Very nice job with this. Love the color choices! I probably won't use this, since I love coming up with color palettes for ores and materials just like this, and would probably want to make my own, but it's certainly a nice reference. I can't seem to open the spreadsheet... never even heard of an .ods file before. Might be because I'm on a mac, so the public google doc would be nice.
Also, just out of curiousity, are you giving repeat ores the exact same texture, or are you using a diffrent shape/formation for each one? I would think that It'd be better to distinguish between ores at least a little bit, just so you could tell them apart if you wanted to. It'd be kinda like random CTM, too.
Also, just out of curiousity, are you giving repeat ores the exact same texture, or are you using a diffrent shape/formation for each one? I would think that It'd be better to distinguish between ores at least a little bit, just so you could tell them apart if you wanted to.
If an ore is added by only one mod (or only one popular mod), i'm sticking closely to the appearance of that ore (see the BoP gems, and Thaumcraft Ores). Otherwise I use the default ore shape. Part of the reason this project is practicable is because of an assembly-line approach.
It is not a priority. A ton of ores that no other mod uses means there's nothing to make it compatible with. Also I don't look forward to doing tons of custom funky tools for my pack. I'll do Nether Ores and Ores Plus before Metallurgy.
This is just the best thing ever. I was using this same methood for t-construct tools (my gods is that mod and it's 1000's of items for one tool a nightmare), never thought to use it for ores! Well, never grasps just how many ores there really are floating around.
I also agree with Metallurgy, it's not the best mod out there and really it's just a bunch of copy and paste of default stuff with new textures and some values changed for the tools.
That's because it is still not finalized. The more i add, the trickier it is to avoid very similar colors. I want to release the new stuff colors in a large batch so i have time o adjust them against each other.
Refined iron is on there twice, in two different rows, in two different colors. Not sure if that is intended for vanilla closeness or not.
At the top it's just regular vanilla iron. With "refined" i was trying to distinguish it from the totally different colored ore. At the bottom that's IC2's special metal. I'll remove "refined" from the vanilla title in the next version.
This has nothing to do with the colour scheme, but the iron block texture in the image looks like it is based on the old iron block texture, rather than the new one.
For Lithos:Core i'm allowing Iron (and only iron) to be wildly inconsistent, since otherwise it wouldn't be even remotely faithful. But maybe that chart should be more about the color scheme and less about how i'm applying it to Lithos.
These ore colours do look really good, however, I notice the same issue here as with the default Thermal Expansion Metal Blocks; when stacked vertically, the shiny effect caused by making the top lighter than the bottom renders them un-tile-able.
I just thought you might want to know, especially since many modpacks allow for the mass production of metals, which in turn makes them viable building materials and thus likely to be stacked vertically.
I know what you are talking about, and I don't really like it. Unfortunately the goal is to be instantly identifyable, and without that gradient it looks like a totally different block.