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    posted a message on Converting 32x32 TP to 16x16 TP?

    Open it in Paint.NET, and resize it to 16x16. Use the "best" quality setting.


    It may not look very nice, but unless it's vector, that's the only way.

    Posted in: Resource Pack Discussion
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    posted a message on Sassgaard - Cartoony Norse - Custom Sounds | Random Textures - 100% DONE - Mod support for Quark!

    The creative patch has been updated to 1.9 and has been re-added to the OP. The pack adds nearly 30 new blocks by re-texturing double slabs, ores, and monster eggs.

    Posted in: Resource Packs
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    posted a message on PixelCam - Camera Studio for Minecraft 1.8 and 1.9!

    Does this mod let you record in third person?

    Posted in: Minecraft Mods
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    posted a message on TRITON- 64x-512x ~ HD Cartoon-Comic Style
    Quote from Ringoster»

    Sure, that's fine with me! Here's the file I've used to apply it ingame (cube.json):
    {
    "textures": {
    "-1": "outlines/outline_standard",
    "particle": "#all",
    "down": "#all",
    "up": "#all",
    "north": "#all",
    "east": "#all",
    "south": "#all",
    "west": "#all"
    },
    "elements": [
    { "from": [ 0, 0, 0 ],
    "to": [ 16, 16, 16 ],
    "shade": false,
    "faces": {
    "down": { "texture": "#down", "cullface": "down" },
    "up": { "texture": "#up", "cullface": "up" },
    "north": { "texture": "#north", "cullface": "north" },
    "south": { "texture": "#south", "cullface": "south" },
    "west": { "texture": "#west", "cullface": "west" },
    "east": { "texture": "#east", "cullface": "east" }
    }
    },
    {
    "name": "glow",
    "from": [ 16.35, 16.35, 16.35 ],
    "to": [ -0.35, -0.35, -0.35 ],
    "shade": false,
    "faces": {
    "north": { "texture": "#-1", "uv": [ 0.0, 0.0, 16.0, 16.0 ], "cullface": "south"},
    "east": { "texture": "#-1", "uv": [ 0.0, 0.0, 16.0, 16.0 ], "cullface": "west"},
    "south": { "texture": "#-1", "uv": [ 0.0, 0.0, 16.0, 16.0 ], "cullface": "north"},
    "west": { "texture": "#-1", "uv": [ 0.0, 0.0, 16.0, 16.0 ], "cullface": "east"},
    "up": { "texture": "#-1", "uv": [ 0.0, 0.0, 16.0, 16.0 ], "cullface": "down"},
    "down": { "texture": "#-1", "uv": [ 0.0, 0.0, 16.0, 16.0 ], "cullface": "up"}
    }
    }
    ]
    }

    outline_standard.png can basically be a flat black pixel, unless you want to apply the model to handheld items as well, in which case you'll want to use a transparent base with a black border around it (this is because the cube that has the outline renders in front of the normal cube when you're holding a block in 3rd person or wearing a block on the head).


    Thanks! The outlines have been a huge loss, so getting them back in any form makes me thrilled.
    Posted in: Resource Packs
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    posted a message on Texture Artists' Union
    Quote from Ringoster»


    For 1.9 versions, Biomes-o-plenty, Tinkers construct, Ironchests, RFTools, Progressive Automation, and Botania are a few major ones. Personally I'd recommend Biomes-o-plenty: A TON of blocks to texture, a lot of which can simply be recolored if you're feeling lazy, a couple mobs, and the devs seem to take it reasonably slow when it comes to adding/changing content.

    Thanks! I'm working on Biomes o Plenty now, which might be a bit easier if I hadn't lost all of my original work files from before. As it is, I'm having to twist myself in knots greyscaling a lot of textures to be able to re-use them as bases. The dirt's tricky enough. I'm not looking forward to the logs, but once it's done, it'll be done for anything else in the future.
    Posted in: Resource Pack Discussion
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    posted a message on Texture Artists' Union

    I'm a little out of touch with the modding world, since my computer has less processing power than a digital watch. But I've finally managed to get Forge to run without crashing everything, and with Sassgaard just kind of done and in the tinkering phase, I want to add a bit of mod support.


    What are some current mods that add a lot of new blocks to the game? Blocks are my favourite thing to texture, and armour is on the bottom of the list for things I like to do, so I'd prefer to avoid too many new armour variants for now.

    Posted in: Resource Pack Discussion
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    posted a message on MCPatcher won't work with 1.9?
    Quote from Alvoria»

    I wish people would stop saying this. It's very close to being true, yet is still a lie. There's still deficiencies in CTM and CIT that need to be addressed. It can do most things that MCPatcher used to... but not everything. The creator has admitted as such and is working toward it, but there are still places where things haven't been implemented yet.

    But all things considered, yes, Optifine is good enough for most purposes right now. We'll just have to be patient for the rest.

    I never used CIT, so I guess I didn't realise there was a difference there. *shrug*
    Posted in: Resource Pack Discussion
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    posted a message on How do you make a solid block transparent?

    You don't.

    Posted in: Resource Pack Help
  • 2

    posted a message on MCPatcher won't work with 1.9?

    MCPatcher still not updated for 1.9.4....


    And there's a very good reason for that. Kahr likely got fed up with having to re-write the entire thing from the ground up every time Minecraft updated. Mods take a lot of time to write, and when the game they're modding insists on changing damn near every file every time it updates, it's impossible to keep up. This is probably the number one reason mods get abandoned. Resource packs run into this as well, believe it or not. Getting snippy because a mod isn't updated is just petty.

    Seriously, use Optifine. It does everything MCPatcher used to do, before Kahr gave up. Read Insomniac_Lemon's post again. Kahr hasn't been active on the forum in a YEAR. If you want to see MCPatcher updated so badly, take over the project, or quit complaining and use the alternative.
    Posted in: Resource Pack Discussion
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    posted a message on [Contest] - Mob Menagerie May! - Malcolm5211 Wins!!!

    There's only so much one can do with a giant white bear, but I'm pleased. The Sassgaard Shulker texture also sort of misbehaves in the snapshot, but since it's snapshot mobs I'm doing tonight, I didn't want to re-launch Minecraft just for a screenshot.


    I'm going to assume that even though I've done the Shulker twice, being it's for two different packs at two resolutions, it should count?

    Posted in: Resource Pack Discussion
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    posted a message on Sarinilli's DreamCraft [64+128x+ Semi-Realistic Fantasy Pack] • 1.20.1 • Updated August 24 2023!

    Yeah, the developer of MCPatcher went away, and I wouldn't be surprised if frustration with Minecraft's ever changing ways had to do with it. It's unlikely to be updated at all at this point, from the looks for things.


    And I'm just at the stage with my main pack now where now that I've got everything done, I'm finally going back and changing all the things from two or three years ago, back before I knew what I was doing. It definitely feels better to finally do it. As for the gems, I'm gonna direct you here: http://www.deviantart.com/browse/all/resources/tutorials/?q=draw gems&offset=0


    I was stuck on mine for a long time as well, because it wasn't anything I'd ever drawn before. But there are loads of tutorials for how to design the faceting and how to shade them.

    Posted in: Resource Packs
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    posted a message on Silverfish Block Texture

    Is there a reason you necro'ed a five year old post?


    And for the record, you can do this. I've accidentally done it just as recently as a week ago. And I've done it deliberately in a creative resource pack in the past

    Posted in: Resource Pack Help
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    posted a message on TRITON- 64x-512x ~ HD Cartoon-Comic Style
    Quote from Ringoster»




    Turns out the outlined block model I made for items in the GUI also works pretty well on the terrain itself... possible future add-on. :D


    Do you mind terribly if I swipe this? Ever since Renderpass went away, and my block outlines went with it, my pack has felt somewhat incomplete.
    Posted in: Resource Packs
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    posted a message on Sarinilli's DreamCraft [64+128x+ Semi-Realistic Fantasy Pack] • 1.20.1 • Updated August 24 2023!

    I'm not sure how old the images in the OP are, but there are some tiling issues in your GUI. Which is an odd place for tiling issues, but there they are. Your texture overlays on some of them are in a very obvious grid, You might want to look into trying to make your overlays seamless somehow.


    I'm also not too thrilled with the gem textures. They look very flat. Even with the simple faceting, you can get them to look a little more 3D by avoiding pillow shading around the edges of each facet, and having a very clearly defined light source. As light refracts through the gem, the facets further away from the light source will be darker, while those closer will be brighter.


    And if you're not using it yet, Optifine supports random mobs. You can get all the cats you want using the exact same setup MCPatcher used, complete with the MCPatcher folder. Optifine and MCPatcher are pals like that.

    Posted in: Resource Packs
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    posted a message on [Help] Biome-Dependency, Resource Packs, and the color Green.

    I'm not sure if all blocks can be made to tint, or if it's just certain ones where, more specifically, you can disable the tint. I know that there was a time when I was furious that the reeds began to have a tint when they hadn't before, because it ruined my texture and turned them a ghastly over-saturated green.


    The way tinted blocks tint is that the blocks are value-painted, using no hue or saturation. They're done in greyscale, and the hue and saturation are determined by the colour map. The leather armour does exactly the same thing, but it also has an overlay. So, you get the greyscale texture, which has the colourmap overlaid on top of that, and then the opaque overlay texture on top of THAT, preventing the colourmapping from showing through. Redstone dust does the same thing, though I've not seen many people actually use the overlay to any effect. I'm kind of considering playing with it to see if I can get some animations in my redstone dust.


    But my TL;DR explanation is that IF you can get the mossy textures to tint, you'd wind up having to tint the entire block, and not just the moss. Resource packs can change blocks in a multitude of ways, but they can no longer add new blocks*. And since the overlay would be, on a technical level, a new block, it would likely require a mod to do.


    *Back in the day, you use to be able to use metadata to texture unused blocks. There was a Dokucraft creative pack that took full advantage of this, and added literally hundreds of "new" blocks, but these packs no longer work, and haven't for quite some time.

    Posted in: Resource Pack Help
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