcpatcher though as IIRC it allows you to specify which biome the colourmap is for which would allow for custom colourmaps for both the hell and sky biomes. Unfortunately mcpatcher is looking like it might be discontinued in the near future as the dev has gone a bit quite recently, kinda hard to say what's going to happen...
I'm having a problem with the resource pack. This is how the buttons for server lists are supposed to look...
But with Pixel Perfection I get this...
I am using Minecraft 1.8.0 with Optifine. Is there something wrong with the pack, or is it just me?
EDIT: I went through the files and confirmed that the server icons sprite sheet from Pixel Perfection matches the vanilla one, so that shouldn't be an issue. Is there an Optifine configuration file of some sorts in Pixel Perfection that could be causing this??
Hmmm, I'm not sure why that is... I know it was working fine for me when I tested it with the 1.9 snapshots but I straight up just copied the files over to the 1.8 version without testing if the alignment was correct. However there was no reason for them to change the files and you say they're aligned correctly so it's hard to say what's going on there.
I'll give it a test with 1.8.8 and optifine and let you know if it's misaligned for me too. Thanks for bringing that up!
For me it just seems like all the stone and brick-like textures are very soft, it would be cool if some of the bricks had sharper corners or maybe looked like they protruded more from the blocks by having a larger bevel or something.
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.
0
You can change the fog and nether lighting with mcpatcher iirc if you really want to get crazy too.
3
Not sure if I should go interesting crop colours or more standard greens... Pack doesn't really have a fantasy theme or whatever so I can do what I want really.
1
Hallo #4!
Early tau days were definitely good fun, still nice to see the thread has plenty of life in it yet too though.
Man, I can't get over how much I like the stone. It's basically perfect imo! Really like the subtle ctm variation too. It looks great.
The double tall flowers look awesome too, gonna be doing them next for harmony so it's nice to see some inspiration before I start them!
0
Well now that I'm back into texturing I'd most likely be joining the next contest provided we aren't required to do too many blocks. Short but sweet seems to be the best format for these!
7
Well I'm also back into texturing, this time I'm working on finishing Harmony (from the simple pack challenge if you guys remember my entry?) so I can actually release it. Still a bit rough but I've made a lot more progress and it's certainly getting there.
I've done some of the more annoying things like making a nice water animation (really happy with how they turned out) and things like the sun and moon too although they aren't shown. Also done a few misc mcpatcher things and particles such as the rain. Just finishing things in whatever order I decide they need to be changed.
Basically, it's getting there. Hopefully not too much longer and I'll be ready to release it!
4
Same^ wish I'd seen this when it was made, looks like it would've been a really fun contest. Not too many things to do and a chance to be as creative as you want without forcing people to work with a specific style too.
The entries that were made look sweet though, nice work everyone!
1
I tried to have it on a separate layer moving at a different speed and everything before but unfortunately the options for blending with the sky meant it looked quite out of place, the colours weren't what I wanted or a couple of other problems. Was quite annoying but for the planets/moons specifically it wasn't a good option.
That said, I could actually add a north star or something to the skybox, just a slightly bigger and brighter star than normal would look fine I think. Thanks for the suggestion!
4
Ok, I'll just fiddle with the fog colours a little bit and then I think we're good. Here's how the guardians turned out. I think the big one is quite menacing myself!
0
It's actually quite easy, I did do it for some of the biomes, I'll have a look through the files right now and make sure I've got them all and they all blend well. I know I haven't changed them since I redid the sky so the colours are definitely off. Thanks for bringing that up!
I'm glad you guys are liking the updated planet/moons too. I've enjoyed editing them a lot actually and I do think it adds a lot more life and atmosphere to the sky.
5
Ok thanks for the replies guys!

Glad it is working okay then. I'll finish up this guardian texture and upload the update.
Cerebro83: I also preferred having it pitch black underground where there's no light source (makes sense) but I guess it's still dark and gameplay > realism for most people so I'd rather keep it as playable as possible. Also like you said, we can always use the old file if need be!
EDIT: Oh, I'm smashing up the planet a little bit too, it's almost done as well:
0
Well with the old one I couldn't see in caves at all, with the new one I can see in caves and torchlight spreads out a touch further. It's still darker than outside at nighttime but I could still see with moody lighting on...
EDIT: I'll check to make sure it's the right lightmap, if it is then I'll wait and see if other people can notice a difference or not. If they can't then I'll lighten it a bit more I suppose.
0
Ok, I've decided to add a touch more content to this update too so I'm currently working on the guardians too. I think it's the last normal mob I've still yet to do?
After that I think the only content I have left to add is the ender dragon and the wither.
Anyways, here's a link to the updated lightmap. I'd love it if I could get an impression of it before I release the update so that I don't need to edit it again later.
3
Thanks for all the responses and replies guys! I've almost finished up a quick v3.4 release which will have a few fixes and things including the server selection, a lighter lightmap so it isn't absolutely pitch black in caves and a couple of other things.
Also including the stained glass that Arcensoth kindly made and I'm currently experimenting a bit with the skybox as well so see if I should explode the planet/moon a little.
1
I think it looks great as is honestly, It's probably exactly what I would have done for the ctm on the stained glass!
Sorry it took me a little while to get back to you but your findings are the same as mine unfortunately, it seems that the sky colours do infact overlap with the deserts and savannahs which means there's really not much I can do about adding a nice red sky unless we want deserts and savannahs to look the same way...
This is probably possible to change through mcpatcher though as IIRC it allows you to specify which biome the colourmap is for which would allow for custom colourmaps for both the hell and sky biomes. Unfortunately mcpatcher is looking like it might be discontinued in the near future as the dev has gone a bit quite recently, kinda hard to say what's going to happen...
Hmmm, I'm not sure why that is... I know it was working fine for me when I tested it with the 1.9 snapshots but I straight up just copied the files over to the 1.8 version without testing if the alignment was correct. However there was no reason for them to change the files and you say they're aligned correctly so it's hard to say what's going on there.
I'll give it a test with 1.8.8 and optifine and let you know if it's misaligned for me too. Thanks for bringing that up!
1
For me it just seems like all the stone and brick-like textures are very soft, it would be cool if some of the bricks had sharper corners or maybe looked like they protruded more from the blocks by having a larger bevel or something.