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    posted a message on Broken Anachronism v14 - 1.7 blocks and Plant Overhaul (Feb 13)
    I've started on a new cobblestone texture.

    This will be the pattern for the top of the block, AKA the ground/floor.



    It's 128x128 repeat ctm. The image here shows it tiled to... uh... no specific multiple of itself, really.

    This is of course not the finished texture, just showing what the rock placement will be like. I'll be reusing the textures from regular stone plus the three new varients for the actual rocks, to give it some variation in color and make it fit in with any of the stone types for building purposes.

    Like it?

    Also, i could use some ideas for the wall portion of the cobblestone. I can't really think of any actual victorian or ornate looking cobblestone wall patterns... If anyone has any suggestions, i'd like to hear them. I was thinking maybe of doing some kind of rock mosaic, though maybe a more even pattern would actually be better...
    Posted in: Resource Packs
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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Ctm doesn't seem to work on liquids, except for on the bottom face of the block for some reason, indicating that McPatcher does to some extent support it for liquids, but it isn't working properly.

    Is this due to a limitation of minecraft and a feature McPatcher will never have due to technical reasons, or just a feature that has been temporarially omitted? Or does it simply require certain new parameters in the .properties file to make it work properly?

    I ask this, because i know for a fact that ctm used to be supported on liquids back in 1.5. In fact, i still have a working tester pack of it from back then.
    Posted in: Resource Packs
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    posted a message on Conquest_ [WIP there is always more to come]
    I was dissecting your pack to figure out exactly how you managed to texture fences seperately from everything else (something i've only seen once before ever) and i cannot figure out what you've done there. You seem to have textured fences in every type of wood.

    Would you mind explaining this to me? It's some very impressive ctm work, yet i cannot make sense of it.
    Posted in: Resource Packs
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    posted a message on Broken Anachronism v14 - 1.7 blocks and Plant Overhaul (Feb 13)
    Quote from RustToRust

    I keep checking in FAR too infrequently. These are wonderful. I might have to USE that smooth diorite... Ooh, I can't stand doing things for decorative reasons but that makes it so hard not to!


    I'm trying to make it self-decorating with ctm. I mean... if you want to build a house that is basically just a box made of a single block type, fine. Use my pack and hopefully it will look good, with vertical ctm walls, and special floor/ceiling textures, all on the same block.
    Posted in: Resource Packs
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    posted a message on Broken Anachronism v14 - 1.7 blocks and Plant Overhaul (Feb 13)
    Quote from roblox2852

    Aaaaah ok. That makes a lot more sense x3


    Yep, the idea is that assorted medical waste gets melted down into pretty marble.
    Posted in: Resource Packs
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    posted a message on Broken Anachronism v14 - 1.7 blocks and Plant Overhaul (Feb 13)
    Quote from roblox2852

    Ok just curious cause I can't figure it out to save my life. On the top of the nether quarts ore block is says Blood and ???? What the heck does that second word say? xD


    Calculus. Though i think it should probably be calculi...

    Anyway, this is what it means: http://en.wikipedia.org/wiki/Calculus_(medicine)
    Posted in: Resource Packs
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    posted a message on Texture Artists' Union
    Quote from XSSheep



    Phwaaaah, that looks fantastic! Triangles should be used in more textures IMO. Looks very neat.


    You're right... i never realized just how rare triangles are in texture packs, but they definately are very rare.
    Posted in: Resource Pack Discussion
  • 1

    posted a message on Texture Artists' Union
    Quote from Deonyi

    @13th

    I think the bottom of the diorite needs a larger 'end' piece too.


    It has one. It just isn't showing because i built the walls down into the floor...

    Here:

    Posted in: Resource Pack Discussion
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    posted a message on Texture Artists' Union
    Smooth diorite.

    Basically, i just did a lot of 45 degree angles until i made something that looked alright.

    Posted in: Resource Pack Discussion
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    posted a message on Broken Anachronism v14 - 1.7 blocks and Plant Overhaul (Feb 13)
    Smooth diorite.

    Basically, i just did a lot of 45 degree angles until i made something that looked alright.

    Posted in: Resource Packs
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    posted a message on Broken Anachronism v14 - 1.7 blocks and Plant Overhaul (Feb 13)
    Quote from TheAuthor


    Seens like Nautilus to me.....


    The big ones are, but look at the corners of the top/bottom tiles.

    The scrollwork is somewhat abstract snails as well.

    Well, at any rate, there are a lot of mollusks in this one.
    Posted in: Resource Packs
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    posted a message on Texture Artists' Union
    Quote from thecrazydudesrd

    The andesite looks great 13th, if you didn't say snail I would have guessed something like a Nautilus or something of that sort.


    Actually it is a nautilus shell. But if you look in the corners of each top/bottom piece, there are snails. Ah well, they're all mollusks.
    Posted in: Resource Pack Discussion
  • 2

    posted a message on Broken Anachronism v14 - 1.7 blocks and Plant Overhaul (Feb 13)
    Did a bit more shading to create some proper hard lines, and made everything tile properly... and i changed the color.

    Here it is ingame. Smooth andesite.



    Has anyone noticed that i kind of like snails?
    Posted in: Resource Packs
  • 4

    posted a message on Texture Artists' Union
    Did a bit more shading to create some proper hard lines, and made everything tile properly... and i changed the color.

    Here it is ingame. Smooth andesite.


    Has anyone noticed that i kind of like snails?
    Posted in: Resource Pack Discussion
  • 2

    posted a message on Texture Artists' Union

    I'm going to have all major resolutions, so I'll keep that in mind once I start adding CTM features.

    I'll admit that 512x is probably too extreme (I actually prefer 64x or 128x), but I made the resolution that high so I wouldn't get a random ambitious notion to remake everything in a higher resolution; I tend to want to go to extremes when I do big projects. I know that if I had made 128x the maximum, I would want to remake everything from scratch in 256x, halfway through completion. If it was 64x I would want to remake it in 128x, etc. With 512x, the next step would be 1024x, which is obviously beyond ridiculous and completely out of the question.


    Well, if you were to include a special 128x or maybe even 64x ctm version that used the 512x tiles with repeat ctm... i would definately use that.
    Posted in: Resource Pack Discussion
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