Yeah, sorry for stating the obvious, but sometimes it can be the simple thing that is the solution. I look forward to seeing your pack.
If two textures occupy the same space then you get z-fighting (I think that's right). I believe the flickering panels are a side effect of using Optifine. It's been a while since anyone posted about that problem but that used to be an issue. I don't know if there's a workaround/solution for it now (aside from not using Optifine) and this is assuming you use Optifine. MCPatcher might be a better option if you don't need Optifine for any special feature, like the FPS increase.
If you are still having problems with your texture then post a link to the file (don't just post it as an image) on Mediafire, FileDropper, Dropbox or wherever you want and we can take a look at it. If we can get it to work on our setups we can help you with yours.
no problem, I think it has to do with what program I use for textures. I use corel painter 11 for core texturing, photoshop, and manga studio also if I need it for effects. yeah I use optifine for fps and features. I solved my issue and got it working but thanks for offering help
bug report: 1.6.2_XBEE_Beta_Test_v1.0.1
the panel pavers are only facing north if not all of the panels are. ill have to look more into it
no problem, I think it has to do with what program I use for textures. I use corel painter 11 for core texturing, photoshop, and manga studio also if I need it for effects. yeah I use optifine for fps and features. I solved my issue and got it working but thanks for offering help
bug report: 1.6.2_XBEE_Beta_Test_v1.0.1
the panel pavers are only facing north if not all of the panels are. ill have to look more into it
The flickering on panels is a visual effect caused by Optifine. As wideload stated, z-fighting is caused when two textures overlap.
The way that Optifine performs it's render pass, causes any block that is thinner than the snow to flicker, as it tries to render both sides of the block as one.
The author of Optifine did say at some point that he would look into a fix for that issue, but I don't think anything came of it (at least not yet).
I also looked into a solution offered up by another mod developer, but was unable to make it work. Not much I can do about it sorry.
Panels placed on floors or ceilings have always placed in one direction only. The code that places a block by direction interferes with the code to allow placement on walls, so I can only do it that way.
The flickering on panels is a visual effect caused by Optifine. As wideload stated, z-fighting is caused when two textures overlap.
The way that Optifine performs it's render pass, causes any block that is thinner than the snow to flicker, as it tries to render both sides of the block as one.
The author of Optifine did say at some point that he would look into a fix for that issue, but I don't think anything came of it (at least not yet).
I also looked into a solution offered up by another mod developer, but was unable to make it work. Not much I can do about it sorry.
Panels placed on floors or ceilings have always placed in one direction only. The code that places a block by direction interferes with the code to allow placement on walls, so I can only do it that way.
If a zero-thickness piece had the same coloured pixel on the other side, in that specific spot, would it render okay? eg a flag flying in the wind - when you see a flag flying to the left, you are seeing the back of the flag. If the back was rendered in the texture as an exact mirror copy of the front, would this work, or would it go funky with z-fighting? (I don't use optifine BTW)
Rollback Post to RevisionRollBack
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
Yeah, I use the biped base a fair bit, but skellies seem to be skinny boney constructions. I suppose if I want to copy one, I need to get one to stand still long enough for me to count his ribs. ..always doing things the hard way, I am.
That link to the thread here - I didn't know about that one. Thanks.
I am doing tombs, and "tomb toppers" - ie effigies of knights, kings, etc, that can be interchanged with different tombs. - to avoid having clones of tombs. One of my toppers is a skull and crossbones. I want to do a full skeleton too. ...and a grim reaper statue. ....and a weeping angel. (yes I know there are already mods with these)
Rollback Post to RevisionRollBack
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
Healblock dont like to have a texture change. cant replace it. just comes up with bug texture box. this is the same for the XtraLamp01Active , XtraLamp01Idle, XtraLamp02Active, XtraLamp02Idle, XtraLamp03Active, XtraLamp03Idle, XtraLamp04Active, and XtraLamp04Idle.
Excellent stuff. Very post-apocalyptic. I particularly like the bottle of JD and Artoo mixed in with the other stuff. Signs are always useful and is that an aquarium against the far wall? I'm nicking that idea as I hadn't thought of it before.
You've done a fantastic job so far, IMO.
thank you, I am kind of new at this yeah that's a fish tank, hehe. when I get some other stuff done I plan on making it animated. but that might be awhile off, lot of stuff to do. I am how ever looking forward to updates for this mod. their seems to be a lot of stuff missing from older versions. I must have arcade machines that other stuff is must have too. but I got to say I love this mod
If a zero-thickness piece had the same coloured pixel on the other side, in that specific spot, would it render okay? eg a flag flying in the wind - when you see a flag flying to the left, you are seeing the back of the flag. If the back was rendered in the texture as an exact mirror copy of the front, would this work, or would it go funky with z-fighting? (I don't use optifine BTW)
It may be possible to do that. I can't remember if I already tried or if the code is compatible, but I may be able to combine a multi-texture block with a panel.
I will take a look some time this week.
Healblock dont like to have a texture change. cant replace it. just comes up with bug texture box. this is the same for the XtraLamp01Active , XtraLamp01Idle, XtraLamp02Active, XtraLamp02Idle, XtraLamp03Active, XtraLamp03Idle, XtraLamp04Active, and XtraLamp04Idle.
Very nice textures!
I would hazard a guess that those textures aren't working due to an issue with how they were saved (I just tried the ones you mentioned and they retextured fine).
I own both PhotoShop and Corel and from memory, they didn't like saving directly to .zip files (at least not with default settings).
Don't use either of them anymore, as I reverted back to using Jasc Paint Shop Pro 9. That's the program that I cut my teeth on and I still find it the most intuitive and user friendly paint program, especially for minecraft textures. (after that version it was taken over by Corel and in my opinion was never as good).
Thanks for bringing the multiglow's to my attention, they are all fixed now (glowdice too)
I just patched the fix to the 1.0.1b release
Not sure when I will have the missing features back in the 1.6.2 version. There were significant changes made to how models and gui's are implemented and as yet I haven't got them working. Same goes for the customizable liquids and fires.
I've actually been using this mod alongside XtraBlocks, instead of having a million different texture files for when i want slabs and stairs and doors and slopes. They play nicely together.
I have been using Carpenter's blocks since 1.5.2 - they can be quite klunky to place, taking 3 or 4 steps. And one mistake in placing a colour means I have to start over. However, they do have the added benefit of combining a colour with a texture, so a lot more textures are possible, without having to create a new textures. Previously I had maybe 6 textures for slopes - roof tiles, lapis (for magnificent vaulted ceilings), white stone, sandstone, thatch, and maybe a couple of others. I personally don't need a lot of textures/patterns/combinations. ...but if I can, then I will.
With Carpenters blocks, I am finding I am using slopes only for the most absolutely necessary things - archways, vaulted ceilings, draped ceiling fabric, etc. Everything else stays blocky. It's just a slow and frustrating way to place blocks.
I can live with it. I am just missing the ease of kaevator's blocks.
Rollback Post to RevisionRollBack
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
I have been using Carpenter's blocks since 1.5.2 - they can be quite klunky to place, taking 3 or 4 steps. And one mistake in placing a colour means I have to start over. However, they do have the added benefit of combining a colour with a texture, so a lot more textures are possible, without having to create a new textures. Previously I had maybe 6 textures for slopes - roof tiles, lapis (for magnificent vaulted ceilings), white stone, sandstone, thatch, and maybe a couple of others. I personally don't need a lot of textures/patterns/combinations. ...but if I can, then I will.
With Carpenters blocks, I am finding I am using slopes only for the most absolutely necessary things - archways, vaulted ceilings, draped ceiling fabric, etc. Everything else stays blocky. It's just a slow and frustrating way to place blocks.
I can live with it. I am just missing the ease of kaevator's blocks.
While using CB you can shift click with your hammer to clear the color or cover, I know what you mean about being a bit clunky though I barely ever use slopes to really build, but i do use the trap doors and the newly added doors with XtraBlocks.
Also, as far as XtraBlocks goes, I get an error any time I try to take out a module or two in 1.5.2, is this a bug or am I just doing something wrong? I've tried deleting the module from both the folder with the textures, and the folder with the classes, as well as taking out the config for them, but I always get a missing class error. If it's not possible it's not really that big of a deal, just a curiosity, since there are a few modules I don't use at all.
I can't speak for the Corel range of software, as I don't use it, but Photoshop is perfectly fine for textures as that is what I use. You are right that it doesn't like saving into zips, but then very few programs do. Zips/rars are designed to be worked on in an unpacked state so it's hardly surprising and that's the way they should be worked with. The only thing I would say about saving textures to .png from Photoshop is to make sure that the compression is set to Smallest/Slow and that the file is Non-Interlace. I don't know for definite if these cause a problem but these settings always work for me. Other than that PS is great for textures.
My first PC paint program was Paint Shop Pro. It was so similar to Deluxe Paint on the Amiga that when I changed computers it had a very small learning curve. It was a great program and it was quite some time before Photoshop swayed me to it's charms. I had heard that PSP had gone crap since Corel took over, but these days I'm so used to Adobe's software (I use AI as well) that I don't think I could change to anything else. I hear folks on the art forums I visit recommend Gimp and claim it's just like a free PS. I tried it out of curiousity for about a week and hated every second of it. It was nothing like PS and I had the 'act/look like PS' plug-in installed. Each to their own but it's kind of strange how we can become so attached to a piece of software.
Corel just seems like a waste of space if you already have Photoshop and /or PSP, I uninstalled it pretty soon after getting it.
Photoshop, whilst I don't like to use it for MC textures, is a brilliant program.
I recently updated from CS5 to CS6 and also picked up a nice pack of plugins and filters. It's just that with Paint Shop Pro 9, I can save directly to the .zip, zoom in/out of a texture with the mouse scroll and copy/paste with a right click.
Gimp didn't do it for me either, though it is free. For those that don't have a decent editor, it is a good option.
In short, I like PSP for quick editing, PS for larger projects and when I feel artsy, I like to fire up TwistedBrush Pro Studio.
p.s. Thanks for the nostalgia trip, your mentioning of Deluxe Paint for the Amiga stirred up a lot of good memories.
Are you planning on adding the missing stuff back into the 1.5.2 version? I think it's mainly Pixel Artist, Slopes, Bows/Arrows and the Tron Blocks. I know the slopes are giving you problems, and personally I don't need them now, but others (i.e. Crafty) might if you ever get it sorted. The Tron Blocks I'll leave up to you. They were extremely useful in 1.4.7 but then I found my world was too cluttered with colour and patterns (it looked messy), so next time I'm going for a simpler set (4 colours instead of 8, 8 patterns instead of 16) and the Glow module has enough blocks for me to do that. Up to you if you want to add it. I'm asking all this for curiousity at this point, so that I know how to proceed and whether to leave room for them.
Also, as myself and Crafty have moved up to 1.5.2 I wonder if there is anyone left using the 1.4.7 version of this mod. Hello, anybody out there? Knock twice for yes. The other regulars I can think of, Angelo and CarbonLord, have been quiet recently so I'm not sure where they stand. Is it worth working on that version now (you may have already stopped) as it is two major versions back?
Pixel Artist is back in today's release, Bows/Arrows still have an issue in survival mode that I can't figure out. Hopefully soon.
I haven't done anything with the Tron blocks yet, but I will most likely add them back real soon.
Yeah, 1.4.7 is pretty much done and dusted now, at least development wise. 1.5.2 will be my main focus and 1.6.2 more of a side project while I get things worked out.
I have been using Carpenter's blocks since 1.5.2 - they can be quite klunky to place, taking 3 or 4 steps. And one mistake in placing a colour means I have to start over. However, they do have the added benefit of combining a colour with a texture, so a lot more textures are possible, without having to create a new textures. Previously I had maybe 6 textures for slopes - roof tiles, lapis (for magnificent vaulted ceilings), white stone, sandstone, thatch, and maybe a couple of others. I personally don't need a lot of textures/patterns/combinations. ...but if I can, then I will.
With Carpenters blocks, I am finding I am using slopes only for the most absolutely necessary things - archways, vaulted ceilings, draped ceiling fabric, etc. Everything else stays blocky. It's just a slow and frustrating way to place blocks.
I can live with it. I am just missing the ease of kaevator's blocks.
I'm missing them too!
The Carpenters blocks are good, but for bigger projects they are not very practical.
I wish I had good news about the Xtra slopes, but I still haven't got them working.
While using CB you can shift click with your hammer to clear the color or cover, I know what you mean about being a bit clunky though I barely ever use slopes to really build, but i do use the trap doors and the newly added doors with XtraBlocks.
Also, as far as XtraBlocks goes, I get an error any time I try to take out a module or two in 1.5.2, is this a bug or am I just doing something wrong? I've tried deleting the module from both the folder with the textures, and the folder with the classes, as well as taking out the config for them, but I always get a missing class error. If it's not possible it's not really that big of a deal, just a curiosity, since there are a few modules I don't use at all.
Nope, that is definitely a bug.
It's all fixed now, thanks for bringing it to my attention.
(see download below)
Which blocks are you referring to?
Are you saying that you'd like blocks/textures added that will allow you to replicate that interior?
I was the one who created the TARDIS model for this mod and I'm sort of working on a console, but neither are based on those two Doctors. I do have a set of textures/blocks that is based on the 4th/5th Doctor's TARDIS interior. I can post them if you want them, along with the textures I used for the blue TARDIS wood etc. Do you want them?
Personally, I have no intention of doing textures for that interior because, whilst I liked it, it was nowhere near my favourite. It had an older, rough/rusty/steampunk look if I remember correctly. There's probably several textures out there that will do the job (with some tweaking). Have you checked the texture pack section for steampunk textures?
Let me know what you mean in more detail and maybe something can be done for you.
could you please post the textures/blocks for the 4th/5th doctors console room and the blue wood and i would like blocks that will allow me to replicate the 9th/10th doctors interior
I agree about having both Corel and Photoshop. They are both very powerful but it ultimately comes down to each users personal preferences. For me PS has been the one for quite a few years now, I think I jumped on board around version 5 or 6 (the original, not the CS versions) and nothing else has come close to it IMO. There is a very good reason for it being the industry standard.
Aside from not liking Gimp, with having PS I didn't feel the need, like Corel's software, to have it or use it, even if it was good. But it's great that it's there for those that can't afford the pay software. Same goes for Inkscape which is effectively a free replacement for Illustrator. We mentioned before that open source software is a fantastic idea and those two fit right in there. I am a long time user of OpenOffice as well. MS screwed up the user interface for their Office suite and, for me, OpenOffice is it's equal, if not better.
I've never tried TwistedBrush but I know of it. What is it you like about it? I might be tempted to try it out.
I'm also going to see about giving PSP 9 a go. I can't remember what the last version I used was but all this talk has persuaded me to try it again. I did love it when I used it.
As someone who likes to put brush to canvas/paper (I have several of my paintings hung around the house) I really like the vast selection of brushes available in twisted brush. I believe there are over 5000 to choose from, ranging from watercolour, acrylic, oils, etc,
not to mention a whole range of particles and flora of all sorts that grow as you drag the brush.
It really gives you a sense of real painting and works very nice with a drawing tablet.
Sadly, my old wacom tablet doesn't work too well in windows 7. I've had a look around for a driver update but that didn't fix the issue,
the tablet is about seven years old now, so maybe it's just on it's way out.
I love nostalgia trips. By that comment I take it you owned an Amiga? I had the 500 and later the 1200 (with extra RAM). They were excellent machines and I still sometimes miss them and their software. Especially if you consider that PC's at the time were 4 colours (black, white, cyan and magenta). Here's another trip trip for you. I remember when I first got a PC (Windows 3.1) and Star Wars: Dark Forces was released. It was the first game ever to require 8mb to run. 8mb!!! How things have changed.
Yep, I too was a proud owner of both types of Amiga (also the C64, I remember well, waiting half an hour for a game to load from cassette tapes)
The Amiga was pure awesomeness back in the day. I actually kept hold of mine and would fire it up on the odd occasion.
I had it stored in a box in my dad's shed, a while back, he accidentally threw it out during a clean up. I hadn't used it for a few years, but I still felt a great sense of loss.
Thankfully there are some good Amiga emulators out there and I can still play the old games when the urge calls.
Chaos Engine was one of my favorites and it still rocks!
Thanks for the release and adding PA back in. I'm semi-working on a set of HAL 9000 textures that I want to use on some of the PA blocks. If I remember an earlier post you said you had a HAL panel/block so you might like them. I'm doing the animated screens that accompany HAL, you know the ones that show LIF, ATM, DMG etc. Being animated they are taking a while to do each frame and I'm kind of torn between making the animated graphics true to the film (i.e. the correct graphics with the correct three letter heading - which will take a long time) or inspired by the film (which will be quicker as I'll just add anything that looks close). What do you think? ANy advice on which you would do? HAL is one of the most misunderstood characters in the movies, so I feel that I want to do it some kind of justice, but time is always a factor.
I think that the more authentic the better, but something that looks close would definitely be quicker/easier and would still look amazing.
I will drop a link below to a set of HAL console pictures that I have collected. There are a whole bunch of hi-res images of the console screens and also a few lower res, ready made animated.gif images. HAL 9000
With CarpenterBlocks, I can just kill all of the stairs and slabs of XBEE and save more IDs.
TRUE?
Yep, that should work just fine.
Funny that you mention RPG Maker. My son is going through a Zelda phase. Last week I installed RPG Maker VX Ace on his computer and helped him on his way to making his own game.
He has already surpassed anything that I ever made!
Cheers
Seems to be working fine.
If it still wont work for you, then try this link.
Cheers
no problem, I think it has to do with what program I use for textures. I use corel painter 11 for core texturing, photoshop, and manga studio also if I need it for effects. yeah I use optifine for fps and features. I solved my issue and got it working but thanks for offering help
bug report: 1.6.2_XBEE_Beta_Test_v1.0.1
the panel pavers are only facing north if not all of the panels are. ill have to look more into it
The flickering on panels is a visual effect caused by Optifine. As wideload stated, z-fighting is caused when two textures overlap.
The way that Optifine performs it's render pass, causes any block that is thinner than the snow to flicker, as it tries to render both sides of the block as one.
The author of Optifine did say at some point that he would look into a fix for that issue, but I don't think anything came of it (at least not yet).
I also looked into a solution offered up by another mod developer, but was unable to make it work. Not much I can do about it sorry.
Panels placed on floors or ceilings have always placed in one direction only. The code that places a block by direction interferes with the code to allow placement on walls, so I can only do it that way.
If a zero-thickness piece had the same coloured pixel on the other side, in that specific spot, would it render okay? eg a flag flying in the wind - when you see a flag flying to the left, you are seeing the back of the flag. If the back was rendered in the texture as an exact mirror copy of the front, would this work, or would it go funky with z-fighting? (I don't use optifine BTW)
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
That link to the thread here - I didn't know about that one. Thanks.
I am doing tombs, and "tomb toppers" - ie effigies of knights, kings, etc, that can be interchanged with different tombs. - to avoid having clones of tombs. One of my toppers is a skull and crossbones. I want to do a full skeleton too. ...and a grim reaper statue. ....and a weeping angel. (yes I know there are already mods with these)
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
---------------------------------------
Bug Report:
xtrablocksdiyglow / Multiglow - Don't glow
Healblock dont like to have a texture change. cant replace it. just comes up with bug texture box. this is the same for the XtraLamp01Active , XtraLamp01Idle, XtraLamp02Active, XtraLamp02Idle, XtraLamp03Active, XtraLamp03Idle, XtraLamp04Active, and XtraLamp04Idle.
thank you, I am kind of new at this yeah that's a fish tank, hehe. when I get some other stuff done I plan on making it animated. but that might be awhile off, lot of stuff to do. I am how ever looking forward to updates for this mod. their seems to be a lot of stuff missing from older versions. I must have arcade machines that other stuff is must have too. but I got to say I love this mod
It may be possible to do that. I can't remember if I already tried or if the code is compatible, but I may be able to combine a multi-texture block with a panel.
I will take a look some time this week.
Very nice textures!
I would hazard a guess that those textures aren't working due to an issue with how they were saved (I just tried the ones you mentioned and they retextured fine).
I own both PhotoShop and Corel and from memory, they didn't like saving directly to .zip files (at least not with default settings).
Don't use either of them anymore, as I reverted back to using Jasc Paint Shop Pro 9. That's the program that I cut my teeth on and I still find it the most intuitive and user friendly paint program, especially for minecraft textures. (after that version it was taken over by Corel and in my opinion was never as good).
Thanks for bringing the multiglow's to my attention, they are all fixed now (glowdice too)
I just patched the fix to the 1.0.1b release
Not sure when I will have the missing features back in the 1.6.2 version. There were significant changes made to how models and gui's are implemented and as yet I haven't got them working. Same goes for the customizable liquids and fires.
With Carpenters blocks, I am finding I am using slopes only for the most absolutely necessary things - archways, vaulted ceilings, draped ceiling fabric, etc. Everything else stays blocky. It's just a slow and frustrating way to place blocks.
I can live with it. I am just missing the ease of kaevator's blocks.
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
While using CB you can shift click with your hammer to clear the color or cover, I know what you mean about being a bit clunky though I barely ever use slopes to really build, but i do use the trap doors and the newly added doors with XtraBlocks.
Also, as far as XtraBlocks goes, I get an error any time I try to take out a module or two in 1.5.2, is this a bug or am I just doing something wrong? I've tried deleting the module from both the folder with the textures, and the folder with the classes, as well as taking out the config for them, but I always get a missing class error. If it's not possible it's not really that big of a deal, just a curiosity, since there are a few modules I don't use at all.
Corel just seems like a waste of space if you already have Photoshop and /or PSP, I uninstalled it pretty soon after getting it.
Photoshop, whilst I don't like to use it for MC textures, is a brilliant program.
I recently updated from CS5 to CS6 and also picked up a nice pack of plugins and filters. It's just that with Paint Shop Pro 9, I can save directly to the .zip, zoom in/out of a texture with the mouse scroll and copy/paste with a right click.
Gimp didn't do it for me either, though it is free. For those that don't have a decent editor, it is a good option.
In short, I like PSP for quick editing, PS for larger projects and when I feel artsy, I like to fire up TwistedBrush Pro Studio.
p.s. Thanks for the nostalgia trip, your mentioning of Deluxe Paint for the Amiga stirred up a lot of good memories.
Pixel Artist is back in today's release, Bows/Arrows still have an issue in survival mode that I can't figure out. Hopefully soon.
I haven't done anything with the Tron blocks yet, but I will most likely add them back real soon.
Yeah, 1.4.7 is pretty much done and dusted now, at least development wise. 1.5.2 will be my main focus and 1.6.2 more of a side project while I get things worked out.
I'm missing them too!
The Carpenters blocks are good, but for bigger projects they are not very practical.
I wish I had good news about the Xtra slopes, but I still haven't got them working.
Nope, that is definitely a bug.
It's all fixed now, thanks for bringing it to my attention.
(see download below)
========================================================================================================
1.5.2_XBEE_Beta_Test_v1.0.7b
Added Pixel Artist back in the pack.
Fixed a crash when disabling certain modules.
Requires Forge: Built with "minecraftforge-universal-1.5.2-7.8.1.737".
1.5.2_XBEE_Beta_Test_v1.0.7b Download
With CarpenterBlocks, I can just kill all of the stairs and slabs of XBEE and save more IDs.
TRUE?
Well I just learnt something I never knew before. Thanks.
Creative Minecrafter. No build is ever really complete, just "waiting for a better/prettier mod".
As someone who likes to put brush to canvas/paper (I have several of my paintings hung around the house) I really like the vast selection of brushes available in twisted brush. I believe there are over 5000 to choose from, ranging from watercolour, acrylic, oils, etc,
not to mention a whole range of particles and flora of all sorts that grow as you drag the brush.
It really gives you a sense of real painting and works very nice with a drawing tablet.
Sadly, my old wacom tablet doesn't work too well in windows 7. I've had a look around for a driver update but that didn't fix the issue,
the tablet is about seven years old now, so maybe it's just on it's way out.
Yep, I too was a proud owner of both types of Amiga (also the C64, I remember well, waiting half an hour for a game to load from cassette tapes)
The Amiga was pure awesomeness back in the day. I actually kept hold of mine and would fire it up on the odd occasion.
I had it stored in a box in my dad's shed, a while back, he accidentally threw it out during a clean up. I hadn't used it for a few years, but I still felt a great sense of loss.
Thankfully there are some good Amiga emulators out there and I can still play the old games when the urge calls.
Chaos Engine was one of my favorites and it still rocks!
I think that the more authentic the better, but something that looks close would definitely be quicker/easier and would still look amazing.
There is a very nice animated version of the HAL console on this site.
http://www.halproject.com/hal/
I will drop a link below to a set of HAL console pictures that I have collected. There are a whole bunch of hi-res images of the console screens and also a few lower res, ready made animated.gif images.
HAL 9000
Yep, that should work just fine.
Funny that you mention RPG Maker. My son is going through a Zelda phase. Last week I installed RPG Maker VX Ace on his computer and helped him on his way to making his own game.
He has already surpassed anything that I ever made!