It's the antialiasing on the border of your pumpkin
See how the black line around the pumpkin is fuzzy? Those are translucent pixels that are breaking up the border of the image. Just try filling them in with solid black, and it should solve the problem.
There aren't any thus far, but all the documentation for it is on Optifine's github. If you've tinkered with custom block models before, you should have an easier time figuring things out. https://github.com/sp614x/optifine/tree/master/OptiFineDoc/doc
I should add that it really helps to have some experience creating block models for minecraft, or at least have an understanding of how those kinds of minecraft models generally work, as this uses a similar system.
Custom colour documentation's all here. Basically you define the restone colour using a 16x1 gradient image where each pixel corresponds to a different signal strength. (left side of the image is darkest (off) while the right side is lightest (full strength))
Then just save it to assets/minecraft/mcpatcher/colormap/redstone.png
This one uses a gradient from pale yellow to a dark gold.
Well there aren't really any other options, I don't think. The redstone colours aren't normally controlled by resource packs. They're coded into the game.
Is there any reason you can't use OptiFine? If you're worried about keeping Minecraft vanilla, it wouldn't be too big of an issue. It's just a performance enhancer that works clientside, so your saves won't be affected and you can still play minecraft as you would if it was 100% vanilla. It installs in like two seconds as well, and updates fairly frequently.
Idk if you can use natural textures with CTM though, since I'm pretty sure natural textures is done by randomly rotating or flipping textures to break the tiling, and that would cause some compatibility issues between the two features.
You can customize the redstone dust colour if you're using Optifine. There's a feature that lets you define the colours used to tint the dust texture with a simple gradient image you stick into the resource pack.
Usually when I'm putting together a resource pack is I just go through and delete all of the default files first before starting, so I just have the empty folders, and then copy the new textures into the respective folders as I go along. Makes things easier in the end.
Interesting! Never seen a 3x3 pack before. Though I think you'll want to look into adding some texture randomization for a lot of the repeating blocks. A lot of the textures have some very apparent tiling and it's kind of hard to avoid with a single 3x3 texture.
3
It's the antialiasing on the border of your pumpkin
See how the black line around the pumpkin is fuzzy? Those are translucent pixels that are breaking up the border of the image. Just try filling them in with solid black, and it should solve the problem.
0
Double check that the texture's 64x64...? I can't really think of any other reason as to why it would be doing this.
3
There aren't any thus far, but all the documentation for it is on Optifine's github. If you've tinkered with custom block models before, you should have an easier time figuring things out.
https://github.com/sp614x/optifine/tree/master/OptiFineDoc/doc
Check the CEM documents. They show the format for writing up entity model files and what avilable features there are. There's also a sample resource pack here.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272953-optifine-hd-d1-fps-boost-dynamic-lights-shaders?comment=52789
I should add that it really helps to have some experience creating block models for minecraft, or at least have an understanding of how those kinds of minecraft models generally work, as this uses a similar system.
4
https://github.com/sp614x/optifine/blob/master/OptiFineDoc/doc/color.properties
Custom colour documentation's all here. Basically you define the restone colour using a 16x1 gradient image where each pixel corresponds to a different signal strength. (left side of the image is darkest (off) while the right side is lightest (full strength))
Then just save it to assets/minecraft/mcpatcher/colormap/redstone.png
This one uses a gradient from pale yellow to a dark gold.
1
Well there aren't really any other options, I don't think. The redstone colours aren't normally controlled by resource packs. They're coded into the game.
Is there any reason you can't use OptiFine? If you're worried about keeping Minecraft vanilla, it wouldn't be too big of an issue. It's just a performance enhancer that works clientside, so your saves won't be affected and you can still play minecraft as you would if it was 100% vanilla. It installs in like two seconds as well, and updates fairly frequently.
0
They're defined by .properties files in the resource pack.
You can read up on how to use them here.
http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/resource-pack-discussion/1256343-a-texture-artists-guide-to-mcpatchers-features
Idk if you can use natural textures with CTM though, since I'm pretty sure natural textures is done by randomly rotating or flipping textures to break the tiling, and that would cause some compatibility issues between the two features.
1
You can customize the redstone dust colour if you're using Optifine. There's a feature that lets you define the colours used to tint the dust texture with a simple gradient image you stick into the resource pack.
2
You can't do it with just textures. You'd have to actually edit the model of the head.
Optifine has a feature that allows you to customize how entity models look in a resource pack. That'd probably be the easiest way to go about it.
0
Thats not a feature yet unfortunately
1
Usually when I'm putting together a resource pack is I just go through and delete all of the default files first before starting, so I just have the empty folders, and then copy the new textures into the respective folders as I go along. Makes things easier in the end.
0
It's giving me some high elven fantasy vibes.
2
Those are some fancy looking weapons. What's the theme of your pack supposed to be?
0
It looks great! Nice work. I love your pumpkin textures especially.
0
That's just going to come with practicing image manipulation/texture painting, I'm afraid.
2
Interesting! Never seen a 3x3 pack before. Though I think you'll want to look into adding some texture randomization for a lot of the repeating blocks. A lot of the textures have some very apparent tiling and it's kind of hard to avoid with a single 3x3 texture.