• 0

    posted a message on Odd Number Texture Challenge!
    I've noticed that my textures don't play nice with mip mapping. Makes sense, considering that mipmapping works by halving the size of the texture for every level you go down, and in generating the textures Minecraft expects a normal texture size (e.g. 16, 32, 64...). The result is that the mipmaps end up generating with missing chunks:



    While I have no problem with making packs require something like mcpatcher, I think a pack that requires you not use features in the game itself isn't really viable, at least not to me. I'm going to keep doing this challenge for now, but this does take away some of the enthusiasm imo.


    On a more pleasant front, crops!



    I also decided to use some colors from the DB 32 pallet. I'm not sticking to it exclusively, I ran across it last night independently from this thread, and I'm pretty interested in using some of the colors there. More specifically to the crops, I've always found it difficult to tell when they're ready to pick, so in their final stage mine flower!
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Odd Number Texture Challenge!
    This sounded like fun, so I decided to give it a shot. Originally I tried to do 9x9, but switched over to 11x11 when I decided I just didn't have enough pixels.

    So, I've done the basic wood textures (logs, planks, and bonus crafting table):



    Some of the logs in game:



    I don't actually know how to get the textures for the newer log/wood types in game, though. What should the files for the dark oak and acacia trees be called? Admittedly I haven't bothered guessing yet, and it probably follows the format of the other file names.

    Also of note, I decided to try some wood paneling instead of planks. I think it tiles okay in game, not that I've provided any screenshots of that here. Works better as flooring than than walls, though.
    Posted in: Resource Pack Discussion
  • 1

    posted a message on Modern and Better v1.6 for 1.7.4
    You should really take the music out now, and only add it again if/when you have permission. Just because you plan to do it in the future won't save you from getting in trouble for it now. :)
    Posted in: Resource Packs
  • 0

    posted a message on [1.7.2] Stock 32 - [WIP] Beta [v3] - Detailed and Unified Default Textures
    Quote from Dack105

    I've re-done the stone bricks and slab.
    The goal was to bring more depth to them and bring them up to date with the newer textures (the old ones where some of the very first).
    (Top is new)


    Thoughts?
    Should I leave the old ones as alts?

    Maybe with the slab and ornate stone block, but honestly I don't much see the point in bothering. They're not too different, really, and I'd say your new versions are like improved versions of the old ones.
    Posted in: WIP Resource Pack
  • 0

    posted a message on [1.7.2] Stock 32 - [WIP] Beta [v3] - Detailed and Unified Default Textures
    Quote from Dack105

    Thanks!

    You're right about the log textures being less defined than the rest, I did quite a lot of anti-aliasing on them. I did try to have them more defined to begin with, but id didn't look very good.

    Which gravel do you like? The one in the download or the new one?


    I like both gravels, but prefer the screenshot one.
    Posted in: WIP Resource Pack
  • 0

    posted a message on [1.7.2] Stock 32 - [WIP] Beta [v3] - Detailed and Unified Default Textures
    Been trying this out, and I really like it. I think the main issue I've had with the other faithful packs I've seen is that most of the textures in them look, for lack of a better word, muddy. There's just not enough definition to the textures. This one doesn't seem to have that issue, for the most part. The barks do, though. I'm not quite sure what the issue is, other than them not having enough contrast.

    I really like the gravel and the dirt in particular. I think they especially capture the vanilla feel while adding a good amount of detail. Really helps to show the difference between x16 and x32.
    Posted in: WIP Resource Pack
  • 0

    posted a message on graphical glitch in 1.5
    Make sure you don't have your graphics cards settings set to override the game settings. Specifically, the settings having to do with anti-aliasing and anisotropic filtering. I had a similar problem in the past and that was what was causing the problems.
    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on [1.7,1.6] Taler's Transparent Texture Pack (Over 100 Bajillion Downloads!)
    Those of you whining about this sound like children. What are you even trying to prove? Sure, this pack doesn't provide anything new in the way of graphics, but they do tend to be useful if you're in single player and want to find a dungeon, or perhaps just feel like finding all of the diamonds.

    It's an x-ray pack. It isn't particularly new or anything, but who cares? The thread is likely to die quite quickly anyways.
    Posted in: Resource Packs
  • 0

    posted a message on [128x128][1.5][1.6] Aza's Arid Pack 1/06 [WIP]
    Whoa cool, an update!

    This was the first texture pack I used. I haven't used it in a while, so I think I'm going to have to play a bit and see how it's different.
    Posted in: Resource Packs
  • 0

    posted a message on Rain Rain Go Away
    Dude, of course you can add pics of the lack of rain. Just go to a biome where rain occurs and take a picture during a storm, showing no rain. The same could be done for a biome with no snowfall.
    Posted in: Resource Packs
  • 0

    posted a message on Would you like climates to be a bit more sorted?
    I know, I was saying that's how I think it could be better done. Of course, you're right in saying there's not that much going on with weather besides what happens when the game decided it's time to have weather. I also think weather needs to be handled quite differently to be anything interesting.

    I'm not sure what you mean by wet and snowy deserts. I suppose if they were added and sorted in by precipitation levels, you wouldn't be able to tell the difference, no. But I think those modifiers make it no longer a desert. It would be okay if there were a tiny chance it could rain or snow in a desert, but it'd be almost never and it'd still be a desert.
    Posted in: Discussion
  • 0

    posted a message on Would you like climates to be a bit more sorted?
    Well, I'd rather have it based on precipitation values rather than temperature, but to each their own. I can deal with deserts next to snow, but next to swamps? Makes no sense.

    Also, I don't know how valid that graph really is anymore. I've never seen a taiga that didn't spawn with snow covering the ground as of 1.0, but according to the graph at least some of them should be low/no precipitation levels. I'd like a wider variety of low precipitation areas (more places than the desert with no rain/snow), and I'd really love a arctic desert biome.
    Posted in: Discussion
  • 0

    posted a message on [16x] [1.1] Girlcraft (fan revival)
    Not really my thing, but I do like that everything goes together nicely. Also, nice builds, I like them. :smile.gif:
    Posted in: Resource Packs
  • 0

    posted a message on how to upgrade warn status?
    Well, you break rules and generally act like a tool. This, however, is not the recommended use of your time.
    Posted in: Forum Discussion & Info
  • 0

    posted a message on SelymCraft 2.3
    Quote from XxSelymxX

    oh im sorry i had no idea... how do i get permission? email the people?

    Email them or post in their thread, and check their permissions. If they already say in the thread that it's okay as long as you credit, then you don't have to ask.

    Until you know you have permission, though, you need to remove the download link. And please read the rules thoroughly to make sure you don't break them in the future.
    Posted in: Resource Packs
  • To post a comment, please or register a new account.