I actually did get the sample from a .rtf file, and I think that the {\rtf1\ansi\ansicpg1252\deff0\deflang1033{\fonttbl{\f0\fswiss\fcharset0 Courier New;}{\f1\fnil\fcharset0 Calibri;}}
{\*\generator Msftedit 5.41.21.2510;}\viewkind4\uc1\pard\tx0\tx959\tx1918\tx2877\tx3836\tx4795\tx5754\tx6713\tx7672\tx8631\f0\fs20
may be a remnant of this. Should I remove it?
Give it a try i guess. What were you trying to change with this properties file?
Also, if you say 'I thought you couldn't change (something that can only be changed with MC Patcher)?' or 'What folder is it in?' I will be furious, because quite frankly, comments like that are useless.
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This comment is also quite useless. Unnecessary too.
Aaaaanyways. I'm going off a sample color.properties file, and everything seems to be in order. This is rather strange. I'm out of the house right now on my laptop, but once I get home, I could give it a try, and try and pinpoint the problem for ya.
It's okay I suppose, but your textures are fraught with tiling errors. You should look up some tutorials on how to tile your textures properly. Your sand is also unnaturally yellow. The dirt of the grass blocks don't match up with the dirt textures on your dirt blocks. It seems you've reused the same texture for grass edges, dirt and stone too, just with different colours. Also, on a lot of your textures (mainly the tree leaves) it...looks like you've actually lessened the detail. I don't think remastering textures involves bucket-filling them and eliminating the shading entirely. Sorry to say, but this pack still needs a lot of work for it to create the desired effect of a "remastered minecraft."
For the grass edging, you need to make it look more fibrous, or jagged to show where the grass is transitioning to the dirt. You don't see perfectly straight edges between grass and dirt like that in nature. You should also vary up your textures a little more and avoid the repetitiveness (ie make stone more smooth or more chunky, while grass and dirt patters are more fine and random.)
Also, if you're remastering the textures, I would recommend retexturing everything, just to keep the general art style consistent.
I can already tell that the two blocks to the far left (Stone and pebbles?) don't tile. I wouldn't recommend using source textures at such a low resolution.
This should be in the texture forum, but I do know of a solution.
I'm fairly certain the grey grass texture serves as a "multiply" layer that's paired with a colour from the grasscolor.png palette.
Download GIMP (It's free)
Open up the grey grass texture in GIMP, and set the layer type to "Multiply." Make a new layer and move it underneath it. Select the appropriate grass colour from the grasscolor.png file (You can find many templates online that show which colours come from where), and fill in the new layer with it. Then just flatten the image and save as a .png file.
Keep in mind, the colours of the dirt won't change along with the grass when you enter a new biome. If you want to do that, then you'll need MCpatcher or Optifine, which allows you to add custom colour palettes to other blocks which don't already have one.
I wouldn't say it's all bad. It has a bit more of a style element compared to other bucket-fill packs, but generally people don't really enjoy "simple" packs.
There's a section on this forum specifically for Minecraft PE texture packs. This section is for PC texture packs. Also you should provide some snapshots, showing off what the pack contains.
Most of the time, I do what you SHOULDN'T do, which is bottle it in and try to put on a happy face for people. But really, I try to vent it. Blowing people up in a videogame. Drawing or something, or just listening to music that relaxes me or lets me drift off in my thoughts for a bit. That and I try to just sleep it off.
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Make sure you fix those tiling errors too. xP
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Give it a try i guess. What were you trying to change with this properties file?
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^
This comment is also quite useless. Unnecessary too.
Aaaaanyways. I'm going off a sample color.properties file, and everything seems to be in order. This is rather strange. I'm out of the house right now on my laptop, but once I get home, I could give it a try, and try and pinpoint the problem for ya.
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For the grass edging, you need to make it look more fibrous, or jagged to show where the grass is transitioning to the dirt. You don't see perfectly straight edges between grass and dirt like that in nature. You should also vary up your textures a little more and avoid the repetitiveness (ie make stone more smooth or more chunky, while grass and dirt patters are more fine and random.)
Also, if you're remastering the textures, I would recommend retexturing everything, just to keep the general art style consistent.
Hope this helps.
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I should just go ahead and make a texturepack called "Plushycraft" now...
Sure, if you want.
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I'm fairly certain the grey grass texture serves as a "multiply" layer that's paired with a colour from the grasscolor.png palette.
Download GIMP (It's free)
Open up the grey grass texture in GIMP, and set the layer type to "Multiply." Make a new layer and move it underneath it. Select the appropriate grass colour from the grasscolor.png file (You can find many templates online that show which colours come from where), and fill in the new layer with it. Then just flatten the image and save as a .png file.
Keep in mind, the colours of the dirt won't change along with the grass when you enter a new biome. If you want to do that, then you'll need MCpatcher or Optifine, which allows you to add custom colour palettes to other blocks which don't already have one.
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Of course I don't mind. That's why I uploaded them ^^
PROTOTYPE FUZZIES.
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