I'm not the best at putting it into words, and I know the process differs a bit among image editors.
For GIMP (The program I'm using):
Open up the grass_side texture (The one that includes the dirt in the texture). Make sure the grassy part is gray so the game can recolour it properly using the biome palette.
Right click on the layer and select "Add Layer Mask > White"
Select all of the dirt pixels, and fill in the area with black on the layer mask image. (Areas of the mask filled in with black instead of white will be unaffected by the biome palette.)
Haven is a resource pack that takes on a cozy colorful pixel art style, similar to games such as Stardew Valley, with several additional features and addon-packs to make your Minecraft world pop. The screenshots here are from two years ago, and since then the art style is going to be undergoing some changes.
With the 1.13 texture update coming up I probably picked a poor time to work on this sort of pixel art pack, but oh well.
Haven is a side project I've started which aims to give default Minecraft a bit of a pixel art face lift. I'm planning on keeping all of the default colours the same, or close to their original shades, so you can use this resource pack without considerably affecting the overall look of your builds. I do also plan on creating a more enchanced version that uses randomized blockstates and some CTM to add some more detail to the world, as well as create a version for Windows 10 edition.
These textures are from about 2 weeks of on and off work. Feel free to post your feedback!
I've managed to fix it. The semitransparent grass side texture needs to include the dirt, and then you use a layer mask to block it out. Then export as .tga
Vehicles aren't really feasible because of the size limits of models. The biggest thing I could make would be maybe 6x6x6 blocks in size. Also, when the item frame the model is in disappears from your FOV, the entire model disappears along with it, until it re-enters your FOV. So that also limits things.
Hey i have been bugged by this problem where you can see the itemframe i was searching up ways you could remove it but all the ways you had to remove the birch texture but there was one reddit thread where they changed the model of it so it would be invisible im wondering if you can create something similar
I don't want to mess with the default item frame because that might affect people's builds.
Why did you choose emerald for the decoration item, it is kinda expensive since you have to find a villager and sell items to him?
I only used emeralds for items you wouldn't have a lot of in a house such as the computers or sofas. Furnishing a modest house would only take about 5-6 emeralds. Sure you'd need to mostly trade for them, but if you already have an established base, you should have a decent amount of items to trade. Emeralds also spawn naturally in extreme hills biomes so it's just a matter of mining in those areas. Economy servers also let you buy them as well. Just gotta sell a bunch of raw materials like cobblestone.
I could look into other options if too many people have trouble using these, but when designing the pack, it seemed appropriate enough, and I wanted to avoid using blocks that you could place down by accident, resulting in losing the rename.
That being said if it ever becomes possible to make these items out of something like banners for instance, or other renameable block entities, I'll more than likely switch over to them. And at the end of the day you could always just go into the resource pack and modify the .properties files yourself so the furniture relies on a different item.
There are to many fish in the fishing looting table and the main reason that you build a fishing farm isn't to catch fish but enchanted books and when i was playing with the loot tables it was already very rare to get books because most of the times i got the new fish so no more items in fishing please.
The rate at which you get treasures shouldn't be affected by the new fishing loot tables. When you go fishing and catch something, the game first randomly decides which table to grab loot from (Either fish, treasure, or junk), which are all separate loot table files. You probably just got unlucky.
Is it possible to not override and replace vanilla items for the custom optifine named textures, both for vanilla textures and the model item jsons? I use a custom server resource pack and would very much like to include your custom items in it, but do not wish to replace the vanilla textures or model positioning / sizes. Is it not possible to have custom items with correct scaling without breaking vanilla stuff?
A couple of fish seem to be quite large for the inventory GUI too. Stretches outside the window size.
Yeah that's possible. The next release of ItemBound is actually going to have that fix. (Except for shields, since the predicate switching for them doesn't work just yet)
EDIT: Speaking of. I'm looking to release this update on Saturday.
I've also got maybe four types of furniture left to make before that portion of the update is done. Then its just some bonus chest gear for the people who've been wanting more armor among other things.
Kind of excited to put out this update. Testing out all these new furniture models makes me feel like I'm playing the sims again haha.
2
I'm not the best at putting it into words, and I know the process differs a bit among image editors.
For GIMP (The program I'm using):
Open up the grass_side texture (The one that includes the dirt in the texture). Make sure the grassy part is gray so the game can recolour it properly using the biome palette.
Right click on the layer and select "Add Layer Mask > White"
Select all of the dirt pixels, and fill in the area with black on the layer mask image. (Areas of the mask filled in with black instead of white will be unaffected by the biome palette.)
Export as .tga
2
Thanks! I'm glad to hear they're pleasing to look at.
7
Haven is a resource pack that takes on a cozy colorful pixel art style, similar to games such as Stardew Valley, with several additional features and addon-packs to make your Minecraft world pop. The screenshots here are from two years ago, and since then the art style is going to be undergoing some changes.
With the 1.13 texture update coming up I probably picked a poor time to work on this sort of pixel art pack, but oh well.Haven is a side project I've started which aims to give default Minecraft a bit of a pixel art face lift. I'm planning on keeping all of the default colours the same, or close to their original shades, so you can use this resource pack without considerably affecting the overall look of your builds. I do also plan on creating a more enchanced version that uses randomized blockstates and some CTM to add some more detail to the world, as well as create a version for Windows 10 edition.These textures are from about 2 weeks of on and off work. Feel free to post your feedback!
Screenshots:
Download WIP versions:
0
Don't know about level -1, but you can make enchantment level dependent CIT.
Check out the documentation here.
https://github.com/sp614x/optifine/blob/master/OptiFineDoc/doc/cit_single.properties
2
I've managed to fix it. The semitransparent grass side texture needs to include the dirt, and then you use a layer mask to block it out. Then export as .tga
0
Vehicles aren't really feasible because of the size limits of models. The biggest thing I could make would be maybe 6x6x6 blocks in size. Also, when the item frame the model is in disappears from your FOV, the entire model disappears along with it, until it re-enters your FOV. So that also limits things.
0
I don't want to mess with the default item frame because that might affect people's builds.
1
I only used emeralds for items you wouldn't have a lot of in a house such as the computers or sofas. Furnishing a modest house would only take about 5-6 emeralds. Sure you'd need to mostly trade for them, but if you already have an established base, you should have a decent amount of items to trade. Emeralds also spawn naturally in extreme hills biomes so it's just a matter of mining in those areas. Economy servers also let you buy them as well. Just gotta sell a bunch of raw materials like cobblestone.
I could look into other options if too many people have trouble using these, but when designing the pack, it seemed appropriate enough, and I wanted to avoid using blocks that you could place down by accident, resulting in losing the rename.
That being said if it ever becomes possible to make these items out of something like banners for instance, or other renameable block entities, I'll more than likely switch over to them. And at the end of the day you could always just go into the resource pack and modify the .properties files yourself so the furniture relies on a different item.
1
Furniture update is out! Crafting guides have been updated too. Here's the list of changes.
Added Furniture
Summer Bonus Chest
Removed Steve Armor, Alex Armor, and Block Heads for texture fixing.
0
The rate at which you get treasures shouldn't be affected by the new fishing loot tables. When you go fishing and catch something, the game first randomly decides which table to grab loot from (Either fish, treasure, or junk), which are all separate loot table files. You probably just got unlucky.
2
Yeah that's possible. The next release of ItemBound is actually going to have that fix. (Except for shields, since the predicate switching for them doesn't work just yet)
EDIT: Speaking of. I'm looking to release this update on Saturday.
0
Well, no there aren't any in this picture. I am planning on making some though.
0
I have a few planned. We'll see.
Which items in the background are you talking about? o.o
0
There's going to be some new diamond armor in the bonus chest.
Also. All of the furniture for next update is finally complete. I should be able to release it in the coming weeks.
1
I updated it.
I've also got maybe four types of furniture left to make before that portion of the update is done. Then its just some bonus chest gear for the people who've been wanting more armor among other things.
Kind of excited to put out this update. Testing out all these new furniture models makes me feel like I'm playing the sims again haha.