Still working on this! Life's been a bit hectic so I've had to shift my attention off and on. Getting close to releasing the next WIP update though. In the meantime, here's a teaser for the swamp biome with some added spanish moss CTM and custom colors.
Hi sixfootblue, could you please explain how you managed to change/ or add onto an entities model by name tagging them? Because thus far that seems to be the only thing I've not been able to learn how to do, I understand how to model, how to change an entities default (unnamed mobs) model, how to texture them and all, but not changing models based on name tags, thanks in advance!
The model isn't actually changing. I'm just making different parts of the mob visible/invisible using the random mobs/entities feature.
I've got an update in the works for 1.14 (can't seem to edit it into the main post).
With the new villager appearance mechanics in 1.14, this opened up some opportunities for how I approach this pack.
(But first, here's a screenshot of the new villager designs)
Left to Right: Farmer, Fisherman, Weaponsmith, Mason.
Every villager has a randomized base appearance, that chooses between masculine and feminine presentations, different facial appearances, one of four skintones, and then a variety of hairstyles in black, brown, red, blonde, and gray.
Each profession will also have some randomization in the outfits, that will likely increase over time. Currently I'm just making a set of universal outfits, but the eventual plan is to re-integrate biome specific outfits as well.
Some villagers will also carry tools that change materials depending on their level. (Stone/novice has no tool)
Still no ETA on this update, but I'm getting close!
First before anything else, have some screenshots of the new UI textures:
Survival Inventory
Survival HUD
Creative Inventory
Option Buttons
So I kind of left this project on the backburner for... wow two years? I really don't know why. I just really didn't feel like working on it and was instead focusing on other priorities I had going on. But earlier this fall I just really wanted to pick it up again, but maybe do a little bit of a change in focus. I originally set out for this to be a "pixel art default" type of pack, but that was before news broke of Jappa being hired to do the very same thing. Also based on a lot of the feedback I got, while positive, some people commented on the textures being a little bit "plastic-y." Other people noted they felt the art style was kind of similar to games like Stardew Valley. And don't get me wrong, I love Stardew. But it wasn't really what I'd set out to do initially, and I wasn't really sure where to go from there.
A few months ago I did a bit of color experimentation, and seeing what changes I made here and there affected the overall aesthetic of the game, and in the end I decided to lean into the style inspiration instead of shying away from it. So from here on out I'm going to focus on making Haven its own distinct pack instead of just trying to give default a facelift. Been changing up textures here and there and putting together a more vibrant and cohesive color palette.
I'll have some more updated screenshots in a bit as I'm still remaking some of my older textures, but I hope you all will enjoy the slightly different direction the art's taking, or at least understand the focus change.
I'm having a hard time getting through to the Beta Versions link. I'm clicking on the correct captchas and continue buttons on the ad pages, but in the end it still takes me to a download page for shady software. It doesn't look like there's a mirror link for the betas either.
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Player villagers is now updated to 1.14-1.16!
2
Still working on this! Life's been a bit hectic so I've had to shift my attention off and on. Getting close to releasing the next WIP update though. In the meantime, here's a teaser for the swamp biome with some added spanish moss CTM and custom colors.
0
v1.2 is out!
Textures have been updated to match Jappa's texture update, and seven new fish variants have also been added. (Found by manthos3gr)
0
The model isn't actually changing. I'm just making different parts of the mob visible/invisible using the random mobs/entities feature.
1
I've got an update in the works for 1.14 (can't seem to edit it into the main post).
With the new villager appearance mechanics in 1.14, this opened up some opportunities for how I approach this pack.
(But first, here's a screenshot of the new villager designs)
Left to Right: Farmer, Fisherman, Weaponsmith, Mason.
Every villager has a randomized base appearance, that chooses between masculine and feminine presentations, different facial appearances, one of four skintones, and then a variety of hairstyles in black, brown, red, blonde, and gray.
Each profession will also have some randomization in the outfits, that will likely increase over time. Currently I'm just making a set of universal outfits, but the eventual plan is to re-integrate biome specific outfits as well.
Some villagers will also carry tools that change materials depending on their level. (Stone/novice has no tool)
Still no ETA on this update, but I'm getting close!
1
Hey, I'm back from the dead.
First before anything else, have some screenshots of the new UI textures:
Survival Inventory
Survival HUD
Creative Inventory
Option Buttons
So I kind of left this project on the backburner for... wow two years? I really don't know why. I just really didn't feel like working on it and was instead focusing on other priorities I had going on. But earlier this fall I just really wanted to pick it up again, but maybe do a little bit of a change in focus. I originally set out for this to be a "pixel art default" type of pack, but that was before news broke of Jappa being hired to do the very same thing. Also based on a lot of the feedback I got, while positive, some people commented on the textures being a little bit "plastic-y." Other people noted they felt the art style was kind of similar to games like Stardew Valley. And don't get me wrong, I love Stardew. But it wasn't really what I'd set out to do initially, and I wasn't really sure where to go from there.
A few months ago I did a bit of color experimentation, and seeing what changes I made here and there affected the overall aesthetic of the game, and in the end I decided to lean into the style inspiration instead of shying away from it. So from here on out I'm going to focus on making Haven its own distinct pack instead of just trying to give default a facelift. Been changing up textures here and there and putting together a more vibrant and cohesive color palette.
I'll have some more updated screenshots in a bit as I'm still remaking some of my older textures, but I hope you all will enjoy the slightly different direction the art's taking, or at least understand the focus change.
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Cute block models!
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I'm having a hard time getting through to the Beta Versions link. I'm clicking on the correct captchas and continue buttons on the ad pages, but in the end it still takes me to a download page for shady software. It doesn't look like there's a mirror link for the betas either.
1
Sorry I forgot to link the new crafting guide on this post.
The names and materials for a bunch of items were updated.
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Not yet
2
It has because I've been working on updating everything to 1.13. Now that that's out of the way I can get back to making new content.
1
Updated to 1.13 and uploaded an addon pack to curseforge that adds hidden item frames for furniture and stuff.
Get both by going to the download section and click "view all downloads"
3
Nearly there. I've had a handful of packs to update, haha.
3
I'm aware.
1
This pack now works in Minecraft 1.13.1! You'll need the latest Optifine pre-release in order to use it.
I've also uploaded an alternate version of the pack to the curseforge downloads page that has 12 halloween-themed skins inside!