I'd do it. Who knows if we could get all the interconnected ruins' entrances to line up, though. I kinda doubt Capcom bothered to make that all legit, but maybe.
We'd need some accurate maps to make sure we build everything to scale... Not sure how we'd go about that. Also, isn't this pack more strongly-based on Legends 2?
Another suggestion for the mod, in case it hasn't been considered yet: replace the getting-hurt grunt with Trigger's hurt noise! =P
I'd do it. Who knows if we could get all the interconnected ruins' entrances to line up, though. I kinda doubt Capcom bothered to make that all legit, but maybe.
We'd need some accurate maps to make sure we build everything to scale... Not sure how we'd go about that. Also, isn't this pack more strongly-based on Legends 2?
Another suggestion for the mod, in case it hasn't been considered yet: replace the getting-hurt grunt with Trigger's hurt noise! =P
I actually did once map out the ruins. And yeah, going by the exact game maps, some of them would actually occupy the same physical space. However, this can be gotten around lengthening some of the areas where, in the game, you it loaded a new area. That probably makes no sense whatsoever, but yeah.
In fact, I actually have a large portion of the ruins already built, from way back in the day. Looks like the only portion I didn't have completed was the Clozer Gate. And that's only because that one is the worst offender in spatial occupancy. Other than that, I've got all the ruins. All of them. Now, if only I could get MCEdit to work, I could actually insert it into an Alpha world, and see how everything would work then. Bah!
I actually did once map out the ruins. And yeah, going by the exact game maps, some of them would actually occupy the same physical space. However, this can be gotten around lengthening some of the areas where, in the game, you it loaded a new area. That probably makes no sense whatsoever, but yeah.
In fact, I actually have a large portion of the ruins already built, from way back in the day. Looks like the only portion I didn't have completed was the Clozer Gate. And that's only because that one is the worst offender in spatial occupancy. Other than that, I've got all the ruins. All of them. Now, if only I could get MCEdit to work, I could actually insert it into an Alpha world, and see how everything would work then. Bah!
Yeah, I know what you mean by lengthening the loading areas. You mean the theoretical space between doors you go through where the screen fades black before you're in a new place. Issues could also be potentially avoided by changing the height of elevators as necessary.
So you have all ruins but Clozer Gate made in a Classic map? I'm kinda surprised you could fit it all within that limited horizontal map space. If you don't mind my asking, what maps did you reference to build them?
Oh ok, I get it now, yeah, having a little tunnel or something between doors will making terrain switching seem way more seemless
I don't think we were talking about terrain- or texture-switching =P. We're talking about ways to keep ruins from physically running into each other. But that is what I was trying to say in your post about terrain/texture-switching, yeah.
Because Legends and Legends 2 don't have their whole world on one single map, but rather a slew of different maps that the game loads when you reach them, there is a great possibility that putting all of those maps together in one world (Minecraft) would find many of their passageways actually getting close to and/or running through eachother.
Really though, my initial concern was that the ruins' underground exits wouldn't all line up properly with their above-ground entrances, for which we would have to compensate in some way.
I actually did once map out the ruins. And yeah, going by the exact game maps, some of them would actually occupy the same physical space. However, this can be gotten around lengthening some of the areas where, in the game, you it loaded a new area. That probably makes no sense whatsoever, but yeah.
In fact, I actually have a large portion of the ruins already built, from way back in the day. Looks like the only portion I didn't have completed was the Clozer Gate. And that's only because that one is the worst offender in spatial occupancy. Other than that, I've got all the ruins. All of them. Now, if only I could get MCEdit to work, I could actually insert it into an Alpha world, and see how everything would work then. Bah!
Yeah, I know what you mean by lengthening the loading areas. You mean the theoretical space between doors you go through where the screen fades black before you're in a new place. Issues could also be potentially avoided by changing the height of elevators as necessary.
So you have all ruins but Clozer Gate made in a Classic map? I'm kinda surprised you could fit it all within that limited horizontal map space. If you don't mind my asking, what maps did you reference to build them?
I based them off the actual ingame maps, along side the actual game itself. So they're properly scaled for the most part, though they may be taller overall, due to how Minecraft's blocks are. As far as size is concerned, overall, it's 339x402x52. So, at the moment, not taking into account Clozer, the entire thing could theoretically fit underground in an Alpha map.
...And now I may have a new goal... Damnit.
Edit: The actual size without an extra area that I had built on of my own accord would be 232x402x52. Just thought I'd clear that up.
I based them off the actual ingame maps, along side the actual game itself. So they're properly scaled for the most part, though they may be taller overall, due to how Minecraft's blocks are. As far as size is concerned, overall, it's 339x402x52. So, at the moment, not taking into account Clozer, the entire thing could theoretically fit underground in an Alpha map.
...And now I may have a new goal... Damnit.
Edit: The actual size without an extra area that I had built on of my own accord would be 232x402x52. Just thought I'd clear that up.
=P Does that include the above-ground areas such as Kattleox, with Uptown and everything? And the Sub-Gates? And the large lake/water area? Haha.
For some reason I thought Classic maps were limited to 256x256 horizontally, hm. Anyway, if we/you/anyone is to embark on recreating Kattleox Island, I'd personally recommend that we/they wait until this pack is released. So as to choose the optimal blocks to use for building everything =P.
For some reason I thought Classic maps were limited to 256x256 horizontally, hm. Anyway, if we/you/anyone is to embark on recreating Kattleox Island, I'd personally recommend that we/they wait until this pack is released. So as to choose the optimal blocks to use for building everything =P.
Did you forget about custom server applications? I know one that ran 512 x 512, and I think some people go to 1024. Even then, there's the ability to add mulitple maps, where going through one 'corridor' would take you to a new map via portal, which is really a still water block with an extra effect in creative.
I based them off the actual ingame maps, along side the actual game itself. So they're properly scaled for the most part, though they may be taller overall, due to how Minecraft's blocks are. As far as size is concerned, overall, it's 339x402x52. So, at the moment, not taking into account Clozer, the entire thing could theoretically fit underground in an Alpha map.
...And now I may have a new goal... Damnit.
Edit: The actual size without an extra area that I had built on of my own accord would be 232x402x52. Just thought I'd clear that up.
=P Does that include the above-ground areas such as Kattleox, with Uptown and everything? And the Sub-Gates? And the large lake/water area? Haha.
For some reason I thought Classic maps were limited to 256x256 horizontally, hm. Anyway, if we/you/anyone is to embark on recreating Kattleox Island, I'd personally recommend that we/they wait until this pack is released. So as to choose the optimal blocks to use for building everything =P.
All I had was the ruins. Basically, everything underground, except Clozer. And all properly connected, too! No space issues there. I never got on to doing the above ground stuff, as unlike the underground, most of the above ground stuff didn't work itself out on a convenient grid. That's what made converting the underground stuff easy. It's all based on a grid. Who knows, though. Once this texture pack is finished, I may just start doing that.
...And then my memory refreshes itself, and I'm reminded of the fact that I built the entirety of Apple Market, including the insides of all the stores as well. In fact...
Alas, the lack of colored clothes means this probably wouldn't work too well in Alpha. But meh.
Did you forget about custom server applications? I know one that ran 512 x 512, and I think some people go to 1024. Even then, there's the ability to add mulitple maps, where going through one 'corridor' would take you to a new map via portal, which is really a still water block with an extra effect in creative.
I knew of custom servers, but didn't know that they had custom map sizes as well. I didn't know about the ability to portal to other maps, wish I had known about it haha. I never actually used a custom server myself, obviously, only the official one.
@betasword: Heheh cool. 'Tis too bad that colored cloth blocks no longer exist. So, did you try to pull off Clozer Gate at all? And as for the entrances/exits, did you just have them leading to the surface as it was in the world?
Did you forget about custom server applications? I know one that ran 512 x 512, and I think some people go to 1024. Even then, there's the ability to add mulitple maps, where going through one 'corridor' would take you to a new map via portal, which is really a still water block with an extra effect in creative.
I knew of custom servers, but didn't know that they had custom map sizes as well. I didn't know about the ability to portal to other maps, wish I had known about it haha. I never actually used a custom server myself, obviously, only the official one.
@betasword: Heheh cool. 'Tis too bad that colored cloth blocks no longer exist. So, did you try to pull off Clozer Gate at all? And as for the entrances/exits, did you just have them leading to the surface as it was in the world?
Alas, I never got around to actually building Clozer. I believe I did have it at least mapped out and everything, and if I recall, it would've been the lowest point on the map. As far as the entrances and exits, I had them marked with green cloth, but didn't actually have them built or anything yet. I had built parts of the ruins a few times in old multiplayer creative servers, and those actually did have the proper entrances and stuff, but other than that, nope.
And as far as the Apple Market thing goes, I figure a video might show it off better, so...
I knew of custom servers, but didn't know that they had custom map sizes as well. I didn't know about the ability to portal to other maps, wish I had known about it haha. I never actually used a custom server myself, obviously, only the official one.
I did myself, because I was originally playing on a McZall run server. Anything that allows scripts would be your best friend in these cases. Minecraft+ is easy enough to use, though. You can find them off of Minepedia, and I think it'd be worth it if you wanted to look into doing up Creative Mode stuff.
Like Heat Man in the last page, I registered simply to say that this project looks extremely promising and quite awesome! I generally don't do texture-swapping, but this looks awesome enough to me that I probably will swap the old textures out for these. Well done!
Edit: I keep forgetting to say this! Mage? Your Dig Labour avatar is awesome. I should make a Picke[t/l]man avatar...
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I'm not that hard to find… if you know where to look.
Megaman Legends 2 would be a terrible thing to do for Minecraft because we don't have a Flutter in Minecraft. XD
The texture pack I believe is a bit MML1 centric, actually. The armors are a little different because I needed a way to show that they were different, and that one was superior.
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For the socially adept miner. It's free, so click it!
Megaman Legends 2 would be a terrible thing to do for Minecraft because we don't have a Flutter in Minecraft. XD
Are you implying there's no Flutter in MML1? I do recall you CRASHED IT AT THE BEGINNING OF THE GAME. If it's just that it flies, then I guess you got me there.
Even then, it's not like the flutter was the main attraction.
Megaman Legends 2 would be a terrible thing to do for Minecraft because we don't have a Flutter in Minecraft. XD
Are you implying there's no Flutter in MML1? I do recall you CRASHED IT AT THE BEGINNING OF THE GAME. If it's just that it flies, then I guess you got me there.
Even then, it's not like the flutter was the main attraction.
Well, the Flutter was used to get from continent to continent in MML2.
MML1 was all on foot (aside from the one boat bit) Flutter was used mostly as a convenient save point until you get the spotter van.
I really don't wanna boat from Nino Island to Forbidden Island. ;.;
Also, the Sulfur Bottom would be impossible to do without a ladder.
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For the socially adept miner. It's free, so click it!
We'd need some accurate maps to make sure we build everything to scale... Not sure how we'd go about that. Also, isn't this pack more strongly-based on Legends 2?
Another suggestion for the mod, in case it hasn't been considered yet: replace the getting-hurt grunt with Trigger's hurt noise! =P
^^^^This would make building kattelox easier^^^^
viewtopic.php?f=1&t=51211
I actually did once map out the ruins. And yeah, going by the exact game maps, some of them would actually occupy the same physical space. However, this can be gotten around lengthening some of the areas where, in the game, you it loaded a new area. That probably makes no sense whatsoever, but yeah.
In fact, I actually have a large portion of the ruins already built, from way back in the day. Looks like the only portion I didn't have completed was the Clozer Gate. And that's only because that one is the worst offender in spatial occupancy. Other than that, I've got all the ruins. All of them. Now, if only I could get MCEdit to work, I could actually insert it into an Alpha world, and see how everything would work then. Bah!
viewtopic.php?f=1&t=51211
Check your PMs, bro. You might have a little surprise waiting there :smile.gif:
Yeah, I know what you mean by lengthening the loading areas. You mean the theoretical space between doors you go through where the screen fades black before you're in a new place. Issues could also be potentially avoided by changing the height of elevators as necessary.
So you have all ruins but Clozer Gate made in a Classic map? I'm kinda surprised you could fit it all within that limited horizontal map space. If you don't mind my asking, what maps did you reference to build them?
viewtopic.php?f=1&t=51211
I don't think we were talking about terrain- or texture-switching =P. We're talking about ways to keep ruins from physically running into each other. But that is what I was trying to say in your post about terrain/texture-switching, yeah.
Because Legends and Legends 2 don't have their whole world on one single map, but rather a slew of different maps that the game loads when you reach them, there is a great possibility that putting all of those maps together in one world (Minecraft) would find many of their passageways actually getting close to and/or running through eachother.
Really though, my initial concern was that the ruins' underground exits wouldn't all line up properly with their above-ground entrances, for which we would have to compensate in some way.
I based them off the actual ingame maps, along side the actual game itself. So they're properly scaled for the most part, though they may be taller overall, due to how Minecraft's blocks are. As far as size is concerned, overall, it's 339x402x52. So, at the moment, not taking into account Clozer, the entire thing could theoretically fit underground in an Alpha map.
...And now I may have a new goal... Damnit.
Edit: The actual size without an extra area that I had built on of my own accord would be 232x402x52. Just thought I'd clear that up.
=P Does that include the above-ground areas such as Kattleox, with Uptown and everything? And the Sub-Gates? And the large lake/water area? Haha.
For some reason I thought Classic maps were limited to 256x256 horizontally, hm. Anyway, if we/you/anyone is to embark on recreating Kattleox Island, I'd personally recommend that we/they wait until this pack is released. So as to choose the optimal blocks to use for building everything =P.
Did you forget about custom server applications? I know one that ran 512 x 512, and I think some people go to 1024. Even then, there's the ability to add mulitple maps, where going through one 'corridor' would take you to a new map via portal, which is really a still water block with an extra effect in creative.
All I had was the ruins. Basically, everything underground, except Clozer. And all properly connected, too! No space issues there. I never got on to doing the above ground stuff, as unlike the underground, most of the above ground stuff didn't work itself out on a convenient grid. That's what made converting the underground stuff easy. It's all based on a grid. Who knows, though. Once this texture pack is finished, I may just start doing that.
...And then my memory refreshes itself, and I'm reminded of the fact that I built the entirety of Apple Market, including the insides of all the stores as well. In fact...
Alas, the lack of colored clothes means this probably wouldn't work too well in Alpha. But meh.
I knew of custom servers, but didn't know that they had custom map sizes as well. I didn't know about the ability to portal to other maps, wish I had known about it haha. I never actually used a custom server myself, obviously, only the official one.
@betasword: Heheh cool. 'Tis too bad that colored cloth blocks no longer exist. So, did you try to pull off Clozer Gate at all? And as for the entrances/exits, did you just have them leading to the surface as it was in the world?
Alas, I never got around to actually building Clozer. I believe I did have it at least mapped out and everything, and if I recall, it would've been the lowest point on the map. As far as the entrances and exits, I had them marked with green cloth, but didn't actually have them built or anything yet. I had built parts of the ruins a few times in old multiplayer creative servers, and those actually did have the proper entrances and stuff, but other than that, nope.
And as far as the Apple Market thing goes, I figure a video might show it off better, so...
I really just want a way to help out, though.
Edit: I keep forgetting to say this! Mage? Your Dig Labour avatar is awesome. I should make a Picke[t/l]man avatar...
The texture pack I believe is a bit MML1 centric, actually. The armors are a little different because I needed a way to show that they were different, and that one was superior.
For the socially adept miner. It's free, so click it!
Are you implying there's no Flutter in MML1? I do recall you CRASHED IT AT THE BEGINNING OF THE GAME. If it's just that it flies, then I guess you got me there.
Even then, it's not like the flutter was the main attraction.
Well, the Flutter was used to get from continent to continent in MML2.
MML1 was all on foot (aside from the one boat bit) Flutter was used mostly as a convenient save point until you get the spotter van.
I really don't wanna boat from Nino Island to Forbidden Island. ;.;
Also, the Sulfur Bottom would be impossible to do without a ladder.
For the socially adept miner. It's free, so click it!