This works rather well for Wayuki's pack since it's 16x16.
Maybe you could use this method for smaller mobs like the silverfish (and you've already done the chickens this way) so you don't lose too much detail.
That's a good idea actually. I had a bit of a problem with silverfish so I might have to try that.
Squid appear to be fine.
Maybe you could move the eyes closer toward the middle and make them larger like with real squid.(Real life squid have really big eyes)
Either that or flip the mouth since due to the eye position, it looks like it has an underbite. (the one partially in the waterfall shows this)
Well, you finally abandoned the old thread. Congratulations! I'm really happy for you. I really like the new direction you're taking with this pack- it has a darker, more refined feel to it. Thankfully, it's not so over-dramatic as most of the "Medieval" packs tend to be.
Anyway, keep up the good work! This is still my favorite pack!
Dusty, y'know how in the deault items texture, there are the brown bits which appear on leather armour to show that its leather and prevent faking? Well, could you do that for the helmet of your leather armour, making the bit that sticks out on the head always yellow, no matter how it's dyed?
It is doing this O.o That's not a problem with mine(and probably many other packs) anyways as leather armor is distictly different than the other tiers of armor. Even if you color your leather armor to be gold/grey it won't look ANYTHING like gold/iron armor. Default had to go to the measures it did because all armor is using the same exact skin and just colored differently. I don't think anyone will confuse yellow samurai armor as shiny metal armor.
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Hey! This pack is great news I was wondering if you are planning to change the nether rack. It is a great looking texture, but imo it feels way too repetitive. Maybe the skulls could be a ctm element?
I also noticed that the ender chest has some clipping issues around the lid.
That zombie pigman is awesome! Looking forward to updates!
While most textures were designed to tile well(and I think I did a good job of that), every tile will suffer elements of repetition, especially in larger areas like the nether where there's nothing to break up the patterns. So in light of that EVERYTHING could benefit from CTM, but CTM is also a time-consuming process, especially if it were for something like the netherrack where new tiles would need to be made from scratch.
While most textures were designed to tile well(and I think I did a good job of that), every tile will suffer elements of repetition, especially in larger areas like the nether where there's nothing to break up the patterns. So in light of that EVERYTHING could benefit from CTM, but CTM is also a time-consuming process, especially if it were for something like the netherrack where new tiles would need to be made from scratch.
That i understand. What im suggesting is that you create a more subtle looking rock like (or organic) texture. It will feel less repetitive. Just a suggestion though .
Also. I was wondering if you could consider dropping ctm glass I do like ctm, but the invisible wall looks a bit strange:
That i understand. What im suggesting is that you create a more subtle looking rock like (or organic) texture. It will feel less repetitive. Just a suggestion though .
Also. I was wondering if you could consider dropping ctm glass I do like ctm, but the invisible wall looks a bit strange:
Oh, and nice wolf!
The CTM textures just need to be worked with regardless. The "empty" block just doesn't look good. Adding "shine" pixels to it would look good as a simple addition.
MC Patcher now allows semi-transparent glass.
Just so y'know.
Well like I said, CTM has an alpha pass option but I couldn't get it to work. There's quite a few things that I can't seem to get working with CTM/random mobs, and it may be because of Optifine. I can't get the secondary mob overlays to work from random mobs, for mobs like the mooshroom and snow golem either.
However in instances like this with the glass if I can't get it to work with Optifine I'm not going to implement it because it looks horrible when it's not correctly making an alpha pass(it renders ALL semi-transparent pixels as opaque, which just ends up looking like glitched glass), so even if it works with MCPatcher folks, anyone using Optifine(like myself) will end up seeing a botched product.
What's new?
> New CTM texture for wooden/stone panels.
> New Cactus(I think this is new to this release)
> New slightly colored wooden planks and matching CTM log tops
> New diamond sword, modified diamond shovel
> Added mob/enderdragon/crystal.png and beam.png
> Added new beacon graphics, including interior crystal and beam
> Added pumpkinblur.png. I used to keep it blank on purpose, but while the new graphic obscures vision it is very faint
> Fixed anvil interface
> Spider skins(4 variations + cave spider)
> Chicken skins(6 variations)
> Pig skins(9 variations)
> Saddle texture
> Zombie pigmen skin
> Sheep skin
> Squid skin(6 variations)
> Wolf skin
> Updated art/kz.png with new art to fill in the Wither piece. Credit goes to Drazelic for his piece, so check it out!
>>> 0x90 by Drazelic - http://www.pixeljoint.com/pixelart/72150.htm
Are there any people that are working on doing mod artwork for this texture pack? I love this pack to death, but I love my mods even more. If anyone is willing to take a few requests, I'd be happy to give em! Haha.
And the update looks so good! I love the new diamond sword!
Are there any people that are working on doing mod artwork for this texture pack? I love this pack to death, but I love my mods even more. If anyone is willing to take a few requests, I'd be happy to give em! Haha.
And the update looks so good! I love the new diamond sword!
I think one person mentioned it in the old thread, but I haven't heard about it since. People are free to go ahead and try to work on mod compatibility, and I'll check them out and perhaps "officially recognize" them and put them in the OP if all goes well.
That's a good idea actually. I had a bit of a problem with silverfish so I might have to try that.
Good point, maybe I will flip the beak around.
Thanks Glad to hear people are liking it!
It is doing this O.o That's not a problem with mine(and probably many other packs) anyways as leather armor is distictly different than the other tiers of armor. Even if you color your leather armor to be gold/grey it won't look ANYTHING like gold/iron armor. Default had to go to the measures it did because all armor is using the same exact skin and just colored differently. I don't think anyone will confuse yellow samurai armor as shiny metal armor.
I also noticed that the ender chest has some clipping issues around the lid.
That zombie pigman is awesome! Looking forward to updates!
Also wolves!
That i understand. What im suggesting is that you create a more subtle looking rock like (or organic) texture. It will feel less repetitive. Just a suggestion though .
Also. I was wondering if you could consider dropping ctm glass I do like ctm, but the invisible wall looks a bit strange:
Oh, and nice wolf!
The CTM textures just need to be worked with regardless. The "empty" block just doesn't look good. Adding "shine" pixels to it would look good as a simple addition.
Well like I said, CTM has an alpha pass option but I couldn't get it to work. There's quite a few things that I can't seem to get working with CTM/random mobs, and it may be because of Optifine. I can't get the secondary mob overlays to work from random mobs, for mobs like the mooshroom and snow golem either.
However in instances like this with the glass if I can't get it to work with Optifine I'm not going to implement it because it looks horrible when it's not correctly making an alpha pass(it renders ALL semi-transparent pixels as opaque, which just ends up looking like glitched glass), so even if it works with MCPatcher folks, anyone using Optifine(like myself) will end up seeing a botched product.
http://www.dustycraft.com/zipDownloads/dustycraft2_1.4_rev2.zip
What's new?
> New CTM texture for wooden/stone panels.
> New Cactus(I think this is new to this release)
> New slightly colored wooden planks and matching CTM log tops
> New diamond sword, modified diamond shovel
> Added mob/enderdragon/crystal.png and beam.png
> Added new beacon graphics, including interior crystal and beam
> Added pumpkinblur.png. I used to keep it blank on purpose, but while the new graphic obscures vision it is very faint
> Fixed anvil interface
> Spider skins(4 variations + cave spider)
> Chicken skins(6 variations)
> Pig skins(9 variations)
> Saddle texture
> Zombie pigmen skin
> Sheep skin
> Squid skin(6 variations)
> Wolf skin
> Updated art/kz.png with new art to fill in the Wither piece. Credit goes to Drazelic for his piece, so check it out!
>>> 0x90 by Drazelic - http://www.pixeljoint.com/pixelart/72150.htm
Well I think that's it! Enjoy!
And the update looks so good! I love the new diamond sword!
I just loaded up Misa's and her pack has glass like my own.
I think one person mentioned it in the old thread, but I haven't heard about it since. People are free to go ahead and try to work on mod compatibility, and I'll check them out and perhaps "officially recognize" them and put them in the OP if all goes well.
I've been here for a loooooooooong time.
I used it in
Well I did say I was using Optifine
I made a texture pack spotlight of this and I would really appreciate if you checked it out. Here it is if you want to watch:
http://www.youtube.com/subscription_center?add_user=arcticfox1013
I enjoyed watching that, appreciate the showcase!
Screens: