Ok, this was kinda busy day and didn't got as much done as I hoped. I did quick draft of Lodestone though, as that took only little work. This is version 0.1 and I will make carvings still little bit deeper and make surface little rougher. Any idea what there is on top of that vanilla lodestone? Should I make some moss over this thingie or something like that?
PS. What kind of paintings would you guys like to see? I personally would like something like kitchen utilities, hanging herbs etc... I was thinking about delving into that at somepoint as well.
Yup, that would be great! Thanks for all your contributions btw. Those actually got me involved in this project. I was originally just interested to get missing blocks from other packs, but took little time to learn how to do textures myself. Learning curve is steep still, but I think I can contribute something usable. Never actually done this sort of thing before, so any and all feedback is welcome!
I'll use this day to apply your recent changes to my latest development version 1.8c and test those out and get that smoker out. I'll also try to edit smithing table to releasable order. I also post WANTED textures post on this forum, so that we can keep track who is doing what, that minimizes duplicate work on some textures and we can priorize what blocks/textures/entities would be nice to get upped.
Post Scriptum. You don't happen to be from Finland by any chance? I just noticed some relic "kopio" files from your contribution pack as I was doing cleanup.
PPS. I could send you my copy of development version ie. "1.8c" if you are interested to check that out. It includes your contributions, my contributions, TeManas textures and has been cleaned up from old folders and files. That way we would be working from similar kind of basis and all my fixes would be included in your copy as well? It would also be useful if somebody would check that I haven't broken anything unintentionally.
Alright sounds good! I'll momentarily post those villager faces for ya!
Makes me happy to think that I can be part of the reason you're contributing into the pack, thank you so much! The work that you and many others do for the pack is appreciated for sure! I enjoy the satisfaction of trying to "fill the gaps" in the pack while retaining the packs art style. It can definitely be challenge and a steep learning curve for many textures for sure, but that's part of the fun I suppose lol.
Just saw you're post on wanted textures too, thank you very much for that! I find organization to be pretty important when it comes to this stuff too!
As for the Finland part, good guess but nope I'm not from Finland lol, not sure where that filename came from but I'm from Canada. Sorry! haha
And yes I'd love to get a copy of 1.8c! It'd be comforting for me knowing that we are all working on the pack with identical contents to reduce the amount of variability from my modified version of the pack to yours! Keeps things consistent, gotta love it
I've made a little zip of the old villager textures, you'll find a couple of them have different face variation (moustache, straw in mouth etc.) They don't change visually too much but nothing wrong in finding new uses for unused textures right? At least it's something! lol
As for the broken soul campfire animation, I'll look into that, I have a suspicion on what it might be, just have to confirm it, I'll let you know how that goes!
On an irrelevant note: I hope this wouldn't be too bothersome for admins of the "official" branch of the pack, but I'm still greatly considering making an unofficial discord server to make communication and coordination much easier and faster. Lemme know if you'd be interested in that or not. Thanks!
Ok, I'm going to do some low hanging fruit type of (1-2 texture) blocks for a moment, like that lodestone or magma. I do in this stage quantity over quality, but I preserve layered template and maybe palette files for every texture, so that I can finish those up properly at some point. Those x64 blocks should look better than old x16's even if I don't finish them up to the perfection.
EDIT: Some load screen, main menu and options tests. Noticed also that splash texts can't contain emojis.
On an irrelevant note: I hope this wouldn't be too bothersome for admins of the "official" branch of the pack, but I'm still greatly considering making an unofficial discord server to make communication and coordination much easier and faster. Lemme know if you'd be interested in that or not. Thanks!
Thanks! Applied those to my pack and everything seems to work.
Quick draft of magma block, should be usable already, but I'll give it some love later, still not exactly sure how those blocks fold in place. Animation works and magma flows. As we had 2 different blackstone.png files, other from TeMana and other from Finnigan, I used TeManas blackstone.png as basis for this magma. I'll send TeMana message and ask for permission.
Added also old villager images to the fold, and now we have little bit more variation in villagers. At some point I try to go through villagers and make it so, that there are different rustic, medieval themed clothing there.
PS. Discord-server sounds good, and I think we could use centralized location for latest development version of Rustic Redemption. Trello-type of Task Management wouldn't be bad either. For example, I run all the time in to the stuff that "I should do later" which I'm going to forget if I don't have good task manager to put those up in. In Trello we could just drag items from backlog -> under development -> needs honing -> done. It would also make it easier to priorize stuff and there would be backlog of possible stuff that anyone can start doing if they're into it. I PM'd you link to my 1.8c version. (Anybody else who want's a copy, just ping me, and I'll send you copy for development purposes, do not distribute.)
EDIT: Added quick draft of crying_obsidian.png, not perfectly aligned it seems, but I'll work on it later.
Last post for the day, did Target draft model. Give thoughts and what you think Rustic Redemption target should look like. Also, get to the Discord channel!!!
EDIT: Didn't like how leather background looked for that target, so changed it to straw. I personally prefer darker one for default target and maybe light one for optifine one, but share your thoughts. Also did small fixes to crying_obsidian.png, so that it looks little bit sharper and toxic, fixed also texture so that it continues more smoothly.
EDIT: Added shroomlight.png draft.
PS. If I would like to contribute, but don't know how, just ask. For example, if you have phone with you and run into some intriguing stuff get a photo of it and PM to me and I make folder for contributions. Almost anything that looks good might prove useful doing this stuff. Photos of treebark or old cobblestone or redtile wall, amazing doors, locks, photos of old apotechary museum utilities and bottles. Take images from good perspective straight. Any iron items that have been forged, door handles, hinges etc. That would be a great help and would be a much appreciated. Ah! Considering that there is LOTS of underwater stuff to do, images from aquariums and nice coral reefs would prove useful as well. I'll try to make shared resource photo folder at some point.
PPS. I'm no artist, don't know my way around Gimp of PikoPixel and I try to do these quite fast, so consider these as placeholders or works in progress, until someone with actual skill shows up and does better job. You are also welcome to give any and all feedback or to contribute. I can send PikoPixel template files from some of textures I've done, now that I've learned to use those properly.
Ok... I agree, that looked like s***, too "meaty" even for a placeholder. Did some reconfiguring for textures and this should be little bit better at least for now. I reorganize those holes at some point to more aesthetically pleasing form and so that they also go nicely around corners, but I leave that for later. Now I have at least template files ready and in order.
EDIT: sweetberry_bush draft done. I probably will make it little bit more green, so it goes little bit better together with current rustic redemption textures.
EDIT: did lily of the valley and cornflower out of the way, those need little bit adjusting still, but thats breeze.
EDIT: added bamboo leaf textures after I figured out how those work. Not perfect, but better than 16x ones.
Bell/block & entity done and ready for review. Conduit almost done. Needs eye and wind effects, currently using fillers, but I actually don't know how those work, so somebody else can do trial.
Added Big_Smoke particle textures, and compressed all png files using Google Zopfli, which: "is an encoder implementation of DEFLATE, a compression method commonly used in PNG format (among many other usages, e.g. ZIP, etc), designed to produce the likely smallest compressed output. Since it is a lossless transformation, a PNG file that is recompressed with Zopfli still retains all the pixels as expected."
Package is after all new textures, changes etc. ~60Megs.
Removed deprecated painting and particle png files etc.
I have been a passionate user of this pack together with POM (Parallex Occlusion Mapping), a feature of some shaders, for years. Now yesterday I wanted to play single player again after quite some time but I had to realize that the shaders add-on posted on this website is not working since the 1.13 update as there have been plenty of changes to texture names. Could you please update it and also possibly send me a notification about it? Thanks in advance!
Hey there, I had a look in the shader addon pack and you're right that the item names and some textures are out of date. I'll get that updated for you and anyone else looking to have it updated! Thanks for pointing that out
I went through the shader addon pack and got it updated to work with 1.13+, however I have some important disclaimers:
This shader pack is not fully compatible with randomized mobs and block textures (yet) which are currently built into the base resource pack, meaning that if you want the bumpmapping to work on all the blocks it can, you must go into the base Ovo resource pack, go to assets>minecraft>optifine> and delete the ctm folder contained inside.
Additionally, unfortunately because I do not own photoshop (which is used to make the bumpmapping for blocks), no new block bumpmapping textures have been included in this current build of the shader pack addon, however all of the original textures from before will now work and appear as intended, just be sure you are using compatible shaders! Some shaders cause the bumpmapping to go crazy because of the format it is in, makes for some horrifying displays.
UPDATE: Turns out randomized mob and block textures ARE compatible with bumpmaps, however to make them work together there will need to be more bumpmaps made for the extra textures which is possible! New project alert
UPDATE 2: The shader addon pack has been formatted with the proper folder trees and file placement and names, all that is needed to be done now is to convert a bunch of textures to create the missing bumpmaps, then it will all work together
Will post update when this shader pack is updated and released to have CTM / random mob support at the same time
Hey, I tried it out and it works only for some of the textures, e.g. most of the logs, cobble stone, sand stone and stone bricks. However, there is no parallax at all on dirt, grass, any wooden planks, some logs, gravel and sand. I just tested this on the most common blocks and it doesn't seem to be working correctly.
Hi! Sorry for the late response, this is due to blocks which have randomized texture alternatives not having normal maps, its been a while since I mentioned anything but this is certainly on my to-do list
Ok, this was kinda busy day and didn't got as much done as I hoped. I did quick draft of Lodestone though, as that took only little work. This is version 0.1 and I will make carvings still little bit deeper and make surface little rougher. Any idea what there is on top of that vanilla lodestone? Should I make some moss over this thingie or something like that?
PS. What kind of paintings would you guys like to see? I personally would like something like kitchen utilities, hanging herbs etc... I was thinking about delving into that at somepoint as well.
End Proctoring-
Alright sounds good! I'll momentarily post those villager faces for ya!
Makes me happy to think that I can be part of the reason you're contributing into the pack, thank you so much! The work that you and many others do for the pack is appreciated for sure! I enjoy the satisfaction of trying to "fill the gaps" in the pack while retaining the packs art style. It can definitely be challenge and a steep learning curve for many textures for sure, but that's part of the fun I suppose lol.
Just saw you're post on wanted textures too, thank you very much for that! I find organization to be pretty important when it comes to this stuff too!
As for the Finland part, good guess but nope I'm not from Finland lol, not sure where that filename came from but I'm from Canada. Sorry! haha
And yes I'd love to get a copy of 1.8c! It'd be comforting for me knowing that we are all working on the pack with identical contents to reduce the amount of variability from my modified version of the pack to yours! Keeps things consistent, gotta love it
I've made a little zip of the old villager textures, you'll find a couple of them have different face variation (moustache, straw in mouth etc.) They don't change visually too much but nothing wrong in finding new uses for unused textures right? At least it's something! lol
Here ya go!: https://www.mediafire.com/file/eyijp3ouunaioaw/Villager_parts.zip/file
As for the broken soul campfire animation, I'll look into that, I have a suspicion on what it might be, just have to confirm it, I'll let you know how that goes!
EDIT: Yep it's as I suspected, that problem you had occurs when the animation file for the soul campfire log and fire is missing, here's yet another little zip lol: https://www.mediafire.com/file/pgf49g8txsx6rt9/Soul_campfire_fix.zip/file
On an irrelevant note: I hope this wouldn't be too bothersome for admins of the "official" branch of the pack, but I'm still greatly considering making an unofficial discord server to make communication and coordination much easier and faster. Lemme know if you'd be interested in that or not. Thanks!
End Proctoring-
Ok, I'm going to do some low hanging fruit type of (1-2 texture) blocks for a moment, like that lodestone or magma. I do in this stage quantity over quality, but I preserve layered template and maybe palette files for every texture, so that I can finish those up properly at some point. Those x64 blocks should look better than old x16's even if I don't finish them up to the perfection.
EDIT: Some load screen, main menu and options tests. Noticed also that splash texts can't contain emojis.
Thanks! Applied those to my pack and everything seems to work.
Quick draft of magma block, should be usable already, but I'll give it some love later, still not exactly sure how those blocks fold in place. Animation works and magma flows. As we had 2 different blackstone.png files, other from TeMana and other from Finnigan, I used TeManas blackstone.png as basis for this magma. I'll send TeMana message and ask for permission.
Added also old villager images to the fold, and now we have little bit more variation in villagers. At some point I try to go through villagers and make it so, that there are different rustic, medieval themed clothing there.
PS. Discord-server sounds good, and I think we could use centralized location for latest development version of Rustic Redemption. Trello-type of Task Management wouldn't be bad either. For example, I run all the time in to the stuff that "I should do later" which I'm going to forget if I don't have good task manager to put those up in. In Trello we could just drag items from backlog -> under development -> needs honing -> done. It would also make it easier to priorize stuff and there would be backlog of possible stuff that anyone can start doing if they're into it. I PM'd you link to my 1.8c version. (Anybody else who want's a copy, just ping me, and I'll send you copy for development purposes, do not distribute.)
EDIT: Added quick draft of crying_obsidian.png, not perfectly aligned it seems, but I'll work on it later.
Thanks for the pack! I downloaded it and checked it out, there are a couple of things that need fixing but that's okay!
Here is the discord server link:
https://discord.gg/5KaPBabhXR
Anyone is welcome to join! For the purpose of coordinating work on the pack
Last post for the day, did Target draft model. Give thoughts and what you think Rustic Redemption target should look like. Also, get to the Discord channel!!!
EDIT: Didn't like how leather background looked for that target, so changed it to straw. I personally prefer darker one for default target and maybe light one for optifine one, but share your thoughts. Also did small fixes to crying_obsidian.png, so that it looks little bit sharper and toxic, fixed also texture so that it continues more smoothly.
EDIT: Added shroomlight.png draft.
PS. If I would like to contribute, but don't know how, just ask. For example, if you have phone with you and run into some intriguing stuff get a photo of it and PM to me and I make folder for contributions. Almost anything that looks good might prove useful doing this stuff. Photos of treebark or old cobblestone or redtile wall, amazing doors, locks, photos of old apotechary museum utilities and bottles. Take images from good perspective straight. Any iron items that have been forged, door handles, hinges etc. That would be a great help and would be a much appreciated. Ah! Considering that there is LOTS of underwater stuff to do, images from aquariums and nice coral reefs would prove useful as well. I'll try to make shared resource photo folder at some point.
PPS. I'm no artist, don't know my way around Gimp of PikoPixel and I try to do these quite fast, so consider these as placeholders or works in progress, until someone with actual skill shows up and does better job. You are also welcome to give any and all feedback or to contribute. I can send PikoPixel template files from some of textures I've done, now that I've learned to use those properly.
Ok... I agree, that looked like s***, too "meaty" even for a placeholder. Did some reconfiguring for textures and this should be little bit better at least for now. I reorganize those holes at some point to more aesthetically pleasing form and so that they also go nicely around corners, but I leave that for later. Now I have at least template files ready and in order.
EDIT: sweetberry_bush draft done. I probably will make it little bit more green, so it goes little bit better together with current rustic redemption textures.
EDIT: did lily of the valley and cornflower out of the way, those need little bit adjusting still, but thats breeze.
EDIT: added bamboo leaf textures after I figured out how those work. Not perfect, but better than 16x ones.
Bell/block & entity done and ready for review. Conduit almost done. Needs eye and wind effects, currently using fillers, but I actually don't know how those work, so somebody else can do trial.
Some items ready--as well as Grindstone. It's now smoother than regular stone, but not as smooth as smooth stone.
PS. Flowers, floating pixels at bamboo leaves etc. fixed.
EDIT: Very basic loom added. If you have nice texture you would like to see here, please do send. Currently loom fabric canvas size is 50x37.
Added more Glazed Terracotta textures.
Added Big_Smoke particle textures, and compressed all png files using Google Zopfli, which: "is an encoder implementation of DEFLATE, a compression method commonly used in PNG format (among many other usages, e.g. ZIP, etc), designed to produce the likely smallest compressed output. Since it is a lossless transformation, a PNG file that is recompressed with Zopfli still retains all the pixels as expected."
Package is after all new textures, changes etc. ~60Megs.
Removed deprecated painting and particle png files etc.
I have been a passionate user of this pack together with POM (Parallex Occlusion Mapping), a feature of some shaders, for years. Now yesterday I wanted to play single player again after quite some time but I had to realize that the shaders add-on posted on this website is not working since the 1.13 update as there have been plenty of changes to texture names. Could you please update it and also possibly send me a notification about it? Thanks in advance!
Hey there, I had a look in the shader addon pack and you're right that the item names and some textures are out of date. I'll get that updated for you and anyone else looking to have it updated! Thanks for pointing that out
A WIP update for 1.16 and 1.17 has been added to the OP with new and touched up textures.
The changelog will be updated here
https://docs.google.com/spreadsheets/d/1MFus4NWNlgMwleKmjLxbaFeGizo_uqxX3aEYL9BlTdU/edit?usp=sharing
and the missing textures list will be here
https://docs.google.com/spreadsheets/d/15Qwcv2DCD1FFoAHQ_KrTyI8ZvXWg7Wf4uBAs8h0kAgM/edit?usp=sharing
They may net be updated right away.
I went through the shader addon pack and got it updated to work with 1.13+, however I have some important disclaimers:
This shader pack is not fully compatible with randomized mobs and block textures (yet) which are currently built into the base resource pack, meaning that if you want the bumpmapping to work on all the blocks it can, you must go into the base Ovo resource pack, go to assets>minecraft>optifine> and delete the ctm folder contained inside.
Additionally, unfortunately because I do not own photoshop (which is used to make the bumpmapping for blocks), no new block bumpmapping textures have been included in this current build of the shader pack addon, however all of the original textures from before will now work and appear as intended, just be sure you are using compatible shaders! Some shaders cause the bumpmapping to go crazy because of the format it is in, makes for some horrifying displays.
Anyways here it is: https://www.mediafire.com/file/zbf3r6rd782k485/Ovos_RR_shader_files.zip/file
UPDATE: Turns out randomized mob and block textures ARE compatible with bumpmaps, however to make them work together there will need to be more bumpmaps made for the extra textures which is possible! New project alert
UPDATE 2: The shader addon pack has been formatted with the proper folder trees and file placement and names, all that is needed to be done now is to convert a bunch of textures to create the missing bumpmaps, then it will all work together
Will post update when this shader pack is updated and released to have CTM / random mob support at the same time
Hello, kind regards,
The package lived… interesting for the project that is in process. 😊
PGMPE
Hey, I tried it out and it works only for some of the textures, e.g. most of the logs, cobble stone, sand stone and stone bricks. However, there is no parallax at all on dirt, grass, any wooden planks, some logs, gravel and sand. I just tested this on the most common blocks and it doesn't seem to be working correctly.
Hi! Sorry for the late response, this is due to blocks which have randomized texture alternatives not having normal maps, its been a while since I mentioned anything but this is certainly on my to-do list