In the meantime of working out some udpates, not sure how many of you remember this, back during the 1.7 update we were able to assign each block metadata, 0-15. This allowed for us to have hundreds of new block textures. Unfortunately Mojang removed this feature to save space while saving data.
No, I was not able to figure out a work around on this. However, I have found something else rather exciting. I have known about Custom Entity Models for a while, but I always assumed that this replaced the existing entity and would just change the entire experience of minecraft. I was wrong, luckily.
Turns out Named mobs not only can have different textures but that different textures can support different models hidden very cleverly via optifine.
Using this method, I may be able to introduce several new MOBs into the game -- granted they would have their base model behaviours -- they would just require a name tag and just naming it with the identifier, in this case "Rubber Ducky Isopod"
I know the texture is an atrocity, so that will be changing, I really wanted to prove that it could be done before I sunk a TON of work into it.
So other experiments that I have been able to pull off include the below:
Koi Fish
A Whale using a Dolphin model, might swap this to a turtle since Dolphins have some very particular uncontrollable animations
Isopods with multiple different textures:
Now this actually gave me an idea that I might be able to stack models on top of each other and as long as I leave the textures of some models transparent I might actually be able to fit a bunch of 'new' mobs into one existing mob.
Anyways as I touched on earlier, I cannot always use this reliably since some models. Early on I discovered that barring a separate mod mob animations are hard coded into the game so things like SIlverfish, Dolphins, bats, fish all have a sitting animation that causes them to vibrate and shake making them unusable for anything other than a mob that you actually want to do that.
But I did take time to take inventory of all the existing mobs and their body parts and I think I know what all I can modify and give custom animations to (part of optifine)
So hopefully you all will find this an interesting part of the pack and even though many of you may not use this part it will be something that will be included and unless you are actually trying to add them to the game you will never see it.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/7/2012
Posts:
72
Minecraft:
Kade_N_
Xbox:
DOGCKyle
Discord:
Kyle#1805
Member Details
So a long overdue update...
Galvin and I have been pretty busy over the past year and as such haven't had much time to work on Revival. I am currently on winter break from university so I am hoping to have some free time over the next few weeks to update the pack for 1.16.
Currently, the 1.14 version of the pack from last October is still working on 1.16 (it says its incompatible, but it actually works perfectly fine). I am aware that the download link on the homepage is dead, I'll see if Galvin can update it. The current downloads can be found at https://github.com/Akenland/Revival/releases
We are missing most textures from 1.15 and 1.16. Nothing super critical, but mostly the new blocks and mobs like bee stuff, nether stuff, etc... I have received a few textures from people and will be reviewing them soon. I do need to put together a list of missing textures so I will try and do that over the next few days if I have time. Might also be worthwhile to try and get a headstart on 1.17 if we get a chance.
If you have textures you would like to contribute, feel free to email them to me directly [email protected] or post on GitHub (you can create an issue and add files). At this time I will likely not be accepting pull requests (unless its just for maybe 1-3 textures and nothing else) as there is some cleanup that I would like to do first,
So glad to see this texture pack revival isn´t dead. There aren´t many classic texture packs still around, but I´m glad this one´s going to get an update soon. Keep up the good work!
I know that just in 2020 DOGCKyle was saying that there are plans for a 1.16 update, but that was two years ago, and 1.18 is out now, so with that said, is there still plans? I just absolutely adore this texture pack and I want to use it for an adventure map, hopefully updating it to 1.16 if not 1.18, so I just wanted to know if it's coming along.
In the meantime of working out some udpates, not sure how many of you remember this, back during the 1.7 update we were able to assign each block metadata, 0-15. This allowed for us to have hundreds of new block textures. Unfortunately Mojang removed this feature to save space while saving data.
No, I was not able to figure out a work around on this. However, I have found something else rather exciting. I have known about Custom Entity Models for a while, but I always assumed that this replaced the existing entity and would just change the entire experience of minecraft. I was wrong, luckily.
Turns out Named mobs not only can have different textures but that different textures can support different models hidden very cleverly via optifine.
This is a Rubber Ducky Isopod next to it's base model the Cave Spider.
Using this method, I may be able to introduce several new MOBs into the game -- granted they would have their base model behaviours -- they would just require a name tag and just naming it with the identifier, in this case "Rubber Ducky Isopod"
I know the texture is an atrocity, so that will be changing, I really wanted to prove that it could be done before I sunk a TON of work into it.
So other experiments that I have been able to pull off include the below:
Koi Fish
A Whale using a Dolphin model, might swap this to a turtle since Dolphins have some very particular uncontrollable animations
Isopods with multiple different textures:
Now this actually gave me an idea that I might be able to stack models on top of each other and as long as I leave the textures of some models transparent I might actually be able to fit a bunch of 'new' mobs into one existing mob.
Anyways as I touched on earlier, I cannot always use this reliably since some models. Early on I discovered that barring a separate mod mob animations are hard coded into the game so things like SIlverfish, Dolphins, bats, fish all have a sitting animation that causes them to vibrate and shake making them unusable for anything other than a mob that you actually want to do that.
But I did take time to take inventory of all the existing mobs and their body parts and I think I know what all I can modify and give custom animations to (part of optifine)
So hopefully you all will find this an interesting part of the pack and even though many of you may not use this part it will be something that will be included and unless you are actually trying to add them to the game you will never see it.
Really glad to see this pack is back. Is there a way I can contribute, if needed, to help bring the pack up-to-date for 1.16?
I'd be glad to help contribute to the pack anyway I can! I even did some textures myself if you're interested in checking them out.
Main link on the 1st page is 404 dead!
¿Are you will still upgrade this texture pack?
So a long overdue update...
Galvin and I have been pretty busy over the past year and as such haven't had much time to work on Revival. I am currently on winter break from university so I am hoping to have some free time over the next few weeks to update the pack for 1.16.
Currently, the 1.14 version of the pack from last October is still working on 1.16 (it says its incompatible, but it actually works perfectly fine). I am aware that the download link on the homepage is dead, I'll see if Galvin can update it. The current downloads can be found at https://github.com/Akenland/Revival/releases
We are missing most textures from 1.15 and 1.16. Nothing super critical, but mostly the new blocks and mobs like bee stuff, nether stuff, etc... I have received a few textures from people and will be reviewing them soon. I do need to put together a list of missing textures so I will try and do that over the next few days if I have time. Might also be worthwhile to try and get a headstart on 1.17 if we get a chance.
If you have textures you would like to contribute, feel free to email them to me directly [email protected] or post on GitHub (you can create an issue and add files). At this time I will likely not be accepting pull requests (unless its just for maybe 1-3 textures and nothing else) as there is some cleanup that I would like to do first,
Kade
Lead Admin and Gameplay Designer of Akenland: RPG-Inspired Survival Server
So glad to see this texture pack revival isn´t dead. There aren´t many classic texture packs still around, but I´m glad this one´s going to get an update soon. Keep up the good work!
I know that just in 2020 DOGCKyle was saying that there are plans for a 1.16 update, but that was two years ago, and 1.18 is out now, so with that said, is there still plans? I just absolutely adore this texture pack and I want to use it for an adventure map, hopefully updating it to 1.16 if not 1.18, so I just wanted to know if it's coming along.
P.S: Alkimia, I love your pfp.
Micaiah Hemphill