This release brings multiple texture pack resolutions to Sanguine. Sanguine is now available in all four standard texture pack resolutions!
Sanguine 3.1 is still available in the original post. That is the current primary release. This is a new post for this release because it is a non-standard release and may not be continued depending on quality, reception and future development progress. Let me know if you want this multiple resolution version to continue. It may sway my decision.
This release of Sanguine textures for Minecraft reverts some Sanguine textures to earlier, more standard appearance textures. This texture change is primarily intended to establish a texture tile parity across all four common resolutions of Sanguine for the submission of Sanguine 16 to the Webhallen texture pack competition. If you enjoy the 3.1 release of Sanguine there is no need to update to this version. No new textures have been added. Future releases of Sanguine will likely return to the 3.1 texture tiles while retaining the new resolution options.
The 16, 32 and 64 pixel versions of Sanguine are currently limited to the terrain.png file but full support for all existing Sanguine texture modifications will be added to these versions very soon!
These new versions should be seen as proof of concept and very early developmental releases. There are many issues and areas that can and will improve in these versions. Please let me know of any issues that you find troublesome.
This is a quick posting to get this release out before submission to the Webhallen contest. I will add more images and support files soon. Here are previews of the four terrain.pngs for now.
I'm wondering where is my glass?
(edit, see the fourth picture for a lack of glass)
It's nice at 16, but (and just being honest here...) I have other 16px packs I'd rather use. I have used the 128 using the patcher, and that's the best of the 128's. Good job!
I'm wondering where is my glass?
(edit, see the fourth picture for a lack of glass)
It's nice at 16, but (and just being honest here...) I have other 16px packs I'd rather use. I have used the 128 using the patcher, and that's the best of the 128's. Good job!
Thanks thePrez!
I just noticed the glass missing as well. Bit of a rush here, sorry. I'll be updating the DL zip as I make corrections and improvements.
Honesty is good. I know the 16 has many flaws and is not ideal...yet. I'll keep working on it. I want it to be as good a rendition of Sanguine as it can be at 16px. But it will still be Sanguine and obviously won't appeal to everyone. Thanks for the honest opinion!
Nice job with the textures!
However... with an honest opinion... I think lowering the res to 16x16 is too much, honestly. It just wouldn't work too well. Oh well, good luck anyway!
Nice job with the textures!
However... with an honest opinion... I think lowering the res to 16x16 is too much, honestly. It just wouldn't work too well. Oh well, good luck anyway!
Thanks vexx32!
I know, 16 pixels isn't much to hold all the info in the originals, but I'm aiming to squeeze as much in there as I can. I think they're already reasonably close to carrying off the overall look and feel of Sanguine, but there's much to do. Those blocks with less detail are actually trickier! I'll keep trying to compress pixels and see where it leads. Thanks for your view.
Rather than just compressing, how about subtracting from the original then compressing?
Look at the coal, for example. Take out a row or two of the coal veins, then compress. Same thing for the wood on the side of the workbench.
As for the other textures, just zoom in by about 25%, then compress. Don't really know how well this would work, just figured that less detail to compress would look better when 'smooshed'.
The textures look okay, like a pastel painting. My only problem is the circle that replaces the breaking animation, I'd rather like it for the tools as they break.
Rather than just compressing, how about subtracting from the original then compressing?
Look at the coal, for example. Take out a row or two of the coal veins, then compress. Same thing for the wood on the side of the workbench.
As for the other textures, just zoom in by about 25%, then compress. Don't really know how well this would work, just figured that less detail to compress would look better when 'smooshed'.
That would actually require a lot more work I think. And, in general, the intent is to try to match as closely as possible the HD textures. Clearly that's not possible in some cases like the planks and brick, but I'm going to try to keep it as close as I can.
It's a good point though, and I'll keep it in mind for those tiles that just don't want to be 16.
The textures look okay, like a pastel painting. My only problem is the circle that replaces the breaking animation, I'd rather like it for the tools as they break.
I've not looked at the tool damage indicator, but I think it's all code. I'v never seen a graphic for it AFAIK.
a.k.a. Size matters.
This release brings multiple texture pack resolutions to Sanguine. Sanguine is now available in all four standard texture pack resolutions!
Sanguine 3.1 is still available in the original post. That is the current primary release. This is a new post for this release because it is a non-standard release and may not be continued depending on quality, reception and future development progress. Let me know if you want this multiple resolution version to continue. It may sway my decision.
This release of Sanguine textures for Minecraft reverts some Sanguine textures to earlier, more standard appearance textures. This texture change is primarily intended to establish a texture tile parity across all four common resolutions of Sanguine for the submission of Sanguine 16 to the Webhallen texture pack competition. If you enjoy the 3.1 release of Sanguine there is no need to update to this version. No new textures have been added. Future releases of Sanguine will likely return to the 3.1 texture tiles while retaining the new resolution options.
The 16, 32 and 64 pixel versions of Sanguine are currently limited to the terrain.png file but full support for all existing Sanguine texture modifications will be added to these versions very soon!
These new versions should be seen as proof of concept and very early developmental releases. There are many issues and areas that can and will improve in these versions. Please let me know of any issues that you find troublesome.
This is a quick posting to get this release out before submission to the Webhallen contest. I will add more images and support files soon. Here are previews of the four terrain.pngs for now.
Download links:
Sanguine 16
Sanguine 32
Sanguine 64
Sanguine 128
I'm wondering where is my glass?
(edit, see the fourth picture for a lack of glass)
It's nice at 16, but (and just being honest here...) I have other 16px packs I'd rather use. I have used the 128 using the patcher, and that's the best of the 128's. Good job!
Thanks thePrez!
I just noticed the glass missing as well. Bit of a rush here, sorry. I'll be updating the DL zip as I make corrections and improvements.
Honesty is good. I know the 16 has many flaws and is not ideal...yet. I'll keep working on it. I want it to be as good a rendition of Sanguine as it can be at 16px. But it will still be Sanguine and obviously won't appeal to everyone. Thanks for the honest opinion!
However... with an honest opinion... I think lowering the res to 16x16 is too much, honestly. It just wouldn't work too well. Oh well, good luck anyway!
Donate to help me buy people Minecraft accounts!
Thanks vexx32!
I know, 16 pixels isn't much to hold all the info in the originals, but I'm aiming to squeeze as much in there as I can. I think they're already reasonably close to carrying off the overall look and feel of Sanguine, but there's much to do. Those blocks with less detail are actually trickier! I'll keep trying to compress pixels and see where it leads. Thanks for your view.
Look at the coal, for example. Take out a row or two of the coal veins, then compress. Same thing for the wood on the side of the workbench.
As for the other textures, just zoom in by about 25%, then compress. Don't really know how well this would work, just figured that less detail to compress would look better when 'smooshed'.
That would actually require a lot more work I think. And, in general, the intent is to try to match as closely as possible the HD textures. Clearly that's not possible in some cases like the planks and brick, but I'm going to try to keep it as close as I can.
It's a good point though, and I'll keep it in mind for those tiles that just don't want to be 16.
I've not looked at the tool damage indicator, but I think it's all code. I'v never seen a graphic for it AFAIK.
Posted 19 December 2010
Bumped almost 7 months. Why?